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
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
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RE: The City Monopoly Meta
If i'm not wrong the numbers to raise a city are really lower than expected. I suppose numbers will raise greatly (maybe 50 instead 20 to a large city and 20 instead 5 to small city)
Personally i would like to remove guilds from game, transforming them simply in citizen of each city (when u join a city, u join a group as citizen, with own chat working for all citizen of that city.
This should even allow to not be excluded by cityi management for those who are guildless and join a city where guilds keep control and decisions, avoiding the emargination of someone (like me )
i doubt will exists guilds with more than 50 members or to be more realistic 100 players who control 2 big cities. maybe 2 small, or at worst 1 big and 1 small. But with my system they are forced to not be in same "guild" so everyone will work for his "home"
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RE: CON is way too overpowered for Warriors.
if i'm not wrong, your build is purely tank, so u cant do damage but hold damage on yourself greatly...
your build have an ultimate equip with enchants and allow you to only tank legends for example, so why overpowered? it's correct for your function!
lowering cos and increasing str allow u to do pvp but surely cannot tank legends hard like before
u just got the extreme point for tank, and it work as purpose.
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RE: Damage bonus: it could be so easy
@asspirin that's the point, this game is attracting players with average of 30-35, because it feels Ultima Online and old school gameplay. Game is ambitious and need a lot of players to work properly so it's important to avoid a too complex gameplay otherwise population will drop faster than expected.
I'm not against the rules of the old school games, but to be honest this game cannot work only with 30+ aged players -
RE: Damage bonus: it could be so easy
@asspirin Well to start we still dunno what exactly do strenght, dexterity, constitution etc
Actually when a player create a character, stats will be fixed and cannot be adjusted in any way, so for example i created a character with a 20 str and 17 dex, but no Per (didn'y know what is supposed to do), so i created character not good as warrior, not as archer or assassin.
Game give no description of what each point give, have to check the wiki but it is not attendable becaouse a lot of things on wiki are not yet implemented (first case a wiki have more information than game self).
A lot of skills require 2 stats and particular armors and weapons, reducing a lot the possible combinations, this is bad because hybrid solution could improve experience and gameplay.
It could be interesting to allow to adjust stats in game by sparring on dummy (craftable in your house), this could give possibility to try different way without compromise the multi-slot for characters (i doubt a player respec stats each tyme he want try tank assassin, mage, tamer etc). -
RE: Arbitrary Skill Restrictions
Agree. Too many resctrictions reducing personalization a lot. In many cases those resctrictions don't work. I think it's ok to limitate skills by weapons but not armors, armors should give buff-debuff indipendently by which skill used (heavier, move slower, lower mana regen and stamina regen but more def, maybe even healing slower). It could be funny see an archer in plate using a heavy crossbow to be a standing tower or an archer in light armor to be swift diver and harasser with light bow