Summary of the Survival & Travel Q&A livestream.
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Translations:
LIFE AND ENDURANCE:
- Characters have a life bar and an endurance bar.
- When you take damage, it will generally subtract from your endurance bar.
- When endurance hits 0, you're knocked out, not dead.
- Once you're life has reached 0, you're dead and you will have to respawn at the nearest spawn point.
- In PvE, creatures are generally not evil so they will leave you alone once you're knocked out.
- If you don't get killed after being knocked out, you will eventually recover with some of your life gone.
- Of course players can continue to attack you and kill you after you've been knocked out, as long as they are willing to suffer the consequences. (Only matters on Syndesia of course. Tartaros is lawless).
- There are conditions that can cause you to lose your life, like sickness.
- There are spells that allow you to consume your own life and endurance.
- Assuming you don't get killed, you will eventually recover after being knocked out. The exact time hasn't been decided yet.
- Your allies can help you recover faster.
- There are life/endurance steal/leech abilities.
SURVIVAL MECHANICS:
- Survival is not a core point of Fractured.
- Survival mechanics exist to spice up exploration and travel.
- Fractured has day/night cycles, seasons and temperatures.
- Everyone can craft a shelter from the beginning of the game. You will have your basic tools for survival.
- You can always go out in the wild, gather resources and craft some very basic armor and weapons from your inventory. For example: Wood clubs, slings, primitive bows, simple leather armor, etc.
- The difference between primitive equipment and advanced equipment is not so big. Power gaps are in general quite small.
- Right from the start of the game, you can already open the worldmap and have a general idea of how the world looks. You can for example see where the biomes are.
- as you explore, your map updates automatically. You'll see player-made roads, dungeons, towns, resources, etc.
- Some abilities are affected by certain environments.
- You can forage wild berries and other types of plants.
- If you're not engaged in anything extreme, you can live off the land. It's just slower than inside a village.
- Boats and navigation are not a core feature of Fractured. Maybe in a future expansion.
- Different biomes contain different resources.
- You can technically use fire spells to warm yourself up in a cold area, but your fire spells will suck in a snowy area. Also, you would be dealing fire damage to yourself.
- You can create a temporary campfire almost anywhere to respec.
Hunger and fatique:
- there are 2 bars related to survival, hunger and fatique.
- There is no thirst bar because it doesn't really add much gameplay compared to hunger.
- The hunger bar goes from 100% to 0% and it takes 8 ingame hours to deplete.
- As long as the hunger bar is above 50%, you can get bonuses from the food you eat.
- Between 0% and 50%, you won't get bonuses from food but you won't suffer any debuffs either.
- once your hunger bar hits 0%, you will start suffering real debuffs and at that point, you will have about 2 hours to replenish your hunger bar. If you do not eat during those 2 hours, you will die of starvation. No knockout first, just death.
- It's very unlikely you will ever die of starvation. You would have to starve yourself on purpose to die that way.
- Fatique is something you lose when you lose your life.
- Life is something you can restore with potions and heals but Fatique will continue to go down as you lose life.
- Once fatigue drops below 50%, you will start suffering from serious debuffs.
- Fatique can be replenished by resting.
Weather and temperatures:
- Weather affects combat and interacts with your abilities.
- Temperature is more relevant for survival than for combat.
- Temperature only becomes a problem in the extreme environments, for example on top of a mountain where it is really cold or in the desert. You'll have to be dressed appropriately to survive in those environments. If you take the wrong equipment in those environments, it will affect your fatique.
Day and night:
- Fractured is not like other survival games where everything is peaceful during the day but all hell breaks loose during the night.
- You can find different creatures during the night like undeads.
- Alignment isn't related to day/night cycles.
- Some abilities are more effective at a certain time of the day.
Food:
- Finding food is not particularly hard unless you're in an extreme biome like a desert.
- You can hunt an animal down, start a campfire and cook it to eat it.
- In the extreme biomes, finding food isn't the only problem. Finding a way to process them is difficult as well.
- Food rots. It depends on the kind of food. Dried meat is good for long distance travels.
- You can mix/max the food you make for the best benefits.
- Foods are light to carry. Not very heavy. The biggest limit is the number of slots in your inventory. Food doesn't stack.
- You can only cook simple stuff with a temporary campfire.
- Even very special, complex and powerful types of food only take 1 inventory slot. It's a great way to save inventory space on long trips.
- You cannot make pizza in Fractured. Alright, this is the end of this summary. I quit, cya!
- Poisoned food is not a priority for the devs.
Races and survival:
- Survival mechanics differ for each race.
- Beastmen are very good at survival. They don't even need basic tools to craft some things because they can use their claws instead.
- Beastmen are generally more resilient to different temperatures.
- Demons are more resilient to heat.
- Beastmen and Hellfire Demons are more resistant to fatique.
Death:
- You don't become a ghost when you die.
- Unlooted corpses will stay on the map for a long time. At least one hour, but the devs could easily decide on 6 hours as well. Fully looted corpses disappear faster.
- When you die, you have 3 respawn options:
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- The last place where you rested. That could be a temporary encampment if that encampment still exists.
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- You can spawn at the town where you last rested.
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- If your home is in a town, you can return to your hometown. If your home is not in a town, you can respawn at your house in the wilderness.
CARRYING CAPACITY:
- Heavy items like logs, stones, ores, etc cannot be put into your inventory. You will have to carry them in your hands or use wagons to transport them.
- When you're carrying resources, you can only walk, not run or fight.
- your inventory is limited by slots. The devs still have to decide how many slots your inventory will have. Likely somewhere between 30 and 50.
- The weight of the items inside your inventory matter as well. If you carry too much weight, you will be slowed down.
- You cannot increase the amount you can carry with additional backpacks.
- nothing can increase the amount of items you can carry in your hands.
- Items generally don't stack in your inventory.
TRAVELING:
- If a neutral player commits an evil act on Arboreus, he/she will be treated as evil and suffer the same consequences as other evil players on Arboreus.
- Other people can't use your stargates. Only you and your group.
- In general, most of the ways to travel (including stargates) are one direction only.
- There are several specific locations in the world where you can open a stargate to travel to an asteroid.
- You can open a stargate anytime you want. No limits. This also goes for Demons who want to invade other planets.
- Teleport spells won't fizzle. you don't have to worry about being sent to a random place.
- You can't open portals to specific spots.
- There's no magic button to get back to your home.
Interplanetary travel:
- You can use teleportation magic, stargates or temporary stargates made by yourself to travel.
- Some stargates are permanent and in fixed locations. This also means they can be camped. The fixed stargates are 2-way stargates. They go from A to B and back between different planets.
- stargates are not portals where you can enter at any time and go back at any time.
- You have to find the right resources to activate a stargate. After that, you'll have to perform a ritual. In some cases, this is tied to one of the gods.
- You can also open your own connection between planets but it will be considerably harder. It's a bit easier for Demons than for other races. It depends on where you're coming from and where you're going.
- Traveling between planets is easier for Demons, but it will still be hard for evil-aligned players, Demons included, to travel to Arboreus.
- Eclipses happen a couple of times a week.
- Other people can't use your stargates. Only you and your group.
- In general, most of the ways to travel (including stargates) are one direction only.
- Travel through teleport magic and stargates is instant.
- If you create a temporary stargate/teleportation magic to an other planet, you can travel to any region you have already discovered. You can't travel to a specific point, it will be a random location.
World travel:
- It will take about 5 min to walk from one town to another.
- In terms of world size, it might take you about 4 to 5 hours to walk from one side of the world to the other side. The world is procedurally scaled, so they can adjust the size of world to the population size.
- Planets aren't round. You can't run around it. They will behave like round planets though in terms of day/night cycles, but ultimately the world is flat.
- No taxis/flight pads.
- No flying mounts.
- Travelling a road a lot doesn't reduce the number of creatures around it. In general there are not many creatures around paths.
- The devs are considering allowing players to build portals between 2 towns. If they decide to allow this, you will not be able to take any items/equipment through those portals. There would also be limits on how often you could use it.
Mounts:
- If you enter combat mounted, you'll need to dismount.
- No mounted combat.
- Mounts will disappear if you dismount.
- Mounts don't die.
- Mounts won't carry armor or travel bags.
- You will get a mount when you create your character.
- Mechanical mounts exist.
- Initially, there won't be any statistical differences between the mounts. Later in the beta, the devs will add some differences.
MISCELLANEOUS:
- There's no scripted way to make agreements between players (like courier contracts). It's based on trust. the only exception being NPC trading routes between planets and towns. On Syndesia and Tartaros, those NPCs can be killed.
- There's a logout timer in the wild, about 1 min or so. You can't circumvent it with alt+F4. If you log out in a safe location like your house or tavern, logging out is immediate. You can create a bunk bed in the wild to log out immediately.
- Ducks aren't planned.
- No plans for offline activities.
- You can't open a tavern on Syndesia as a Demon because they can only stay on syndesia for a limited time.
- There's no time difference between the 3 planets.
- You can store spare sets of gear in your home or a guild warehouse.
- It requires a high level city on Syndesia to unlock Human tech. It's not there from day 1.
- Dungeons will most likely not be present in Alpha 1.
- Storage is local, not global.
- The world is full of points of interest.
- No plans for auction houses.
- The devs will try to hire a professional team of Game Masters and they would like to host oldschool events.
10 million euro stretch goal: we'll be able to craft pizza in the game! Make it so.
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@Vengu you are the best!
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Send your photo, I masturbate^^
I only go to work, so the translation will be later