@anasfract taming is already planned, as far as I know, not sure it will work after a fight, and not sure it will encompass every creature existant.
Such a mechanic needs fine tuning, otherwise it could become too strong and require everybody to play the tamer to stay in par.

Posts made by GreatValdus
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RE: Tame monsters and make them accompany you
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RE: Who wants to help me build Specializations, Combat Classes, and Magicals
@anasfract I think there is a whole forum category where people are already discussing builds.
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RE: Int and Cha required stats? = Unbalanced?
@GamerSeuss I agree when you say that bringing any stat below average will make you struggle, that's why you have an average and going below is a risky choice.
Sadly haven't played the game yet I don't have the actual feel of how much stats impact it, so I'll ask you this: are some of the stats more sacrificable than others? I mean, is INT the only stat you will struggle with if it goes below 10? Or are they all the same in that case?
Because if some stats can be dumped with no regret compared to others, then you can say that some stats are actually more important and fundamental, which creates the unbalance the main thread is talking about.
As I said I don't know yet, I don't have the data to say, but I would like some more experienced players to point out if there are some stats more vital than others, despise the build type or play style one is choosing. -
RE: We have the food but where are the drinks?
@anasfract I think it can all fall inside "food" category, whether it is actually solid food or liquid drinks, then you can have how much differentiation you want.
But as @Logain points out too, there is no need to waste devs time with lemons when they have about 10% of the playable land implemented as of now. -
RE: GOD MODE OF Crafting
@anasfract as I said, and as also @GamerSeuss pointed out, the mechanic is really interesting, but it doesn't fit Fractured game style.
So yeah, maybe one day, who knows, for now we still don't have core functionalities fully built, thinking too much about the future when it's too early makes you lose the focus on what needs to be done the first finish the game and make it playable. -
RE: 100 or 120 build points for next server?
@OlivePit oh I didn't know we would have only 100 points as humans too!
I was studying my starter build with 120 points actually, better have a backup plan for 100! -
RE: GOD MODE OF Crafting
@anasfract said in GOD MODE OF Crafting:
I want to start by saying that what you propose is ambitious, I would totally play a game with a detailed crafting system like that and I remember having seen something like this (but not as complex) before.
I like it and I would play it, but I'll start pointing out that this is kinda out of scope for a game like Fractured.
The average player doesn't want a crafting minigame, and I suppose this will never be implemented because it is not what the game aims at.
I will anyway analyze the points you made just imagining that the game will float towards this kind of crafting system, I don't think it will, but just for the love of talking about it ideally.I want to make the great Dark Moon Sword.
First it must be night.Good point for sure, requirements like specific times of the day are already in place in other game, good way to give variety.
The steel used is a sword defiled by demons, meaning that it was used by a demon and was recycled.
That too sounds good, required material or starting equipment could have had a specific history like the example you brought here.
The used hammer is both hand hammer type that needs 20 STR and above
This is more meh, an attribute requirement can become an unfair obstacle in certain cases, or a trivial and useless one in others, risk to be unbalanced and unfair.
When setting the steel, you need some time, such as reducing the temperature and raising it - for example, when the steel is inserted into the fuse, the timer starts. You will not see any information that you must have previously studied during the forum or wiki to continue. Between the next 10 and 15 the temperature should be raised from 300 degrees Celsius to 1000 degrees Celsius, and when the second 20 reaches it, it must be brought back to normal
How to find out the common weapon crafting script is on the wiki and forumThe rise and fall temperatures of crafting materials are surely lovely, I like that mechanic a lot and played in games like Runescape and The Sims Medieval.
As I said this is probably the main reason for the system to not be implemented, because differently from me and you, the average player doesn't want to engage this kind of minigame activity for crafting.
A personal note about the need to study on the wiki, that's a big no for me, the game should be playable without need to constantly dig on wiki or forum, it strips away game immersion for the player.Either rare weapons need to kill monsters, and some major guilds may monopolize them, or you may find them in treasure, or someone NBC may give you a crafting method that can be sold and become rich.
This is ambiguous.
What do you mean with "crafting method"?
Do you intend that the character must learn the recipe to be able to perform it, or is it player side, so the player must know the procedure to perform it?
In the first case it can work in game, with recipes that can be traded and taught, in the second case someone will post it somewhere and make the procedure public, so everyone will know it, thus the whole point of rare recipes will be trivialized.Just make the game different from other games, we want to feel that if you did a study and worked hard, you would be distinguished from others
And the game will be more excited
When you want to create something, you must have studied the variables that must occur at different times. The person will feel that he is actually working. The stronger the weapon, the greater the power and the greater the amount of its sale.As I said I would totally play that way, but for the average player it would be a negative feature, and for the dev team it would be a lot of effort to put in the game.
Add these together and you get a mechanic with a lot of developing effort to make people unhappy, not likely to happen in this game. -
RE: Hi, hello
@blassther hello and welcome to the forum!
I'll give you an advice that I should follow myself and I rarely do, so you can do better than I do in testing phase.
The advice is: try a lot of different stuff!
You're testing, all will be reset, it doesn't matter what you build up, what you store, what you gain, nothing of that will remain but the knowledge you gained and the trial and errors you made.
Experiment, try out stuff, start over again and again, do that thing that looks like it will end wrong and see how wrong it goes.
Assault that pro PvP player, kill people in a good environment too se how harsh the reaction is.
Try to solo that boss, and so on, the more you test on the more personal and direct knowledge you'll have for the next phase. -
RE: Howdy!
@Atome hello and welcome to the forum!
As for now I don't think there is a reliable release date to be given.
Current winter alpha should have been in february and it has been delayed to march, hopefully.
So the devs, and us, know that it's to early to tell.
On the other hand, a recent boost in funding could bring soon an improvement in development speed, we'll see what time will bring. -
RE: Deadliest spell combo( Try and beat it)
@Gothix I wouldn't expect anything less.
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RE: Cities, Permissions, Griefing
@Gothix that could be a valid way for sure.
The point is understanding what in the devs mind is the point of a public smelter against a private one.
Once that is states, then the system can be tuned to fit that role. -
RE: Deadliest spell combo( Try and beat it)
@dj35 I don't know what you're talking about but if an undead firebreathing chicken is involved then you have my vote!
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RE: Cities, Permissions, Griefing
@Logain well obviously a system like that should clearly warn who's not allowed that he will commit theft by taking the ingots from the smelter, it shouldn't be a "free" action.
Or for example, since a player flagged as Good cannot perform theft, here you are, they just can't, if not allowed.
This way, by the way, seing a Neutral player hanging around your working smelter could arise suspicion, make you ask questions about their intentions, and finally resulting in a ban from the city if it turns out to be a thief. -
RE: Cities, Permissions, Griefing
@Kurbbie said in Cities, Permissions, Griefing:
@Prometheus Also you guys could try this idea.
If a smelter gets activated by another player while the original user is smelting, flag them for pvp for stealing. If they get ko'd in town while stealing send them to jail for stealing. Time would be dictated by the crime. It would create a gameplay situation for people who like to spec theives.
Just flag the offender for commiting a crime then the player/bounty hunter/possible police force in the city, can stop the offender.
The point is that when you talk about public smelter you're talking about service for the city community.
Maybe I put ingots so that a full plate can be crafter for our city hero, and since I can't wait the needed hours I leave them for someone else to take them and craft what's needed.
That's why we'll have private smelters, otherwise what you say could turn into someone using the smelter and never taking off the ingots, locking it forever, which would be as bad.Of course what you say would turn griefing into a mechanic, but would also break the reason why the said smelter is public instead of private, making it useless anyway.
Maybe a compromise could be a trusted list of players who can take stuff from the smelter without being flagged, and if someone else takes the ingot the he's flagged and it could work as you say.
I suppose that would move smelting to private plots anyway, since noone would be interested in the risk of stuff getting stolen by a passerby. -
RE: Week 162 - Weekly Drawing Winners
(I don't think I've ever won something luck/random based!) -
RE: Cities, Permissions, Griefing
@Farlander that's why a permission system or a log to ban citizens based on their behaviour with common resources should be good to keep that kind of griefing to the minimum.
Then as @Ostaff says, this thread was exactly about this, I'm not for making it easier or harder, as I already said I see potential interest in both ways, so I'll just take what they'll give us for that matter, but griefing no, griefing must be prevented when it's not interactable.
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RE: Cities, Permissions, Griefing
@Farlander I'm not talking about the aggressive kind of competition, but the one based on planning the usage of a shared resource in a crowded environment.
If you put your resources in a public smelter then you're providing resources to the city, and the next person will take them to craft something for the city, since only citizens will be able to do that.
Better if the users list can be further thinned out by chosing which citizens are trustworthy for smelter usage.Then as @Ostaff points out, the ability to build smelter and tanner in you personal plot will make public ones probably unused at all.
For what matters difficulty and realism in game, some players like it, some don't.
A lot of games are already doing it the carebear way, like nodes that everyone can mine, no matter if another player just mined it a second ago or crafting tables usable at will with no time gate and no cooldown.
Fewer game prefer a different approach, making distances count, making defense of scarce resources count, it's a matter of choice, there's not actually a good or bad way of doing it, you just need to find the balance you like the most.