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    Best posts made by Fi

    • Dedicated Slot for Consumables

      With many new consumables coming soon and these supposed plans to do something to players' inventories while in combat, I believe there should be a dedicated slot—known as a quickslot—just for consumables such as potions and teas.

      Edited Screenshots.png

      On the far right, I edited in an example of a quickslot with the draw arrow on top of it (this slot could be further isolated from the hotbar to show that it is not meant for abilities).

      Clicking this arrow could open a list of eligible consumables that are in the player's inventory for selection into the quickslot. Similar to the main hotbar, switching consumables should put the consumable on a ten second cooldown.

      posted in Discussions & Feedback
      Fi
      Fi
    • Names of NPCs Upon Mouseover

      I think it is fair to allow players to know the name of a creature they're contemplating fighting by briefly showing their names upon mouseover—similarly to what's been done for the worlds' resources.

      If the logic is that "discovery is an integral part of the experience" then resources should have their names removed from being shown upon mouseover until they've been chronicled in the Book of Knowledge and the same could be done for NPCs.

      alt text

      (Copied from #player-suggestions for the developers' convenience.)

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Communication between the worlds

      @Znirf said in Communication between the worlds:

      The possibility to have different race languages is quite impossible to develop in Fractured where cooperation, the karma system and guilds have a core role. For example, a new player won't be able to understand other guild companions unless they share the same race (It will force the creation of single-race guilds). So, language learning would represent a limit and a must to do for the majority of the in-game activities, and we don't want that.

      Why not make it something we can learn via the Knowledge System, so Humans can understand Beastmen and Demons, Beastmen can understand Demons and Humans, and Demons can understand Beastmen and Humans?

      The idea of only being able to learn the Human's, Demon's, and Beastmen's languages by studying them as we would any other language in reality is very cool and realistic; however, it would create the issues you explained yourself, but what if we could read books about each race that deciphers some of their words until we have full knowledge of what language they speak?

      When we fully understand each race's language, their words will show up as whatever language we have set in the settings (we know our chosen race's language by default).

      I really think Xzoviac's idea is a brilliant one that could fit into Fractured since, like our own homeworld, Earth is a large planet with many people who speak different languages.

      posted in Questions & Answers
      Fi
      Fi
    • RE: Simple Requests/Suggestions

      @GamerSeuss I've seen you do this multiple times in other threads, and all it does is flippantly dismiss in a disingenuous manner what other people have been proposing without actually addressing how it would or wouldn't benefit the game according to the topic of the entire discussion.

      The only people who should make such assessments are the Developers of the game and of the intended feedback—not fellow players.

      but don't inform me on how to respond

      Not trying to understand how your words affect others and being defensive about it is disrespectful to those who just want to help better a game. If you can't be considerate, you shouldn't be responding to anyone's feedback and suggestions here.

      This is the only response I'm making to this derailment because I'd rather stay on topic.

      posted in Discussions & Feedback
      Fi
      Fi
    • Early Access #2 Bug Discoveries

      Issues I've discovered of b.1.0a(?)/ relaunch:

      General

      • Character will randomly—sometimes periodically—slide backwards or diagonally when moving. (It most likely has to do with "server lines", but I seem to experience this shortly after being knocked back by something like an Earth Elemental.)
        • This can also randomly cause the character to get "stuck" until they turn around or "spin".
      • Constant "Invalid Target" and "Target out of sight" prompts when attempting to target enemies or terrain with abilities that should be valid. (Seems to have to do with the terrain/plants, graphical effects, and/or the hitboxes.)
      • Brown Bear Heads stack but the other heads do not stack.
      • Settings revert back to their defaults after being altered and saved.

      Interface

      • All tooltips for physical debuffs have "Physical" typo'd as "Phisical" in their tooltips' headers.
      • Magical Reflection has "reflects" typo'd as "refelects" in its tooltip.
      • Atrophy Wave has "psionic" typo'd as "psyonic" in its tooltip's description.
      • All entities in the Book of Knowledge's bestiary still have "CHA" (Charisma) shown as their attributes despite it being replaced by WIS (Wisdom).
      • Spine-Breaker Blow has "atrophied" typo'd as "athrophied" in its tooltip's description.
      • Aura of Clarity's status icon does not have a circular border like the rest of the status icons despite the duration border circling the center of it. (The other "Aura of" abilities may have this issue as well.)
      • Toggled abilities that are automatically cancelled upon swapping abilities still show as toggled and have to be untoggled then toggled again to be used.

      Abilities

      • Sustained spells' visual effects will occasionally remain despite the ability being dispelled, toggled off, or removed from the hotbar. (This results in the spell's visual effect to be duplicated when casted again.)
        • Sustained spells' visual effects will rarely randomly remain stationary on the ground, like a prop or trap, off-screen. (This occurred for me upon dismounting. Aura of Clarity reactivated twice and left its visual effect on the ground where I dismounted.)
      • Barrage isn't crippling enemies for the calculated duration it specifies in its tooltip. (It only cripples any enemy for approximately 0.5s.)
      • Deep Freeze's sound effect remains at the area it was cast after its animation ended or was cancelled off-screen. (This seems to occasionally happen with several channeled offensive spells.)
      • Aura of Clarity does not have a sound effect for its channeling nor completed cast.
      • "Frightened" reduces WIS to 10 and indirectly maximum mana as intended but does not restore unspent mana beyond that threshold when its duration ends. (Not sure if this is intended behavior or not.)
      • The "Poison" spell will sometimes incorrectly display how many charges of it are ready. (This may be due to how fast the spell can be consecutively.)

      NPCs

      • NPCs are still spawning inside of terrain such as trees and rocks.
      • Chest-spawned NPCs are spawning inside of their camps that have an additional level (i.e., stairs).
      • The Colossal Huskworm's Magic Reflection isn't reflecting any magical damage whatsoever.
      • A few NPCs are still getting stuck when attacked with crowd control or when approached—the latter more so for docile NPCs.
      • Elder Mountain Troll's Aura of Oppression does not deal damage to players within its range.

      (I will be consistently updating this as I discover new bugs and watch for patch notes.)

      posted in Bug Reports
      Fi
      Fi
    • Expansion of Quick/Smart Cast via Settings

      As of right now, all abilities are set to "Quick/Smart Cast" by default without any range indicators—point your cursor somewhere, press the ability on your hotbar, and it activates right away in the targeted direction (for most of them)... assuming "Invalid Target" and "Target not in sight" don't get in the way.

      It would be helpful to have different settings that alter how we can cast abilities:

      • Normal Cast. (I.e., prime an ability by pressing its hotkey then click a entity/location to initiate it.)
      • Quick/Smart Cast on release. (I.e., same thing as the default except the ability will not activate until its hotkey has been released.)

      Knowing the ranges of our abilities via visual indicators would also be really helpful. This could be done several ways:

      • Hovering an ability on the hotbars could show how far away it can reach/be cast as a visual radius around the character.
      • Normal Cast could show ranges by default once the ability has been primed from having its hotkey pressed.
      • Quick Cast w/ Indicator. (I.e., if an ability's hotkey is held down, it could show the range of that ability that moves with the cursor—if applicable.)

      Lastly, holding ALT should make it possible to Self-Cast applicable abilities regardless of where the cursor is located, and pressing RMB could cancel primed abilities for "Normal Cast" and "Quick Cast on release".

      Example of range indicators.
      Example of Normal Cast with range indicators.

      (Copied from #player-suggestions for the developers' convenience.)

      posted in Discussions & Feedback
      Fi
      Fi
    • New Resource for Martial Abilities: Stamina

      Right now, martial builds rely too much on INT—WIS to an extent as well—to ensure success because they have to make certain they have enough maximum mana and mana regeneration to use their martial abilities alongside having enough CON to stay alive (which includes fortitude), enough STR/DEX/PER to deal sufficient damage with the appropriate abilities and weapons, enough DEX for attack speed or evasion or lockpicking, enough PER to increase their critical chance and detection, enough WIS for additional maximum mana or willpower, and so on.

      Depending on a player's build, many of these attributes can become "dump stats" except INT, and the only attribute that should be reconsidered being a "dump stat" is CON as that attribute is what determines how much a character can endure before they fall—especially in PvP. While I love in-depth options, options, and more options, mana management shouldn't be an issue for martial abilities because they're not magical. You simply swing a melee weapon in a specific fashion that requires only the physical prowess of its wielder, or you fire an arrow in such a way that requires critical thinking and eye-hand coordination from the (cross)bow's wielder.

      These abilities should be governed by a resource known as "Stamina" instead of a mystical resource normally used by the manipulators of the elements.

      Edited Screenshots.jpg

      Above, I made a rough edit to the resource bars to show how an additional bar for stamina could look.

      Stamina could be governed by both Dexterity (DEX) and Strength (STR). Dexterity could add 100 points of maximum stamina while Strength could add 50 points of maximum stamina. Stamina regeneration could be completely independent from those attributes in a way that it could regenerate faster on its own and much faster out of combat as fixed values—possibly altered by abilities (such as buffs), talents, equipment, and enchantments/imbuements.

      If stamina regeneration must be tied to an attribute, the same philosophy could be used for Intelligence and Wisdom as in Strength could affect stamina regeneration like the former does for mana regeneration.

      Martial abilities having their own resource would help all builds, that focus more so on melee and ranged (physical) than magic, be able to better consolidate their builds by eliminating their need to spread their Attribute Points so thinly across many they normally wouldn't normally need unless they're trying to become hybrids. If they do wish to become hybrids, they would have better control over doing so as all martial and magical abilities would have their own respective resources.

      posted in Discussions & Feedback
      Fi
      Fi
    • New School of Magic: Shamanism

      Earlier this week, @Meiki thought of two wonderful ideas—an independent school of shapeshifting, based on my idea for adding an ability under druidcraft called "Wild Shape", and another school focused on shamanism, and together, I think came under an agreement that those two schools could be flavored to work together under "Shamanism". I wanted to share it here since where we discussed it is unfortunately not able to be viewed by public eyes without a certain Founder's tier.

      Shamanism is a religion that is focused on the worship of the soul and spirituality—the spirits of animals, esoteric energies, and nature by extension. These practitioners utilize totems to respectfully harness the powers of these spirits for blessings or curses. They also evoke the spirits of animals for the purposes of divination (including omens).

      For this school, I considered combining the principles of shapeshifting and shamanism into one under a school called "shamanism" by allowing the player to call upon the spirits of animals (beasts in Fractured) to temporarily manifest parts of their bodies onto the character's own body as spiritual energy to perform an attack or de/buff. Here are examples of attacks that could be done through shamanistic invocation:

      • Alligators in real life can use their tails to defend themselves by whipping it at their assailants. A shaman could invoke the spirit of an alligator to manifest an alligator tail onto their own tailbone that can be used to perform a quick tail whip (cone area-of-effect) or a tailspin before disappearing.
      • We don't have many avian creatures, but for the purpose of this example, a shaman could manifest the wings of a "hawk" onto their arms to buffet a target with wind by bringing their arms together before disappearing.
      • Bears swipe with their paws to eviscerate their prey with their claws. A shaman could invoke the spirit of a bear to manifest their paws onto their hands to swipe at an enemy for slashing damage.
      • Wolves are known for their pact instincts and their tendencies to howl. A shaman could invoke the spirit of a wolf to temporarily increase their own movement speed or to howl which would frighten enemies around them.
        • The spirit of a warg could do the other or give the shaman the ability to do a quick snaring lunge by manifesting their face or teeth onto their own as spiritual energy.
      • Mammoths are large, wooly, and very durable. A shaman could call upon the spirit of a mammoth to increase their cold resistance and their maximum health.

      There are many other possibilities and the draconic breath spells are already the epitomes of the above examples. They, along with the totems, could be recategorized under the school of shamanism. In addition to the above, shamans could perform ritualistic dances to buff their allies and could summon the spirits of beasts to temporarily assist them in combat—temporarily meaning that they will vanish after a certain amount of time passes.

      This school would be able to provide a similar feeling to partially shapeshifting one's body but through the spirits of beast instead briefly manifesting their body parts made of energy onto the shaman's body for a specific purpose of the ability. It has the potential to be a supportive school of magic as well as a suitable alternative to druidcraft.

      alt text

      posted in Discussions & Feedback
      Fi
      Fi
    • Actual Insects for Insects Swarm

      As a result of the Server War Playtest, Insect Swarm received a heavy nerf that—in my opinion—made it unworthy of being a tier three spell; however, I completely understand why it received that nerf.

      Insect Swarm is a terrain-targeted spell that checks for targets valid to the caster at the caster's location of choice. They do not linger if the location doesn't have valid targets, and they cannot be avoided nor targeted themselves, since they are the equivalent of an incurable status effect that periodically afflicts stacks of bleeding for a duration which also means they do not "follow" their targets as flavored by the spell's description.

      Due to the fact that they could not be avoided, cleansed, nor targeted, casters utilizing this spell could bleed and confuse all valid targets caught within the area of effect in addition to dealing periodic piercing damage to them for a WIS-scaling duration. To return this spell to being worthy of being among the other tier three spells, Insect Swarm could be made to spawn actual insects (NPCs) that can be avoided and killed by their prey—insects with actual health that can be basic-attacked and hit with abilities/spells.

      Insect Swarm could spawn a WIS-scaling number of targetable insects that remain for a duration; alternatively, to a scaling number, it could spawn a fixed number of insects. In addition...

      • ...these uncontrollable insects could chase and assail the nearest valid target in accordance with the caster's alignment meaning that they will attack NPCs hostile to the caster but could prefer players hostile to the caster such as evil versus good.
        • The insects could also potentially attack their caster, if too close, but the chance for the insects to not do so could depend on their caster's WIS.
        • If control is desired, these insects could be commanded with a hotkey made specifically to direct followers/pets.
      • ...they could inherit certain statistics (health, mana, armor [crushing, piercing, and slashing], or resistances) from their caster.
        • Alternatively, their statistics could be fixed.
      • ...they could deal piercing damage (melee) to targets they're able to attack.
        • Their attacks could continue to inflict confusion and stacks of bleeding.
        • With each attack, there could be a chance they will parasitize their targets, making them incubate eggs which will spawn smaller and weaker insects with the same behavior as their progenitors.
          • This could replace their ability to confuse if confusion on hit alongside parasitizing would make this revised spell too strong.

      Of course, killing these summoned insects shouldn't reward knowledge points, loot, nor divine rewards.

      Cockroach_CockroachSwarm.png

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Patch Log - b.1.0h - Revert & Rebalance

      That's what I was proposing as well—abilities being split across Arboreus, Syndesia, and Tartaros, @Roccandil.

      It seems like Jacopo showed interest in splitting a majority of abilities between PvE and PvP though kind of like how Guild Wars 1 and 2 does it. For example, "Word of Power: Kill" is already split between PvE and PvP.

      posted in Minor Releases
      Fi
      Fi
    • Bug Report for 6/22/2023's Test

      This one's a bit late, due to unforeseen issues with my PC making my notes inaccessible, and hopefully—probably surely at this point—most of the bugs I documented at that time were resolved.

      In case some or a few weren't, here's my list along with a few suggestions at the very end:

      Bugs Discovered

      • Terra's map lacks names for locations of interest like Aerhen once did.
      • Bandages have a leftover visual from when they used to directly heal. ("+0")
      • Enemies still get stuck after being rooted by a spell like Entangling Web or Sprouting Pulse until their target moves, until they use a buff, or until they're afflicted with a debuff that also affects movement.
      • Descriptions of all backgrounds are that of the Commander's in character creation.
      • Descriptions of all abilities are that of Fireball's in character creation.
      • Headdresses no longer list what attributes they increase with the new tooltips.
      • Elevation of some Grokoton Camps with platforms are too high or aren't low enough to allow the stairs to touch the ground for pathing.
      • Every tooltip for an ability that references CON (Constitution) has it misspelled as "COS".
      • Clicking on a dead enemy will sometimes not open up their inventory until approximately three seconds pass and occasionally only when the character is moved. (This may be intentional due to their death animations.)
      • Frenzy's description has a misspelled word before "attack and movement speed". ("you" which is supposed to be "your".)
      • Intimidate's description has two misspelled words. ("unleas" and "terrifing")
      • The health bar still shows upon invisible/stealthed enemies if they were damaged prior. (I don't know if this also happens to players.)
      • Several tooltips' descriptions have "MagicalProperties" and "PhysicalProperties" without a space between those two words.
      • Many enemies are spawning inside of terrain such as like trees and rocks.
      • Every Word of Power spell has the word before "a single purpose" misspelled. ("carring")
      • The arrow enchantment spells seem to only partition mana rather than consume mana per shot. (I'm unsure if this is because of my attack speed and mana regeneration.)
      • Actions that would normally toggle off toggleable abilities and put them on cooldown, such as mounting, do not consistently nor properly do so.
      • Actions that would normally toggle off toggleable abilities and put them on cooldown, such as mounting, that are currently on will sometimes cause them to stay toggled on but not continue their effects until they're toggled off then back on. (This was tested with Double Shot and Burning Arrows.)
      • If a character's mana depletes with a MRR (mana regeneration rate)-partitioning toggleable ability left on, that ability will glitch the character's MRR—strangely depending on where they move—until they relog. (Glitch as in it will bounce between their original MRR and the partitioned MRR when they move to certain locations or possibly where they activated the ability. This was tested with Globe of Spell Protection.)
      • Arboreans are able to change their alignment to neutral on Arboreus, which should not be possible unless they are on a different planet, but they cannot change back their alignment back to good unless they use a starter town's statue. (This bug was previously reported by many during the previous Early Access.)
      • Bandit Marauders animate using Blinding Dust at the incorrect range which results in nothing happening.
      • Bandit Marauders don't use Whirlwind. (I'm unsure if being surrounded by multiple enemies in melee range is a requirement for them to use it.)
      • The VFX for Blinding Dust does not appear when Bandit Thugs use it.
      • Ogre Druids and Witches animate their basic attacks but nothing happens when they do unless you get really close to them. (It sounds as if their basic attacks' projectiles are colliding with something before they can soar, but it seems like this only happens to them in certain locations.)
      • None of the enemies' basic attacks with an innate element are applying their elemental stacks despite their VFX.
      • Some humanoid (or just human) NPCs tend to slide instead of using their walking/jogging/running animations when combat is initiated with them. (This seems to occasionally occur after they use a channeled ability or when attacked during one of their new idle animations.)
      • VFX for abilities that activated will sometimes not appear around a NPC which makes knowing if they have it activated or not impossible until attacked. (I.e., Protection from Fire, Globe of Spell Protection.)
      • The effects of abilities like Verdant Regrowth do not persist when mounted yet the effects of bandages do. (Could be intentional, but it seems strange.)
      • VFX from abilities like Charge give away the position of invisible/stealth entities.
      • Mount cannot be summoned after it dies to either damage over time or too much damage. (Unequipping then reequipping sometimes fixing it, but it requires a relog to fix when it doesn't. This is a reoccuring bug from the previous test.)
      • Atrophy Wave's description has a misspelled word before "energy". ("psyonic" which is supposed to be "psionic".)
      • Some NPCs do not move nor react when approached and attacked. (This seems to only randomly happen with docile NPCs that normally flee when approached. Sometimes, they react like they plan to move when attacked, but attacking them somehow glitches them.)

      Suggestions

      • Ability to lock the hotbar to prevent accidentally dragging off abilities when kiting or simply moving about.
      • On-screen guidance (sparkling trails, pointers or highlighting for buttons that need to be clicked, and so on) for Tutorial Island's quests for those that have trouble reading or following instructions. I still see a lot of people asking questions for what was already explained on Tutorial Island and in the 'Journey' window.
      • An unstuck command that teleports a player to the nearest open space, or where they bound themselves, after a thirty seconds or a minute passes without acting nor moving once per day. If they act or move, it should have a cooldown of the same amount of time it takes for it to teleport them.
      • Relocate needs readjusting because it is too good of an escape ability, too good of a gap closer, and quite good at kiting with enough INT investment to manage the cooldown per charge which somewhat trivializes other mobilities such as Battle Jump and Lightning Dash. (The formula for the charges could be readjusted, the spell could trigger a global cooldown for every ability on the bar that is not Relocate, or the spell could increase its mana consumption per charge used in rapid succession.)
      • Pyromancy's damage and the 'Burning' status effect needs readjustment. (They seem to deal much more damage than they did last test, which is understandable since fire is typically the hard-hitting element compared to the other three/six, but it is currently overtuned.)
      posted in Bug Reports
      Fi
      Fi
    • RE: Temperatures & Weather Feedback Thread

      I don't have much to add to this since others already mentioned the most important concerns I had in mind and since I'm also satisfied with both systems being in the game in general, but one thing that I do want to add is what's currently bothering me about the temperature: campfires, fireplaces, and hearths (fireplaces in taverns) doing absolutely nothing to stacks of 'Chilled'.

      Also, a little suggestion I'd love to see for the world map someday in the future.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Communication between the worlds

      @Farlander said in Communication between the worlds:

      I'd rather not have languages for the races. SWG had it and it didn't add anything to the game in my opinion. The first couple of weeks people were annoyed having to learn the language before they could type to their friends in spatial chat. Eventually I'm pretty sure they removed it altogether.

      Since I'm not really a fan of Science Fiction games, I don't know how Star Wars Galaxies implemented the ways to learn their languages, the difficulty of learning those languages, and which races or areas had the languages, so I can't really give any input regarding that game.

      However, I believe it adds a pinch of realism, mostly immersion, and a great potential for strategy for when the races invade the other races' world (primarily Demons vs. Humans since the Beastmen's planet actually purges evil) because ignorant Humans or Demon won't know the invading race's plans if they're typing in the chat. With regards to a pinch of realism and immersion, it makes no sense to me that the inhabitants of Elysium—a planet that is even larger than Arboreus—had one universal language among all Beastmen, Demons, and Humans.

      Learning the language shouldn't be too difficult, but it should take time that can be spend reading books, finding and reading scriptures, and finding racial lore items or relics that can bestow the player with some knowledge about the race related to the item or relic. All of this can be done whilst exploring as a new Player due to exploration being one of the focuses of the game and character progression via the Knowledge System.

      Lastly, I don't think new Players will be able to traverse to another planet as soon as they start the game due to not possessing enough knowledge that makes them stronger and due to how much effort it takes for Beastmen and Humans to open stargates (Demons seem to have lesser difficulty with them due to their deity's gift), so they will most likely spend most of their time expanding their knowledge which may just passively include learning about the other races. This also applies fledgling guilds that have yet to explore other planets; however, established guilds should be able to provide those books, scriptures, and items or relics needed to learn about the races' languages that is not their own for their guildmates to use which would expedite the whole learning process.

      (E: Forgot to spellcheck the name of the Beastmen's planet.)

      posted in Questions & Answers
      Fi
      Fi
    • RE: Relaunch Patch - Character Creation Open

      @madian I was wondering the same thing for a while, but it looks like they won't be giving out keys to those who paid for a kickstarter/founder's pack—most likely due to the possibility of key resellers which is highly unfortunate for those with good intentions.

      posted in News & Announcements
      Fi
      Fi
    • RE: Getting Started Soon

      @Ransel said in Getting Started Soon:

      Some games I've played in the past have had a steam purchase, but then you buy a vip pack and put a code into the game. Is that how it works for fractured online?

      Fractured Online doesn't offer Steam Keys in their Founders' Packs, but it does give other neat rewards as shown here: https://fracturedmmo.com/store/#pack

      Buying one of them on the website (or on Steam) gives you the rewards mentioned on each individual pack and the previous rewards of the lower tiers for the higher tiers. At the moment, none of these rewards are available, but some of them will be soon based on this roadmap: https://fracturedmmo.com/launch-review-roadmap/

      Wherever you buy a pack will be where you gain access to the game.

      • Website = Standalone launcher.
      • Steam = Steam's launcher. (You can upgrade through the in-game store.)

      I'd like to get whatever the pack is that lets me start with a mount. Assuming mounts are in game of course?

      There are mounts, but the one given by the Founders' Packs are not available yet as mentioned above. Wild horses are all over the lands, and they're typically sold in the marketplaces for 50g if you're unable to find and capture one.

      posted in Welcome to Fractured
      Fi
      Fi
    • Temperature & Weather Radar for the World Map

      Hi, this isn't going to be too lengthy of a suggestion since it's rather simple.

      Now that temperature has been added and weather shortly alongside it, I believe it would be useful for us to have a new feature (toggle) for the map that allows us to see animated cloud formations in addition to their current state and what they are doing all in real-time similarly to looking at live weather radar set to 'satellite'.

      This would all be for tracking natural weather phenomenon that has a cloud as its source, but I suppose it could track weather phenomenon such as the aforementioned firestorms, meteor storms, and the other potentially worldly or unnatural phenomenon that does not come from a cloud formation.

      https://zoom.earth/

      A much finer example would be the way Black Desert implemented it as shown below.

      These cloud formations show animated rain and lightning with darkness and intensity that depends on the cloud they're coming from in real-time.

      alt text

      Regarding firestorms and temperature, another real-time feature for the world map—yes, a button that can be toggled—that shows the temperature of various regions of the continents in the form of a 'heatmap' befitting of Fractured's aesthetics would be really useful as well to let us know what to expect of those regions, the entirety of those continents, and how they change depending on the time which should be on the world map as well as a little sun and moon widget.

      Personally, I'm not too keen on the heatmap suggestion because I'm not certain if the temperatures of the continents fluctuate wildly enough to warrant such a feature or if that would be too much given information in comparison to the widget above the mini-map, but I suppose that could change as the tests continue onwards towards release and when all three planets are present. Seasons could become a thing, temperature could be tweaked, weather could become more drastic and unpredictable, et cetera, et cetera.

      That's all I wanted to share. Thanks for the read—if you did.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Getting Started Soon

      Welcome, @Ransel.

      My question is: Is the only way to play this game through steam, or is there a third party launcher?

      Fractured Online has a standalone launcher, which is available on its official website just before this forum and can also be played through Steam. If you already have an account here and you bought the game on Steam, you can choose the option that mentions linking your existing account if opened for the first time on Steam.

      Also, take a look at this guide before getting started: https://fractured.wiki.gg/wiki/Basics_Guide

      Thanks again, and see you all soon!

      Good luck, and happy hunting.

      posted in Welcome to Fractured
      Fi
      Fi
    • Simple Requests/Suggestions

      There are quite a few things that would be convenient to have in Fractured which would improve the quality of life for those that play it.

      These are a few requests or suggestions that I have in mind, and I'll edit more in whenever inspiration randomly sets in:

      Crafting

      • Recipes for different forms of writing material such as tablets (e.g., stone and wax), paper (e.g., papyrus, parchment, amate, et cetera), and books made of the former two writing materials that can be used for literature or notetaking.
      • Recipes for sources of light that can be toggled, placed down, and equipped in the off-hand such as temporary torches and refuellable lanterns.

      Functionality

      • Persistence of movement command over U.I. elements. (I.e., currently, holding LMB to make a character follow the cursor does not persist when moving the cursor over a U.I. elements, such as the hotbar and the mini-map, which causes the character to abruptly halt until LMB is released then held down again away from the U.I. elements.)
      • Search parameters for the 'Abilities' tab in the Skills and Abilities Window.
      • Helpful chat commands such as '/unstuck' with a cooldown.
      • Inventory—this includes storage units—filters and sorting.
      • A multifaceted chat interface with the ability to create separate chat tabs with filters in addition to being able to cycle between chat channels with 'TAB' when the caret is active in the text field.
      • Ability to lock the hotbar to prevent the accidental rearrangement of abilities.
      • Camera orientation. (I know this was declined due to an issue related to incomplete assets, but I still firmly believe in camera orientation being very important in games such as these due to field of vision being only as far as the length of the height and width of a monitor in addition to avoidance of getting stuck and interactables being obscured.)
        • Map
          • Customizable map markers/pins and notes.
          • Ability to draw on the mini and world map. (I.e., if the world map, it persists and can be erased for the purpose for notetaking. If the mini-map, it lingers before disappearing for group coordination.)
          • Ping System for the mini and world map for group coordination.
          • Markers on the world map for showing group members' locations.

      Mechanic

      • Ability to pay a harbor's travel free from our banks. Alternatively, the weight of gold could be removed, the harbor's equation could be made to ignore the weight of gold, or—as suggested by someone else—bank checks could be introduced. (I.e., harbors currently require gold to be carried to pay their requested travel fees and the weight of carried gold gets factored into the equation which may raise the travel fee by an amount or an unseen decimal that prevents the exact amount from being paid unless it is one gold less than the travel fee or if much more gold than the further risen travel fee is being carried.)
      • Ability to break down Stone Blocks into Small Stones.
      • Ability to dual-wield shields whenever dual-wielding is implemented.

      User Interface

      • Adjustable font size.
      • Moveable and resizable U.I. elements. (Being able to resize the mini-map could work in tandem with the second and third suggestion under the 'Map' category.)
      • Verbose tooltips for information that does not have them. (I.e., hovering the cursor over the attributes and statistics should tell a player what they provide and what they affect likewise with the boons and maladies underneath our resource bars at the top left of the screen.)
      • A way to track a specific creature's knowledge progression and a specific armor or weapon type's mastery outside of the Book of Knowledge Window.

      Visual

      • Faint gold or white sparkles on corpses that still possess loot.

      (Seems like I have to clarify this, but NONE of my suggestions are assumed to take precedence over anything else that needs to be added, fixed, or suggested nor are they being claimed to be of great importance. Those are things that are up for the Developers to decide amongst themselves. I'm just making a list of things I'd like to see in the game someday.)

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

      @Kralith said in Citizens, Farming, and trust.:

      Ingame town communication

      I'd love to have this alongside other forms of communication in cities like announcements (bulletin board) or a Town Crier a Governor and Vice Governor can have shout things to everyone—the less reliance on third-party chat programs, the better.

      posted in Discussions & Feedback
      Fi
      Fi
    • New Players & Tutorial Island

      I don't really have much to say about this one, but I believe the tutorial needs to be improved and... made less buggy... for new players—the 'less buggy' part regarding unique bugs being present only there such as Linen Weave being uncraftable until they relog, them getting helplessly stuck in certain places, and names vanishing.

      I've seen a lot of players enter the game expressing how lost they feel and with many questions regarding what they should do or where they should go, how abilities work, what they should do with the random node they just harvested (ore, log, or stone), how to use certain workstations, how to get a mount, and how they should build their character (talents), why are they unable to use certain abilities or spells (armor and weapon weight classes alongside spell channeling). There is room for all of this to be taught and demonstrated on Tutorial Island, and construction should especially be something demonstrated there—such as how building works for houses and wagons—as it is one of the crown jewels of the game.

      There is also the matter of Knowledge Points gained from Tutorial Island that will never been seen again for that character if they decide to skip the tutorial. The knowledge progressions for those creatures—the Tutorial Wolf and the Tutorial Bandits—should automatically complete themselves when they decide to skip the tutorial so they can still have that bonus Knowledge Points to work with during their exploration of Syndesia.

      Many new players have entered Fractured and found themselves bewildered by all that it has to offer for their first experience of it, and there needs to be more guidance for those new players during their stay on Tutorial Island and maybe even afterwards when they leave it.

      posted in Discussions & Feedback
      Fi
      Fi
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