@Pluto Fractured's basic controls and strong focus on "skill shot" attacks are derived from MOBA and are extremely similar to Diablo. I don't think they will copy the semi-linear dungeon progression or the "explosion of loot" theme, however.
Posts made by FibS
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
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RE: Trail of the Unbuilt Carts!
This alpha was peppered with unbuilt things. Carts and those logs you use to make pelts into usable skins were the most common for me
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RE: Fifi's Feedback: Alpha 2
@PeachMcD It's more important to make sense in a gameplay perspective. By all means, elite enemies, rare hunts, and themed dungeons should be more or less appropriate for some character builds. One example I've heard mentioned on this forum before is a fire-themed dungeon like a volcano being unsuitable for a character whose skills all do fire damage.
The final game's world will be quite massive, and everybody will likely be able to find a route that works for their character's abilities, especially if the generation engine intentionally selects neighboring biomes that are sufficiently different from each other.
But in this alpha, the Heartwoods was not a plausible biome to sidestep. Elementals were confined primarily to the actual ruins in the center and were thus very avoidable, but the Wisps inhabited a good third to half of the continent surrounding these ruins, and were not avoidable when traveling from one side to the other.
There was at least one Wisp every two screens which rendered the game unplayable as soon as they began attacking, because you can't pick up heavy items or seize your handcart while in combat (which is itself being addressed.) They had a bad habit of gravitating around house resource nodes like heavy stone spots.
Even a well-developed mage would not be able to handle several Wisps at a time, which was fairly common, because the Wisps would stun too frequently to upkeep the DPS needed to outpace their healing. (I presume the "save roll" formula is not finalized either.)
One of the criticisms of this game - and of fantasy in general - is that magic has too many advantages and non-magic has too many punishments. One of these punishments is these stupid Wisps.
I'm perfectly fine with the occasional elite Wisp, akin to a Treant being an elite Sproutling or a Greater Elemental being an elite Elemental, but the regular Wisps being such gross wastes of time - even for a mage, who has to wait for their stupid shield to go down and then hope their mana holds out until kill - was the single most frustrating part of this alpha for me.
Gatekeeper enemies should not be this common, but I suspect they won't be, due to the much larger worlds and more varied biomes in the future.
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RE: Elusive - Casual Beastman Guild
I'm still here, by the by, if Elusive still exists.
I'm not 100% sure whether I'll be Meadowbreeze (deer lady) or Odessa (wolf lady), but one of the two will likely be my Beastmain.
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RE: [FRAC-1895] "Relocate" lets you get into restricted areas :D
If I'd had this stupid spell I could probably have gotten to the Vale of Darkness about three hours faster by teleporting through all those stupid dead end cliffs. >_>
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
Fractured is more like Diablo than it is like World of Warcraft, so it's unlikely they will create a formal crafting / recipes progression the way that they have a formal combat / skills progression.
I wouldn't mind at all if they added it, though. It would be highly compatible with the game's existing concepts of discovering materials et al.
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RE: Fifi's Feedback: Alpha 2
@Fibulator I'm not playing a mage and should not be required to invest heavily in magic for common overworld enemies. That's what makes it this character and not a different character.
I say this while acknowledging that the game is surprisingly playable for an alpha state (even "alpha 2") and that the game's actual content is likely cobbled together as placeholders to gauge whether the game mechanics work on a basic level (i.e. that damage, status effects, and enemy AI work at all, fairly or otherwise.)
This is why my suggestion is to make regular Wisps much easier (especially for non-magic characters) and add an elite Wisp variant that is either equal to or stronger than the current Wisp. The other Elite enemies are also easy with particular tricks - even my melee character is able to cheese Treants by running around them in circles with a magic staff.
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[FRAC-1896] Tooltips break under specific condition
As mentioned in my feedback post:
- Open inventory window
- Move inventory window so that one edge is over an unfinished construction, with an item in a slot on that side
- Mouse over the unfinished construction
- Mouse over the item in the inventory window without that tooltip closing
- Tooltips will break semi-permanently
- To fix: Mouse over any construction (finished or not) without repeating this bug
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RE: Games that didn't make it
The official explanation is that CoE exhausted its Kickstarter budget before it was able to secure publisher funding and was forced to shut down development.
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RE: Your favorite Dailies, or what you would like to see them as.
@Tuoni said in Your favorite Dailies, or what you would like to see them as.:
And what the upgrading/expanding skills has to do with daily quests?
I may be wasting my time as you are clearly unable to read and won't care when I repeat this with new wording, but whatever.
Fractured pretends not to have quests / "experience" / "grinding" / "farming", but in actuality it still has all of these things. They are simply not called that and aren't arranged in a single linear progression - they instead follow the modular layout of a job--based RPG paradigm, combined with a collection and familiarity system (Resources / Bestiary.) Thus, your cheeky basis for denying that Fractured would ever have daily quests does not hold water, as other games with all of the same mechanics very well have daily quests.
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RE: levels
So far as I know, the maximum Foundation prize level is 250. Where's the Lv. 400 one?
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Fifi's Feedback: Alpha 2
Will be edited with time or in response to feedback
Possible Bugs & Alpha-ness
- It doesn't seem to be consistent whether running out of life / hard HP actually kills you or not.
- Trees do not appear to respawn as quickly as stone, if they respawn at all.
- Furniture placed inside of houses is not elevated to match the floor.
- Some enemies occasionally freeze and become unresponsive. This appears to be tied to spawning in the wrong location, as they often run to a more suitable-looking spawn point when they "unfreeze".
- Moving the inventory window over an unfinished building, then mousing over that building, then mousing over an inventory item while that building's tooltip is still active, breaks all tooltips until any construction (finished or not) is moused over.
Interface & QoL
- There should be a mouse input to immediately move an item from a container to another container. Shift+LClick is what I am most familiar with
- You should be able to type in a number to craft multiple of an item in sequence, or click "ALL" to craft as many as is possible.
- Holding down Left Click should cancel / ignore all interactables except for mobs (as left-clicking them currently causes the character to path to them and attack.)
- Empty corpses should no longer be interactable. As it is, even a single corpse makes it impossible to interact with heavy items (wood log, stone block) or handcarts in close vicinity.
Game Mechanics - General
- It should be possible to change your character's stats. At a Resting Spot, allow players to lower any one stat one point, but spend 1,000 Knowledge points for every stat point gained by doing so (e.g. a human needs 4,000 KP to lower STR from 18 to 17, giving 4 stat points. A wolfkin only needs 3,000 KP because that same change only gives 3 stat points.) You can spend those stat points while resting the same as during character creation.
- The above system would necessitate that all character stats are strictly formulaic from base stats, if this is not already the case.
- Hold-type status effects (snare, stun, etc.) do not seem to actually check a save roll; they land every single time. Also, the enemies who have these abilities use them constantly. This can and frequently does result in GER loops where your character gets up from one KO and is instantly stunned and killed again, wasting several minutes of time for no good reason.
Game Mechanics - Building
- Add Access Rights to Fireplace
- There should be a stockpile furniture item attached to all claimed plots. You can put heavy items (wood log, stone block) in there. The plot owner can consume items directly from the stockpile to build stuff on the plot, without having to drag them over individually. Any player can donate items to the stockpile.
- Allow Fireplaces to be put on raw ground.
- Allow furniture to be placed inside of a house as soon as the floor is done. (Currently, the house must be "complete" before furniture can be put on its floors and before a Fireplace can be placed at all.)
- Allow Fences to touch the walls of a house before it is finished. (Currently, a house must be "complete" before any cell its walls border can hold a Fence.)
Skills
- Word of Power: Recall: Allows the player to warp back to their home on the current planet, or to a starter town if they don't have one. This has a lengthy cast time and is interrupted by any spike damage (but not DoT like poison.)
Enemies
- Wisps are much too powerful for how common they are. There should be a second variation of Wisp that is much bigger and rarer, and is about as strong as the regular Wisp currently is. The normal Wisp should be substantially weaker (with adjusted drops if need be.) Compare Sproutling to Treant for a parallel.
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RE: Suggestion: Different spells have different armor requirements
The origin of the conflict between magic and heavy armor is that magic is fundamentally broken in most implementations - it's grossly overpowered. If it wasn't, then it wouldn't be an issue to let characters use it in heavy armor, just like it isn't an issue to let them use powerful melee weapons in heavy armor because heavy melee weapons don't have instant kill spells, unlock doors, teleport, etc.
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RE: Your favorite Dailies, or what you would like to see them as.
@Tuoni said in Your favorite Dailies, or what you would like to see them as.:
If developers are not going to focus implement quests in general (excluding the religion/alignment based ones) why on earth they would even consider adding something so bad as daily quests?
Fractured already has a more intuitive equivalent to quests, it just doesn't call them that and you don't go find an NPC to start them. Upgrading / expanding your skills is done through exactly the same activities you'd do for a quest (kill this many enemies, go here, do this cheevo, etc.)
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Suggestion: Holding down left click ignores interactables
Left click is both move and interact, which is a problem when you're surrounded by interactables but want to move.
There is no reason to hold down left click for an interactable, but every reason to hold it down to move. Therefore, I suggest that if the player holds down left-click while mousing over an interactable, the interaction cancels or the context menu closes and the character moves accordingly.
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RE: Questions on demons and angles
@SicariusAnatar said in Questions on demons and angles:
why would a demon take the path of light in the first place?
Because you the player, in a game that pays heavy attention to good/evil alignment, created a demon (Evil) character and then decided to turn Good.
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RE: Impossible to finish build my house with patio
If I understand correctly, the fix only applies to new homes. The existing one must be deleted, but the new one will be free of the bug
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RE: Your favorite Dailies, or what you would like to see them as.
@PeachMcD said in Your favorite Dailies, or what you would like to see them as.:
The rat-tail quest doesn't sound like a daily to me. It sounds like a Quest.
Yes, a daily quest. A daily quest is literally a quest, taken from an NPC or other trigger entity like any other quest, that you can do roughly once per 24h. All modern adventure-type MMOs do daily quests this way, following the trend of WoW. They are usually the gateway for otherwise unobtainable rewards - for instance, doing goblin-slaying dailies may unlock goblin-themed cosmetics.
Non-adventure games (e.g. mobile gacha games) have daily activities that are not quests in the traditional sense as you do not go get them from an NPC like you do with quests. These games tend to be considerably more streamlined, so they semi-intelligently pick and choose dailies that reflect what "progress" means in the game, such as "upgrade your weapons 3 times" or "do the daily dungeon".
As an open-world game, Fractured would likely lean more towards traditional daily quests and less towards gacha-style mini-achievements. The two examples you gave sound utterly bizarre and unintuitive to me as a player of non-mobile MMOs.
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RE: Angel Stats
It is my understanding that there are subtypes of Angel corresponding to each subtype of Demon. For instance, IIRC, the blood Demon becomes a healing-based Angel.