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  • RE: Alpha 2 - Test 3 Launch Day Revealed

    @Jetah said in Alpha 2 - Test 3 Launch Day Revealed:

    wont this give the VIP a huge advantage with them being able to "increase knowledge gain"? i'm trying not to say p2w but the convenience is outweighing catch up time.
    could some of the Talent nodes be talked about? I dont want to assume they'll give power but in past RPGs that's exactly what they did.

    We're not sure we're going to actually put faster knowledge gains in the VIP. Nonetheless, it would still only be a matter of having to kill fewer monsters of each type to complete the monster's knowledge, so merely a progression speed boost.

    @grofire said in Alpha 2 - Test 3 Launch Day Revealed:

    for classes that do not use str as main attribute, they will not ad this attribute to the items they wear. so the question for them is: "what is better" and for now its seems that con as less usefulness then str, and it seems wierd.

    The most important benefit of CON is the Life Multiplier. Life is very important in PvE, particularly for melee characters who take a lot of damage, since it determines how long you can fight before having to stop and rest 🙂

    posted in News & Announcements
  • RE: Alpha 2 - Test 3 Launch Day Revealed

    @Silynx said in Alpha 2 - Test 3 Launch Day Revealed:

    Is there any info on the length of the playtest?

    1 month is the expected duration 🙂

    posted in News & Announcements
  • Alpha 2 - Test 3 Launch Day Revealed

    Hi everyone!

    I'm sure you've been eagerly waiting to know the launch date of Alpha 2 - Test 3 - unless you've already seen it on Discord, the forum or the FAQ, that is 😛 So, here it comes:

    Thursday, July 16, at 4pm CEST (10am EDT)!

    This new test is likely to be the most feature-rich in our development history, beating even Alpha 2 - Test 2!

    Read the full announcement


    Let us hear your feedback and see you soon in game!

    posted in News & Announcements
  • RE: Character Attributed and what they mean

    @asspirin @Yitra @Oxfurd the video was probably made mixing actual in-game data with info taken from this old feature spotlight. There are a few incorrect things in it indeed.

    Our wiki editors will get all the actual design data and put them on the wiki soon! 🙂

    posted in Creative Corner
  • RE: City Claiming Has Launched

    @Recoil said in City Claiming Has Launched:

    The packs in the store currently are essentially watered-down versions of the KS packs (Eternal being similar to Immortal, etc.).. is this the case with the Aristocrat packs too or would we be getting all the benefits associated with the pack as described on the page? Also, I regrettably missed out on the KS campaign and was bummed to see I wouldn't get the KS cape/weapon FX/etc... are these included with these packs being sold as well?

    All rewards of the pack are included - it's the original Kickstarter Aristocrat pack 🙂 The rewards in this image are not, since they are for Kickstarter backers only (and aren't pack-specific).

    @Razvan said in City Claiming Has Launched:

    Then the first 1-2 months it would be quite awkward because usually there's a lot of hype when a new game launches, but lots of these new players quit after a few weeks, which will leave ghost towns until their houses turn to ruins.

    Without paid food/gold maintenance, towns decay and become abandoned. Moreover, other guilds/cities can lay siege on them and win it without opposition. Hopefully there won't be many "ghost towns" 😉

    posted in News & Announcements
  • RE: City Claiming Has Launched

    @Recoil said in City Claiming Has Launched:

    I think after they dropped the price on most mid/high tier packs Aristocrat got lowered to 850 Euros.
    @Prometheus are these Aristocrat packs going to continue to be available until launch? Or are there only a few slots you guys are planning to sell?

    The price has always been 850 eur, only once (during a general pack sale) we sold a couple copies for 750 eur 🙂

    We are just selling a few copies now, we might sell others once we release new continents 🙂

    posted in News & Announcements
  • RE: City Claiming Has Launched

    @th3mistocles said in City Claiming Has Launched:

    So with respect to the previous test where we were able to build a home and put crafting tables in it (and a fireplace of course). Outside of these items, is there anything extra in this launch that we can expect or that you can provide us? I.E. different or more crafting options/tables? More enchanting items?

    @Specter has already replied on the nodes (not implemented yet), but there are actually a few new items you can craft - i.e. all the advanced wood stuff: club, quarterstaff, shields, mage staffs. We'll reveal everything in the announcement post 🙂

    posted in News & Announcements
  • RE: Bummer for me: "Hello Governor! A few city-claiming tips for you..."

    @Zori said in Bummer for me: "Hello Governor! A few city-claiming tips for you...":

    given with what @Prometheus has said about the size of large cities, it looks like the entire population could easily fit in one city right now

    Well well well, there are actually about 1,500 players with Alpha 2 access, let's not exaggerate 😛

    posted in General Discussions
  • RE: City Claiming Has Launched

    @Logain said in City Claiming Has Launched:

    How many slots did a large/small city provide again? And can more people than the number of possible slots sign up for a city on the website?

    There is no fixed number of slots, the amount of citizens a town can have depends on the number of personal land parcels you have placed in it. A 2x2 parcel raises the cap by 2 citizens, a 3x3 by 3, a 4x4 by 4.

    The numbers you see on the web page (5, 15) are the minimums required to start a city (yeah, that's a bit confusing).

    posted in News & Announcements
  • RE: Bummer for me: "Hello Governor! A few city-claiming tips for you..."

    Hi @Dordolio! Let me explain to you why things work this way in Fractured 🙂 (which is not only about avoiding the P2W mentioned by @GorTavaro and @Zori).

    You have to forget the idea of a classic MMO city that is populated by NPCs, where at most the NPC shops can be owned by players (like in Albion Online).

    In Fractured, cities are the places where players actually live. The land claims in the wilderness you've seen so far are going to be used only by those who really want to live by themselves, we expect most players to claim a private land parcel in a city and build their home in it.

    NPCs in cities will exist, but their role will be limited - most of the work will be carried out by players... and you really can't be in a city without players, since to rank it up and unlock new technologies you need both prestige and citizens. The highest rank for a city (30) requires 100 citizens, specifically.

    Also, I see you've decided to stick to a large territory, which requires 15 players to be started. If that looks like a high number, it's because you haven't grasped how large a large city is - if you didn't have to make roads, you could stick 300+ buildings in it! Since you have to build roads it's probably half that, but you get the idea. Once the game is well populated, we expect 100-200 players to live in a large city and 25-50 to live in a small one 😉

    Hope that made it clearer! 🙂

    posted in General Discussions