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Messages - derkot

#106
Bug Reports / Re: Plants in Zurkwood Forest Area.
February 07, 2018, 05:57:53 PM
Found same issue with zone 'Futher Reaches'.
No any plants in whole zone. Was checking and trying track any few days. In neighboring zone plants appeared. But not in this one.
When character attempt plant new seeds it gives same message what there is already too many plants in area.
#107
General Discussion / Re: 2018 Bi-Monthly Feedback
February 03, 2018, 05:28:52 PM
It will be nice to see in future new neutral-hub for monsters and nature-theme characters as it was Mycopolys.
It is cool and nice what happened with Mycopolys and all understandable what it is sort of consequence for all actions and it is now hard time for wild characters but still in my opinion it will be nice to make even little place where monsters, wild, nature-theme characters may meet with each other for some RP and quests.
#108
Bug Reports / Re: Plants in Zurkwood Forest Area.
February 02, 2018, 08:25:07 PM
Quote from: BigCook on February 02, 2018, 03:55:36 PM
Pretty sure this is due to plants taking time to grow. You plant them, it takes a few days, and THEN they appear. There are too many plants because it's counting the ones still growing. Be patient.


Problem what some plants my chracters planted weeks ago, some week ago. In other areas plants appeared properly with time but in this one zone they do not appears properly. I was thinking what someone just destroyed them and I just was very unlucky with timing but there is message what it is impossible to plant plants because it is too many them already when you can't see any of them. Which points, as I think, what zone counted all plants which my character planted but they do not appears properly as they should with passed time.
#109
Bug Reports / Plants in Zurkwood Forest Area.
February 02, 2018, 09:27:53 AM
Area: Underdark - Foul Hollows - Zurkwood Forest.
(This one zone where is camp with gnoll, hobgoblin and dead goblin nearby Moldmire.)


Issue: planted plants do not grows/appears properly.


My druid was planting some seeds of plants. It was two Myconid Spore Colony Seeds. It was left proper mark what plant is planted. After some time - plants not was appeared. I decided repeat and plant colony in other place but same zone. And still after more time old and new spots was still empty. And I tried last time - it was message what this area contains too much plants.


For example in nearby areas myconid spores colony was appeared after some time but  in Zurkwood Forest there is no any plants.  After passed enough time to grow any plants fully.

I have two thoughts.
1) Something stops them to grow fully after passed time
2) Models of plants not visible or somewhere under textures
#110
Suggestions / Re: EFUSS, farming
January 11, 2018, 02:53:10 PM
Tested in game.
Yes, if spam and click on plant there will be soon or later message about if harvesting can kill or not.
Seems all the time I was just very unlucky to see this message.
Perhaps this chance can be little increased? Because like clicking in hope see message for me sounds like little abuse of system.
But anyway, I think topic now not important at all since this feature already in game.
Thanks Dredi.
#111
Suggestions / EFUSS, farming
January 11, 2018, 03:10:53 AM
I know what many secondary skills is just for flavor and RP but I noticed what secondary skill farming is have huge disadvantage.
From guide about EFUSS it says what farming skill is using mostly for flavor and helps with roll to gather random herbs which you no need to plant such as few common mushrooms around.


I had experience to play on druid and I noticed what druids actually can understand how many time plants can be harvested and without any secondary skills because using their druidic-nature sense and that is okay.


But then in other hand I have character who is not druid but who has 10 points in farming secondary skill. But this character can't say how many time plant can be harvested without killing it.


I think what 10 points(or even 7-8?) can be enough to unlock such feature for characters and make this secondary skill more useful and many points in this skill can represent knowledge about plants and understanding how many times plant can be harvested without druidic sense of nature. If mechanically that can be done - then it will be great tiny change.
Thanks.