I have several beacons. Two of those beacons are roads. One of them used to generate about 1000 coin a day, and the other about 250 coin a day. Since the update, they have both generated 0 coin, and in the area that says how much coin per visit, it says Load Failed.

Is this intended?

Load failed means they connect more than one settlement. You have to either add plots or remove plots to fix that

To add to that, if those beacons are owned by the same character in the same settlement, they will continue to produce 0c as only 1 beacon will get coin per character per settlement.

Well that’s not completely true. The first beacon a person walks on of yours is the one that generates coin if they walk on to any other spots of yours in town they won’t generate coin on those plots

Exactly this. I noticed that was going on with a few of my beacons in the same settlement.

I believe it is by design though so no worries from me. (An alt may have took over one of the beacons though :wink:)

yeah its to prevent abusing footfasll system. so ppl wont be placing tons of seperate beacons in one area just to multiply the footfall.

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Fair enough. I had limited time to type that up on my phone so kept it short and simple. lol

I get the multiple beacon thing not generating coin, but I don’t get why roads shouldn’t generate coin. Should we not be encouraged to build infrastructure? I mean if that’s the case, I’m going to tear down the roads I’ve built. People can find their own way around! It’s a couple hundred extra plots for me!

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If you have another beacon in town that a person would step on before the beacon to your roads then yes they will never gain coin.

so if you have a road going between two settlements, then split the beacon into two… then you can get footfall from the same person on both beacons…

Doesn’t sound like a bad thing to me O.o

Yea what he said too. Guess you missed how the load failed means your roads bridge more than one settlement so it will never generate footfall. Same goes for any beacon that pops up on

I’m just going to remove the roads. There’s not many people living in Anvil any more anyway. This whole thing doesn’t make much sense to me. I mean, I get that you don’t want someone making a path of multiple beacons in order to get a bunch of extra footfall. But I don’t see why a player shouldn’t get footfall for each of their builds in the same town.

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Because than you could have 40 beacons for one build and generate coin on each one of those

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so footfall is related to the settlement the beacon is in. You only get footfall once per character per settlement, even if your character has multiple beacons in the same settlement you’ll only get one footfall amount per person per settlement.

If your beacon is in two settlements, how would expect this logic to work? I can understand that the dev’s think this is maybe a corner case that is easily fixable by the players, so adding more complex logic isn’t worth the effort involved. but maybe if someone has some specific ideas that work fairly, they may consider it.

I see a lot of people saying “load failed” means the settlement is broken/bridging etc. When the settlement is broken/bridging it says that on the bottom of the menu.

I get the load failed message almost every time I look at any beacon, anywhere. I close the menu, take a step back, then walk back up to the beacon and it shows. It might be a little slow pulling the server/database info or something.

I don’t know exactly how you have your build and beacon s setup but if you include your roads and your main building under the same beacon you will generate the appropriate amount of footfall when someone visits you.

I suspect there is an subtle issue with the guild settlement system that is causing a problem.

My theory is that beacons which are within a single settlement (ie not bridging 2 settlements) can end up being flagged as bridging once they’re touching 2 different guild aligned settlements. This shouldn’t happen. I’ve helped a few groups of players debug their guild aligned settlements and the mixture of guild and non-guild alignment does appear to trigger failures in some complex cases. We’ll need to work out what is tripping up the system.

But it’s possible that your infrastructure beacon which is happily within a settlement is incorrectly being excluded from footfall.

If anyone has some really simple examples of this happening it would help us try and work out what is happening.

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Guilds should just be GUI displays and statistics when it comes to settlements instead of each guild being a new settlement. The parent settlement should continue to be business as usual and just count guilds as mega-beacons. It’s too much recalculating whenever plots in settlements change now.

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But that is what it basically does already.

Settlements are still settlements.

The guild settlement just allow players to group their beacons by alignment.

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I would think that any recalculation difference would be more due to the scope of the settlement algorithm changing from a chunk resolution to a plot resolution with 211, rather than because of anything to do with guilds…

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