I'm with Doc on this, sorry but this isn't a theme park MMO.. Lets keep the sand in the sandbox and let the players decide where to congregate. If the town is doing well and players want to be there, then it will come to life. If the town is poorly located or poorly run, then it should look as such IMO.

Posts made by Vortech
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RE: NPCs needed in all towns even Player run towns.
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RE: Relaunch Pretest Start Day Revealed
Good to be home, everyone at IB is excited to get back to FO!
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RE: So what build is everyone going for when the servers come back online?
I might mix it up this time and go mage at the start with my main
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RE: #FracturedOnlineCreations Winner!
Congratulations to all the winners, everyone showcased was extremely talented!
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RE: June 16 Update
This is it, this is what we've been waiting for!
Raids have returned! Death markers! Aerhen love! Mage staff upgrades? Yes, one thousand times yes.
Excellent patch Dynamight!
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RE: Enchanting system balance and tweaks
I'd like to see the seasons eventually effect the reagent sources and their availability/drop rates.. This would allows the devs to take things in and out of focus/favor for periods of time.. adjust drop rates.. balance enchantments, etc..
Each enchant has a few "BIS" combinations, some "better" than others.. This would keep players on their toes, allow values of reagents to rise and fall with availability and keep the market exciting. It seems like the game is close with all these complimentary systems but they just need to pin in on the back of the roadmap for a later date and make this a reality.
Depth, variety, market impact, and logical complexity all packed in to an already great system.
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RE: Citizens, Farming, and trust.
@OlivePit said in Citizens, Farming, and trust.:
Thoughts?
Acceptable band-aid solution at this stage of development. That being said, we can't lose sight of the real changes though and need to push for them to become real sooner rather than later.
Citizen and prestige requirements put the newer towns at a pretty big security disadvantage. Even today, some of the more established towns are still suffering from greifers stealing crops and sabotaging their stability. At Braavos we never suffered from these issues, we started strong with a solid core and never needed to take in any unknown player citizens. We always try to develop our town with security and preparation for the worst in mind. IMO, newer towns are sort of sitting ducks with things the way they are..
As others have mentioned.. We need logs, we need custom user groups(guild roles/ranks), we need clipboard utilization for easy copy & pasting of groups from container to container etc. None of this appeared on the roadmap, so I doubt anyone can say when to expect this sort of stuff but these things are crucial. These features go a long way in taking care of the people who look after and provide content for the community while the game is being developed.
Fun fact, Albion officially launched like mid July 2017.. Now at that point the community had already been asking for similar features for two years already during alpha and beta stages. Asking for guild QoL improvements and other basic functionality just like this stuff mentioned in this thread. It wasn't until mid March 2018 roughly 3+ years before Sandbox interactive finally delivered their first QoL update for guilds and their management in the Lancelot update.
I hope we see some attention regarding these concerns by the team at Dynamight.. Sixteen months post-launch for SBI to take their first pass.. Over three years.
https://albiononline.com/en/news/devtalk-guild-ui-improvements
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RE: Repairing? Kind of.
@spoletta said in Repairing? Kind of.:
That's why I proposed an alternative to the repair system, which costed only resources.
A repair system is meant to INCREASE the resource sink in the game, not decrease it.
Another game did this and switched to a currency sink due to player feedback. Ultimately it was a more of a time sink than a resource sink and players did not enjoy the mechanic. Asking the player to pick up odds and ends to repair their gear quickly became a back and forth chore.. Cherry pick the resources to place them in your inventory for repair at a station is just a big ask. The developers converted it to a currency sink and never looked back.
Repair in any form, if introduced.. must to be part of a larger economic vision. IMO.
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RE: Housing upkeep shouldn't lead to instant deletion
Definitely need a safety net here.
Definitely should function the same as towns (at the very least.. if not provide more time as suggested).
I'd also suggest sending the contents of crafting stations and chests to the town marketplace claim tab. This will allow people to be away from the game for an extended time but not lose all their belongings and allow them to jump back in.
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RE: [Prestige] Towns prestige is stucking, decaying and counting wrong
As an update, the bugged prestige is preventing us from paying our most recent upkeep.
In the screenshot you can see where we had more packages than required. I was checking on the upkeep this morning and I noticed the game had not consumed the upkeep packages. I clicked on stop decay and while prestige requirements are "disabled" it shows in the screenshot that the city needs 2600 Prestige to stop the decay. The town hall desk is currently displaying a town prestige of 1500.
At the time of writing this we have 2d 22h to stop the decay of we will be demoted to rank 14.
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RE: Temperatures & Weather Feedback Thread
Personally I like the depth.. I just don't enjoy being slowed down. We want more movement not less, so my only feedback is to consider the weakness to cold and the stacks enough and not introduce the slow from weather effects.. Keep the slow for everything else, just not the cold stacks originating from the environment. At the very least consider the slowing effect from the environment at a much higher threshold we're unlikely to hit very often.
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RE: Adv Smelter Appears to eat resources
A little update: With the patch that released 05/04, discussion started about the advanced smelter fix previously mentioned by Jacopo on Discord. About a week ago on 04/27 @Prometheus had mentioned possibly having a patch that addressed this out by Friday 04/29.
Jacopo provided an update and the discussion ultimately ended with him committing to "get on it personally ASAP".
So I wanted to update the thread and contribute my own findings in the event it helps track things down. Our smelter plot in Braavos is made up of 8x basic smelters and has a row of 4x advanced smelters in the back. I had only recently placed the advanced smelters a few days ago as people mentioned having some luck with them. I had heard that the first batch always worked.. So I decided to load one up with 10x Iron ore, 3x coal, and 1x, charcoal. I loaded the ores first, finished with the fuel, and then pressed smelt. The first batch in all four advanced smelters worked fine. The second batch was also successful, it was10x tin ore and 1x coal in each, the batch was started and completed after the server restart the morning of 05/04. The third batch was going to be tin again (10x tin ore, 1x coal in each) but it bugged, similar to what @DarthJafo explained. On pressing the smelt button, the temp indicator line falls to the bottom but the temp of the fuel stays present. The fuel and ore all disappear but the smelt buttons turns in to a cancel button. One difference about my situation was the ore still read 5/5 and 5/5 but the ore is gone. The issue occurs right when you hit the smelt button, instead of the gray overlay covering the ore sockets and the timer starting.. your ore just vanishes. The timer never starts but the advanced smelter begins smoking and the cancel button remains for the full duration. At the end of the batch nothing is in the smelter.
I hit cancel on the first one and it did not return anything. I posted my results to the #debate_tavern channel on discord where we can post screenshots. Someone asked if I had tried moving one of the smelters to another place on the plot and then trying again. I decided to give it a try and it worked, the fourth batch (10x tin ore, 1x coal in each) worked. The third bugged, I moved the smelter to a free spot and then back to the original place and it successfully started and later completed a batch. After seeing this I decided to move another advanced smelter to see if it would work. This smelter had NOT consumed ore prior to me moving it but after moving it the third batch bugged and it consumed all ore. So moving an advanced smelter after it bugged a batch restored it for at least the next batch attempt.. However, moving a non-bugged advanced smelter before attempting a batch did not prevent it from bugging out the same as the others.
Hopefully this information is helpful.. We lost some ore testing this so we will not be using the advanced smelters again until an official fix is released.
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RE: A Different Perspective to Alignments and PvP Issues
@GamerSeuss said in A Different Perspective to Alignments and PvP Issues:
@Vortech But the point on Syndesia is to allow, but Discourage PvP, not Encourage it.
Your interpretation, sure. Some of us don't see it that way.
We're here to discuss potential changes, the discussion is the key. It doesn't end because your interpretation says to wrap it up. This is the time to provide feedback, at least while it's still actionable.. This is the time for all of us to discuss our experiences with these systems in the current beta and what we'd like to see from them as things develop.
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RE: "Fight the good fight!"
@GamerSeuss said in "Fight the good fight!":
@Tuoni They have said that the click combat system they have now is what they intended. This is the design they want for combat flow in FO. I think a lot of us are okay with this, even if there are a few decenters out there.
You assume that this sentiment encompasses all forms of play.. Your interpretation is that they will strictly apply this to everything.. Some of us clearly feel ranged combat would greatly benefit from homing auto attacks allowing more movement in combat.. Still taking nothing away from "skillful" click combat for everything else. Positioning is important, and all the stand time in this game just makes combat feel clunky and slow to some.@LordSkykal said in "Fight the good fight!":
@Tuoni You have to keep in mind that there are sync problems at the moment, which according to dynamight should be fixed in further patches and that many players play with too high a latency, which affects this.
In the final game, combat will play much more smoothly.Sure but @Tuoni is speaking to the mechanics of positioning as a ranged user while having to aim auto attacks/chip damage.. This by itself, is extremely clunky.. Latency as you mentioned surely exaggerates things, but the issue is with the core mechanics of having to choose between movement and chip damage as a ranged user.. Kinda goes against being ranged.
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RE: A Different Perspective to Alignments and PvP Issues
@GamerSeuss said in A Different Perspective to Alignments and PvP Issues:
@Vortech Actually, it is the RNG elements that make a game a game...
Without RNG, your dealing more with a task than a game, it is the elements of chance that make it gameworthy
Could not disagree more, but either way.. It's out of context. We're talking about loot dropping, not RNG in general.
Getting back on topic, I think a variation of the Lineage II PVP/Karma system would be a great fit in fractured. Extend the tiers a bit and add loot drop on the very end.. It both allows and encourages pvp while providing balance.. Consequences for actions.