Daily message post
Posts made by Manaia
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RE: Open the camera a bit more and Map needs Work
@Warlunhardt said in Open the camera a bit more and Map needs Work:
The camera is to zoom in, to in your face, even Path of Exile, Diablo and Albion Online had the Camera more open. Its not much that much modification needed but Back a Bit Off.
Diablo III's and Fractured's camera is roughly similar in zoom levels; every time I fight Belial in Diablo III and the camera zooms out I really want to have that as the default camera. But these are two different genre's, Diablo III is a fast paced ARPG and fractured is slower paced. Diablo III movement is faster than Fractured, so you'll need to see a little bit more to react to it in a quicker manner also. I think that the camera for Fractured is in a good spot - zoomed out more would start to feel like RTS territory.
Unless...did you accidentally zoom in with the mouse wheel up and not scroll back down to zoom out?
Have the Map tell you were you are and trace the location of places and cities, since Even creating a home is a pain since you end up getting lost.
The minimap has your plot location permanently on there so you always know which direction it is.
The map does tell you where you are in the shape of a nipple (dot inside a circle) and where your home plot is - they're both the same color too. -
RE: Would love to see mob loot drops tied to knowledge
@Whisper said in Would love to see mob loot drops tied to knowledge:
100% drop and they would just be another creature people ignore.
So how I've observed other MMO's handling this, is it doesn't increase the base drop rate, it adds a multiplier to the existing one. So let's say Tier 1 (base knowledge) you have a 3% chance at getting a rabbit foot. Tier 2 is 10% multiplier and Tier 3 is a 25% multiplier. That means that the rabbits foot per tier is: 3%, 3.3%, and 3.75%. This still keeps rare items rare, and common ones just...in more bulk, which shouldn't matter too much due to being common.
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RE: Would love to see mob loot drops tied to knowledge
I liked the gathering professions in WoW for BfA, where the higher you get (three ranks) the more efficient you are at gathering. So it's not that you're magically creating more matter out of nothing, but you're more efficient and creating less waste.
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RE: 'Bookmarks' on map?
@Specter said in 'Bookmarks' on map?:
@PeachMcD It's currently not possible to place bookmarks on the map but it's a good suggestion.
Psh! It's time to start thinking outside the box! Put Saran Wrap around your monitor and tape it on, then use markers to make your own custom bookmarks! Make sure you trace over Myr to ensure you position the map correctly
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RE: enchantment system is amazing !
@SicariusAnatar said in enchantment system is amazing !:
@grofire What would you say you like the most about the system? Also what do you like the least and what you would like to see improved?
A nice improvement would be to copy how BDO handles cooking/alchemy - it has your previously done recipes remembered so you don't have to keep looking it up. Granted, the systems are a little bit different but there should be a way to view by enchants and list what materials you used previously (up to like 5 or something, BDO has like 10.) That on top of chest search functionality would be spot on!
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RE: Alternate weapons...
As a caster, I only use the one weapon. The other two slots are reserved for my axe and hammer to save two slots of inventory!
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RE: Suggestion: Force standstill keybind option
Right click provides that functionality, granted it's not as seamless as stutter stepping with LMB and spamming shift to stop/go, but it's an option to attack to the direction of your cursor without moving.
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RE: Vale of Shadows Square
@Prometheus said in Vale of Shadows Square:
@Onesimee how the hell did you get up there? Relocate exploit to pass the walls?
I can neither confirm nor deny that's how I got up there! I was looking for undead and the dragon boss and was sad immediately
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[FRAC-1861] Goblin Enforcers in the Vale doesn't show up in your book of knowledge
You get knowledge and skills from killing them, and a popup when you get 100% stating the knowledge is complete; however, it doesn't show up in your book of knowledge. Killing the Goblin Enforcers in Goblin Hills does show up.
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RE: Travelling is "complicated" to be mild
@PedroBillyMattos said in Travelling is "complicated" to be mild:
Why Cyberpunk 2077's SMALLER MAP Is Actually A Good thing
You can't really compare the two games though; how many people are fighting for the same resources in Cyberpunk 2077 vs Fractured? One person in cyberpunk vs many many many people in Fractured.
There are pros and cons of having fast travel between major towns; I'm on the fence with it though. Fast travel will reduce the value of trades - if it guaranteed takes upwards of eight hours to travel to, farm, and travel back to sell your wares it'll sell for a lot more than if it only took one hour. Achieving certain knowledge grinds will feel more rewarding from the effort; though if it's -too- long then it can feel like the chore is finished.
I feel Fractured is really more about the journey than the destination because...well, there really isn't a destination in a horizontal progression game. So treat it like a nomad? Stock on on required mats (which there really isn't as food/branches/stones are plentiful) and head out, making camps and knowledge grinds as needed.
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RE: Travelling is "complicated" to be mild
@PedroBillyMattos said in Travelling is "complicated" to be mild:
@Manaia I have made a Macro with logitech Ghub and for me it's fine now.
Sorry it was 30 min + from heartwood no spawn city so it~s actually worse.
How do you feel about just walking non-stop for 40+ min in game before you get to your your destination? That's 40+ minutes before you get from your house to the hunting place, and then a friend calls back to his house that's actually an additional 15 min past your house so 1 hour walking?
Do you walk back because as you seem to defend is benficial long term for the game or do you die to respawn at your place?
I actually made that journey as soon as I got out of the tutorial town
I went all the way to the Vale to get my house, did some killing as I did to get knowledge on the way. Once there, I built my 5x5 house, then helped my friend get his plot and house setup. Once that was done, we walked BACK to Heartwood to grind 100% knowledge, then I walked back to the starter zone to meet my brother the next day. From there, walked all the way back to the Vale.I take the suicide teleport about once a test period. There is currently no death penalty in the game so there's no reason not to take advantage of it to return home; and if there is a penalty in the future then I'd very likely return on foot without complaining. In it's current state though, it doesn't make your travel to the place initially any faster or closer. So it saves twice the travel time instead of four times the travel time.
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RE: Travelling is "complicated" to be mild
@PedroBillyMattos said in Travelling is "complicated" to be mild:
I wouldn't mind walking for 10 minutes to get somewhere far but more than that is a bit much IMO
You can get somewhere in 10 minutes of walking. Or are you implying that you should get from the starter zone to the Vale in 10 minutes? That sounds like a terribly small map to me and I certainly wouldn't want that. There are plenty of ways to break it up - walk 10 minutes to Heartwood and do some grinding, then walk 10 more minutes to another location, keep bunny hopping and spreading the activities. Asking to either move four times faster or make the map four times smaller isn't going to be beneficial long term for the game in my opinion.
100% for an autorun button though! I've considered rebinding my game controller to play this game and see how that feels, might make the running a little more forgiving.
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RE: No Damage to enemies uphill
Obi Wan was right! The high ground DOES have advantage!
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[FRAC-1799] Continuity of text explaining Grilled Pumpkin
When at a fire, it says this:
Grilled Pumpkin
A simple dish of pumpkins grilled on a flame.
Restores 18% of your Satiety when eaten.The item itself shows that it restores 50%, and when eating it it does indeed restore 50%.
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RE: [FRAC-1790] Blueprints don't remove materials from inventory
@AlcribLP said in Blueprints don't remove materials from inventory:
Have you put the materials in the blueprint after placing them? Because the placement itself doesn't cost ressources
I've successfully built all blueprints requiring things from my inventory (branches, small stone, rope, etc.) and none of them took out of my inventory. Camp Fires, all the work benches, etc.
You can also double-cheese the stone/logs also. Put your cart next to what you're building and double click/spam click. The first one would just do a single, all the others (providing your character just pivots and doesn't move) will do double.
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[FRAC-1790] Blueprints don't remove materials from inventory
I've made several blueprint items and none of them actually remove items from my inventory when built.
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RE: Alpha 2 - Test 2 Launch Day Revealed
@Prometheus said in Alpha 2 - Test 2 Launch Day Revealed:
@Logain said in Alpha 2 - Test 2 Launch Day Revealed:
When you're in a party, do all members of the party get 'full' credit to the knowledge tree (unlock and knowledge points), or is it 'shared' to some degree, or only the one finishing the creature?
When you're in stealth and are close to a group of others, do you take highest perception, a sum of perception, or something different to determine the 'counter'?To get knowledge from a monster you need to deal enough damage to get "loot rights" as if you weren't member of a party. It's never been "only the one finishing the creature" anyway
Can you please reconsider this and grant at least partial knowledge gain to the party members who have "tapped" the mob? The last alpha I played with three friends; we had two casters, an assassin, and a utility guy who had lots of slows/roots/stuns. It was very frustrating for everyone to try and get knowledge. The casters would have to stop dps at like 40% health and wait for the other two to kill them...only to find out that they still did too much dps and not everyone got knowledge. Either high damage dealers have to stop fighting, which doesn't feel good, or the more utility specs don't get knowledge, which feels worse because EVERYONE in the group feels bad about it.
We were hopeful that the party system would fix this, it appears it won't be. Can you let us know what the benefits of forming a party would be if it's not giving Quality-of-Life changes to knowledge grinding?