I did indeed have the occasional rabbit and fox visit. That was pretty much it though. I guess the treants and wisps didn't like the smell of my tannin tubs.
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Posts made by Silynx
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RE: Publicly available ingredients/gold at -1740/-930
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Publicly available ingredients/gold at -1740/-930
Hey,
Since the current test is coming to an end and I finished all my testing, I made all chests in my house at -1740/-930 publicly accessible. You should be able to find a copy of most ingredients, leather, spider silk and gold there.
Feel free to take what you need!
Silynx
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Monster kills do not grant KP and enemy knowledge for all party members
Hey,
As @Nekrage described here, it appears that the distribution of KP within a party is depending on who has dealt damage to the creature in question. Simple attacking without doing actual damage is not sufficient.
This becomes evident when using a melee class in a party and fighting wisps since they are immune to physical damage. Melee fighters cannot obtain any KP or creature knowledge through their regular attacks.
This somewhat changes with the use of skills. Thanks to @Harleyyelrah and @AlejoTheBear I was able to test the following skills against wisps. See results below, indicating if the skill use did result in KP and creature knowledge gain (YES) or not (NO):
Bleeding Strike: NO
Blinding Strike: YES
Crippling Strike: YES
Poisoning Strike: YES
Eviscerate (used in combination with bleeding strike): NO
Death Mark: YES
Frenzy: NO
Word of Power Kill: YESIt looks like anything that inflicts wounds or operates on the bases of wounds does not give KP, other status effects seem to work fine.
Interesting are Death Mark and Word of Power to me. Word of Power seems to count as an actually damaging skill (does not show damage number over creature as far as I could tell) and not just a kill move.
Death Mark is especially confusing since it should only (as per tooltip) increase my own damage on creatures (which would still be 0 with standard attacks) but seems to somehow affect this.
There was a rather large conversation in discord if this behavior overall was intended or bugged, so feel free to dismiss this all as working as intended I guess if that's the case. It would just make it hard for support characters who just slow, root or stun creatures to gain knowledge in groups. This also goes for single target focused players vs aoe specialists. A tank fighting just one monster would gain knowledge from 1 monster only, not any of the smaller creatures around which the rest of the party takes care of.
Silynx
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[FRAC-2087] Frenzy movement speed reverts back to standard speed
Hey,
After using frenzy for a long period of time (maybe 2 minutes or so) I sometimes lose the movement speed buff. Character moves at standard speed even though frenzy is still activated.
Attack speed does not seem to be affected by this.
I have not been able to pin point at what is causing it.
Silynx
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RE: Why bake bread?
I don't think that's how we ended up with bread though. The tutorial teaches you to make a variety of things, bread is not necessary in that context but does give the player an easy form of food before leaving town.
Making bandages, armor and weapons seem to teach the same mechanics imho.
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RE: Why bake bread?
Hey,
I think you are absolutely correct. I wouldn't bake bread if it wasn't required for the tutorial. But that is only true for the current state of the game.
I'm fairly certain once other professions are being introduced and crafting overall gets some meaning, it might be beneficial to grow different vegetables, wheat or so because it might allow you to craft food items that do more than just refill satiety.
In my opinion, that's exactly why fields are shown as hotspots in the dev diary you are referring to. At some point, food will have a decent bonus or is necessary to feed NPCs in your town or such.
But as I said at the very start: as of this state of the game, bread and fields are purely useless as you acquire enough during your adventures.
Silynx
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Frenzy mana cost
Hey,
When activating Frenzy, it deducts the mana cost for initializing the skill as well as an additional 40 mana already (140 total).
Tooltip description makes it sound like it should be an initial 100 and then every further second, an additional 40. The upkeep cost overall seems fine, just possibly added to the initial cost by mistake.
Didn't want to edit the other Frenzy bug report since it was already assigned.
Silynx
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RE: Physical Immune enemies should be removed.
@Nekrage said in Physical Immune enemies should be removed.:
@Kralith Then we need to fix what triggers contribution to earn KP. Having to change your build from melee to caster for it is not balanced.
Sounds like you and Kralith fully agree then on how this should play out, since this is a bug and will be fixed?
I guess I'm just confused how we can talk about balancing something that in it's core function is currently buggy and take the bug as an example for it's inbalance. Maybe I'm just not getting the essence of what you are trying to say.
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RE: Shields are nearly worthless.
Yes you can enchant shields with resists. They offer the same enchants as gloves, shoes, hats with the exception of not offering accuracy.
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RE: Spell casters are too weak in Pvp.
I think this has more to do with the super short pvp duration you outlined. If you gang up on someone and use a single stun, the opponent may not ever get to do anything before being KO. Longer fights would allow for more action and bring the spell caster crowd control abilities (often combined with damage) more into focus, especially in more than 1v1 fights.
Silynx
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RE: TOO STRONG SKILL
I'm not sure I can follow you there @ZagZag. Frenzy is only useable by non magic users and cannot be used by everyone. If you mean that it is useful for everyone, I would agree. The movement speed alone right now is worth having it on an alternate setup to move to/from far away places, then switch back to your fighting preset. It does require 40 mana/second. So you cannot just keep it on, unless you have a mana regeneration of 40+, which most fighter types (unless built for the use of frenzy) probably won't have. This goes for the current alpha and would clearly change with the introduction of mana potions or such.
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RE: Fractured Newbie Guide
@Kralith Ye, that would make sense. I will work on that as time comes available.
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RE: Can't login
@Lanceidor the test got extended by 2 days until Wednesday. So you still have a chance. Some players who faced the same issue as you did, have been successful loading the world after trying a few times.
Hope that helps somewhat
Silynx -
RE: Major Lag Spikes
Hey @Prometheus, I haven't been able to recreate any of the described above since you did whatever update when the servers kept crashing on Friday/Saturday. My ping has been between 60 and 110 very steadily. No further hot spikes.
Tested in combat and gathering. I did not trash my house and rebuild it though.
So this might be fixed already.
Silynx
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RE: Magic Armor tooltip and effect mismatch?
Edited original with further bug info.
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RE: How do I delete my account?
Hey @TyrH,
I don't think there is a way for you to manually delete an account, but I am sure the admins can do that.
But just to inform yout: There is a current problem for certain people not being able to login. Or at least there was as of last Friday still. I wouldn't be surprised if you are part of that group. Since this game is still in an alpha state, the devs are working on getting this resolved. Also, the game has gone through optimization cycles a few times already with great improvements, and there are plenty more to come.
So I suggestion would be to just hang around for a few months, see where this is going and keep your account with all points in your "foundation" as there is a good chance you might be able to play the game just fine in a month or two on the same laptop.
Best,
Silynx -
RE: Why this game is not fun
But there are also decent examples that even that works. Path of Exile, while being a generally different game, works great. It's popular, fun and utilizes a click to move for combat. In fact, having to combine combat and movement controls is part of the challenge in those games.
I guess my bottom line is: Don't throw click-to-move out of the window, but let's describe the current movement issues and come up with ideas on how to solve the challenges we currently face.
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RE: Why this game is not fun
@Ostaff I think you are correctly describing current issues. But I don't think this is necessarily a click-to-move problem. Let's say your left mouse button would always and only be movement, then interactions with trees and other object would require a shift-click (or pick any other button combination). Default attacks could be right-click only and the problems that you described no longer exist.
I don't think there is a reason to abandon the click-to-move style, but more so to figure out a decent way to not get hung up on trees, plants or corpses
Silynx
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RE: Buggy game when using bow and frenzy...
Sounds like a real bug. Replaying animations especially is most certainly not a feature. Might want to post this with a detailed description of how to recreate it in the actual bug report section.
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RE: Why we need attribute respec options.
I would welcome respecs when updates come out. In many games, new updates end up making certain attributes more or less useful. Having to reroll every update would seem a lot of work.
At the current stage, I think it's almost good that there is no respec option. It requires you to regain the knowledge you need (and once you know what skills that are, it's actually not too much work) and offers options for new players to find parties somewhat more easily.