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    Target

    @Target

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    Target Follow
    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by Target

    • RE: what do you like to see next from the developers?

      I really want to know more about the gear system, like what kind of stats can we expect on items and how your armor choice will influence your build. I keep seeing the sentiment that because gear progression is almost purely horizontal that "gear doesn't matter", and I'd like to be able to point to something concrete to prove that isn't true.

      Also, it's been a long time since the last sprint recap. It'll be interesting to see how they've progressed since then.

      posted in Discussions & Feedback
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    • RE: Mentor system

      I agree with the sentiment that a mentor system that bypasses task requirements goes against the spirit of the game. It might be fitting if it just applied to the discovery of the skill (so you'd still have to do tasks and study to even use it), but that seems like it would hurt the exploration aspect of skill learning (though I guess a wiki would already do that).

      A sort of mentor system I'd be okay with is one that shortens the study time for skills. For example, if you see someone cast a skill you're studying, it shortens the timer. To make it less gamey (like having someone basically afking while hitting the skill button over and over so the person studying can learn faster), it can be made so each person seen using the skill only counts once, so the student has to go out and find new people to keep decreasing the study time. This would still fit the exploration and discovery principles of Fractured while potentially increasing social interaction and economic opportunities (charging someone to show them a skill).

      posted in Discussions & Feedback
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    • RE: May 5th Q&A Livestream - List Your Questions!
      1. In the PvP spotlight you mentioned getting flagged as a thief if you steal from other players. What's considered stealing?

      2. Can you go into more detail about the planned survival mechanics?

      3. The philosophy behind Fractured is very anti-grind. Considering that, do you plan to implement long term goals that players can work towards? If so, what are they?

      posted in Discussions & Feedback
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    • RE: Special weekly market

      One of the attributes of Fractured's economy is that it's supposed to be entirely player driven. Having NPCs showing up and selling special goods seems to go against that.

      posted in Discussions & Feedback
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    • RE: Legendary weapons

      I wouldn't mind if there were extremely difficult to craft "legendary" weapons that had unique looks and/or effects.

      @finland said in Legendary weapons:

      @sharo dude the weapons and gear will not influence the combat 😉

      That's a bad thing to be spreading to new players. Of course weapons and armor are going to influence combat. There just won't be there upgraded versions of weapons/armor.

      posted in Questions & Answers
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    • RE: I want to get excited but...

      I really like this post. The concept of having an actual villainous race is one of the things that drew me in too.

      The problem is most people are risk averse ... How will this game combat that?

      A big benefit of the lack of a gear treadmill is that dying won't be as harsh. I'm hoping people won't be as turned off when they realize they can easily replace their lost gear.

      posted in Discussions & Feedback
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    • RE: An experienced MMORPG player with tons of questions

      Will there be other currency than the Premium Currency 'Dynamight Gold'? If so, will it be like most MMO's, with Copper/Silver/Gold coins or just gold, or will it be like PoE, with usable currency?

      There will be non-premium currency that will most likely not be exchangeable for dynamight gold. We don't know what form it will take but it will most likely be traditional currency.

      Is it possible to trade between planets, or does each planet have their own economy? Will there be an AH, or will the trades be between players (RS style before the GE)?

      Trading between planets is one of the core aspects of the economy because each planet planet has it's own unique resources. There's no universal banking system or auction house; players have to physically transport economic resources around.

      What will the loot system be like? In the Alpha Video we didn't see anything related to this. Will the items just pop on the ground after killing a monster? (If it does this, how will parties divide loot/how will you combat ninja looting?) Alternatively, will we have an looting UI, and we roll on the loot (like WOW).

      Looting will mostly consist of resources and currency. The goal is for every piece of gear to be crafted by players, though they have mentioned identifying enchanted items. I don't know how those two concepts don't conflict, so that will require clarification from DS. (Maybe identifying is how you learn crafting recipes?)

      Ninja looting is possible but is considered a hostile action and thus is incapable of being committed by good aligned players against good or neutral players. Neutral (and evil?) players will get flagged as thieves for 24 hours.

      What will the items/gear be like? Again, something we disn't see in the gameplay footage. Is this the way to progress in the game? Can we acquire Items in other ways than crafting or buying them? Will the items/gear be almost random (Grim Dawn/PoE style) or will the items/gear be like in WOW?

      There's no gear progression. The gear you start with is supposed to be competitive with any other piece of gear anyone else has.

      Will there be Instances/Dungeons/Raids? To me, as a PvE junkie, these have been the best part of any MMORPG. Of course, Instances could be solo'd, with scaling difficulty if a party joins. If there will be these Instances/Dungeons, how do we access them? Will we have procedurally generated dungeons, or will they be pre-determined? What will be the merit to do these dungeons, if items are crafted by players, and not dropped in Instances?

      There are no private instances. Dungeons will be part of the open world. There will be procedurally generated temporary asteroids, but they seem to serve GvG conflict over resources.

      What will endgame look like in Fractured? Other procedurally generated games (read No Man's Sky) have had the problem of getting boring quick, because there is no feeling of progression and only repetitive tasks. What will I be doing after 500+hrs on the game? What is the way to progress after that?

      From what we know: Housing/settlement building, GvG politics/conflicts, PvP, maxing out all skills, crafting, and trading. If there's more than that I'd like to know too.

      posted in Questions & Answers
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    • RE: May 5th Q&A Livestream - List Your Questions!

      @mazikar

      posted in Discussions & Feedback
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    • RE: Guild Functions

      What we know about guilds so far:

      • Guild membership is restricted by planet (as of latest news, it may change again)
      • Guilds can own towns and territory
      • Guilds can form alliances and declare war
      • On Tartaros and Syndesia, guilds can siege towns and take them over if successful
      • Member cap starts small and increases as a guild gains territory and builds certain buildings
      posted in Questions & Answers
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    • RE: PK punishment

      @benseine said in PK punishment:

      Funcom changes a some PvE servers to PvP servers and "carebears" that got ganked because of it drown Conan Exiles in bad reviews on Steam.... Jeeeez, DS don't listen to carebears. They are small part of community but are very "vocal"

      That's more about the devs pulling a shitty move than about carebears vs gankers. If they converted PvP servers to PvE, there would still be mass salt, just from a different group of people. If some time after Fractured launches, Tartaros suddenly becomes PvE only, I'd be pretty pissed.

      posted in Discussions & Feedback
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    Latest posts made by Target

    • RE: Higher Tier Funding Ideas

      I'm against the guild gates. Part of the challenge of owning a lot of territory as a guild should be the logistics of moving resources and players around, and anything that circumvents that only serves to make powerful guilds even stronger.

      posted in Questions & Answers
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    • RE: Feature Spotlight series

      The two spotlights I want to see are town conquests and how the gear system is balanced.

      @Sindariya said in Feature Spotlight series:

      Which details regarding crafting do you want to see in the spot light? After the alpha 1 I don't believe that there is so much more to see.

      We got to vote for a spotlight awhile back, and some of the topics were an indepth look into different crafting professions so it seems like they have deeper plans for crafting.

      posted in Questions & Answers
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    • RE: Friendly Fire

      @Goemoe said in Friendly Fire:

      It adds tactical depth because you have to look out for your own team members?

      Yes? Positioning and choosing when, where, and how to attack are huge parts of tactical play.

      When you AOE the incoming zerg all that friendly fire does is impacting your own attack.

      That's true and it's why tactical play is needed. If one group "running around like crazy" fights another group that actually has a strategy to deal with that, who do you think will win? Smaller, more organized groups can leverage the chaos of larger groups against them.

      @Tuoni said in Friendly Fire:

      FF is not that good anti-zerging mechanic, because it actually impacts also to smaller groups.

      Every soft anti-zerg mechanic is also going to impact smaller groups. The point is that it will affect them less because a small group is far easier to organize than a large group.

      In addition, if the alignments are involved, then some groups can still run with huge zergs with no need to worry about friendly fire at all.

      Agreed, which is why I think if friendly fire is added, it should also apply to good players on Syndesia and Tartaros.

      And if there is no party FF (like Jetah wrote) then it won't stop zergs at all.

      Inter-party friendly fire would still be a thing unless there's a really high party limit. I actually think this is the best way to go because large scale battles would sorta break down into party vs party which I think is more interesting than zerg vs zerg.

      posted in Questions & Answers
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    • RE: How big is the world? By square km

      @Jetah said in How big is the world? By square km:

      Tartaros is smaller than the other two. so it'll be much faster to explore.

      The size of the planets are different, but the description of each planet implies that they should all have the same amount of playable area.

      posted in Discussions & Feedback
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    • RE: Friendly Fire

      @Goemoe said in Friendly Fire:

      Where is the gain of friendly fire beside "realism" which isn't that useful in a game anyway?

      It adds far more tactical depth to group vs group combat and is a way to counter large unorganized zergs from dominating everything. Since the end game seems to be GvG fighting for territory control, large scale PvP balance is important.

      posted in Questions & Answers
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    • RE: What’s the max group size?

      This is unknown for now.

      posted in Questions & Answers
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    • RE: Will people get reset for public realease?

      IIRC every test phase will end with a wipe, and at the very least, everyone will start fresh on launch.

      posted in Questions & Answers
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    • RE: The Myr Trivia - Guess & Win Foundation Points!

      Resource nodes: 67 000
      Decorative elements: 803 000
      Monster spawners: 5 600
      Generation time: 37 hours

      posted in Discussions & Feedback
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    • RE: What type of game is this?

      It's more like Path of Exile if it was an MMO (without the crazy skills and much slower paced).

      posted in Questions & Answers
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    • RE: Trade

      @muker I was talking lore. Nothing I've read suggests that any race is monolithic, just that tend towards certain ways. It's entirely possible that there are less scrupulous beastmen willing to trade with demons and demons who are willing to overcome their distaste of other races to gain an advantage over their fellow demons. As for your example, if you're talking about two different clans of different races at war with one another also trading with each other, I don't really see how that would play out in game without calling a truce.

      posted in Discussions & Feedback
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