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Posts made by Bullen
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Second wind rework suggest
How it works now:
https://fractured.fandom.com/wiki/Second_Wind
You sacrifice [40-CON]% of your current Rest to instantly restore all your Health and cure all your Physical Debuffs
Cooldown: 60
Manacost: 0
Allowed Weapons / Armor: any
School: WarfareWhat's wrong with this skill?
- no matter what this skill resores full HP and cures all Ph. debuffs. That's imbalance
- this skill has a huge cooldown and will be used once in a fight in most scenarios
- Manacost 0 and instacast - thats another imbalance.
Conclusion: this skill can be used in any spec, with any armor or weapon. It's easy to use because you can set a campfire everywhere. All you need is small stones and 'sticks'. But it is very strange that to heal you just need a campfire. It's very bad designed mechanic as I think.
Suggestions
The general idea is to delete Rest consuming and make this skill more tied to the character archetype. Also reduce incoming healing with opportunity to heal more if you got related stats high. Also reduce cooldown as it will heal less anyway.Rework version A - for all but with CON
You restore [CON*2]% of your Max HP and cure all your Physical Debuffs
Cooldown: 20-30 sec or [40 - CON] sec
Manacost: 100-200
Allowed Weapons / Armor: any
School: WarfareRework version B - for melee with shield
You restore [CON*2]% of your Max HP and cure all your Physical Debuffs
Cooldown: 20-30 sec or [40 - CON] sec
Manacost: 100-200
Allowed Weapons: melee type
Armor: any + shield required
School: WarfareRework version C - for melee tanks Leadership [CHA]
You restore [CHA*2.5]% of your Max HP and cure all your Physical Debuffs
Cooldown: [40-CHA] sec
Manacost: 100-200
Allowed Weapons: melee type
Armor: Medium/Heavy + shield required
School: LeadershipCHA is rare maxed I think. But with high CHA the effect will be better than with CON and will fit Leadership shool.
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RE: Feedback
@GamerSeuss said in Feedback:
They have no intentions to include a repair mechanic.
At least they should rise durability of enchanted items. People will huddle in packs of beggars with ranged weapons. Spending money on gear shouldn't be so unbalanced.
Opinion may change over time and the situation may change. Time will show. -
RE: More accessible plots
4k is not a problem. Problem is that you dont know that posibility even exist at start. You will know about it later, after you see conversations about it in chat.
For me it would be perfect if tutorial will give me a description of the
- homeownership system,
- a description of what the tech level is and how to raise it for the player (along with the city).
- Tell that the houses are connected with the city even at a distance at certain area and have a certain cost.
- It's good to explain how to install the house (you need to stand inside the house installation site and click on the new house icon and pay cash)
So with that in mind player will ask how to earn gold coins. Let him interact a little in chat. It's much easier and there are a lot of options. Thanks!
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Feedback
Beware: bad english / google translate
General impressions.
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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.
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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.
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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).
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There is not opportunity to build an Enchanting table at home
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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.
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You already know about the chat, there is no point in reminding
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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:
- 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?
- Farming skills from monsters is an interesting idea.
- 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:
- 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.
- 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.
- The inability to raise the Rest level, except to relax by the campfire.
- Only 1 resource from the stone/metal resource node is as boring as possible.
- Lack of filtering of skills in the book of titles by weapon class (light/medium/heavy), armor (light/ medium / heavy)
- 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.
- There are no consumables for mana regeneration. Some skills require too much mana per minute.
- 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.
- 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.
- There is no possibility to select a preset on a regular campfire.
- Lack of mechanics of repairing things / increasing durability while increasing the cost through Enchant
- A very complex enchantment/Imbued system for beginners. We need hints.
- The lack of a good selftheal for melee classes through damage.
- Second wind should have a huge cooldown, but should not be tied to the rest parameter - it's annoying.
- 35 fps in ovecrowded city on day one. 110-120+ anywhere else. 5950x / 3080ti. Hope for future optimization.
- I should have an opportunity to invite to the party remote people (from chat or by nickname).
- Party members should be shown on global map. Not only on minimap on close distance.
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