Fixed in v.a.2.3.0g

Posts made by Prometheus
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RE: [FRAC-1956] "Throwing" windows off your screen.
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RE: [FRAC-2064] Remember Me = useless
Functionality implemented, will be live in the next test.
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RE: The Potential City Problem.
@Nekrage said in The Potential City Problem.:
I like your mindset on most of this however I STRONGLY disagree with the lack of an option to steal resources from an enemy city. It allows for additional PvP elements when sieges are not occurring. Additionally it's very easy for a guild to refuse to trade with another guild (this is guaranteed to happen) and lock each other out of resources.
...but the option does exist! Guilds can launch raids on cities without having to own a neighboring city. The raid battle happens at a given time the day after the raid is declared, but resources that can be stolen are locked beforehand.
Also, once multiple resource nodes per city are implemented, all cities in proximity of a node will be able to vie for the control of that node.
There are a lot of opportunities for PvP. Allowing players to freely use the nodes that belong to other cities would make the whole resource nodes system pointless though.
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RE: The Potential City Problem.
I see a heated debated here! Let me give you some clarifications
First of all, you already know players can create multiple characters per account, and we fully expect most will do that. This shouldn't be a surprise for anyone - Fractured features 3 races enjoying different planets and gameplay and sub-races with unique abilities. Moreover, you sort of "create your own class" by setting attributes during character creation, while attributes respecs will be very limited. You have to create alts if you want to have a "mage" character, a "warrior" character, a "rogue" character, etc - just like you would do in almost all existing MMOs.
We don't see having multiple characters in the same account as an issue really. You can only become the citizen of one city per planet account-wide. Even if you created multiple accounts and bought access for all of them, why bothering? Resource extraction and processing for advanced crafting is a group effort and requires permissions, as @Specter mentioned. Now let's assume you played 12 hours per day with 4 accounts, citizens of 4 different cities and part of the crafters group of each city... Well, it's legitimate, but if you wanted to "get rich" I can assure you there are plenty of faster ways to achieve that than being a crafter in 4 different cities
On a guild level, the situation is different. The risk of a guild claiming a small city with a handful of secondary accounts just to gather resources so they don't have to trade with anyone is real. Again, it's not clever, but I can see why a guild might want to do that to be entirely self-sufficient. We must make it a very unprofitable choice through maintenance costs, time required to move resources and other tech tree shenanigans
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RE: Roadmap To Alpha 2 - Test 4
@Roccandil said in Roadmap To Alpha 2 - Test 4:
Is one resource node the maximum a city can have?
Some of the nodes appeared to have double names (silver/gold). Does that mean one node can have multiple resource types?
Is the quantity of resources gatherable from a node infinite? Are there any restrictions at all (say, X total resources gathered per hour)?
Is there a cap on citizens who can gather from a city's node in parallel?
Can unclaimed nodes be gathered by anyone?
Can cereals be harvested any other way than nodes?
Are the vegetables, meat, and gold required for city upkeep what we gather in the wild?
Can gold gathered from a gold node be used for upkeep?- For now it's only 1, in the future there will be more than 1 node connected to each city (besides a few exceptions) and ways to get more than 1.
- Yes.
- Resources in nodes work like existing resources. Once you gather them they deplete and you have to wait for them to grow back.
- Nope.
- No one.
- Yes, you can make cultivations in regular city territory but they're way less productive (and take away space in the city territory - space matters a lot).
- Vegetables can be cultivated, meat and gold are gathered in the wild.
- We are exploring the possibility of cities being able to use gold to create coin, but it's just speculation for now
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Roadmap To Alpha 2 - Test 4
Hi everyone!
Alpha 2 – Test 3 is officially ending on Wednesday, August 19 – about 1 month since its inception, and the time has come to reveal the road ahead.
Just like at the end of Alpha 2 – Test 2, we’ve decided to once again release the roadmap earlier than we used to. This is likely going to become the new standard, since we know how hungry you are for news.
Enjoy Fractured!
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RE: I lost my developer forum access
@Kappawack said in I lost my developer forum access:
Hry I bought the pack and i had access to the dev forum for a while but for some reason its saying i no longer have access to it. Can anyone help?
Fixed, apologies!
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RE: bug can't build anything in my house
Hi @Smax @PeachMcD @StormBug we had a very nasty bug that made it so that some houses would not connect themselves to the claim you built them in, so you can't place anything in them and if you abandon the claim, they won't get removed.
We fixed the bug, but could not fix the existing broken houses. Please get a hold of @Specter on Discord, he'll delete your house and use his admin powers to build you a new one
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RE: Mob knowledge stuck(mb 100%?) can't get last skill
@Zadske said in Mob knowledge stuck(mb 100%?) can't get last skill:
Not just a visual bug, I cant get Relocate skill.
Im not even getting sign in the top middle of the scree where it suppose to says KP gained, so I cant gain anymore KP from Earth Elemental or Wisps for instance, knowledge% stuck, cant get Wisp's first skill.Hi, could you tell me the ID of your character (the ID, not the name)? You can see it in the character selection menu or in the character menu below the name
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Patch Log - v.a.2.3.0g - 1st Balancing Patch
Hi everyone,
this is the first of a series of planned balancing patches meant to fix the PvP power imbalance between melee characters and other characters.
The list of planned spell changes is still long and will be implemented after this test has ended. What's in v.a.2.3.0g should already make a massive difference though!
...and now, to the changes!
Assassination spells can now be cast only with Light armor instead of Light + Medium.
This was the original design, temporarily changed a while ago due to the overall lack of warrior spells. The temp change proved devastating for game balancing, since it allowed players to use guaranteed critical damage abilities (the "Strikes") with Medium weapons (Spear, Quarterstaff) that have high base damage, leading to insane crits. Additionally, Assassination users could be really tanky thanks to Medium armor.
Critical Damage now stacks again with Damage Increase from the Melee Damage Increase modifier. However, various modifiers have been changed as follows:
- Critical Chance from enchantment reduced from 1.5% per tier to 1% per tier.
- Critical Chance from PER reduced from (-20% + PER * 2%) to (-10% + PER * 1%)
- Critical Damage from enchantment reduced from 15% per tier to 10% per tier.
- Critical Damage from PER reduced from (-50% + PER * 10%) to (PER * 5%). The minimum is still 50%.
- Critical Damage is now capped to 300% instead of 400%.
Chilling Touch and Paralyzing Touch are now Toggle spells that can only be used when Unarmed and enchant your basic attacks.
We fixed a terrible bug that made different sources of damage increase (e.g. Melee Damage Increase, Death Mark, Enrage) stack multiplicatively with each other instead of being calculated based on the base attack damage.
Various minor changes have been implemented to Strike spells (including Warfare ones such as Bash etc).
Various other bug fixes implemented (list to be updated later today).
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RE: Game release date when?
@Djangoh123 said in Game release date when?:
title
or at least a general date ty.
First half of 2022 is the current target for full release
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RE: Bug- Governor access and listing.
@Jimbolini @Kralith we found the culprit, it was due to a conflict between the local dev space of one of our devs and the cloud. I've just fixed your vice-governors again since he had nuked them again. Shouldn't happen anymore, apologies
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RE: Play Fractured Free On G.Round
@Madurbu said in Play Fractured Free On G.Round:
@Prometheus When I click get a game key, a window pops up saying here is your key....but it's blank
It's just been fixed by the g.round devs, just refresh the page and try again
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RE: Bug- Governor access and listing.
@Jimbolini I've fixed your account data and those of vices @Kralith @Lohen @Oxfurd @Shivashanti. Relog if you don't see it. We're investigating how that could have happened
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RE: Play Fractured Free On G.Round
@Logain said in Play Fractured Free On G.Round:
Such a great offer! I really wish you guys luck on being considered for an investment. Can people who already have pledged for Fractured alter your odds of an investment as well?
Well, nothing prevents you from signing up on G.Round, leaving a like to Fractured and eventually a review too - that'd be surely appreciated!
If you leave a review you should specify you've been a player before the G.Round test though, not only for the sake of honesty but also because they can verify whether you've actually used your key and played during the test
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Play Fractured Free On G.Round
Hi everyone!
Dynamight has partnered with G.Round: get a free game key and join Alpha 2 - Test 3 from August 6 until the end of the playtest!
See you all in game!
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RE: Patch Log - v.a.2.3.0d
@Xzait said in Patch Log - v.a.2.3.0d:
@Prometheus said in Patch Log - v.a.2.3.0d:
@Xzait forgot to mention that, added!
One thing I feel I must say, for you to update as a result of the new arrow recipe giving 200 instead of 100, is that the weight of arrow heads and arrow shafts should be changed, or arrows should weigh half as much. Because of the new update, making arrows increases your held weight, instead of decreases it, which makes no sense!!
True, done