@munch it seems even just stepping out and in your claim fix it directly.
At least for me.
Posts made by Kralith
-
RE: Moving a chest leaves the "collision box" behind
-
Moving a chest leaves the "collision box" behind
When i was moving around chests on my claim, the empty space became non walkable, as if the chest is still standing there.
If i go out of my Claim and in again, the place gets updated and i can walk over the empty space. Moving another piece on my claim left always the hitbox as long i am not leaving my claim again.
It is reproducable.Chests as they was:
Unwalkable space after moving the chest:
-
RE: Accessories/rings
@Nasty good question, which other relations between icon color and stats you see?
Curious, if the Devs made thoughts about such.
I would put it past them. -
Raid declaring just for Vice-Governors and not for Governors
I wanted to check prices for Sieges and Raids, when i click on "Declare Raid" it just pop up a window that says, that i can't declare a Siege, but not because i have not the needed money (that i still not see in description somewhere) but because i am not a Vice-Governor.
I would see that, if it would be a Siege, because the initiator becomes Governor of the successfully sieged town, but as a Governor of a town i should be also able to initiate a raid, since thats just about getting ressources.
-
RE: About Daily Message Farming
@DJUAN994 You can ignore some parts of the forum, if you don‘t want to have a notification in new messages.
Just go to the said forum section and select there „Not watching“ in the checkbox you see there.Also there is a Thread for daily messages, sadly not everyone is using that.
But with the said option you will have silence. -
RE: Help for Newbies
@Tardigrade usually you should not go far from the starter town, when your tutorial quests are not made till the point that it tells you to go to the points of interest outside in the world.
If you already made to this and you lost your stuff, stay around the town, till you have enough materials again. The Animals directly around the town should not attack you as long you don‘t attack them.Stones and Branches you find there everywhere.
Also some small food like carrots, potatoes or whatever.If you died and lost your inventory, that means, you was before already KOed some times. If your Health bar has this purple line, that reduce after each KO your max health, you should go back to a fireplace in town and rest to fill up your Health again.
-
RE: free trojans on client download ^_^ rip guys
@lafourminoir Such matches happens all the time, even they aren't really trojans.
If you would know how many false positives come up every day, you would not install anything anymore.
All i can say, if the Dynamight guys would doing trojans, they would be very stupid, since they are listed with their real names. -
RE: Fly tree
Yes i think he is meaning the flying trees.
Such wrong level of placement happens each test on different areas.
Last test we had several flying ruins. -
Walking on the wall stops after 2-3 steps when you use press+hold left mouse
When you want to move on the top of the wall and use press+hold your left mouse, the walk stops always after some steps, so you have to always click to the point/direction where you want to move, that makes movement on walls very clunky.
-
RE: Patch Log - v.a.2.6.1
Thanks for the changes.
I saw more than you had in the Patchnotes -
RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
@Logain But you forget, you can have up to 30 people on each side.
That you can coordordinate way different, than just with 5 or 10 people.
All depends on the strategie and how you will be able to keep them away to hit the flag.
But all in all, the success is quite random, if a flag is going down in seconds, the only thing that we get with that, that there will be storm troopers on each side, rush to the flag and hit it down.
And if there is no palisade, each Raid will end in under 10 Minutes. -
RE: Ingots, Leather and Theft
@Prometheus said in Ingots, Leather and Theft:
What we would like to do is make access levels more sophisticated (= have more roles) and have a journal that recaps the usage of these stations, both for claims and cities. That would still mean an untrustworthy person that has been granted access could steal your stuff, but at least only people willing to betray your group publicly would actually commit the thievery, which would make it a lot less likely.
Glad to hear you want to work on more/better access levels.
I am curious how it will look like.And you are right, if some trustworthy is backstabbing you, it is not a case of access level, but the wrong trust you set in them.
As for now it is very difficult to find a thief, since there is no evidence who was the one. Either you need to blame all and kick everybody from your claim or live with the knowledge, that you can‘t find the backstabber, if he/she not say, he/she was it.
There is still one problem with the claims, that you maybe didn‘t noticed yet, even it was reported before, Prometheus. Co-Owner aren‘t allowed to invite people to the claim. Also there was some problem in previous test, that you can‘t pay upkeep for the Claim as a Co-Owner, but i didn‘t test yet, if it is still a thing.
Finding Thieves and kicking them from a town are also hard, since we don‘t have any chance to spot an account, since we just see account names that are often different from Character names. Kicking all Citizen, to be sure, the thief is kicked out, would also not be a good solution
-
RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
@munch said in Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.:
I didn't want to report this here, because I wrote it directly to Promotheus as a bug, the truth is we didn't get anything at all for the siege it is bugged at the moment, so i couldn't know about the gold, but if the Attackers get 50k and the food for the siege, it makes it kinda worth it i guess.
Yes, i think it is a fair deal for a raid.
And about Bugs there are some around this mechanics
First the prime time bug, i guess you took 1 am, since it was the earliest possible.
For your guys it must have been more worse time than for me.
Also we skipped the palisade thing, since we also had to deal with a Prestige bug.
And short before the siege started, pealik had lost 40k with a item split bug, so we was almost in danger to lose a rank in this fight.
But all in all, i am always expecting bugs in the tests, to find them is the reason i am playing all the tests. And for the reason to bring Prometheus and his team much work.
Small joke, i always hope the Dynamight guys don't overwork themself. -
RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
When i decided to stay awake, i said i will regret it tomorrow.
I didn‘t regret, even i am totally destroyed today, sleepwise.My thank is also for everyone who was participating!
Special thanks to the defender, who jumped to the fight, even they know, they are not well prepared, or such noobs as i am.What should i say, it was going very fast. Awesome, how Prometheus was a bit surprised. And some good talks afterwards.
It was a joy to watch your record about it @munch
Chapeau about your coordination.@munch said:
The Reward
And where are all those sacks of food are coming from?
If you are doing a system like that, it would made sense that the food should go from the Defender's Town hall, and if they don't have enough food at the moment, The attackers would get the food, but the defender's town will be downgraded.It is exactly like that.
From our Townhall was taken 50k Gold and 80 Cereal and 40 Proteine Sacks, the amount you need to pay to make rank 12.
If we wouln‘t have these in the Townhalls storage, we would have been deranked to rank 11.Spawn Time
I can confirm, that the spawntimer is that short.
If we hadn‘t fight right next to the townhall, we would have a longer way to the battle again. Usually is the fight next to the defender flag the last step of the whole fight, if they have Palisades.
Also not to forget, you lose per death items, so you probably will not that strong as before anymore.
But i also think the respawn is too fast, at least it feeled like directly stepping into the fight again.
As a player who likes consequences in games, i even think finishing should be a hard thing to perform in a Siege and if someone gots finished, he is out of the fight at whole.
But i think, not much people would go with me hereGetting Knocked out
You should remove knocking down in sieges.
The mechanic of the knocking down may work in open world, but on sieges the knocking down doesn't make any sense.
Our experience was that we spent half of the fight ( yes it was a short fight, but it would be the same half of the time if the fight was longer) to actually finish the knocked out players, this shouldn't be the case.For this one i don‘t go with you, i think finishing can have an important place as i said above.
But even if it is as it is now, if you want loot from the opposite, you need to take this time, even it means you get distracted from the turmoil of battle.Flag Location and Mission
So the mission for the siege is to destroy the flag that is in front of the Town Hall, which is the respawn point.
As seen on the video and i counted the flag has something like 20k HP, and as seen on the video we destroyed it pretty quickly.
And one of the things that was said after the raid that the HP should be higher.
So our feedback is, is it doesn't really how much HP the flag would have, because few people will be able to destroy it naked with a weapon ( just taking Enrage and Deathbargain) and the flag is destroyed.
So we think the mechanic with destroying the flag should be abandoned, and instead there should be a Capture point, take for example Crystals/Arena/GvG in Albion, with the same concept, that you need to capture the location of where the flag is, And it will work like atleast 1 member of the attackers has to stand on the capture point without any defender in the circle for example for 5 minutes ( not straight but accumulative).
Because capturing shows dominance, and if you are the dominant team you will capture the flag.I am going here with you, the mechanic with the Flag is very bumpy.
Also to say, i not even noticed a Healthbar of the Flag, so i was like „What, why the flag was gone so immediately?“
There should be an very visible marker of the status of the flag.
I am sure, the fight would be more challenging, when a town has Palisades.
But i think, there should be a bit more challenge, once you break through the walls.
Sadly i don‘t have enough PVP experience to give here advices, how the fight would be better.
Just some thoughts from my side. Beside the Palisades, there could be some defending town builds, that you just can build up if a siege is declared. Some barricades or such stuff, that makes the path to the Flag a bit more difficult. But that this can work, we would need collision control at the Characters.All in all, i am glad, i stayed awake.
I am a carebear, but i don‘t mind to die for the good sake. -
Prestige isn't working as intended (aka messed up)
Prestige was acting very odd last days.
When we worked on the 1900 prestige for rank 11 i realized first time, that something is wrong with the prestige.
That was around the time of the patch where the Herbalist and the Alchemist Shops was removed from Blueprints.
So it must have been the 30th September.
We already builded 1x Alchemy and 1x Herbalist at the very beginning and then i placed 2 more blueprints of the Herbalist, because we needed a bit under 200 Prestige more and they look so nice.The next day one was finished and i wondered about, why we didn't got the 100 prestige that i was expecting, i realized the patch notes of removing them from blueprint. But i finished the second to watch the prestige progress, it gave 100, but now we was missing 50 prestige.
So i needed to build a playerhouse 2x2 Patio. I am quite sure, it said at this time in the tooltip it gives 50.
But after finishing it gave more. But i didn't wrote down the the exact value.
We just ranked up and i placed for the next 100 prestige the Marketplace.
Then i was finishing a 2x2 at another player plot. At this time i am very sure, the tooltip said 35 and that would explain the later number with 5.
But actually this one gave 50.
So we must have been at 2070 around, sadly i didn't wrote down the exact value.At the 02.10. the Prestige was droped to 1925
We had 17 public buildings, 4x 2x2 House and 2x 2x2 Patio House.A day later again (03.10.) just 1900 with one public building more (was placing an ore storage).
Since we are missing the prestige, our town got into debt, because the Prestige is missing for the upkeep.However, when i was watching the values today for writing this report, i saw, the house values changed in the tooltip. I guess to fit the given prestige.
If i count the 1900 now, that we have:
18 Buildings - 6 Stockiles = 12 = 1200
4x 2x2 House = 200
2x 2x2 Patio House = 140
Rest to 1900 are 360, so i guess the Stockpiles, that has no prestige value at their tooltip is giving 60 each.That sounds for me like a correct value now, but doesn't explain the ones before and the slow dropping of it over 3-4 days.
-
Siege Time outside of towns primetime?
Since Criminal Den decided to Siege Atrium, i was curious about the timeframe.
It tells me 60 hours, so that the siege will start at 5th 11pm UTC.
Thats outside of the setted prime time of the town (EU).
Means the Siege will start, when most EU player need to go to bed, for me per example 1am.
Is this intended @Prometheus? -
Moving Enchanting table (wrong blueprint model) cause weird positions
I wanted to move our enchanting table:
Then i noticed a wrong blueprint for moving that table:
That causes some weird positions when placing/moving it.
For this:
I got that:
And for that:
I got this:
-
Techtree visible bug - Blacksmithing+3 pretend to be activated
After last Rankup, we chosed Thief Apparel for first town research with our 15th point.
Then in the list i saw also the Blacksmith +3 activated, without that the requirements was researched before.
Also there is an Unlearnbutton, that should not be there, and it is grayed out, so you can't "unlearn" it. It also don't take a point, it is more a ghost.
-
RE: City level exploit on research points
@spoletta said in City level exploit on research points:
This leads to cities without shrines, banks or marketplaces.
I am still up for not hiding these three things behind researches.
Just make maybe hidden features on these buildings, like marketplaces give a fee to the town, if you researched Economy.If not such essential things are locked behind points, but real research of knowledge about things, you would not need to restrict points to that.
So it is totally playerdriven, you will have towns, that just can this one single thing till the mastery, others will make balanced towns, where you can do from all a bit, but nothing really good.