Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Rowley
    R
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Rowley

    @Rowley

    2
    Reputation
    5
    Posts
    1
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online

    Rowley Follow

    Best posts made by Rowley

    • First impressions and feedback

      Hi,

      The game is looking quite promising and just wanted to share some feedback and thoughts I have gathered up on my ~1 week of playtime.

      I understand that the game is still on a beta stage and most likely the majority of the bugs are known and the opinions - well, they're opinions. 🙂

      Let's start off with the bugs i have found so far (and I assume these are bugs, not features):

      UI

      • Cooldown counter UI on hotkeys bugs when using herbal remedy and bandages while other cooldown is counting. The cooldowns themselves work properly, only the UI counter disappears from the other used item.

      • In chat window the chat target (global, party, etc.) selection button, the selection is valid only when clicking on the very side of the bar, which took me a while to realize. I thought the button was broken but there is either some other collider blocking the click or the click area is way too small.

      • World map zooming feels weird to me and it doesn't center on where the mouse is, or the center of the screen. The pivot of zooming is somewhere else (top left?). Not necessarily a bug, but I thought I'd mention it.

      Inventory

      • Some items stacking doesn't make sense to me. For example brown bear head stacks but wolf head doesn't. Also unguent doesn't stack, but every other item in the line of making weak poison paste does. - Not really a bug and possibly there is a reason for these but I'll put it here.

      World / Environment

      • Enemies ignore environment colliders, allowing them to run through obstacles (very annoying with rabbits and foxes, possibly lethal when ranged enemies are inside walls and melee cant reach)

      • Found several spots that has trees spawned on a steep hill that allowed the harvesting of the trees but not the logs.

      • Found a few spots where terrain doesn't align properly, possibly the seams of 2 terrains.

      Others

      • Sometimes skills fail to execute (different from where a text with "skill failed" appears and the skill goes to cooldown).

      • When the game has been on for a while, the game starts stuttering a bit when moving. Noticable especially when moving on a horse. Relogging usually fixes this.

      • Interactable objects like wood logs and corpses are very often behind other colliders resulting in a scenario where the object cannot be interacted with. For example a log cannot be picked up or corpse looted. This is sometimes because other interactable object is in the way - with lootable corpses another already looted corpse is in the way, and with logs and resources the resource node itself.

      • Sometimes wood logs just aren't pickable even though there is no other interactable object blocking it. (The tool tip with the objects name appears, but cursor doesn't change to a hand and it cannot be picked up.)

      Feedback / Thoughts / Feature requests / Suggestions

      • It would be great to have an interaction button mappable on keyboard that would pick up the nearest log or loot the nearest unlooted corpse. Also disabling the interactions (or colliders) on a looted corpse could help with the looting issues. - And while on the topic of looting, a 'Loot All' button in the loot inventory would be awesome.

      • I really love the possibility to build and decorate a house in my plot but as the material smelting / charcoal piles take so long to do their things i need to have my plot filled with smelters and stuff that can process ores / hides so there's no room to build a house.

      • KP seems to be finite and trying out different builds doesn't feel viable as KP used in skills cannot be regained. Learning the wrong skills is very taxing in the beginning as the pool is shared with talents.

      • Crafting and masteries are a bit confusing in the beginning. I feel like the masteries information should be with the talents and abilities instead of being in the same window with bestiary.

      • I keep right clicking ingots in smelter window to obtain the ingot but for some reason it needs to be dragged to inventory.

      • I find the amount of resources available concerning. It is fine now as I'm nearly the only one gathering them, but when there's a lot more players, there will be shortage of gatherable resources making the resources a constant battleground in pvp server or just camped/timed by the players who have the time to do that and/or bots in pve server. With 6-8 hour respawn time, they will be completely unobtainable by people who play more casually. They will obviously be buyable at the market but there are players who enjoy the material gathering aspect of the game and most likely won't be able to do it.

      • Chill/warm stack thing feels confusing and especially chill is very very annoying. At times i have x amount of warm stacks and a moment later i have 50 stacks of chill and cannot escape any enemies and i am barely able to move and as a new player have no way to counter the effects. Maybe there could be drinkable water to cool down and reduce warm stacks and campfires could have a radius of warmth around them that would reduce the chill stacks?

      • Could the recipes for the first tier of gear drop from easier monsters like goblins and zombies so that players could possibly farm their own recipes from monsters they are able to beat?

      • Hunger and energy depletion could be progressive and have some indication that the player is getting hungry or exhausted. Currently the energy and hunger levels can be easily forgotten until suddenly the player starts dying. Progressive debuffs and/or indication that the bars are getting low would give the player more of a heads up that they would need to rest or eat soon.

      • Resting at a campfire gives 100(?) mp when the resting completes. Could it be replaced with increased mp regen rate so that players don't need to do this weird zumba session spamming rest to regen mana a bit quicker.

      • It would be awesome if wagons could haul other items aswell, so that moving around with ingots and other heavy stuff over long distances would be less of a pain. Moving from a plot to other is very difficult at the moment if the current plot has a few chests filled with items.

      • Will there be a possibility to use skills from the skill bar (not the hotkeys)? Or the possibility to add more hotkey slots? I'm finding it annoying that i have to keep some toggleable skills (such as counter and heavy blow) taking space from my hotbar (why would i ever want to toggle them off anyway), and I have to fight with inventory open so i can use bandages and herbal medicines from there.

      Overall the game feels quite good and has a lot of potential. Keep up the good work! 🙂

      Thanks for reading through this endless list of rambling, hopefully there's even one viable idea or something you guys can use to make the game even better. 😄

      posted in Discussions & Feedback
      R
      Rowley
    • RE: Daily Message posting

      why is this happening

      posted in Off Topic
      R
      Rowley

    Latest posts made by Rowley

    • RE: Feedback, Requests and Bugs

      @GamerSeuss said in Feedback, Requests and Bugs:

      Wolf and Grizzly heads can't stack because they can be made into Wolf Head and Grizzly Head helmets. Black Bear heads can stack as they are primarily used to summon Legends only.

      I cannot find a Grizzly Head helmet in the tailor bench, only the Bear Headdress that uses Brown Bear Head's that do stack. Are there other recipes that appear to the workbenches only after the recipe is found?

      posted in Discussions & Feedback
      R
      Rowley
    • RE: Adv Smelter Appears to eat resources

      I did get all the ingots after the timer was complete. So I added 6 extra ingots in each adv. smelter after the ores were eaten, but the process started.

      posted in Bug Reports
      R
      Rowley
    • RE: Adv Smelter Appears to eat resources

      I managed to build 2 advanced smelters finally and started making some copper with it. For me also, 2 first batches of copper were fine, but the third ate my ore and charcoal. My ore slots were both 5/5 copper and fuel 4x charcoal. Aside from the 2 advanced ones, I also have 5 normal smelters that were loaded up at the same time.

      Hopefully this gets sorted out soon 🙂

      EDIT: I tried also not moving the other advanced smelter and moving the other to a free spot and back and seeing if there was difference, however both smelters went like the one in the screenshot. I'm quessing I'm not getting my ingots this time either. The normal smelters are running this run again.

      I always load up copper/ores first to every smelter then load fuel the next round and last round i start everything up.

      EDIT 2: I tried adding copper ore while it was running and the earlier ores had disappeared. Interestingly, the first ore i put inside brought back the counter for the first slot, with the timer showing the correct amount of time left in the smelting process. Then I added 5 more (4 went to the first slot to fill it i quess) and the 5th ore brought back the timer and ore in the second slot. The same with the other smelter, added 6 copper ore in it and both slots were back in business.

      I'll need around 3:50 to see if I get some ingots.

      posted in Bug Reports
      R
      Rowley
    • RE: Daily Message posting

      why is this happening

      posted in Off Topic
      R
      Rowley
    • First impressions and feedback

      Hi,

      The game is looking quite promising and just wanted to share some feedback and thoughts I have gathered up on my ~1 week of playtime.

      I understand that the game is still on a beta stage and most likely the majority of the bugs are known and the opinions - well, they're opinions. 🙂

      Let's start off with the bugs i have found so far (and I assume these are bugs, not features):

      UI

      • Cooldown counter UI on hotkeys bugs when using herbal remedy and bandages while other cooldown is counting. The cooldowns themselves work properly, only the UI counter disappears from the other used item.

      • In chat window the chat target (global, party, etc.) selection button, the selection is valid only when clicking on the very side of the bar, which took me a while to realize. I thought the button was broken but there is either some other collider blocking the click or the click area is way too small.

      • World map zooming feels weird to me and it doesn't center on where the mouse is, or the center of the screen. The pivot of zooming is somewhere else (top left?). Not necessarily a bug, but I thought I'd mention it.

      Inventory

      • Some items stacking doesn't make sense to me. For example brown bear head stacks but wolf head doesn't. Also unguent doesn't stack, but every other item in the line of making weak poison paste does. - Not really a bug and possibly there is a reason for these but I'll put it here.

      World / Environment

      • Enemies ignore environment colliders, allowing them to run through obstacles (very annoying with rabbits and foxes, possibly lethal when ranged enemies are inside walls and melee cant reach)

      • Found several spots that has trees spawned on a steep hill that allowed the harvesting of the trees but not the logs.

      • Found a few spots where terrain doesn't align properly, possibly the seams of 2 terrains.

      Others

      • Sometimes skills fail to execute (different from where a text with "skill failed" appears and the skill goes to cooldown).

      • When the game has been on for a while, the game starts stuttering a bit when moving. Noticable especially when moving on a horse. Relogging usually fixes this.

      • Interactable objects like wood logs and corpses are very often behind other colliders resulting in a scenario where the object cannot be interacted with. For example a log cannot be picked up or corpse looted. This is sometimes because other interactable object is in the way - with lootable corpses another already looted corpse is in the way, and with logs and resources the resource node itself.

      • Sometimes wood logs just aren't pickable even though there is no other interactable object blocking it. (The tool tip with the objects name appears, but cursor doesn't change to a hand and it cannot be picked up.)

      Feedback / Thoughts / Feature requests / Suggestions

      • It would be great to have an interaction button mappable on keyboard that would pick up the nearest log or loot the nearest unlooted corpse. Also disabling the interactions (or colliders) on a looted corpse could help with the looting issues. - And while on the topic of looting, a 'Loot All' button in the loot inventory would be awesome.

      • I really love the possibility to build and decorate a house in my plot but as the material smelting / charcoal piles take so long to do their things i need to have my plot filled with smelters and stuff that can process ores / hides so there's no room to build a house.

      • KP seems to be finite and trying out different builds doesn't feel viable as KP used in skills cannot be regained. Learning the wrong skills is very taxing in the beginning as the pool is shared with talents.

      • Crafting and masteries are a bit confusing in the beginning. I feel like the masteries information should be with the talents and abilities instead of being in the same window with bestiary.

      • I keep right clicking ingots in smelter window to obtain the ingot but for some reason it needs to be dragged to inventory.

      • I find the amount of resources available concerning. It is fine now as I'm nearly the only one gathering them, but when there's a lot more players, there will be shortage of gatherable resources making the resources a constant battleground in pvp server or just camped/timed by the players who have the time to do that and/or bots in pve server. With 6-8 hour respawn time, they will be completely unobtainable by people who play more casually. They will obviously be buyable at the market but there are players who enjoy the material gathering aspect of the game and most likely won't be able to do it.

      • Chill/warm stack thing feels confusing and especially chill is very very annoying. At times i have x amount of warm stacks and a moment later i have 50 stacks of chill and cannot escape any enemies and i am barely able to move and as a new player have no way to counter the effects. Maybe there could be drinkable water to cool down and reduce warm stacks and campfires could have a radius of warmth around them that would reduce the chill stacks?

      • Could the recipes for the first tier of gear drop from easier monsters like goblins and zombies so that players could possibly farm their own recipes from monsters they are able to beat?

      • Hunger and energy depletion could be progressive and have some indication that the player is getting hungry or exhausted. Currently the energy and hunger levels can be easily forgotten until suddenly the player starts dying. Progressive debuffs and/or indication that the bars are getting low would give the player more of a heads up that they would need to rest or eat soon.

      • Resting at a campfire gives 100(?) mp when the resting completes. Could it be replaced with increased mp regen rate so that players don't need to do this weird zumba session spamming rest to regen mana a bit quicker.

      • It would be awesome if wagons could haul other items aswell, so that moving around with ingots and other heavy stuff over long distances would be less of a pain. Moving from a plot to other is very difficult at the moment if the current plot has a few chests filled with items.

      • Will there be a possibility to use skills from the skill bar (not the hotkeys)? Or the possibility to add more hotkey slots? I'm finding it annoying that i have to keep some toggleable skills (such as counter and heavy blow) taking space from my hotbar (why would i ever want to toggle them off anyway), and I have to fight with inventory open so i can use bandages and herbal medicines from there.

      Overall the game feels quite good and has a lot of potential. Keep up the good work! 🙂

      Thanks for reading through this endless list of rambling, hopefully there's even one viable idea or something you guys can use to make the game even better. 😄

      posted in Discussions & Feedback
      R
      Rowley