The link to download the latest game client will be made available during the Open play test. Normally, when you have the access rights, the link is availave in the Play tab of the main website.
Just some clarifications that maybe you missed from yesterday Q&A on Sieges. First, the number of participants in sieges DO depend on the size of the city. For small cities, the number is the 20x20 you mentioned, but for metropolis size cities the number of players is 50x50. At least this is their initial plan. Second, sieges are supposed to cost a lot of money and resources, so for larger sieges, those planning it need to amass a large amount of money, either from cooperating guilds or players loyal to a given city planning a siege in another city.
That is what I got more or less.
Reading the Roadmap To Alpha 2 - Test 3, when explaning about Player Death, you said that: "after death, you’ll be able to choose to resurrect at home or at the last tavern you rested in" and explained that "this makes paying a visit to the closest town a key step when exploring a new area".
I understand the "playing a visit to the closest city" need, but thinking about the lore/storytelling and knowing that each planet has one or more deities, given the possibility of building temples and churchs for such deities, why not make the respaw location the closest temple or church? I mean, each city should/may have a temple and you could also scatter other temples around the maps. Besides, these being sacred places, they could even have other uses.
Just wondering, from the lore point of view, respawing in the house or the last visited tavern is kind of dry. I think that telling that a player is granted a new life by the grace of one of the deities gives a better RPG feeling.
This is my first time participating in the forum. Indeed, I am very new to Fractured community. I discoveved the game just yesterday.
I followed most of the discussion on this thread, and I there are things that I don't get completelly. Let me say first that I do understand how maps are important and the information they provide can make the difference between life and death in some edge situations. But from what I got, one of the selling characteristic of the game is that you can interact with the world and you actions have an impact on it, i.e., you can change the landscape, am I correct? If so, when facing a situation where a certain path is blocked, should not the player peharps be able to perform some action that allow him to overcome the barrier? For example, freeze a portion of a river, break a chain of blocking stones, etc.
When I said that a player should be respawned in the "closest temple" it was to put everything into context and make it feel more RPG like if there was a in game kind of reason for ressurecting, like: a new life granted by the Syndesia goddess Iridia, goddess of fortune and mother of all humans.
It does not necessarily has to be the "closest temple", it can be a temple from the choice of the player, or the temple from the last city visited, etc.
By the way, about the system "where you just became a ghost when you dies and had to find a way to get a res from a shine or kind healer", why not have both? First you become a ghost for a given amount of time, lets say 60 seconds, so that you can have a chance of being ressurected by a shrine priest or healer, and then if you fail, after the set amount of time you get respawned in a temple?
I have nothing against dailies, however, they have to be well tought and feel integrated with the game "environment".
Take the usual and boring sequence, go to NPC, get asked to kill 100 rats just because NPC is ratophobic, return to the NPC to collect reward. This just feel artificial and boring.
Something more interesting would be: take the cities context of Fractured, with more people around the city, the amount of trash generated increases, thus the population of rats starts to increase, and deceases start to appear, food storages start to be eaten by the rodents, etc. With all these problem appearing, the game should start to ask players to get rid of trash, help killing some rats to control their population, colect herbs to make medicine, crafters could help make rat traps, etc. All this integrated in the dynamics of the city population daily activities.
I think this kind of integrated dynamics would open the possibility for nice dailies.
My two cents to the discussion. Instead of going with the "soulbound" equipment "extreme" solution, why not let a crafter kind of "imbue" the armor with the ability to turn the player body invisible upon death? I mean, in the game there is already the stealth magic ability. Why not include in the game some material (from some strange animal or monster perhaps) that gives a chance that upon death the equiped armor renders the body invisible? In addition, the invisibility probabilities would be cummulative, more armor pieces with the property would increase the chance of success.
I think this would be a neat solution. First, the material that would provide such ability could be made very rare. Second, to use such material would require a high crafting/enchanting knowledge.
Concerning town sieges:
Hi @dj35 and all others that commented before,
About death, you can read the last announcement on this matter in the Roadmap to Alpha 2 – Test 3. As precised by the Devs, first you are knocked down when you reach endurance 0, after some time you come back up at the cost of Life points. If you reach Endurance 0 and Life 0, you are dead and you respaw either at your house or (for the time being) at the last tavern you rested in. You are asked to choose.
Consequence of being knocked down includes:
Consequence of dying includes:
That is what I got so far, more or less.
A beautiful unsigned integer type max range. Someone forgot a uninitialized variable somewhere, perhaps?
Até agora tranquilo, apesar de estar tendo de testar o jogo num notebook sem GPU. Fritei meu PC pra jogos algum tempo atràs.
Apesar do baixo FPS ainda é possivel testar o conteùdo disponìvel. Como esperoda de um jogo em Alpha, muitos bugs.
Como està sendo sua experiencia nesse open test?
I agree with @Nekrage, what is the point of having to play with a party if the knowledge is not shared.
As the game is still on alpha, I just think the party dynamics is not fully implemented yet. After all, there would be little sense for parties if experience/knowledge are not shared among the party members.
It would be nice to have a clarification from the Devs. Perhaps @Prometheus? Salve, che ne dici?
I also experienced this with Wolves.
I can say from first hand experience that a pc/notebook without a discrete GPU will suffer. I fried my gaming notebook graphics card and now I am having to use the work notebook: Intel i7, 20 GB RAM, 1 TB SSD, but no discrete GPU, just the embedded Intel graphics. With all game specs set to minimum, including resolution, I have an average of less than 15 FPS.
So yes, some GPU power is needed. Not a great experience, but is fine for having a first look into the game.