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?
Best posts made by Razvan
Can we have other means of information beside Twitch Q&A sessions?
RE: Zenith (Meridian) - a nexus of community, diplomacy & trade
It's not like I'm associated with this guild or anything, but in case you're looking for a town/guild, I've heard they are the coolest of people!
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.
Latest posts made by Razvan
RE: Pet Companions
David, the inventory in this game has both limited space and weight. If you pick up everything while farming, you'll have to go to town every 20min or so. All in all, loot pets seem kind of useless in this game, reason why very few people will buy them => wasted development time.
RE: Death Corpse Looting
I quess the fights in Fractured will be on a much bigger scale, so I think that we should get a list of corpses when you right-click a stack. Those that give karma should have the colour red, those who don't should be white or blue. Corpses with no loot should be unclickable.
RE: No Hunger & Rest Depletion In Towns.
I completely disagree. I really enjoy hunger systems in all games. It's a major selling point to me and helps build an economy. Plus, the hunger in the game depletes incredibly slowly. All you need to do is buy a stack of food from someone and it's likely to last you a few days.
Why do you enjoy it in Fractured? In survival games it's part of a bigger thing and it's important, but in Fractured it really serves no purpose. I also don't see how it helps the economy since you have to eat every 30min or so and you can do it on the field with items found while farming.
It is confirmed that food will be used as a buff. Having intricate recipes that can only be crafted on a stove or crafting station (at least the high tier ones) will push people into buying food, instead of eating berries, grilled pumpking and meat. This is a good system. On the other hand, dying because you haven't eaten in a while is just a nuisance that adds no value.
RE: No Hunger & Rest Depletion In Towns.
I don't like the hunger system in the first place. It serves no purpose other than saying "this is a survival game because it was a hunger system". In the end, it doesn't add anything to the game and it's a nuisance. Food should give buffs based on ingredients, that's it.
RE: PVP video compilation of my journey this alpha test
If this is for the winter contest, you should upload it to this section: https://forum.fracturedmmo.com/category/59/creative-corner . Good luck in the contest & hope you have a great 2021!