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Posts made by Prometheus
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PvE & PvP Balancing Feedback Thread
Hi all,
as you've likely noticed in the recent patches, we've been releasing incremental PvP and PvE balancing passes in Fractured Online. The aim is to bring the game to a place where there are several "competitive" archetypes / builds, both in PvE and PvP, and possibly a "counter" for each of them.
To ease us in our quest, your feedback is invaluable! Therefore, we would like to ask you:
- What archetypes /builds you think are visibly OP (too strong) or UP (too weak), and why.
- What abilities/spells you think are visibly OP (too strong) or UP (too weak), and why.
- What weapons/armor sets you think are visibly OP (too strong) or UP (too weak), and why.
Please note that feedback on the early/mid game is welcome, although the focus of this thread is more on the end game, concerning characters with Tier 2, fully enchanted armor / weapons and all the needed abilities unlocked.
Let you voice be heard!
Best,
Jacopo -
RE: Advanced smelters broken again.
@OlivePit said in Advanced smelters broken again.:
We figured out that you need to unlearn and re-learn a tech point anywhere in the tree for the tree to reset and recognize the talent points spent.
There was an issue where work done by QA on staging servers could be reflected on live cities (research data was sent to the wrong database, in a nutshell). It's been fixed. That's what happened to your city. Doing one unlearn/learn would fix it indeed. Apologies!
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RE: Advanced smelters broken again.
@OlivePit @M1ckGO thanks for the report, I've just been to Northguard and used an advanced smeltery in the blacksmith shop. It was working, so I claimed a private land parcel in the city and then another one as far as possible from the city in a residential area. Again the advanced smeltery always worked.
I need more details on the issue to be able to reproduce it, such as:
- Id of the character who were trying to smelt
- Role of the character (citizen? vice gov? gov?)
- Exact coordinates of the smeltery on the map
Thanks!
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Patch Log - b.0.1g
Hi all,
today's patch is a minor one, mostly focus on preparing the game for a successful run of the Open Week.
Changes
- Fixed a couple vulnerabilities in the game server / webserver code that could have been exploited by hackers to create resources and to spam the global chats.
- Added the Game Master and Moderator access roles. Yes, moderators and game masters can finally intervene in the game now, clearly with limited powers compared to those of full admins (Dynamight Studios devs & gamigo CMs).
Bug Fixes
- Fixed a bug that made weapon damage splitting (e.g. a bow with 50% Pierce Damage, 50% Cold Damage) not functional is some limited circumstances (the arrow would deal no damage).
- Fixed a trick that allowed players to reset the cooldown of abilities to 10 seconds by dragging them repeatedly in and out from the “active” hotbar to the “memorized abilities” hotbar.
- All crafting stations in NPC cities are now usable (aside from those with internal inventories such as Imbuing Tables, Smeltieries & Tanning Tubs).
- The Kick Player admin command now works properly.
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Patch Log - b.0.1f - IMS Zeuz Transfer
Hi all,
today we are performing a major transfer of our game servers. Here's a few more info on it.
As many of you know, SpatialOS is our backend engine of choice. So far, we're run our servers on the SCP (SpatialOS Classic Platform). We are now moving to IMS Zeuz, the new hosting platform, which is way more flexible (and potentially cheaper) than the SCP, enabling us to eventually use dedicated bare-metal servers instead of cloud servers.
Other than doing it for advantages mentioned above, this move was necessary because the SCP is eventually going to be deprecated. The process of getting used to the new platform took some dev time, and that is why we don't have a game patch this week bringing "visible" changes to the game.
Thank you all and stay tuned because we have some big news coming very soon!
Cheers!
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Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)
Hi all,
today's patch also includes the following changes/fixes.
Crafting Taxes
Crafting fees and taxes are live. The system is meant to introduce gold sinks into the game and reward cities who decide to open up their crafting stations to the public. Here's a few bullet points on the system.
- If you craft from your inventory crafting menu, there's no gold fee to be paid whatsoever, but all items (T1 weapons, Commoner Clothes, Hide Armor) are of Poor quality.
- If you craft from a crafting station, be it in a city or at home, you pay a base gold fee plus (possibly) a tax of to the city you are in / the city that controls the region. Below is a list of the base fees.
o armor tier 1: 100 (x2 if main piece)
o armor tier 2: 300 (x2 if main piece)
o weapon tier 1: 50 (x1.5 if 2-handed)
o weapon tier 2: 400 (x1.5 if 2-handed)
o shield tier 1: 50
o shield tier 2: 400 - The base fee is burned, while the city tax goes to the treasury of the city.
- The city tax is always a % of the basic fee, and can be chosen by the governor of the city. There are 5 options: none, low, medium, high, very high. They are respectively 0%, 25%, 50%, 75%, 100% of the base fee.
- The governor can choose a different taxation level for citizens, residents of the region and foreigners.
Harbor Protection
No more harbor camping by player killers! Harbors are now PvP-free, like cities, up to 50 meters from the Harbor office building.
A nice particle effect shows where the protection ends. After that, you're fair game!
Player Animations
- Player characters holding a mage staff no longer move like they have a mage staff up their derrière.
- Player characters now also play a proper animation when being knocked out and standing back up.
Praise our new (and first) animator!
Bug Fixes
- SMELTERIES NO LONGER EAT INGOTS. YAY!
- Land claim owners can now again pick up carts left by other players on their claim and move them out.
- Fixed a bug that allowed player to become permanently invisible under some very specific circumstances.
- Poison and Acid staffs can be crafted in the Wizard Bench.
- When going stealth, you now gain 100% Critical Chance. It applies to the first weapon attack (melee or ranged) when coming out of stealth, which will always be critical. Doesn't apply to spells!
- Lower Mana Cost now works correctly. It reduces mana cost!
- The Tough II talent now does what it's meant to.
- Death Bargain now ends and makes you recover HP if you kill a creature when it's active, instead of knocking you down.
- Poison can be applied again to bows.
- Dash spells now do damage to enemies in melee range.
- Totems now grant loot rights to the caster.
- Fixed some instances where picking up items would not assign / remove the Encumbered status when... encumbered
- The Quality selector in the marketplace now works correctly (for newly listed items only). Moreover, the Armor category now contains all armor sets as sub-categories.
- The Composite Longbow and Dual Daggers crafting recipes no longer drop.
- Lore tablets can no longer be consumed at campfires in the wild.
- Pins of POI now show correctly as ? if undiscovered (there's still a visual bug where the pins reset at relog though).
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Patch Log - b.0.1d (Weather System)
Hi all,
together with the weather system, today's patch also includes the following changes / fixed.
Changes
- We've significantly optimized memory usage by resource assets in the world (plants, trees, deposits), which are now loaded dynamically from disk to memory (ram), just like the rest of the world, instead of being pre-loaded on startup. This makes both ram usage lower overall, and the initial loading time shorter (you'll notice those few seconds of "loading harvestables" are gone.
Bug Fixes
- Fixed an issue that made the client hang indefinitely when changing continent.
- Fixed a very significant memory leak on continent change.
- Pieces of equipment put on sale on the marketplace no longer lose data when the creation of a sell order fails because the player has "too many orders".
- Processed leather no longer disappears if a player tries to move it from the tanning tub to a chest.
Want to provide feedback on the weather system? Please do so here! Thank you!
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Patch Log - b.0.1 (Bug Fixes)
Hi all,
this is the list of bugs that have bene fixed in the patch released today, which brings to life the temperature system, plus minor changes.
Changes
- The Tanning Tub now requires 5 raw materials per slot, and produces 5 processed materials per slot. This means the ratio of loot to equipment is the same, but players need to build 1/5 of the tanning tubs they had to build previously.
Fixes
- Catapults can be moved after being built.
- Wizard Clothes no longer give an insane amount of Spell Damage.
- Carts should no longer sometimes cause players to fail to logout and not be able to relog.
- Mage Armor was broken in several ways. It now adds the correct amount of Physical Armor (i.e. raises the 3 physical resistances), which doesn't stack with equipment, and adds Energy Resistance (not all the magical resistances!), which does stack with equipment.
- Magnetize no longer takes the opponent's Shock resistance down to 0 instead of reducing it.
- The bonus to critical damage when hidden wearing Assassin Clothes now actually works - and it's only when wearing Assassin Clothes.
- All the recipes in the Fleshing Beam now work correctly.
- Totems now grant loot to the summoner.
- Items no longer disappear when trying to create a new sell order on the marketplace after having reached the cap of 20 orders per marketplace.
- Spells that add Warm / Chilled stacks now correctly remove Chilled / Warm stacks from the victim (if any). Also, when losing the Frozen / Burning status, the player restarts from 40 Chilled / Warm stacks instead of 0.
- Fixed several possible hacks related to memory points, talents and other undisclosed ones. More fixes in this regard will be coming in the next patches.
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On Bug Reporting & Exploiting During Beta
Hi everyone,
a few days ago, we had to deliver a permanent ban to multiple accounts, all belonging to the same guild, who were using a hack to bypass memory limits (for spell presets) and talent point limits (for talent presets). The hack allowed these players to memorize more spells than due and, way worse, to completely fill their talent trees (having 200+ talents instead of 60). They then used this to gain an unfair advantage, particularly in PvP.
The hack was possible due to a bad oversight on our part - a lack of server validation for those functionalities. A fix for the issue, together with many other bug fixes, is coming in a big patch next week.
I'm telling this story because I want to communicate an important message. This is a beta. Part of its purpose is to receive your feedback and develop the game together. Another is to find bugs and vulnerabilities and have them fixed before release.
Everyone in the community is therefore encouraged to find bugs, exploits and even hacks, but these are all to be reported immediately and in no way exploited. Failure to do so will lead to a ban that could range from days to permanent, according to the seriousness of the exploit. Like all MMOs, we have player action logging systems. Abuse of an exploit will always get caught eventually.
On the matter of bug reporting, rest assured we monitor the forums, discord and other systems daily. The fact fixes aren't coming the day after a bug is posted doesn't mean we haven't added it to our backlog. We can't make a patch every day, and we have new content to develop together with bugs to fix.
Thank you for your understanding, and enjoy Fractured Online!
Best,
Jacopo -
RE: Siege feature is too punitive and should be a multi-stage siege
@Elixor @spoletta thanks for the feedback. Other than to fix all the bugs, we have disabled city sieges because indeed conquests are way too easy right now. The system should absolutely involve multiple steps, be it multiple sieges or other activities with a siege at the end. We are still working on the details, but we assure you it's no longer going to be a single battle
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RE: Thoughts so far
Thanks for the feedback @Jameow, a few points:
- Poison: we have a plan to rework it as a whole.
- Street rat: clearly it's not meant to be like this. Could you open a bug report thread with more details?
- Character creation: we do have have a plan to add tooltips for stats there, it's a must indeed!
- Ports: yes, this is planned, and high priority.
- Continents: Myr is older, and indeed not on par with Aerhen visually. We would like to rework it by splitting it into 2 continents with more biomes, but it's a HUGE work. Unlikely we're going to be able to do it any time soon given we have Arboreus and Tartaros coming
- Creature names: coming soon!
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RE: About something
Thank you for your feedback!
@Ookywooky said in About something:
aaand I'd love to see "Treasure maps" and hidden treasures in game. That would open a completely new game in the game. Maybe creating this maps, searching for the treasure and then digging and fighting for it.
This is actually planned as an expansion of the "world events system", which is currently limited to mob camps guarding treasure chests. Not high priority, but eventually it's going be a thing, which I'd love to see myself by the way. I loved the maps on UO eheh
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RE: Horse death
@Ulfnaor @spoletta thank you for your feedback! Having horses just disappear when being dismounted 3 times is a bit harsh. They could definitely have a "lifetime" counter though, which decreases with time and takes a small hit each time you are dismounted. Horse stats should also be meaningful, I agree. We'll see when we'll be able to do it as our schedule is really tight, but we definitely would love to!
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RE: Feedback by @Oleh: A few suggestions for improving the game. Let’s have discussion.
Hi @Kralith, say thanks to Oleh for the great feedback. Some suggestions are already in our pipeline, as we have major improvements planned for the chat, city functionalities, sieges, marketplaces and banks.
Just a couple remarks. Half money spent on harbor travels already goes to the treasury of the 2 cities (departure and destination). Also, there's already a limit for marketplace orders (20), the bug that makes new orders disappears is due to that and is to be fixed in the next build!
Cheers!
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Patch Log - v.b.0.0.l8
Hi all,
the following fixes will be released today in the afternoon in a bugfix patch. Apologies for the inconveniences these bugs have caused!
- Crafting recipes now drop properly. Beware: they're very rare! Have a look at this table for the relation between a monster's CR (Challenge Rating) and its chance to drop a crafting recipe.
- The menus of harbor offices should now be always openable.
- Totems cast by players no longer hurt Young players.
- Totems of Wildfire / Winter / Thunder now add 10 stacks of their element per second as they should instead of adding them much more frequently.
- Fixed multiple bugs with the Corrosion and Shocked status effects that were dealing too much damage / applying effects too frequently / with higher intensity than due.
- Catapults can be packaged and move to siege areas again.
- Fixed a bug that would prevent a player from logging out (stuck forever unless a GM intervened) if something went wrong in the "cart release" process.
- High-level event chests now drop the correct amount of loot. Moreover, the loot of all chests has been rebalanced, i.e. nerfed.
- Evil players can no longer interact with the banks and marketplaces of the cities they aren't citizen of.
- Attackers and defenders can be accepted for sieges.
- Primitive swords can be crafted, and yes, they're made of wood and stone, not ingots.
- It's no longer possible to get more than 1 personal land parcel per account.
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RE: Patch Log - v.b.0.0.l7
@grofire said in Patch Log - v.b.0.0.l7:
@Prometheus will some things that was changed in the past will be rechange? The campfire change destroyed exploring. the housing can't be free from territories...
What do you mean campfire change? The fact you can't memorize spells at campfires? That was actually changed - you can do it again! As for the housing, it's always been like that, the city has to be claimed
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Patch Log - v.b.0.0.l7
Hi all,
the following fixes will be released today in the afternoon in a hotfix patch. Apologies for the inconveniences these bugs have caused!
- Marketplaces no longer show the wrong city by default even though the filter says "this city". This is the reason why players could not fill buy and sell orders on Myr - Western NPC Village aside.
- Food sacks can now be picked up from packaging stations.
- Progression of tutorial monsters is now hidden after leaving the Tutorial Island.
- Farming plots can now be placed in cities on Aerhen.
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Patch Log - v.b.0.0.l6
Hi all,
the following fixes will be released today in the afternoon in a hotfix patch. Apologies for the inconveniences these bugs have caused!
- Members of a settler group now retain their group membership when relogging.
- Players can no longer die in the Tutorial Island, only get knocked-out.
- Leaving the Tutorial Island now automatically sets the "last respawn shrine" to the chosen NPC city in the mainland.
- The cost to claim a city is now correctly 50k instead of 100k.
- All plants on Aerhen now drop plant fibers.
- Pins for mines are now visible on the Aerhen world map.
- All marketplace operations now work correctly. Placing sell and buy orders was sometimes impossible.
- Changing continent should no longer hang the client on "traveling to X". The bug was rare and could not be reproduced on our side, so we aren't 100% sure that this is actually fixed, but hopefully so.
- Fixed a client performance issue when running over bridges with fog particles.
- Crafting mastery for weapons no longer resets on logout.