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Posts made by kellewic
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RE: 𝗠𝗲𝗮𝘁 𝗳𝗿𝗼𝗺 𝗮𝗻𝗶𝗺𝗮𝗹𝘀🍖
@gibbx said in Meat from animals:
geez if this game ends up having to many 'survival mechanics' I am going to have to reevaluate playing. not really interested in playing Mortal Online again
This isn't a survival mechanic; more related to crafting/gathering, but from what I recall there will be a hunger/thirst system as well as temperature-related survival mechanics so people gathering/crafting food resources I guess are part of that ecosystem but not something everyone has to do since you could just buy food from another player.
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RE: 𝗠𝗲𝗮𝘁 𝗳𝗿𝗼𝗺 𝗮𝗻𝗶𝗺𝗮𝗹𝘀🍖
@WhoAteTheCat yeah, that's why I mentioned the age since I remember from the first video it being mentioned - haven't seen anything about age vs harvesting though
@Jetah agree; was thinking more "good" meat vs "bad" meat - so just quality which could affect the end result of what it's used in. So a "meat pie" that usually gives +10 whatever might only give +5 when using "bad" meat. Although, I wonder if it will just be meat regardless of animal, or deer meat, wolf meat, rabbit meat, etc.
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RE: 𝗠𝗲𝗮𝘁 𝗳𝗿𝗼𝗺 𝗮𝗻𝗶𝗺𝗮𝗹𝘀🍖
This ties into one item I've been wondering about is how intricate gathering will be in game. Take this example of animals - will I need to carry a skinning knife to skin them? What about a butchering knife to collect meat? Can I skin and butcher the same animal (you would think so)?
One thing I like about requiring special tools to collect various resources is it makes a player decide what's worth carrying since bag space is finite. You can also synergize this with crafting so maybe there's a special multi-tool that is both a skinning and butchering knife so now it only takes up one slot in my bags or for mining/wood a double axe/pick head multi-tool only obtainable from crafting.
I think it would be cool for the game to take into account not only the size of the animal (rabbit vs a deer) but also the animal's age since this could give me various qualities of meat and skins. Not sure if there will be knowledge levels for gathering (novice, journeyman, master, etc.) but that could also be taken into account for quantity/quality.
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RE: How Big Is The Skill Tree System?
@specter said in How Big Is The Skill Tree System?:
@muker Correction: There are over 400 skills and 40 unique status effects.
Are all the status effects detrimental (i.e. slow, stun, bleed, susceptible, etc.) or are there some positive/mixed effects like invisible, brave, tough, immune, etc?
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RE: Battle mages
This is something I've been pondering over as well for a bit. Debating on Martial Arts (STR/DEX) combined with INT for magic ability. Some potentially interesting combinations with Martial Arts for me would be Abjuration (protection), Alteration (depending on how the transmuting works), Enchanting (buffs), Necromancy (life steal/cursing), and Restoration (buffs/heals).
The nice thing is we aren't limited to one or two schools, so could conceivably have some martial arts attacks, a restoration heal, necromancy life steal, and some abjuration protection active up to the maximum slots available.
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RE: Importance of Player community
@shadowkiin said in Importance of Player community:
I hope the community is helpful to new comers or even veterans that are stuck on certain quests etc.
Nothing worse then joining a game and its full of elitests that ignore newbies and don't offer any advice.In the time I've been here, I think everyone has been helpful to anyone asking good questions. However, after the 100th "when is the game releasing" or "how can I get an alpha key" kind of questions, you tend to get the RTFM responses.
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RE: is there a rarity system
I think weapons/armor + towns/player buildings/construction in general are the two long waited for spotlights.
I would think "rarity" would apply to what the gear is made from more than a color-coding found in other games. As an example, let's say copper/tin (bronze) is easier to come by than adamanatite/mithril/titanium. I would also guess the former is easier to craft than the latter so maybe a higher craftsmanship skill is needed for the more complex metals.
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RE: Necromancy
I think EQ might be the last time I played a necro (also played a Warlock in WoW). I like to be able to do things like heal my minions with my life or take life from a mob to heal me (which costs me mana). Always a careful balance.
Having touch spells as a necro could be interesting especially combining it with unarmed combat - stack up Str/Dex with as much Int as possible for touch-based necro abilities. Get some Dim Mak going
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RE: VIP system : What do you think ?
@jetah said in VIP system : What do you think ?:
my point will always be: if it affects combat it shouldn't be in VIP. KP and Learning Slots do just that. they help open the character to new skills which does effect combat. Cosmetics don't do that.
I'm the monitory here, I'd prefer to see just pure cosmetic in VIP than anything that touches combat in any round-about way. I personally believe Fractured could do well without VIP at all. Offer packs of unique cosmetics that are limited time. Offer different tiers of said armor (or multiple sets) just like PoE does. Add in some bank tabs/customization for that and you're golden! You plan to offer mounts that means you could include mount cosmetics in the packs too.
Don't forget special decorations for your house (or hideout in PoE).
The one thing I really like about PoE packs is that you always get enough shop currency to cover the cost of the pack. Everything extra in the pack is icing.
As an example, if shop currency costs $0.01 each and I buy a $25 pack, that pack will come with 2,500 shop currency in addition to some cosmetics.
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RE: Feature Spotlight #3 - The Knowledge System
@benseine said in Feature Spotlight #3 - The Knowledge System:
@jetah I think the procedurely generated world is important. You can make a wiki with what the steps are, but you only have an idea on wich planet you'll need to be. On that planet you need to keep exploring till you find what is told in the wiki. A wiki can't say "travel to map A, then go north till you'll see NPC ..., then go left and kill the striped wolfs there and skin them." The wiki will just say "skin striped wolf (no regular wolfs)" Good luck finding them.
This is what I hope for actually. You get knowledge from certain tasks, but those tasks could be in multiple places (like killing goblins; they might exist in multiple biomes and not static).
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RE: Week 17/18/19 - Weekly Drawing Winners
@jetah said in Week 17/18/19 - Weekly Drawing Winners:
woot!
why do i need 8 characters minimum when just 'woot' would work?
double "woot" it
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RE: Question about stargates.
@finland said in Question about stargates.:
@target the way you travel from one planet to another is the same for each race imho. That would be not fair to have advantages on that.
The method is the same (Stargates), but in some way, Demons can do it easier as it's a gift from Babilis, and also the portals that spawn on Tartaros and Syndesia during an eclispe would make travel easier as well.
It's easily fair since Demons suffer the greatest hindrances on other planets. They can't touch most of Arboreus and can only walk Syndesia for a few hours at a time.
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RE: PSA: The Kickstarter has been postponed.
Kind of glad it was pushed; hopefully it gives enough time for that Spotlight on towns, conquest, player building, etc. since many of the KS tiers include construction plans and I assume a plot that fits the Founder Cottage won't be the same size needed for Founder Palace in Proprietor tier.
Also super curious since Governor tier got bumped down a bit what happens if that town is sieged? Does that person lose Governorship (I assume so)? What about their manor?
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RE: VIP system : What do you think ?
@phaethonas said in VIP system : What do you think ?:
- Crowfall/Dual Universe/Any game with RMT + player driven economy
Real money --> VIP token -->( in-game gold --> mats )--> gear with stats
This sounds like WoW last time I logged in with the WoW Token you buy for cash then sell on the auction house for XX gold.
My opinion is anything I can buy in a cash shop should be non-tradable for ingame items like mats, currency, weapons, armor, etc.; however I would like to see them tradable for other cash shop items. It's inevitable to get duplicate items especially if they implement loot boxes like PoE has, which contain "random" cash shop items worth at least the cost of the loot box.
- Crowfall/Dual Universe/Any game with RMT + player driven economy
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RE: Roles
@XenonTheAntiquarian There are no defined roles per se since any character can mix and match between the schools (https://fracturedmmo.com/feature-spotlight-4-skills-galore/)
Also, check this forum post - https://forum.fracturedmmo.com/topic/1612/a-compilation-of-everything-we-know-about-fractured/2?page=1 - 7A. Character building
Lots more info.