We are revising the resistances of armor sets in the next patch, giving much more to light and medium armor, particularly those sets that had the lowest values before. This is going to help. Aside from that, I agree we need to tweak some of those bonuses - it will be done some time in the future!
Posts made by Prometheus
-
RE: Let's talk Armor Sets
-
The Mega Balancing Patch
Hi everyone,
The biggest rebalancing patch in the history of Fractured Online is coming... and the news don't stop there! Come have a look!
A pretty long one, eh? Enjoy!
-
RE: Login failed cause character position is invalid HELP
@Vlein said in Login failed cause character position is invalid HELP:
Re: Unable to log in- position invalid
Same stuff CANT log in cause says invalid position any Game master to help with this?
Can you give me the ID of your character? You can see it in the character selection window. Thanks!
-
RE: Server War PvP Feedback
Thanks for all the feedback! It's clear that the 2 main generic issues are high CC durations and lack of mitigation and overall excessively high damage. Then there's an issue with a few OP abilities, either in general (like Insect Swarm) or when used in a specific build (like Shadow Step).
That's a good point to start from, but please give us more!
@azrog said in Server War PvP Feedback:
Tbh can't say things are op till the Talent Tree is not complete. Balancing without all factor seems hard.
What's missing from the tree is not so relevant. Alchemy's potions will be relevant but getting the base right won't hurt
-
RE: Patch Log - b.0.7d (Server War Playtest)
@DarthJafo said in Patch Log - b.0.7d (Server War Playtest):
What about not being able to unload a wagon without logging?
Can you elaborate more on this issue? @spoletta @GMLordSkykal
-
Server War PvP Feedback
Hi all,
this is the official thread for PvP feedback during the Server War playtest! What's OP? What's UP? What changes would you like to see?
Our aim is to release a patch or two as early as possible the test with updated balancing to be able to perfect it before the end of the test.
Let your voice be heard! Cheers!
-
Patch Log - b.0.7d (Server War Playtest)
Hi all,
this is the patch log for patch b.0.7d, coming out tomorrow!
Changes
- The temporary AddItem command allows you to create reagents for imbuing too.
- Socketing (i.e. imbuing a property from a gem) no longer destroys the gem but reverts it to non-imbued. This is a permanent change, not specific to this test.
- Imbuing now requires 1 reagent per slot for all reagents instead of 5. This is a permanent change, not specific to this test.
- The Assassin Clothes set now increases your Critical Damage by 40% per second up to a maximum of 200% (reached in 5 seconds) when Hidden instead of 20% per second up to 600% (reached in 30 seconds). Way faster loading with much lower cap promotes frequent hiding and backstabbing during combat rather than hiding once, waiting for a long time and delivering a single hit with extremely high damage.
- Final Critical Damage is now capped to 300% (4x) instead of 600% (7x).
Spell Fixes
We fixed critical calculations for a ton of different spells which were bugged.
- Shadow Step was always dealing extra damage (even if not hidden) and the critical damage was added twice (!!) resulting in insane damage.
- Rend Armor was not dealing the base weapon damage (just the extra damage) and was dealing Pure damage instead of Slash damage.
- All Strike "ready" spells (of Knife Fighting) when critical would only deal the base weapon damage as critical. With this fix, the combo Assassin Clothes + basic Dagger attack with an active Strike is now much better than Assassin Clothes + Shadow Step if you're looking for burst damage.
- Puncturing Strike, Merciless Strike, Powershot, Sharp Strike, Crushing Assault, Resonating Blow, Whirlwind, Double Strike all had various issues in critical damage calculations that would cause them to deal inconsistent damage, often lower than what it was meant to be, and/or displayed incorrectly.
Bug Fixes
- Dropping items picked up from a cart while keeping the cart's inventory open no longer causes to sometimes become unable to pick up items again.
- Using a Ready spell no longer causes you to consume mana on every attack even if on cooldown or not actually hitting anyone.
- Fixed a bug that would cause the main UI to sometimes not finish loading correctly (you would see random numbers for mana and hp regen and other glitches and would be forced to restart the client to make it go away).
- Changing the content of your inventory while browsing the marketplace find/buy list no longer resets the list.
- Trying to use an item in your inventory while having a heavy material inventory (e.g. wagon) open no longer causes "Chest is full" error.
- Marketplace city dropdown no longer shows Myr as an option.
- Blood Iron and Hepatizon are no craftable correctly.
- There are no more unusable areas where furniture can't be placed in Terra houses.
- It's no longer possible to relocate from inside to outside city walls.
- Aerhen cities now recognize their neigboring cities correctly.
- Shield Mastery talent now actually allows you to block magical projectiles.
- Fixed a bug that would cause status effects descriptions not to show.
- The Word of Power: Silence spell cast by Lord Eoronn is no longer always resisted.
- The Colossar Fire Construct altar is now usable.
-
RE: Server War Event & Test Review
@OlivePit said in Server War Event & Test Review:
It would mean there is not that disadvantage when going with low con scores, that the warm and shock stacks have no meaningful effect on unarmored opponents.
We know that some mobs have negative resists on purpose so they take more damage from certain sources, so why shouldent it be the same for players?CON has stopped giving resists a looong time ago, opponents are usually armored and have some points in all resists now that Magical Armor is a thing (and anyway you build warm to ignite, right?), shock stacks paralyze, and monsters don't have negative resists
-
Server War Event & Test Review
Hi all,
today we have double news for you: a review of our previous "relaunch pretest", and the announcement of the next one - the Server War event, 12 days of PvE and PvP madness starting on July 19!
Let's get ready for the SERVER WAR!
-
Patch Log - b.0.6g (Free Play Event)
Hi all,
we are relasing this patch in preparation of the Free Play Event to make everything as smooth as possible there! Let's check out all that it's bringing!
Optimization
- The continent of Terra is being migrated to the same server type as the one hosting Aerhen now (different CPU architecture).
- We have redefined the logic that determines what server process controls what entities in the world. This is too technical to explain in detail, but in a nutshell, it should better distribute load over different areas of the world.
Changes
- Added quality to tooltips of equip items.
- Added tier (1-3) to tooltips of abilities (replaces school level).
- Changed description of bandages and other consumables suggesting to add them to the hotbar to use them.
- It is now clearer in tooltips that the bonus given by materials to armor is for the full set.
- Updated pins of resource nodes in world maps.
- Quantity output by crafting is now shown in item icon in crafting menu.
- Monsters now stop spawning inside of claimed land parcels.
Bug Fixes
- Gathering items shows correct text above player's head (actual item name instead of object key).
- Added weight to recipes of Round Shield and Wooden Shield.
- Fixed items in loot of Deer Doe.
- Wildfolk Chadra and Erwydra no longer get full armor set bonus without helmet.
- The tooltip of abilities opened from the Skills and Abilities menu show again what monsters use them.
- Some missing special properties of equip items (e.g. headdresses) are now correctly shown in tooltips.
- Fixed stockpile blueprint and forge blueprint placement.
- Fixed bridge on Aerhen at -1138,561.
- It's no longer possible to build 5x5 houses on 4x4 plots on Terra.
- Burning Pillar and Barrage now hurt the caster and allies in PvP.
- Shocking Touch can no longer be used with bows.
- Fixed a bug that made toggle spells not reactivate when dismounting after changing server process (moving to different areas of the map).
- Fixed a bug that made mana regen being miscalculated after changing server process (moving to different areas of the map) with active toggle spells.
- Items being processed in processing stations (e.g. smeltery) are now correctly saved at restart. Sadly they will be lost again for this restart since the fix is part of the patch. Apologies!
- +0 green text no longer shown when using bandages.
- Fixed missing harbor in Aerhen.
-
Relaunch Pretest Free Play Event
Hi all,
let's end the Relaunch Pretest with a bang: a new Free Play event, a very long time since we've run the last one: starting on Thursday, June 29, at 2pm UTC, game servers will be opened to all registered users - no founder pack needed!
The launch of the free play event will be preceded by a patch fixing most of the bugs found in these 5 days of testing.
Read the full announcement here
See you all soon in game!
-
RE: Patch Log - b.0.6f3 (Server Migration)
@JameRetief said in Patch Log - b.0.6f3 (Server Migration):
How about making bandages actually work instead of giving +0 healing!?!
They work, they raise your Health Regeneration for 10 seconds (you can see it in the HP bar in the top-left corner). The +0 is just graphical glitch
-
Patch Log - b.0.6f3 (Server Migration)
Hi all,
today we have migrated our servers (except the one hosting Terra) to new machines to assess the effect of a different CPU architecture on login issues. While doing that, we also fixed the following critical bugs:
- Wooden Lockpicks and Cotton Bandages have been added to the Inventory Crafting menu.
- Added audio to some mute spells and fixed Acid Breath which conversely kept playing sound even after disappearing.
- The list of quests in the Journey System menu can be scrolled down again.
- Stargates are now functional.
- Fixed a major bug on mana regeneration which would sometimes be re-calculated incorrectly when moving from one server worker (= a process controlling a portion of the world) to another.
- The Tanning Tub and Wood Refinery stations now consume the correct amount of materials.
- Dying and respawning no longer makes a character permanently invisible to monsters. Please note this bug was a symptom of a larger issue that we are still fixing.
Cheers!
-
Store & Launcher Download Ready!
Hi all,
everything is ready for the relaunch: the store is open, the launcher is ready for download... and a new wiki is born!
Let's do it!
-
RE: Streaming of re-launch
@M1ckGO said in Streaming of re-launch:
Hello!
Will you be allowing people to stream content of the re-launch on June 22nd?Hi! Absolutely!
-
Relaunch Pretest Start Day Revealed
Hi all,
the big announcement you've been waiting for is here. Fractured Online will be back for a time-limited test, starting on...
Thursday, June 22, at 4pm CEST (10am EDT)!
See you soon in game!
-
The Data Transfer Is Here!
Hi all,
our old website is fully functional again, and the data migration from gamigo to Dynamight Studios is live on this page!
Read the full announcement for some useful FAQ!
I hope you are as excited as we are to see Fractured Online back!
-
RE: Town Issues/Discrepancies & Bugs
Hi @Junkie @OlivePit, a reply to the issues you brought up:
- Something went wrong with those last 3 Arboreus houses in the list for sure. It's not only prestige, there are more issues there. We are investigating and we're going to have them fixed in the next patch.
- Terra cities do require less space given that you don't need the whole military side. Overall you should be able to get enough prestige to reach rank 15 easily. I can see your city indeed has enough for rank 14 and you have only a little missing for rank 15.
- Farming plots snap in a different way indeed. They do so everywhere though, not only on Terra. As @OlivePit pointed out, this is done to have some walking space between each plot, but not as large as that between buildings.
- We are studying a solution for the abandoned private parcels issue. We agree that governors should be able to evict unwanted citizens in some way. Hopefully we can get this live in the next patch too.
- The occupied carpenter space is a mystery. There's no more carpenter entity there, and there has been one server restart already since we fixed the issue, so any leftover object in the server should be gone. This requires more investigation - we'll get to it ASAP, please have a bit more patience
-
RE: Feedback on Legends
@spoletta @Junkie @AceofSpades the main reward of legends are the Lost Tales. You really don't care at all about those?