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    Ablabla

    @Ablabla

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    Best posts made by Ablabla

    • RE: Master Crafters not Recipe Junkies

      @StormBug said in Master Crafters not Recipe Junkies:

      folks that want to be master crafters actually have to work in their chosen craft for it. There is already a good start to this in the game. Why not, once a person maxes out the primitive level they have to g

      I agree, the current recipe systems seems a bit lackluster compared to the other systems. I feel like a research building that you somehow invest into would be a fun option. Maybe the crafter has to fill random NPC orders of actual crafted goods similar to how ESO does the daily crafting missions?

      The orders could even be tailored to how this game uses the system, so maybe to unlock shortbow or longbow you need to supply the research table with x number of primitive bows with x imbue on it, or even a combination of a bunch of imbues whick would require the crafter to either purchase, loot, or be given the mats for those imbues?

      Just an idea.

      posted in Discussions & Feedback
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    • RE: Stagecoaches a Fast-Travel Middle Ground

      What's wrong with harbours?

      posted in Discussions & Feedback
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    • RE: Thoughts so far

      @Jameow said in Thoughts so far:

      I started a street rat as a second character. Street rat starter is not very playable. It's not simply hard - most of the time the abilities don't work. You hit a key and nothing happens. Sometimes some abilities will work if you aren't standing next to something but if you aren't standing next to them the ability can't hit them, it's pointless to have melee abilities you have to be out of melee range to use. You do absolutely no damage to things like goblin enforcers. You can't make poisons because you can't get the ingredients and you can't get gold because the things that drop gold will kill you while you can't damage them. I can't really get a feel for how it's supposed to play because mostly it just... doesn't do anything. It's not a good starting experience.

      The issue you are probably experiencing is something I also experienced on gladiator which is your basic attack will override any ability you try to use. So if you are spamming your mouse click for basic attacks then you won't be able to actually use your abilities. So make sure you stop doing basic attacks, then click your regular attack, wait for the attack to finish, and then spam your basic attacks again.

      The devs basically allowed us to interrupt our abilities, getting used to the freedom takes a bit.

      posted in Discussions & Feedback
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    • RE: Master Crafters not Recipe Junkies

      @Ulfnaor said in Master Crafters not Recipe Junkies:

      @GamerSeuss Everyone being able to do everything doesn't everyone necessarily needs to be able to unlock every recipe and be able to be a master of everything. There are limitations in abilities and talents, for example, and you're not asking for them to be removed. Or maybe you are, who knows.

      I have not read this broad mission statement of which you seem to be the chief priest, judging by your other posts, but would love to. In any case, poor game design is still poor game design and people being allowed to master everything (with crafting in its current state) is just a recipe for disaster and makes crafting entirely irrelevant within a few months as there'll be thousands of people with maxed out crafting in everything. It also makes crafting particularly uninspired and merely a mats grind (and this game has an easy one).

      @spoletta Is it, though? You need citizens to make towns. This, in itself, has been promoting alts. People move things safely with alts. Alts can be in other towns and make use of better facilities than your main. Alts can also be in other towns to steal their stuff or sabotage their crops while your main is safe with his friends. One can use PvP alts to terrorize a specific region without having to go around and cross an entire map back and forth. Hell, people will most definitely have alts on other planets if other planets ever come. There's plenty, in the game design, that favors alting.

      Moreover, the idea behind expanding crafting wouldn't be to favor alts but to favor specializations and cooperation. Yes, some of you will instantly think "well, I'll make an alt and do two or more professions" but that's still more time spent, more resources collected and mobs farmed. Most people cannot do that solo and shouldn't do that solo. If no one specializes, then every town and character is just the same and, while that may seem enticing, it just leads to boredom and every town living in full autarky as no one needs anything. It's the opposite of a living and vibrant game world.

      I have a feeling, however, that I'm about to be told that asking people to cooperate or group up, in a MMO, goes against some credo of Fractured.

      @Tuoni Comparing this current economy with Albion's economy is laughable. First, Albion's crafting system has a multi-tier system of specialization where one not only becomes a master blacksmith but a master plate armor and then a master "chestplate" maker. Our system does not have that. Moreover, Albion's economy benefits from gear destruction. We don't. At most, we have an extremely forgiving durability system.

      If you want an economy that works, you need to have at least an equal amount of resources spent vs. resources coming in. We are far, far, far away from that. Not only are we tremendously far away from that point but most of you are arguing for even easier mechanics. No gear break! More durability! We should all be masters of everything!

      The current crafting system is a barebones system that you seem to want to defend at all costs. Are "dropped recipes" a good idea? It's a bandaid, an easy-to-implement idea to supplement a very basic system. The fact of the matter is that the current system, outside of enchanting, is really easy to master. You want to talk Albion? Getting to Master in Fractured takes about one hundredth of the resources (comparatively speaking) it takes to go 100/100 for a given weapon/piece of gear on Albion, if not less.

      If the devs implement some restrictions on crafting the solution is just going to be using alts or even another account. Every single game that's limited players based on class and/or crafting just forces players to use alts, that's it. There's a very good reason FFXIV has absolutely demolished WoW, people enjoy only needing one character.

      The only players that sort of system restricts are the players who just can't be bothered juggling the harem of alts you'd need to master every crafting skill. What you are talking about is a double redundancy, there is already a time sink on getting the mats to craft, why add another by forcing players to make alts? Even now, there are a plethora of people that use a second account purely for gathering resources since the young status is helpful, I don't think adding in more reasons to make alts is a good thing.

      posted in Discussions & Feedback
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    • RE: What's next for BETA as a lot of players are leaving (plus feedback).

      @Vialli said in What's next for BETA as a lot of players are leaving (plus feedback).:

      Common Feedback:

      1. 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
      2. 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!
      3. Drop rates (enchanting / gear grind). The drop rates are so low on high end mats it is just a grind
      4. 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
      5. 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).
      6. Advanced smelters please fix them
      7. 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.

      1. 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.
      2. 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.
      3. 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.
      4. 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.
      5. 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.
      6. 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,

      posted in Discussions & Feedback
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    • RE: Enchanting system balance and tweaks

      @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.

      posted in Discussions & Feedback
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    • RE: Citizens, Farming, and trust.

      I agree 100%, an activity log would be great, more city roles with a permission system would be fantastic but ya the farming needs to change asap. At the very minimum farming should be restricted to gov and vices only.

      posted in Discussions & Feedback
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    Latest posts made by Ablabla

    • RE: Fractured Online - Free Week

      @GamerSeuss said in Fractured Online - Free Week:

      you still receive rewards in the form of Foundation Points.

      How do I get those? I managed to get three other people to buy this game, had no idea there was some form of recruit a friend.

      posted in News & Announcements
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    • RE: A Rant on Crafting and market economy problems.

      @Eldriken said in A Rant on Crafting and market economy problems.:

      For the purposes of the Beta, I would recommend testing combined markets and seeing how it negatively and positively impacts the global economy.

      So you're suggesting a system where I could farm something myself, a lot of it, and use the market to completely bypass the travel weight system for the harbour?

      Even if you just make the market continent-wide, Myr is a big place, being able to get iron easily on the west side of the continent would be a really big deal, saves a good amount of transit time that I'd be worried about being attacked during. Wouldn't this seriously detract from pvping opportunities?

      posted in Discussions & Feedback
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    • RE: A Rant on Crafting and market economy problems.

      I'd wait till the next big content drop, the game has lost the majority of the players since PoE new season dropped and V Rising today, let alone a few other things that dropped last two weeks. I bet when Arborea is released we'll see a massive influx in returning players and that'll kickstart the economy again.

      Right now only the most dedicated players are left and a very small handful of actual new players so the markets are almost useless since everyone kinda already have what they want and as stated before there is no reason for any ranged class to change their armour since it never breaks.

      I think if DS just modifies the durability system to stop making ranged armour basically neverending we'll start seeing the majority of players (who just so happen to play ranged) either start experimenting with melee more or just replacing their armour more often.

      posted in Discussions & Feedback
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    • Long term durability issues

      I like the durability system but there is an issue I see that will affect things long term.
      Melee and Ranged are completely imbalanced. Melee goes through durability quite a lot more than a ranged user, as a ranged user myself I know I'm at a huge advantage.

      As much as this would hurt me I would actually rather see durability tied to ability use and attacking rather than taking damage. I know it may seem counter-intuitive to remove durability loss from taking damage but it would be the easiest way to balance every play style rather than favouring classes that can kite enemies.

      Replacing gear sucks, I know, but I feel like it'll actually give me a reason to make more than one set of gear. I remember in the UO days I'd keep multiple 'go bags' in my bank that had a full set of gear inside and some reagants and if I died I'd just hit up the bank, grab a bag and head out.

      posted in Discussions & Feedback
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    • RE: Enchanting system balance and tweaks

      @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.

      posted in Discussions & Feedback
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    • RE: First impressions and feedback

      @GamerSeuss Right but even now with the legendaries is the cap even meaningful? From what I've been told you can keep farming KP off legendaries through the pages right?

      Is the amount of KP you can earn right now lower than the amount you can spend is what I'm trying to get at, cause if there's more KP to earn than to spend then there really isn't a cap. Obviously, the hard cap would exist but does it even matter?

      posted in Discussions & Feedback
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    • Leaderboards

      I'd love to get some more information on how the leaderboards will be implemented? I'm hoping it'll be more than just a PvP board and there will be PvE statistics as well. I'd also like to see a time-based board like a Weekly board as well as an Overall board so that we can track ourselves with just the active player base.

      posted in Discussions & Feedback
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    • RE: First impressions and feedback

      @GamerSeuss said in First impressions and feedback:

      KP is finite,

      Incorrect, devs have stated they want unlimited KP essentially so you will eventually be able to unlock every skill in the game but you will still be restricted with the memory point and talent point restrictions for builds.

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      @Rowley said in Daily Message posting:

      why is this happening

      People like to farm their post count so they seem more active on the forum than they actually are. Just click on some of the regulars in this thread, they have like 500+ posts basically.

      posted in Off Topic
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    • RE: Citizens, Farming, and trust.

      I agree 100%, an activity log would be great, more city roles with a permission system would be fantastic but ya the farming needs to change asap. At the very minimum farming should be restricted to gov and vices only.

      posted in Discussions & Feedback
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