true, i noticed yesterday cities full of farm inside, that's weird. City can farm while i cannot have even a little garden in my house lol
Meziljin
@Meziljin
Best posts made by Meziljin
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RE: City and Farms
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First impression and opinions
Hi all,
i will update during the test my impressions, hope to help staff.
Pathfinding
Cluncky, woody, if u catch a tree under mouse point the risk of life increase greatly. this part need a great re-work, even the fact we cannot use WASD that a lot of player wish to use could be part of problem, maybe you should consider to move the skill on numbers (1,2,3,4,5,6 and go on) and leave lecters free (most shortcut aready use them like craft menu, map and so on).
Archery
Arrow crafting is nice and work fine (using bones instead stones help a lot while hunting)
But even if i appreciate the realism about the arrow blocked by items on fire line, most of the time arrows disappears for strange bushes, small plants, and more if i am just a little bit higher in position of target (im on a really little hill, while target under). It could be a nice idea to give more damage instead from higher position and lower from under, even pvp should improve.Mining
Since different nodes are fine, during mining the bos with mineral pop up always on the mineral rocks, and often are hard to localize because of the same colour, maybe popping out under player or directly in hands allow a smoother performance.
Carts
Beautiful idea, works fine but noticed a problem about overpopulation of carts, people are licterally flooding towns with carts not stealable nor breakable. Even the fact no owner nae appear bring to an owning problem, which is mine? When a village is erected, the lack of immediate "bank" brought players to use carts as portable bank, this must be avoided.
Enlightment
Since the map is really huge and well defined (not the best but there is no lack of vegetation or animals, the lights are eyes burning, shadows are really small while seems all world is buning under a sahara sun. this part should be refined for sure.
Knowledge
Since discover new items in fauna and flora is nice and allow to explore and move around the world, the skill and spell learning will be surely coded on sites, so in future we will have tutorials to catch all spell u want in the exact way, breaking the casual approach to the game maybe, dunno i have some doubt about this part
Crafting-Farming
What can i say, PERFECT, you just got all your best experience from your previous game, improving menu and texture. Thank You!
Claiming town
This part seems an improvement of your "linked realms system" (ndr Jacopo), but maybe a grid on map (or minimap) should help understand better the exact extension of domains
Minimap
This need a great refinement, its really chaotic, hard to realize what is a river, a stone path, a road. It work but its not really easy to understand what are u looking on
World spawns
Since there are different biomes, i notice some monster spawn in place really strange, for example i found spiders in deserts with spidernet everywhere...in desert. Since exists a lot of spiders in deserts, they are not net producers, they use fast attacks in direct way. Even the zombies in deserts are quite strange, ok scheletons but zombie...
Loading time
I got some issue with SpatialIOS even in previos alpha, now seems to work better, maybe just a lack of optimization, nothing scary actually
Conclusions
Good job, game is coming out really fine, it's already enjoyable, i would suggest a permanent alpha, with server opened timeless, this should attract more backers, giving you more funds and more feedback, think about this, game deserve attention its actually too ambitious
---UPDATE---
Animations
There is an issue about the preloading action on mouse pointer (if i order to chop a tree or dig a stone, during animation mouse clicked is absolutely unresponsive about the context; if i pass over another stone or tree, the mouse pointer icon does not change into the proper image, invalidating any pre-ordered action). To be more clear, if im doing any kind of action i cannot "pre-order" anithing until animation end, that is frustrating because really often we click on wagon or another stone during gathering, but have to wait the animation end, hope they fix it asap, it's frustrating
Another TERRIBLE thing is that if i'm carrying a wagon with horse, my mouse pointer is totally unresponsive about mineral deposit, i have to release wagon (i can remain on horse) and check if there is something gathereable, the retake wagon.Private houses
I really appreciated the progressive and immersive building system, i loved raising my house step by step, but actually i see no great reason to do it, seems just aesthetic, no personal vendors, no personal smithy or forge or foundry (it could help to not overload cities of building), the only thing i can do is charcoal, a personal hearth and some storage, which is good but if im citizen i already have all of this in town, why i should go private? i'm missing the sense.
Citizen rights
Here is the most hilarious part: as citizen i have access to all about my city, even steal resources from storages, weapon, armours, anything i want. For the most guilds take possession of the cities and the spare citizen not joined their guild are substantially parasite of their work or, on the other side, victims of their bully approach sometime. (for example, if a player not guilded raise a private home, the city owner can turn his life in a doom...)
City appeal
As we all can see, players spreaded aroung the world, focusing on the most attractive location, evaluating position, resources, neightbours, pve spots etc
Some city is totally in ruin, even docks cities because they have nothing attractive and no reason to apply there, because they have low resources or totally away from trade routes, this need surely a tweak in futureTrade routes
It's the first time roads have such a fundamental role on commerce, because playing out of roads is really painful, hard and mostly so dangerous that people avoid. This is incredible nice but could be really nice as future implementation to LEVEL UP the roads, improving them so wagons and horses go still faster, improving commerce and movement, like real world, or even allow cities to build new roads to connect them.
Wagons
I know i already wrote about this, but i wish to add something could help its role. First of all, too many carts, it could be an idea to have a wagon as personal summoneable item like the horse (why horse yes and wagon/cart no?), of course a wagon/cart with at least 1 item inside will not be dismissable, avoiding abusing. Another option is to change the wagon speed if full or empty, in the first case it is slow, in the second it should slow less about 0 impact, to avoid each trade will remain a "no-return voyage", because travelling back to home with an empty wagon really not worth, better abandon or destroy and go back alone, then rebuild it
Trees
While the dismantling animation of the chopped tree is amazing, often some chunk of wood fall into an ungathearable position, frustrating...
Rest system
The idea is good but i think badly implemented, not only as concept but even graphically.
The rest into a tavern is fine, but that corpse laying on floor is terrible. Let some table and chairs on tavern, each chair is a slot to rest, so we could have a tavern full of people chatting on tables even with beer and playing cards lol. The rest should not go instantly, just really faster. Outside taverns we should have the option to rest sitting on floor even without camps, but it raise really slowly, meantime hungry should increase (so a good malus to rest outside taverns and camps). Camps will work as hearth but slower. I think it should be better that the actual way because often finding stones is a real quest and the risk to die for excessive stress is real... -
RE: [FRAC-2270] No bronze?
souns weird even the fact heat temperature change inverting ore position...
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RE: Hero and Guild creation now live in The Foundation
Seems like this is becoming a text game, still not a video, a screenshot (except the background one), game we know is totally based on texts and ideas...
Too much hype required....
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RE: Silver, iron and coal very close!
there are cities really low attractive, our placement showed this clearly
A replacement of resources in some areas is fundamental imho
otherwise we need to place rare monsters or other stuff in areas that have less attraction by resources -
New skills not appear
i discovered new skills from some goblins yesterday, but when i went to rest to upload or even unlock them, they are not present into skill list. I can unlock them into the "book of knowledge" under the goblin skill voice, but still not appear to be uploaded.
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RE: Fall Alpha Dev Update #3
@Stacy555 This because u dun know the previous game Jacopo did, in that game agricolture was really impressive. Everyone had possibility to have a farm into his garden, planting even vineyard and producing beer, wine, super alcoholics... i can assure everyone that This company have best experience to craft system, they developed the best way to craft and production ever, no other game have mechanics even similar and i'm a really old veteran from the first Ultima Online till now.
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RE: Discussioni Italiane magari ,non italiale !!
cucΓΉ!
Bella Prome, Unity forever!!
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RE: City and Farms
Actually private houses are quite useless. I still have problem understand my own role into game, am i a citizen? My city is managed by a guild playing or their own, without involving the others, so i can "steal" from city stores their materials, or help them on my own building some blueprints they left incompleted. I think farmlands, as u said, should be excluded by cities and left to privates who will forage city. A good idea could be implent house blueprints with included fertile soils.
The lack of role of the private slots is a bad thing, i think a rework could improve greatly the gameplay, i should love to produce my charcoal or my ingots on my own and bring them to city for a fee
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RE: Stone / wood for upkeep
stone tax is quite senseless imho, but i think stones will have a role in future because they will implement sieges, so i think after a siege building will require to be fixed probably, so wood and stone need will return
Latest posts made by Meziljin
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Some suggestions and fix after this test
So here we go, i got another full immersion into this alpha and got some good improvement s but, still some old bugs and new bad feature i wish to reconsider:
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Timers: awful! Since in past we got the promise the respawn of ores and materials were random in a certain range, now its totally defined in a fix time, absolutely bad. Now people is campering resources until last minute before they repop-up.
I suggest to leave timer but put it more generic like "less than 1 hour- about 2 hours-more than 3 hours and so on", this give the sense if deserve to wait or not without being forced to camp. -
Ores: Again, stop this free mining for all, its terrible and have absolutely no-sense. Unclaimed towns should allow free mining, claimed NOT. Since now we have a payment fee for crafting (managed perfectly from town management), why not for mining? a town could allow to pay a small amount for each ore player get, leaving free gathering for citizen and resident, or more, cities could SELL mining licenses, a paper which allow owner who use it to free gather ores into that city area for a tot of hours/days.
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Arrows: Stone arrow and bone arrows seems to do same damage, crafted in different way but cannot be stacked, this give some problems with arrow management because if i have for example 50 stone arrow and 50 bone arrow, i have to end one before replace with the other, often during fights. Could be useful to have the same arrow even if crafted in different way, and more, we need an "arrow count" somewhere on screen to know how many arrow we have, or at least an advice if we are going out of ammo.
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Cluncky movement: some animation, especially during gathering/mining, is very cluncky, we need a sort of queue in commands during gathering because if animation is not totally ended, we cannot perform another action, even mouse icon will not change if animation in progress, give some priority to this, its almost from first alpha we have this bad thing.
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Delete time on wagon and charts: GREAT IDEA, but 24 hours seems a bit low, maybe we could consider 48, just to avoid someone lose materials for a day out of game, which could happen maybe during weekend or for some trouble with internet or private issues
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Various bugs
-I crafted an oak longbow (tier 2 even if my town is still rank 0), equipping it i cannot use anymore Chilling arrows and Burning arrows skills. Those skill are allow for spell channelling / ranged weapon. Allowed light/medium armor
i fit all requirements, but no way they are grey
Equipping primitive bow (it result heavy too) i can use all of them.-
Bandits in camps and not only (even goblins and some wolves) often are in random roaming moving far away from their first position.
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Brazier in my house is set to only co-owners using, but every stranger can come into my house and use it to rest, is it normal?
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Some ores is not reachable and not gathereable, mush less than last alpha but still someone.
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New skills not appear
i discovered new skills from some goblins yesterday, but when i went to rest to upload or even unlock them, they are not present into skill list. I can unlock them into the "book of knowledge" under the goblin skill voice, but still not appear to be uploaded.
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Goblin archers vs bowman bug
During my raids in goblin area, i noticed if i start shoot with my bow goblin archers (dunno correct name, those with bows), goblin start to pursue me, taking position to start shooting me too, but when he take position and start shoot, he is invulnerable, my arrows will not hit him anymore, i have to do almost a single step and restart shoot to give him damage. When he take position seems he get a sort of cover from shoots, solvable doing a step and restarting, not intended i suppose
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Flying objects
coords -2839 -1751 flying objects spread in the area like trees, plants etc
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RE: Roadmap To Fall Alpha 2021
I see no mention about cities and how they worked into spring alpha...
I don't think all accepted and are agree about the resources management (free access to all).
I hope there will be a tweak about this point
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RE: Patch Log - v.a.2.5.0e
@GamerSeuss considering people exploiting this to create new characters to farm unharmed... it make sense
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RE: Year of release
@Deathruler maybe they should reduce target leaving only 3 isles (one per type), then implement the others in future contents after official launch
9 isles all together will be pretty empty at lauch bringing to a strong migration and disgregation of players, a sorto of oregon trail lol
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
What about the resources inside cities? like ingots and woods, all are able to get them freely? previous alpha only citizen could get them, now?
Starting towns could become cities for solo players where they can freely craft medium equipment, giving more buildings for smelt and smith
Players cities instead can get access to advanced buildings and equipment craft by ranking up and researching them, totally managed by city owner, this should even allow a sort of commerce of high quality items
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RE: First Impressions on the new City System
@Prometheus yes i mean personal timer, and yes when i see an empty rock another could gather something because on his side the rock is full, then i can decide to let him gather or kill him to get double resources lol. Otherwise the spawn timer should be really faster, but in this way we can't avoid campering spots doing nothing until they pop up, so most of time we will be forced to get only 1 mineral or two and run away before someone try to get them from our chart. Yes this mean much less gather and much more travel, this way people get bored...