It looks like lately the only way to find out what's planned for Fractured is watching Twitch Q&A sessions. This is the one from yesterday. I appreciate the work that goes into that, but the problem is you present important upcoming information about the game which can only be gained by watching a 3h+ video in english, which can be summed up in a lot less anyway. Some people have problems with english (reading is easier than listening, especially when you can use Google translate), some simply don't have the patience to go through such a long video. I'm not asking for lengthy content pills as we had before, but can we maybe have a short summary of what's discussed?
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Can we have other means of information beside Twitch Q&A sessions?
RE: Honest thoughts on stress test.
Each reagent has 3 possible properties (body, fire, chaos, air etc), each with a different value. You can put up to 5 reagents to get a combination of properties which will activate an item enchant. For the first enchant level, each property has to be at level 2 (out of possible 5). The higher the enchant level, the more property value you need to enchant it. For example, if you want damage increase on weapon, you need to put up to 5 reagents which will get out these values: 2body, 2transform, 2chaos, 2 earth. One possible combination to get these would be: honeynail mushrooms (2body, 3 transform, 3 life), rabbit paw(3 chaos, 2soul, 3 energy) and woolfteeth (3body, 3destroy, 2earth). In total you will have (5body, 3transform, 3life, 3chaos, 2soul, 3energy, 3destroy, 2earth). As you can see, these 3 reagents together as enough to enchant your weapon with weapon damage tier 1. The problem is that you also have a bunch of leftover properties which activate other combinations (enchants) and you can't chose which one you want.
The above combination might fit the requirements for both weapon damage and item durability, but you can't select which one you want so you might end up with item durability instead.
You can find a list reagents and properties combinations in this thread: https://forum.fracturedmmo.com/topic/9927/enchanting-table-chart-alpha-2-february-open-playtest
Bow and spear skill are not implemented yet, but I think they will be at some time.
Regarding arrows and poison: if you kill wolves/bears/deers, you get animal bones, out of which you can craft bone arrows with the same stats as the stone ones. At this point poison doesn't work on melee weapons. I don't really mind crafting arrows and poisons, but I see your point.
RE: Is this game using these Unity Asset Store assets and why?
I know and I'm on the same page with you. I was addressing the fact that some ways of dismissing other people's concerns on this topic are not exactly healthy and can raise questions for the newcomers.
RE: The New Fractured Trailer Is Awesome!
Am I missing something or do you mean the older test 1 trailer?
RE: Concerns related to the attributes
I'll start by telling that having played some UO and a lot of Albion, I have my own biases.
I don't consider world bosses competitive content, because it's basically just a raid party protected by zvz, but I agree that this subject would derail the thread and we should make a separate thread about it.
The thing with Fractured is that you can create a hard counter just from buffs and passives. If you dive someone farming ents (blunt/earth damage, fire vulnerability), you will have a big advantage over them by coming with a lot of fire res. So, as far as small scale and casual pve builds are concerned, if people follow metas it will be very easy to counter them because you know exactly what to expect.
ZvZ is all about a good syncronization, so forcing certain loadouts is very important because otherwise you run in a lot of awkward problems, like having tanks that can't actually survive in the frontline, dps that can't follow up because they don't have an engage skill, or get wiped in the first counter attack because they don't have a defensive skill, or can't reengage because they picked skills with long cooldowns etc. Attributes are fixed and there is content besides zvz. Minmaxing doesn't really make a big difference in zvz, but it reduces the flexibility of your builds and greatly affects small scale content. As far as attributes go, I think guilds will just have minimum recruitment req for each archetype: have this skill unlocked and a minimum of x points in that stat, which would be used as baseline by the shotcallers.
I haven't played D3, but I played D2. Going from pala to druid is not a respec, while going from charger to foher is. Back to my paragraph, the point was that killteams and hardcore pve parties are the only ones who gain real advantages by changing their attributes with every gameplay balance patch.
I also wonder if they do gvgs and wcs, or proper sieges as in older MMOs.
Some games allow people to turn skins off outside towns, but I don't think this will make a big difference in Fractured. On the other hand, if you can inspect someone and see their skills (as in Albion), once you are familiar with the game it takes a few seconds to figure out what the enemy can do.
One of the major problems I had in the last 2 tests was that I couldn't tell if a certain area could be passed or not. When you are exploring, you only waste about 10min by readjusting the route so it's not a big deal. However, being chased can get frustrating real quick if you can't tell where dead-ends or chokepoints are by looking at the map (especially on asteroids or invasions). I understand many games have this problem, but most of those are not full loot pvp. I also understand that this is an alpha, but this issue seems to be related to how the terrain works (which most likely won't change at release), and to a lesser degree to the graphics style (this could be solved by changing the saturation of non passable areas, and correct the maps by hand; but as I understand some maps are supposed to be randomly generated). I will compare it to Albion to make my point easier.
Pressing M in Fractured (max zoom) vs the one in Albion. The maps in Albion are ugly, but once you get used to the symbols, you can easily tell which piece of land is passable and other useful information. In Fractured however, you have no chance guessing where is the passable land by looking at the map for a couple of seconds. For example, all the red marks are the impassable land I remember around my house. Most of the time I couldn't locate such barriers when traveling to a new area and had to walk along them for a few minutes.
Minimaps suck in both games, so I will just focus on the one in Fractured. There is a lot of impassable area in the radar below. Where do you think it is? How fast can you detect it while running?
RE: Question about enviromental damage/effects
I don't know anything about this being confirmed by the devs, but there are possibilities of medium and heavy armor using the environment as well.
The most intuitive usages would be: medium armor being able to grab into trees/ledges and pull themselves to that location. Heavy armor being able to push creatures into walls / off ledges and CC them.
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RE: Abomination idea
@Ostaff we already know the races of Fractured and they are not the traditional ones. What I'm saying is that I hope they put more thought in the aesthetic of each race, so deerkin don't just look like human with deer horns and bearkin don't look like furry bodybuilders.
RE: Abomination idea
That creature can be taken for an erwydra abomination, however I hope the devs are more imaginative with how the non-human races look like and don't go the route of green big human (orc), tall human with long ears (elf), human with cat ears (feline warrior race), pale human (undead), red human with dragonscale (dragon race) etc, as other MMOs do.
RE: october when?
As others said, there's no actual official date, but if it was early october, the'd have announced it by now. My guess, especially since all the tests until now were delayed up to a few days for technical problems, is that we'll be able to start playing towards the end of the month.
RE: Will there be DnD style cross over?
I suspect the general answer to this question will be "yes", but since D&D and Fractured have a different focus, there can't be much overlapping. The stats and some actions are inspired from D&D, but that's pretty much it.
If your actual question is "will a person interested in D&D/roleplaying enjoy Fractured?", then the question is most likely yes.
RE: What to expect on an "alpha state" game?
Another reason to join the alpha is that since the community is still quite small and a lot of stuff are yet to be implemented, your feedback has more weight than on an already released game. Plus, of course, if the game reaches release you'll have a considerable edge over the newer players: you already know what to do, what works and hopefully you're part of a group with similar goals and experience.
RE: Post for points
There's a thread in offtopic just for this: https://forum.fracturedmmo.com/topic/274/daily-message-posting/76795
RE: How do you feel about the number of towns in the current map?
Another part of the problem is that the big number of (potential) towns pushes for a small number of farming spots. It makes no difference to me if at 0x0y there's a town or empty land.