today we are performing a major transfer of our game servers. Here's a few more info on it.
As many of you know, SpatialOS is our backend engine of choice. So far, we're run our servers on the SCP (SpatialOS Classic Platform). We are now moving to IMS Zeuz, the new hosting platform, which is way more flexible (and potentially cheaper) than the SCP, enabling us to eventually use dedicated bare-metal servers instead of cloud servers.
Other than doing it for advantages mentioned above, this move was necessary because the SCP is eventually going to be deprecated. The process of getting used to the new platform took some dev time, and that is why we don't have a game patch this week bringing "visible" changes to the game.
Thank you all and stay tuned because we have some big news coming very soon!
@dracokalen Just seeing it rain when I log in lifts my spirits, and my sister is in Drought-ridden California, so she is over the moon seeing rain, and can't wait to see a blizzard in-game.
The crops thing is just implementation, and will come soon enough.
our aim with the following rules is to make this forum a friendly and enjoyable place for the whole Fractured community. A place where you can learn more about the game, discuss it and find new friends, while we can gather your feedback. Please help us make it so by abiding to them!
1) BE CIVIL
Treat each other with respect. Don't insult other users, troll them, or bait them into breaking the rules. Also, keep criticism constructive. For more information about the rules regarding Acceptable Content, I suggest you read paragraph 5 of our Terms of Service.
Here's a summary of the most important rules:
Do not harass other users. For example: Insulting others, flaming, etc.
Do not troll other users.
Do not threaten other people, unless it's within the context of the game.
Do not invade other people's privacy and do not* doxx other users. (posting other people's real life information).
Do not post hate speech (discriminatory, racist, etc).
Do not impersonate staff or other users.
In addition to that, certain content is forbidden from being posted. This includes (but is not limited to):
Sexually explicit content.
Malicious content like viruses.
Hacks, cheats and exploits.
Unsolicited or unauthorized advertising.
For a full list of prohibited content and behaviour, I once again refer you to the Terms of Service.
2) DON'T SPAM
All comments should stay on topic and all threads should be relevant to the section they're posted in. Also, keep in mind that the off-topic section is for discussions unrelated to Fractured, not for spam.
If you want to gain Foundation Points from the Daily Post quest but don't have anything interesting to say, you can however leave a "spammy" post in this thread.
3) FORBIDDEN SUBJECTS
In addition to the rules above, we have also decided to forbid the following subjects from being discussed:
I am sure you can understand why we have forbidden these two subjects. These subjects often lead to fights and drama, and have little to do with what this forum is about. Because of this, we believe the best course of action is to simply disallow users from discussing them. These rules only apply to real life politics and religion, discussions about in-game politics and religion are obviously fine.
Moderators and Dynamight Studios staff reserve the right to remove, edit, lock, move, or otherwise adjust content posted by the users of this forum at any time.
If you disagree with an action taken by a moderator, send him/her a PM or send one to a member of the Dynamight Studios staff instead of making a post about it.
Breaking the above rules can result in a warning or the temporary/permanent suspension of your account, depending on the severity of the offense and the existence of prior warnings.
These last few days the game seems to be totally dead.
This might be a great time to go and farm mobs for those rare mats !
But I just cant get the motivation to do even uncontested mob farming due to the knowledge that the drop rates are so low that even 2 hours don't get me many -or any- of the drop I am looking for.
At which point that time just feels totally wasted. At which point why even bother?
and that is a big problem with some RNG systems.
TTTTTTTTTHTTTTTTTTTTTTTTTTTTTT is just as probable as HTHTHTHTHTHTHTHTHTHTHTHTHTHTHT
But when you are on the receiving end of 'bad luck' the consolation that it is still holding to true probability is of no comfort at all.
The perception and expectation of some fairness is always going to sneak in and cause problems.
That 5% drop rate is for the server as a whole, not for you, and calculated on each kill, not for all of that mob type on spawn. Such that even if I kill -all- the mountain trolls spawned on the map, probability says that none will have the drop. And that is an ok expectation?
There needs to be some connection between expended effort and expected reward. If not then the system is demoralizing and arbitrary to the point of ambivalence to the whole system.
I have an idea/suggestion i would like to offer....
Currently i need to goto a lore window for weapons or armor to see the field displaying the progress achieved in a percentage format for how far you have gotten in making that particular item.
It would be nice to see that field in the crafting window also to get an update while you are making that item.
I don't want to come off as rude, but if devs go in a certain direction, and multiple veteran players tell you that it is indeed a good direction, maybe you should reflect on the fact that you are possibly not considering something and you should spend some time looking for possible mistakes in your arguments instead of telling people that they are clueless about what they are doing.
You mean the two Dev made cities that players can choose to start in?
I would argue that since we have the tutorial island and the fact that within 24hours of a server start there will be towns up to service players, there is no need for these Dev made 'starter' towns to have anything but a bank for players to have as their one truly safe place to store stuff and access to the global wallet.
Allowing tax free crafting should be a marketing tool to differentiate between player built cities, not the expected norm handout.
I am sure that there will always be a number of towns which will choose to do this and as such the starting Dev made towns quickly become redundant, inefficient, and empty.
@BECKFAST I think the need of farming and hunting for town management is nice and should stay but the system still needs some improvements. But I agree that something should be done for the refining and crafting because I have experienced it as well, ...somewhat repulsive.
@Antoniius I think you are exaggerating a bit too much.. Demons (or partly evils in general) cannot freely roam on all the three planets. They can spend a limited time on Syndesia and Arboreus and traveling to another planets can be challenging in general. Arboreus will be even more safe than Syndesia and no furries needs to participate on PvP unless they want to.
I agree that on Syndesia forcing players to PvP is not a good thing because it will not simply work in practise. However, evil players should have this possibility to PK others, even significantly restricted. Also concensual PvP, neutral playstyle, should be encouraged. However, if the good players are excluded from end-game content and neutral flagging is needed for every meaningful activities, we are on the road of forcing (passively) people to PvP.
IMHO the ideal situation for Syndesia is that threath of the PvP is always present but ganking for example happens only sometimes. Additionally, the PvP would be mainly consensual. Syndesia would favor somewhat neutral playstyle without totally excluding others from the end-game content.
@spoletta said in Long term durability issues:
It should go down.
Everything should degrade and get destroyed eventually, it is an absolute necessity in a game of this kind.
IMO the ideal solution is:
Every second in combat, when the game applies the hp/mana regen, any worn item has a 1/300 chance to suffer 1 durability damage. This means that at minimum the items suffer 1 durability damage every 5 minutes (in combat only, don't want people to go AFK in town and end up naked).
Then apply a random 15-25 durability damage to items on KD, and another 25-35 on Death.
This way PvE reaches the right weapon degradation values, due to the passive degradation, and even PvP has the right degradation, since it lasts a lot less but brings many more KD/Death.
Not bad idea.
You can only learn each available Page once...they clarified that when they first introduced them to the game.
As to what you can spend, well, when it comes down to it, some of the skills will only be unlocked by die-hards who want everything unlocked. Some won't even bother with some of the mobs that have abilities that don't relate to their build until at least after they've killed off everything that does matter to them.
@Vortech That's actually a pretty amazing suggestion because it would actually cycle players around the map during certain seasons so there would be seasonal areas where pvpers could find potential targets.
@Vialli said in What's next for BETA as a lot of players are leaving (plus feedback).:
PVE is easy, all the game content can nearly be solo'd. What to do next? End game PVE? Legends compete for resources with rare mats from gear. Too expensive to do legendary bosses
Would never go evil in PVP, as you can't afford to lose your gear. You die in T2/3 gear and you need 5 rare materials for another set that has less than 1% drop rate. Every death as an evil player in PVP requires at least 500-1000 high end mobs to be killed in a grind. PVP is very rare, and we need more. Durability hit would be fine, but don't take the gear!
Drop rates (enchanting / gear grind). The drop rates are so low on high end mats it is just a grind
Enchanting is not balanced. Some T2 recipes are easy others hard, no math has been applied to the stats on reagents to work out what combos can be used per enchant. Previous alpha's were good and cost a lot of money to take chances with it
No gold sink, all MMO's need one or rampant inflation kills game. New players can never get a foothold without a mechanism to keep gold supply down (plot costs and city upgrades are not ones, I can grind 2K in less than 60 minutes in bandit hotspots).
Advanced smelters please fix them
Why add weather when so many other things to fix?
We want the game to be a success and I am keeping my fingers crossed. I will be back when new content comes out, along with a lot of others no doubt!
I agree people are getting a little burnt out now, I've seen a fair amount have left already but there still is a good core that login regularly or at least casually to play.
I get the feeling that having the regular PvE mobs be 1-2 man groups was the point, and I feel like after you've capped out on KP and you've farmed the mats you need for gear farming the legendaries seems the most logical route. I'd even imagine that you'd have to kill legendaries a few times to even see their entire loot table.
Wait, you can't afford to lose your gear? I figured with maxed out KP and probably a dragon's horde of gold you could easily hire servants to farm you the mats to replace your gear. Even I find it easy to farm money and two characters are both only around 30 talents each.
I also think this was the point, they essentially made it very easy to get T1 enchants on early gear but maxing out those enchants requires a good amount of material grind.
I agree, but with the addition of the two new continents (Wild Folk and Demon worlds) and asteroids it might be different as mobs from those places will drop potentially new stuff. I'd imagine if you could get good enchanting mats off enemies that spawn on asteroids that would be a huge reward for doing the asteroids when they spawn.
I think the economy would be a little more fluid if more people were willing to risk high quality gear in pvp. Even the cost to pay bail seems very high so I think the gold sinks exist, people just aren't using them.
There will always be things to fix, QoL fixes that will be added to a list and they'll go through on bug passes. I'm pretty sure they said something like a 2023 release so I'm sure we'll get bug fixes in trickles here and there. The main goal right now is for us to try to break the game and for them to fix the things we break, so I'm going to guess we'll be seeing a steady trickle of new content at a specific pace and then they just monitor to see what breaks with the new features.
I totally understand what you are trying to say though, the bugs are very annoying, not being able to hit enemies because you are on a slightly different elevation is very annoying but I think we need to manage our expectations. This is the closed beta and we're going to get at least one wipe before live release so I'm taking things somewhat casually and trying to enjoy myself where I can.
I'm hoping we see asteroids soon as that will probably bring players back,