Option to display buffs/debuffs in view under character name/health?
I think it would be great if we could identify the debuffs/buffs on mobs in view.
Option to display buffs/debuffs in view under character name/health?
I think it would be great if we could identify the debuffs/buffs on mobs in view.
@SixFootFly We are a guild of gamer dads. I completely understand! Welcome to the fold and enjoy the game! We typically play/group-up on weekends. Send me your character name when you get a chance.
-Padre
These changes are nice but I would rather see agile development into content zones. Build, release, circle-back and iterate later. Balance can be chased for a lifetime. Content is king and we need a few more options mid to late game.
Either way, looking forward to everything listed here! Furthermore, very excited about the future!
Cheers and Godspeed devs,
-Padre
I appreciate the updates and the direction you're taking with the new changes, especially the zone-based PvP approach. It provides a much-needed balance, allowing players to enjoy both PvE and PvP content without the constant threat of being ganked. This change promotes exploration and progression in a more player-friendly environment. However, I feel like bringing these (Aerhen mobs) to Terra via asteroids or terra city invasions by Aerhen mobs may have been the better approach simply because it would have kept Aerhen for the pvpers.
I have concerns regarding the re-envisioning of Tartaros as end-game content with a free-for-all PvP ruleset. This seems to contradict the new direction and PvP rules you've introduced, which focus on consensual PvP and rewarding risk vs. reward dynamics. By keeping Tartaros as an FFA PvP zone, it effectively forces PvE players out of an entire planet of potential end-game content.
I believe that integrating Tartaros more seamlessly with the new zone-based PvP system could create a more inclusive end-game experience. Perhaps consider having specific high-reward areas within Tartaros designated for FFA PvP, while still offering substantial PvE content elsewhere on the planet. This would allow all players to engage with the planet's content while maintaining the exciting PvP elements.
Access Pack
Thank you for the detailed update on the access pack changes. Ensuring that current players feel valued and new players find the pricing reasonable will be crucial for maintaining a strong community.
Full Release
It’s exciting to hear that Fractured Online is nearing its full release! Setting a specific date for late June or early July gives everyone something to look forward to. However, I have some concerns regarding the content available for players. The world currently feels somewhat static, and it could greatly benefit from additional features that make PvE encounters more engaging and vibrant.
While world bosses are a great start, and are currently in the game enhancing their mechanics to be more complex and rewarding could make these encounters more exciting. Adding multi-phase fights with unique mechanics for each phase, environmental hazards, and requiring specific strategies for different roles (such as tanks, healers, and DPS) could create a more immersive and challenging experience.
Here are a few recommendations for enjoyable PvE aspects:
Dynamic Events:
Implement dynamic events that occur randomly throughout the world. These could include invasions by powerful enemy factions, natural disasters that players must work together to overcome, or escort missions where players protect NPC caravans from ambushes. These dynamic events could even be tied to monster invasions of cities and forts. Perhaps mobs can have alignment as well which would pit players against monsters against players; kind of like a pvmp experience? For example, a bunch of Treants (Good alignment) are attempting to siege a fort controlled by Skeletons (Evil alignment).. players of the respective alignment to work together with their monster-aligned team mate to overthrow the other.
Environmental Challenges:
Create environmental challenges such as puzzles, hidden treasures, and traps that players can discover and solve. These can provide valuable rewards and lore about the game world, adding depth to the exploration experience. Lava fields spew lava onto the world at random but toward players etc.
Open World Mini-Dungeons:
While full dungeons are planned for later, consider using hotspots that current exist on the map as a dynamic spawning zone when there are more than X players present to spawn unique encounters or roaming encounters. These can be shorter, more focused PvE challenges that groups of players can tackle for rewards.
Resource Nodes and Gathering Challenges:
Enhance gathering by adding rare abundant resource nodes or clusters that require teamwork to access or defend against waves of enemies when folks start to collect them.
By incorporating these elements, you can create a more dynamic and immersive world that encourages players to engage with the environment and each other. This will help keep the game world feeling alive and vibrant, making Fractured Online a more compelling experience for both new and veteran players.
Fresh Server
The decision to launch a new server alongside the current one is indeed a tough call. However, your reasoning is sound, especially regarding the need for a fresh start for many players and the current server's economic issues. The rewards for existing players on Genesis are a nice touch and will hopefully ease the transition. The team should be VERY careful with how this is articulated and should have a townhall to allow players to air their concerns. At best you turn some players to your side. It's worth trying this approach.
Store & VIP
It’s great to hear that the Store & VIP patch is almost ready. The features being added sound like they will enhance the gameplay experience. I’m particularly excited about the mount skins and armor recolors, which will allow for more personalization.
New PvP Rules
Changing the PvP rules is a bold move, but it seems necessary given the issues you’ve highlighted. Ensuring that PvE players can enjoy the game without unwanted PvP encounters while still providing opportunities for PvP engagement in designated areas is a balanced approach. I’m curious to see these changes in action and their success with the current playerbase is indeed tied to communicating with existing players who prefer the pvp-type experience.
What happens with current fort mechanics/siege mechanics? How are cities on Terra and Aerhen going to be flipped? Are they at risk of invasion?
God Trials
The introduction of God Trials sounds like an innovative way to balance PvE and PvP content. Providing powerful incentives in specific areas should help manage player expectations and encourage participation in both gameplay styles. The different types of trials and their rewards add a nice layer of depth. I'm actually looking forward to this.
Tutorial Overhaul
An overhaul of the tutorial is always welcome. Our guild was completely lost when we starting playing and it took about a month for us to figure out a path forward with the mechanics of the game. Making it more engaging and rewarding will help new players get a better start and feel more invested in the game. The new quests and expanded tutorial island sound like great additions.
Summons
Introducing summoning to the game is an exciting development. The variety of creatures and their specific abilities will add a lot of strategic depth to gameplay. I’m looking forward to experimenting with different summon combinations and seeing how they impact combat and exploration.
Alliances & Seasons
Focusing on guild alliances and competitive seasons post-launch is a smart move. It will give players long-term goals and foster a sense of community and competition. The idea of permanent representation in the game for season winners is particularly appealing.
City Progression
Enhancing city progression with meaningful bonuses is a fantastic idea. I’m glad to see that player feedback will be considered in deciding the exact implementation. Allowing governors to choose bonuses could add a lot of strategic variety and personalization to city management.This is a much larger feature that needs to be implemented sooner rather than later simply because cities require so much upkeep. There needs to be a reason for them to exist. As they currently exist we didn't really see significant value-add.
New Playable Races
The introduction of new playable races is always an exciting update. The Shadow Demons, Udoadra, and Nheedra sound intriguing, and I’m eager to learn more about their unique traits and abilities. This addition should bring fresh dynamics to the game. Please keep in mind that new races should take a back seat to content. We didn't see Demons have the desired effect on population.
2025
The roadmap for 2025 looks very promising! Procedural dungeons and asteroids with territory control sound like excellent end-game content. The idea of player character transformations is also intriguing; need to better understand the details here. I appreciate the commitment to keeping the community involved in decision-making about future content, especially regarding the re-envisioning of Tartaros.
Cheers,
Padre
<Merry Men>
Too late, reds (gankers) killed it when pve folks were forced to get skills over there. They long gone.
This needs to happen. We need a dedicated slot for consumables.
I find Fractured to be approachable for our group of working professionals with young kids. We can actually make progress, albeit small, during 5 hour (approximately) playtimes. I think this is is fair & provides us with long term goals. Obviously orb farming for us is out of the question we barely have 10 between 4 of us and we have been playing since Early Access start. We feel like things are in a good place. However, the game does need more endgame content/activities; early access nature.
-Padre
These changes are nice but I would rather see agile development into content zones. Build, release, circle-back and iterate later. Balance can be chased for a lifetime. Content is king and we need a few more options mid to late game.
Either way, looking forward to everything listed here! Furthermore, very excited about the future!
Cheers and Godspeed devs,
-Padre
@padreadamo said in Early Access #2 Bug Discoveries:
Playing on linux the market is not exactly usable. Everything else works for linux
Post patch today... issue persists:
Playing on linux the market is not exactly usable. Everything else works for linux
@SixFootFly We are a guild of gamer dads. I completely understand! Welcome to the fold and enjoy the game! We typically play/group-up on weekends. Send me your character name when you get a chance.
-Padre
@Darkstorm Sold out possibly but may want to check with a GM in Discord.