@Severian Happened to me as well. Not much consolation but if you fully complete the house it should pop back above the floor again.
Posts made by pistkitty
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RE: Cannot select cart inside partially built house.
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RE: Knowledge System Account Wide
@Nyquil44 said in Knowledge System Account Wide:
@Jetah I think it should be when you kill a mob and it appears in knowledge tab you should be able to scroll down and see the skills that mob offers instead of ? Unknown. This way when you find a certain mob with skills your class needs you can search for that kind and farm it to gain the skill needed.
I would agree with that, particularly if it used that skill against you. A lot of this "knowledge" is just gained by observation. Considering that these fights are usually just stupid long, even an unmodified box of rocks Gladiator can pretty easily discern, okay, pokey thing hurt it, smashy thing not so much. I saw it do XYZ, I think if I practice, I can do that too.
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Crafting auto-combine
I'm sure it's on the list somewhere, but can we please please pretty please add some priority to a one button "combine all" crafting option for "in inventory" crafts, where a recipe will repeat until ingredients are no longer available? I like to prepare ahead for expeditions by creating lots of bandages, herbal remedies, poisons, etc etc, whatever I might need on a trip to stash away for future use. These crafts require dozens if not hundreds of mouse clicks, and I usually just quit the game afterward because my hands hurt so much. "Don't do it all at once, kitty". It's still hundreds upon hundreds of mouse clicks in a game that's already heavy with it
I'm sure I'm not the only one with this problem. If we can't get it bumped up the list a bit, how about some reassurance that it IS "on the list", something to look forward to in the future? Thank you
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RE: This is not an improvement
@Shivashanti said in This is not an improvement:
i think we will get an improvement for that, like a loot all button or rightclicking to loot
I agree that rclick is vastly superior to drag and drop, but having to rummage through and decide what you're wanting to loot is still an unneeded extra step when most people are going to just loot everything and sort it later anyway.
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This is not an improvement
Yesterday's patch that fixed the disappearing resources (thank you) snuck in a change to the loot system.
Old method: mouse over corpse, click, loot pops into your inventory, sorts itself into existing stacks or starts new ones as needed, a list of what was looted floats briefly above corpse.
New method: mouse over corpse, click. "Corpse" window pops open with loot displayed inside. Open your own inventory, drag and drop each individual small stack of loot over to your inventory, making sure to find an empty spot to put it, or add it to an existing stack, manually.
/title
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RE: So that went well, huh?
@Gothix said in So that went well, huh?:
It's why it's called stress test. You throw the thing in stressful conditions, see what didn't go efficiently, then improve on it.
There is like 2 years before game is released.Are you seriously saying that you want smooth, bug free product already, that much before release? ^^
Damn dude, you should read a bit about software development. xDI said none of that actually, nice straw man.
It's true, I'm not a programmer, but it would appear that being forced to cancel a test two days early because your game cannot handle more than a few hundred people might be the signs of a weak foundation, and this could be troubling to early founders moving forward. "The engine can't handle it" or "the servers are maxed well before we expected" are problems that could potentially halt or significantly delay production, one might imagine, were they not a software developer.
If someone who actually knows what they're talking about could muzzle the angry attack dog over here for a moment, I'll rephrase my original questions.
I'd like to invest in this project, but I have some concerns regarding this weekends stress test:
Was this scale of "not ready" about what you were expecting, or did it catch you by surprise?
Would you consider this a setback or just a minor inconvenience?
What did you learn from this, and how did these results help you moving forward?
Were I to purchase a "founder's pack" and jump right into the alpha this very moment, is the experience I had during the stress test typical of what I'd see on a daily basis?
Perhaps these are questions that cannot or will not be answered, and perhaps some overly rabid defenders see my inquiries as "attacks", but my stated intentions are my actual intentions: I'm a consumer, not a developer, and within the bounds of "what can be disclosed at the moment", I'd simply like some assurance that things are on track, I can toss my money in with confidence, and if the water isn't quite fine, at least the pool is shaping up as expected.
Edit, thanks mod, took me awhile to write that and you responded in the meanwhile. Looking forward to reading the aftermath study.
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So that went well, huh?
I've been considering backing this game for awhile and after approximately 24 hours of trying, managed to finally get into the stress test Saturday shortly before it got cancelled. Seeing the server spazz out, huge lag, frame drops, assets disappearing, from the whopping load of over 300(!) people, well you all certainly stressed it. You stressed that poor thing to death, perhaps literally.
So, now what? Was it this bad before the stress test? I assume not, but seeing this unmitigated disaster (or roaring success depending upon how you look at it) has dropped my interest in shelling out funds to near zero, and I doubt I'm the only one.
What's the plan going forward? I'm well aware "it's just an alpha" but something as major as "our servers can't handle our game" or vice versa is going to be a significant setback.