Sadly that is not a thing, you just have to mine sweep with your cursor.
over time you will just notice the interactables passively, so it is not a bother for most players after a short learning curve period.
Posts made by OlivePit
-
RE: Reveal interactable plants
-
RE: Bought an account long time ago, can I play?
If this was the time before gamigo it should work just fine with whatever login and password you used to create your account.
if it was after gamigo it will be more complicated. -
RE: Melee in parties
Aggro is first effected by who hits the target first. When in tank role I often carry a bow just to get that first hit in when my party forgets this fact.
If no-one hits the target then the player who crosses into the mobs detection first gets targeted.
Whenever a mob gets stunned (and maybe also if rooted) from ability or shock stack effect the aggro seems to get cleared and will be placed on the first attack or closest target as above.
There also seems to be a time or damage factor which if the current targeted player does not do damage or is not hit by the mob then the aggro will reset to the closest or one who does damage to the mob.
taking all this into consideration, if you use a stun or root after attacking the target you should be able to avoid keeping aggro if the tank attacks first or is closer after the effect is done.
Take all this with a grain of salt, this is just my experiences and what works for me. -
RE: Provide incentives for pvp players to go neutral instead of going red
the biggest neutral pvp opportunity is the world boss spawns.
It used to be that there would be the announcement that a world boss was being spawned, which gave any other neutral players 10 min to get to the location to contest it; thus great pvp content for neutral players.
sadly it seems that 10 min timer was done away with.
I think that if we give enough feedback to the devs they will bring back that timer which would give that content back to you. -
RE: My Game Loop
glad to see another merchant enjoying the localized markets and regional resources.
keep on trucking!
hopefully when we get city tech trees back there will be more town diversity and more value in trading -
RE: Unable to remove AFK Citizens Plot
This has been a problem and noted for quite some time now.
the older players could have cautioned you, but for now just realize that in city house plots are huge investments and almost impossible to remove (con-questing a city does remove them I believe) and as such only give them to active, reliable players. preferably those you can get into contact with in real life. -
RE: Launch Review & Roadmap
Lots of good news in the post and I acknowledge the importance and need of many of the things on the road map,
but.
no veggies or leafy greens yet? your killing me and city economics man...
no tech tree? ouch, that really hurts. the idea of each city getting some special bonus unique to it will certainly create diversity and could balance the value of different locations but it removes choice which also hurts.
there is still the question/issue of the city prestige system. combined with more diverse crops, negative prestige for crop plots, and an actual city maintenance requirements you could achieve the city diversity mentioned earlier such that a rank 15 is not self sustaining and must specialize and trade or form alliances to get it all.
I hope that your proposal is a stop gap for a real system and that this is not the devs giving up.
You could still have the specilized city bonuses, just tie them into the cities ranking in the season system. better yet have a list of possible bonusses and let each city pick one in order of their rank.
I just think that cities have a lot of potential and do not want to see it stagnate.
Good work so far, glad for the good news, keep it up. -
RE: Steam Relaunch Day Revealed
Where is the 3rd crop jacopo? Without leafy greens and vegetables to grow the town upkeep needs and crop rotations are under developed and lame.
If they are introduced later I am worried that towns will pop up and grow under artificially easy and simplistic conditions only to be strangled by the later addition and complexity that was promised.
It would also give a huge unfair advantage to towns that start early, grow in the easy mode, then are able to transition and stabilize as their path will have been much easier than towns that try to start after the introduction of the new crops and the climate factors to crop growth which were advertised in the past. -
RE: Fall Playtest & Final Relaunch Sale
I only see the old 20% discount labeled, not the new 40%. Is it there but invisible?
-
RE: Add another row to the inventory
While I would love our pack size to be upgradeable and dependant on crafted items I just do not see that happening any time soon.
It would be nice for the light harvestable items and gems. -
RE: The future of cities
If/when we get Tartarus that could have towns with even higher risk/reward returns. But otherwise I agree with spoletta that arborious having 150% fertility, syndesia 100%, and maybe Tartaros 50% is a good and easy way to set city conflict levels
And tech points at 1:2:3 would be quite the incentive
True, you might have very large guilds having farming towns in arborious to feed their Tartaros town but they would have to transport all that which gives more pvp content
I fear that only needing 5 ppl to start a town will cause unhappily crushed dreamers in syndesia after the protection wears off and that terra will be subject to the tyrany of whoever land rushes first. I think that 20 players minimum is good for terra otherwise we may see more dead and decaying cities there again like what happened during the last 'early access' fiasco
If you really want to decrease it, then 10 might be ok to start the city... but if the city does not require 20+ citizens like it does now then there is little to no reason why a town would ever give access to outsiders. -
RE: cant play right now something I bought?
When the devs announce the next test.
The end of august was floated as a possible time.. but as we have no notice now I guess it is pushed back.
I would hope to have an announcement by the end of the week. -
RE: Early access?
early access was a gamigo thing.
but then gamigo pulled out and the game shut down.
in the last 4 months Dynamight got back the rights and have been working on the game again.
Currently we are doing intermittent tests every month or so with anticipation of 24/7 uptime again once the bugs are worked out in the new back end and new servers.
Currently a test is planned for 'the end of august'.
if it is anything like the last tests it will be focused on a specific aspect of the game to be tested and be up for 1-3 weeks.
If you buy the game now you will be able to participate in the tests and the game once it goes full time. -
RE: Mana overflow
as long as you prevent the user from exiting combat mode by simply pressing the key bind...
otherwise people could just hit the key bind (space by default) while dodging damage with movement to get massive mana regen.
You really would need to have exiting combat mode be a channeled ability like summoning a horse and taking 10? 15? sec. If a player moves, is hurt, or activates any ability in that time then it gets canceled and you are still in combat mode.as an aside I would also have your and enemies inventory unavailable during combat mode which would end other issues.
-
RE: Building Jail 3th stage finished (floor) - cart inside is now forever embedded in the floor
if you could mount your horse and connect to the cart it should pop out of the foundation.
Another trick is to get the cart to rotate which makes the system re-asses its location and can make it pop into an appropriate space. -
RE: Cart could'nt be build anymore after last patch
it is a known repeating bug which sneaks in sometimes on hurried patches.
It has been reported and would have been fixed quickly had the test not going to end as soon as it did and the bug was not effecting the primary purpose of the test which was pvp balance. -
RE: Ability Variation and Restriction
I agree with MidniteArrow.
We had a problem of all weapon skills being useable by all weapons with minimal restictions due to armor type.
but then they restricted weapon skills to weapon types and that created lots of different builds with no one being the clear favorite. Yes there is some hot swaping with tab between axe and mace or sword, but that is a player choice that now has downsides of the user not being able to use part of their skill bar at any time for the luxury of using different weapon skills.
However now that most mage spells are useable in medium armor we have the same problem that we had when all weapon skills were useable by all weapons; an over reliance on a certain combination of skills to the exclusion of others. because why would you if it is OP and allowed?
as such if they did the same thing they did with weapon skills to mage skills then we could avoid this problem again and encourage a more diverse build enviroment that is not cherry picking the top CC from each different school or such.
As spoletta mentioned we already have elemental staves and could require that those be equipped if you want to use the matching elemental attacks.
but that runs into a major problem via the elemental fist and arrow abilities.
It also does not sepperate the abilities from the necro, druid, geomancer, abjuration, alteration, enchantment, illusion and restoration.
As such I suggest that we either create new one handed mage weapons (orbs, fist wraps, wands) which unlock one, two , or three schools for use or have rings do that work.
if you have to have three different weapons to use the currently popular CC chain of fire pillar (fire staff), epicenter (earth orb), and sprouting pulse (druid fist wraps). then at the very least there would be the pause between each spell when the user is switching between weapons. While this may seem to be a minor barrier to prevent such OP combos I would point out that it worked just fine to curtail the same such problem we had with melee weapon OP combos. -
RE: Server War PvP Feedback
I am putting here a consideration i posted elsewhere.
there are also just too many CC abilities for -spell channeling- users, they can easily pick a whole preset of nothing but CC.
The increased restrictions of abilities with weapon type worked really well for melee and I think something similar could be done with mages.
There would need to be more variations than just 'mage staff' for this to work however. Things like cloth fist wraps, one handed wands, orbs, etc...
Then you could have different schools of magic limited to different mage weapons. That way you would have to swap between mage weapons to get access to more than a few CC abilities from a few schools. This would decrease the cherry picked combos and chains.
By having these extra mage weapons you can further restrict the mage abilities you can pick from when making a skill build and thus avoid the situation where an entire skill build is CC.