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    Bullen

    @Bullen

    TF#3 - ENVOY

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    TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by Bullen

    • Feedback

      Beware: bad english / google translate

      General impressions.

      • There are not enough hints (pop-up), on stats, on items that tell you what to do in a given situation
        (most often - how to restore 'KO health' after death? what is exhaustion? how to transfer skills to hotkey cells?)

      • price imbalance: is the price for building a bonfire 10 small stones? why? Not only do you need so many of them for the most basic construction, but they also weigh a lot, you can't carry them with you with in expedition.

      • Imbalance of production time /durability: things are produced for a long time - this is understandable and interesting. But Enchanted things cost tens of thousands of gold, improve instantly, do not require other materials.
        It is worth thinking more carefully about the price/strength balance. People still tend to wear medium-good armor and weapons, so they consciously chose to play for the melee class. Do not force them to wear rags in order to save money or play for a class that attacks from afar! Ideally, you need a repair/durability mechanic. Items should lose their maximum durability with each repair. Each rarity grade should have minimum twice as much durabilty as it cost like a CITY.

      • navigation problems: very often you get to places where there is no passage, you have to go back. Once or twice is still tolerable, but for the 20th time in a day it begins to irritate. We need to make more passes on each side. There should not be such a blatant corridor of open locations. Or make a mechanic in which, say, a character uses a rope and climbs over a small mountain or from a small mountain.

      • mining of ore / stone blocks: going to collect them back and forth is somewhat tiring, it is better to make the extraction of the node itself several times longer, but
        so that 3-5 units of ore / stone are extracted from it. Take an example from a tree node.

      • there are not enough mechanics to change the properties of weapons, for example: to make a Channeling spear to the detriment of some other parameter. This will expand the player's possible combinations (imbalance possible true).

      • There is not opportunity to build an Enchanting table at home

      • When crafting weapons or armor, Animal Leather is required, why only animal leather? Why can't it be replaced with the leather of another (higher) tier?
        Even if it does not change the properties, why limit the choice of leather type is unclear.

      • Bug found - in this place on the map, you can pass in a very narrow place, got stuck in textures several times, once it was thrown through textures to the nearest hill. In a dangerous place, it is necessary to fix (Bandit camp) - inserted screenshot after the text.

      • You already know about the chat, there is no point in reminding

      • The unstuck command. Let it take the player to the place where he was a minute ago, for example. And let there be a cooldown and a caste time. At least a minute. While there are problems with getting stuck, this must be implemented.

      What did I like:

      1. Building a house. But it would be necessary to highlight how many resources will be spent on the construction of the house before the start of construction. Same with structures inside building zone. How much it will require resources?
      2. Farming skills from monsters is an interesting idea.
      3. Fast moving through harbors. May be Teleport to town once an 2-4 hours? Without wagon. Maybe expensive engredient required? Will be nice.

      What I didn't like:

      1. A large amount of resources for building a bonfire (!) + second wind skill, that is the only good way of self heal for warrior in hard situatios.
      2. There is no way to cure KO health after death on the spot. Why not make campfire + expensive consumable to do it right on spot? You want me suffer travelling back to city that is located on the other side of the map? Thats rude.
      3. The inability to raise the Rest level, except to relax by the campfire.
      4. Only 1 resource from the stone/metal resource node is as boring as possible.
      5. Lack of filtering of skills in the book of titles by weapon class (light/medium/heavy), armor (light/ medium / heavy)
      6. Lack of the ability to bind more than 10 keys for the hotbar. Not all items/abilities can be put on them. You have to give up useful skills in favor of an antidote / bandages.
      7. There are no consumables for mana regeneration. Some skills require too much mana per minute.
      8. It is necessary to recall the horse in order to interact with the Wagon. We need a mechanic in which the horse could remain attached to the cart. And you could cut wood/mine stone.
      9. There are few passages in the open area. A sense of corridor. The inability to jump to a lower level when the distance seems very small.
      10. There is no possibility to select a preset on a regular campfire.
      11. Lack of mechanics of repairing things / increasing durability while increasing the cost through Enchant
      12. A very complex enchantment/Imbued system for beginners. We need hints.
      13. The lack of a good selftheal for melee classes through damage.
      14. Second wind should have a huge cooldown, but should not be tied to the rest parameter - it's annoying.
      15. 35 fps in ovecrowded city on day one. 110-120+ anywhere else. 5950x / 3080ti. Hope for future optimization.
      16. I should have an opportunity to invite to the party remote people (from chat or by nickname).
      17. Party members should be shown on global map. Not only on minimap on close distance.

      Bandit road - stuck 2 times. Invisible objects blocks the way

      posted in Discussions & Feedback
      Bullen
      Bullen
    • RE: Temperatures & Weather Feedback Thread

      short feedback:
      I like the visual and sound part of the update. It brings atmosphere and "refreshes" feelings, perception of the game.

      As for effects, stacks, I think that this phase should be introduced later, now it looks superfluous.
      Stacks of fire - ignore completely, 99 - OK. Cold stacks on difficult mobs mean reduced speed and death, the inability to warm up from a fire is annoying.

      The choice of means of protection from the cold leaves much to be desired.

      posted in Discussions & Feedback
      Bullen
      Bullen
    • Quality of life: Requests to dev team

      QoL requests by Bullen
      Corpse/corpse loot managment

      Critical
      
      • Add next/previous buttons to Corpse inventory menu [Now, if 10 enemies died at one point, it is almost impossible to select all the bodies and take their loot]
      • As Alternative [perhaps faster to implement as a temporary fix]: after all the loot has been taken from the body, the body instantly disappears (and the player has the opportunity to click on the next corpse)
      Major
      
      1. Add 'take all' loot button
      Minor
      
      1. Add feature of Highlighting the outline of a corpse when hovering over it with the mouse [for players with poor eyesight, this will be very relevant]

      Marketplace

      Critical
      
      1. Add feature: If the player has filled in the item filter in sufficient detail [at the discretion of the dev team, I don’t know how heavy the queries to the database will be], then a search is performed in all cities of the continent
      Major
      
      1. Add filter: min/max price per One item [to cut off lots with a minimum/max price that are not interesting for the player, such as primitive weapons or basic grass or super overpiced items]
      2. Add filter: min/max quantity of item [you can cut off non-stacking items, or vice versa, leave only stacking piles of items]
      3. Add feature: Show max count in each menu - sell orders, buy orders, storage (if it has limited space) [You have 3 of 20 sell orders], [You have 0 of 20 buy orders]
      Minor
      
      1. Add feature to Save favorite requests of the player, for example: [Name of request 1] [with filters active] search only dragon souls, price up to 15.000, all cities, only Myr, from 5 pieces minimum

      Additional hotbars for consumables

      Critical
      
      1. Add additional hotbar for consumables only - remedy, foods, bandages, poison paste
        1.2 [Minor] Add feature auto-use poison paste on current weapon from hotbar

      Weapon switch

      Major
      
      1. Add feature to give players the opportunity to choose weapons consciously, and not by sorting in a circle from the entire available arsenal
      2. Implement hotkeys for that

      Auto-toggle skills support

      Major
      
      1. Add feature: All skills turned on by the player [auto-toggle] must be remembered by the system and removed only by the skills of monsters / other players / loggout [currently toggles disappear when switching weapons to another type or when landing on a mount]

      Craftsmen automation

      Minor
      
      1. Add feature to replenish the required resource of the selected building
        high-level algorithm:
        if there is a resource necessary for the construction in the cart, it is extracted and applied
        if the construction consists of several stages, a construction animation is performed, and then, if the building is not completed, the construction work must be continued again

      2. Add feature to replenish the required resource of smelter:
        high-level algorithm:
        if there are 5 instances of ore of same type in the cart on top, they are loaded into the smelter.
        if all the ores are loaded into the smelter, then coal is loaded with heat saving optimization: to achieve the desired temperature, charcoal is used first, then coal. If the metal requires a high temperature, then charcoal should be replaced with coal

      3. Add building: small storages of heavy resources to House plots [storage in wagons is cool, but I want to have order in the house territory]

      4. Add feature: Auto-fill cart with near resources on the ground [restriction on cells around the character]
        high-level algorithm:
        checking if there is a cart available for loading near the player and it is not full
        checking if there are resources on the floor [ore, wood] to be carried in a cart within a radius of X cells
        automatic transfer by the player of resources to the cart until the moment when all the resources are loaded or the cart is full [yes, the player should automatically move inside a given small area]

      EVERYTHING I SUGGESTED REFLECTS ONLY MY VISION OF THE GAME, YOU CAN FREELY TAKE MY IDEAS AS THE BASIS FOR THE DEVELOPMENT OF YOUR IDEAS
      
      posted in Discussions & Feedback
      Bullen
      Bullen

    Latest posts made by Bullen

    • RE: Enchanting system balance and tweaks

      @spoletta I am sure of that because I wasted a lot of hours on that.
      (
      I was just wondering, do you mean that if a T2 mana enchantment is applied, then maybe a T1 will come out? there is no such thing, of course, it cannot be, see the example from the picture, the enchants are different. What I am trying to explain.
      )

      Crystallized Magic + 2x Primordial dust + quicksilver + Treant sap
      will give you in ~50% cases T2 Health regen and in ~50% will give you T1 mana regen

      Any T1-T2 ecnhant can Override your T1-T2 ecnhant

      how it should work:

      enchantments of a higher rank are always prioritized. For example, if there is T1 and T2 enchantment at once, T2 will always be applied.
      

      50 / 50 image

      posted in Discussions & Feedback
      Bullen
      Bullen
    • RE: Enchanting system balance and tweaks
      1. T1 mana regen can override T2 mana regen on your armor.
      2. I will say it again, may be you did not read carefully

      You are farming very rare reagent. 4 Spawns on a map that you can control, 10 mins respawn. 10% to drop reagent needed for t2 regen enchant.

      To recieve 5 enchants on each of your armor piece and amulet you need 25

      So math:
      25 * 10% - 250 in average to kill.
      4 in 10 minutes.
      24 in hour.
      240 in 10 hours.
      So, you need 10 hours real time to farm reagents (the core reagent)

      And now imagine, that to ehcnant armor with health regen T2 you need to win 50/50 chance.
      10 hours of farming could be wasted completely.

      even the most desperate lovers of random will burn out in this case, I guarantee

      posted in Discussions & Feedback
      Bullen
      Bullen
    • Monster / Drop rates balance suggestion

      Wolves:
      Wolves skill Bleeding strike should be transfered to Dire wolves/Arctic wolves [wolves are too common and annoying]
      Arctic Wolves (CR 3) -> CR 4-5, health up, dmg up [Aerhen is not for the weak]
      Dire wolves -> remove shard of corruption from drop, too easy to get OR 5% -> 1%
      Warg -> Drop chances Shard of corruption 5% -> 1% [get them from Spider Leeches, FerGhouls, Drake]

      Goblins:
      [goblins need to be more popular with players who have gone through the early stages of character development by adding tasty loot]
      Goblin Medic (Challengeranking 3) -> CR 4 [recipes, yes], stats up, add 0.5-1% chance to drop Crystallized Magic
      Goblin Cutthroat -> add 0.5-1% chance to drop Rogue Stone
      Goblin Warchief -> chance to drop Rogue Stone 5% -> 10% (it's too rare)

      Goblin Shadowdancer (Challengeranking 3) -> CR 4, add 0.5-1% chance to drop Rogue Stone
      All elemental Shamans CR 4 -> CR 5, chance to drop Crystallized Magic 5% -> 15%

      Bandits
      Bandit Archmage Outcast (Challengeranking 5) -> Will stone 5% -> 20% (to rare, compared to 5% of Vampiric spiders -> it's a nightmare to farm them for Will Stones, I tried)
      Bandit Leader (Challengeranking 5) -> CR 6, chance to drop Rogue stone 5% -> 20% [same, but no easy and popular alternatives]

      Trolls
      Mountain Troll (Challengeranking 4) -> CR 5, Hardened Skin 1.5% -> 8-15%

      Ogres
      Blood iron ingot drop chance 2% -> 1%

      Ogre Lord (Challengeranking 8 )
      Rogue stone 2% -> 15%

      Elementals
      All Primeling CR 4 -> CR 3
      All Elementals CR 5 -> CR 4
      All Greater Elementals CR 6 -> CR 5

      Spiders
      Wolf Spider (Challengeranking 4) -> remove poison, [for CR 4 it's too strong]. Or make poison weaker, OR move to CR 5. [They are too close to starter city, each spider wolve is a nightmare for new player]
      Spider Lich drop chance Shard of corruption 6% -> 15% [because we taken this from Dire wolves, Wargs]

      Nature
      Treant (Challengeranking 6) Treant Sap 10% -> 50%
      Sproutling (Challengeranking 4) Treant Sap 10% 0% -> 1%

      Ranged
      Jotuun Cleric, Ogre magi slow auto attacks -> faster attacks, faster animations. Too easy to avoid damage completely.

      Dragons
      Dragon breathe dont touch melee warriors -> should touch melee warriors (say goodbye to easy farm solo)

      Thanks, that was quick

      posted in Discussions & Feedback
      Bullen
      Bullen
    • Enchanting system balance and tweaks

      Rules to change:

      Rule 1 - Priority of stronger enchantment when having two enchantments on the table at the same time
      how it works now:
      if two options are available at once when enchanting, each of them can be applied randomly to your equipment

      how it should work:
      enchantments of a higher rank are always prioritized. For example, if there is T1 and T2 enchantment at once, T2 will always be applied.

      Reagents balance
      T2 mana regen
      example recipes:
      animal bones + ashes + mandrake root + primordial dust + Winter Star root
      ashes + ashes + ashes + mandrake root + Winter Star root
      Time/Cost to get: ~10min-1h/1-1.5k

      T2 Health regen
      example recipes:
      Crystallized magic + primordial dust + primordial dust + Quicksilver + Treant sap - It's 50/50% formula because of Rule 1 reference (T1 can override T2)
      Time/Cost to get: 2-4h/25-30k

      The recipe for health regeneration is ten times, if not hundreds, harder to get. I highly doubt level 2 enchantments were planned to be this difficult.
      How it should work:
      Treant sap reagent 10% drop rate -> 50% drop rate. This will allow to get T2 regen enchant in 1-2 hours. But still more expensive than T2 mana. 4-10k

      Another recipe with Hardened Skin 1.5% from Mountain trolls.
      3x Winter Star root + primordial dust + Hardened Skin
      This is 100% guarantee recipe Hardened Skin (1.5% from Mountain trolls)
      Time/Cost to get: 1.5-3h/~25-35k

      How it should work:
      Hardened Skin drop chance: 1.5% -> 8-15%

      I have enchanted many dozens of things and tried many different combinations. Used hint sites and in-game hints. Cost/time of T2 health regen enchantment is unreasonably high -> subject to change

      Winter Star Root obviosly to easy to get and is super popular in T2 / T1 enchants. Should be nerfed.

      That's all for today about enchanting tweaks, thank you!

      posted in Discussions & Feedback
      Bullen
      Bullen
    • RE: Temperatures & Weather Feedback Thread

      short feedback:
      I like the visual and sound part of the update. It brings atmosphere and "refreshes" feelings, perception of the game.

      As for effects, stacks, I think that this phase should be introduced later, now it looks superfluous.
      Stacks of fire - ignore completely, 99 - OK. Cold stacks on difficult mobs mean reduced speed and death, the inability to warm up from a fire is annoying.

      The choice of means of protection from the cold leaves much to be desired.

      posted in Discussions & Feedback
      Bullen
      Bullen
    • RE: Limited uses for recipes

      All calculations for current durability system (400 armor for 1 week of online in average)

      • Recipes should be 1 time used for initial Knowledge of item
      • Then progression kicks in:
      • 0/4: 2 times
      • 1/4: 3 times
      • 2/4: 3 times
      • 3/4: 3 times
      • 4/4: 4 times

      Yes. Thats hard. But will stimulate economy and specialization among organized groups.

      Not everyone will be Grandmaster. Not even close.
      It's not bad at all.

      P.S:
      For me personally 1 usage only is OK. There are too many recipes on market. Half of them costs nothing already.

      posted in Discussions & Feedback
      Bullen
      Bullen
    • RE: Quality of life: Requests to dev team

      Advanced Station interaction

      Minor
      
      1. When open menu of smelter / tanning tube player should allow to:
        clicking on a resource should send it straight to the station slot or from the station / to the inventory [drag & drop is a bit inconvenient]

      [I will clarify that for the smelter we are talking about transferring the ingot to inventory]

      posted in Discussions & Feedback
      Bullen
      Bullen
    • Quality of life: Requests to dev team

      QoL requests by Bullen
      Corpse/corpse loot managment

      Critical
      
      • Add next/previous buttons to Corpse inventory menu [Now, if 10 enemies died at one point, it is almost impossible to select all the bodies and take their loot]
      • As Alternative [perhaps faster to implement as a temporary fix]: after all the loot has been taken from the body, the body instantly disappears (and the player has the opportunity to click on the next corpse)
      Major
      
      1. Add 'take all' loot button
      Minor
      
      1. Add feature of Highlighting the outline of a corpse when hovering over it with the mouse [for players with poor eyesight, this will be very relevant]

      Marketplace

      Critical
      
      1. Add feature: If the player has filled in the item filter in sufficient detail [at the discretion of the dev team, I don’t know how heavy the queries to the database will be], then a search is performed in all cities of the continent
      Major
      
      1. Add filter: min/max price per One item [to cut off lots with a minimum/max price that are not interesting for the player, such as primitive weapons or basic grass or super overpiced items]
      2. Add filter: min/max quantity of item [you can cut off non-stacking items, or vice versa, leave only stacking piles of items]
      3. Add feature: Show max count in each menu - sell orders, buy orders, storage (if it has limited space) [You have 3 of 20 sell orders], [You have 0 of 20 buy orders]
      Minor
      
      1. Add feature to Save favorite requests of the player, for example: [Name of request 1] [with filters active] search only dragon souls, price up to 15.000, all cities, only Myr, from 5 pieces minimum

      Additional hotbars for consumables

      Critical
      
      1. Add additional hotbar for consumables only - remedy, foods, bandages, poison paste
        1.2 [Minor] Add feature auto-use poison paste on current weapon from hotbar

      Weapon switch

      Major
      
      1. Add feature to give players the opportunity to choose weapons consciously, and not by sorting in a circle from the entire available arsenal
      2. Implement hotkeys for that

      Auto-toggle skills support

      Major
      
      1. Add feature: All skills turned on by the player [auto-toggle] must be remembered by the system and removed only by the skills of monsters / other players / loggout [currently toggles disappear when switching weapons to another type or when landing on a mount]

      Craftsmen automation

      Minor
      
      1. Add feature to replenish the required resource of the selected building
        high-level algorithm:
        if there is a resource necessary for the construction in the cart, it is extracted and applied
        if the construction consists of several stages, a construction animation is performed, and then, if the building is not completed, the construction work must be continued again

      2. Add feature to replenish the required resource of smelter:
        high-level algorithm:
        if there are 5 instances of ore of same type in the cart on top, they are loaded into the smelter.
        if all the ores are loaded into the smelter, then coal is loaded with heat saving optimization: to achieve the desired temperature, charcoal is used first, then coal. If the metal requires a high temperature, then charcoal should be replaced with coal

      3. Add building: small storages of heavy resources to House plots [storage in wagons is cool, but I want to have order in the house territory]

      4. Add feature: Auto-fill cart with near resources on the ground [restriction on cells around the character]
        high-level algorithm:
        checking if there is a cart available for loading near the player and it is not full
        checking if there are resources on the floor [ore, wood] to be carried in a cart within a radius of X cells
        automatic transfer by the player of resources to the cart until the moment when all the resources are loaded or the cart is full [yes, the player should automatically move inside a given small area]

      EVERYTHING I SUGGESTED REFLECTS ONLY MY VISION OF THE GAME, YOU CAN FREELY TAKE MY IDEAS AS THE BASIS FOR THE DEVELOPMENT OF YOUR IDEAS
      
      posted in Discussions & Feedback
      Bullen
      Bullen
    • RE: Daily Message posting

      daily message

      posted in Off Topic
      Bullen
      Bullen
    • RE: Daily Message posting

      daily message

      posted in Off Topic
      Bullen
      Bullen