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    Posts made by Recoil

    • RE: wondering how a city owner would view this

      @NeroulGB / @WhoAteTheCat

      I've been putting together an idea for a free, non-guild city that welcomes businesses and organizations of any kind, provided they don't cause trouble within its walls. Granted I don't have much of a desire to govern it myself but I do plan to have a pivotal role in its development and I can safely say we'd have room for a mercenary guild to make its home base there if you so desire.

      https://forum.fracturedmmo.com/topic/10387/garnering-interest-the-great-free-city-of-_______

      Post here for questions/comments/interest πŸ˜‰

      posted in Town Planning
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    • RE: Headphones

      I have a set of Corsair Void Pro wireless headphones. I think they were $50 or something. Great sound, great mic, plus colors 😝

      posted in Off Topic
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    • RE: Open Question to Developers.

      I personally think a sort of arena/Colosseum mechanic would be cool, where in big cities players have the opportunity to PvP in a controlled environment for riches/fame/glory.

      posted in Questions & Answers
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    • RE: If you buy BETA 2 access, can you play NOW

      @Callgirl Hello & welcome πŸ™‚

      While you won't be able to test Alpha content with a Beta pledge pack, you still have the opportunity to win a free test key by spreading the word about Fractured via this thread.

      posted in Questions & Answers
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    • RE: Travelling is "complicated" to be mild

      @Farlander Has a great point there. While it's admittedly not too bad at the moment, a few months/years down the line when you're a veteran player I guarantee that spending a solid amount of time travelling on the road will get pretty old pretty fast, especially if it's actually long enough where you need to cut several hours out of your day in order to travel, meet up with friends, adventure, then travel back. However I'll also admit that as Specter said, we don't know a whole lot yet about the travel systems. Right now we can only really guess based off of what we've seen.

      As far as the gold sinks go, I guess we'll just have to wait until we get more info on the economy first.

      posted in Discussions & Feedback
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    • RE: Garnering interest: The Great Free City of _______

      @Gibbx Great question 😁

      If you're talking about crime, my impression from the articles I've read so far is that there will be the option to levy NPC guards to provide security to a settlement (as I'm sure not everyone wants to use one of their character slots to roleplay a city guard). If this is the case, we would certainly have a large host of guards patrolling the city to keep the peace. However, I would personally like the city to have poorer districts as well where the guards are less concentrated so bounty hunters, thieves and the like are able to make a living. Trying to mirror a real city, so to speak πŸ™‚

      As far as sieges and the likes go, it honestly depends on what future game mechanics the devs come up with. If someone attacked the city it would obviously be expected that people defend their homes, but what options exist outside of that? Can we use city funds to hire player-made mercenary companies to aid in battle? Maybe we have allies in other guilds that have a stake in the city's survival and don't want to see it fall into an opposing guild's hands?

      These are just my thoughts though. As a free city this is something I we would decide on outside of the game and decide together exactly what measures everyone wants to have in place πŸ™‚

      posted in Town Planning
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    • RE: New player!

      Welcome!

      And I'd have to say Entangling Web is my favorite spell so far. As a squishy mage it's great for locking down a target and whaling on them with magic missile while they're powerless to resist😁

      posted in Welcome to Fractured
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    • RE: Coming from CoE

      Welcome!

      I'll be honest with you, you'll have to wait a while before full release. However, if timing isn't so much an issue for you I think you'll find Fractured has a great group of dedicated & active devs that are passionate about making their vision become a reality.

      If it helps, I'm a pretty big skeptic when it comes to stuff like this and still dropped like $320 on Eternal (something I pretty much never do)πŸ™‚

      posted in Welcome to Fractured
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    • RE: Travelling is "complicated" to be mild

      @PeachMcD said in Travelling is "complicated" to be mild:

      @Recoil - I'm actually enjoying the realism of having to work to get someplace on foot instead of just teleporting

      I'm actually enjoying this aspect too, makes the game feel more real I think. I think straight-up teleportation would sort of ruin this aspect, save maybe a spell for some particularly knowledgeable wizards. I was suggesting the paid transport system because I feel like it'd work for both players that enjoy the realistic aspects of the game without having to sit there and control your character for 15 minutes or more going from city to city πŸ™‚

      posted in Discussions & Feedback
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    • RE: Garnering interest: The Great Free City of _______

      It would be a human city on Syndesia, though which continent it's on would probably be decided after the devs release the full map 😁

      posted in Town Planning
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    • RE: Travelling is "complicated" to be mild

      Just played for a bit, an interesting thing I'd like to note is that while admittedly the journey may not be as long as I initially believed, there's still a marked difference between the time you perceive actively doing something (building, fighting, etc.) and just holding down a mouse button to walk. While my trip only took around 30 minutes it felt like a practical eternity doing nothing but navigating my character.

      Just something to consider I suppose πŸ™‚

      posted in Discussions & Feedback
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    • Garnering interest: The Great Free City of _______

      So I've been sitting on this idea for a couple weeks now and I've finally decided to put up an interest thread. From what I've seen the town planning thread, especially with respect to non-guild towns, has been pretty dry lately. I want to get the ball rolling on a very large player settlement that upholds the the pillars on which Fractured was founded: the ability to thrive in a player-driven world where the only limit is the extent of your own creativity.

      The principle is to found a free city (read about town politics here) that welcomes player characters of any creed, profession, or alignment. The town won't be aligned with any guild (though if you are a member of a guild you are still welcome to live there!), and as per the free town rules, governors will be chosen via election. Aesthetically speaking, picture something like Novigrad from the Witcher 3.

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      In-game, it will be a coastal hub for trade across all of Syndesia. Will you make your living in the market district as a weaponsmith, armorsmith, enchanter, or craftsman? Maybe you'll spend your time in the great harbor, a ship's captain transporting goods across the world or a fisherman selling his catch to innkeeps and citizens across the city. Additionally there will be taverns, inns, churches(of all gods), tailors, and and whatever other venues that can be created as well. It should go without mention that there will be plenty of housing plots available for purchase across the city. The idea is no matter who your character is and what they specialize in, they'll be able to make a living and/or a home here.

      Obviously, this is a tall order and a lot of work and time will need to go in to making it happen. Luckily for us, there's still at least a year and a half until full release which is plenty enough time to get a group of interested folks together😁. Right now I'm just seeing who's interested in making this happen, at some point we'll have a discord group made up, and in the future maybe even have some method of laying out basic city plans as the devs release more info regarding how city building will actually work.

      So, if this is something you'd want to be a part of speak up below! I want to reemphasize that this is a VERY rough idea here (The city doesn't even have a name yet lol), so any and all questions/comments are welcome. Even if you're planning on living somewhere else I'd love it if you made your thoughts known!

      One last thing: just because I'm coming up with this idea doesn't mean I want to the Govern the place. More than anything, I want to be a part of building something that will leave its mark on Fractured forever. I'm not saying I'd decline if elected, but that's by no means what I have in mind at the moment πŸ™‚

      posted in Town Planning
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    • RE: Travelling is "complicated" to be mild

      @Corben said in Travelling is "complicated" to be mild:

      @Recoil I like it. It could be an option for Governors to build in the player towns -huge resource cost, and then charge players to use it with a portion going to the town and the rest as a currency sink.

      I actually really like this thought, I didn't even think of it being potentially useful to a city's economy. Big cost upfront, but then a partial profit goes back to a city's fund which can then be used for maintenance, supplies, trade, etc. Thanks for the input!

      posted in Discussions & Feedback
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    • RE: Travelling is "complicated" to be mild

      Frankly I believe there should be some kind system to bridge the gap between a very large map and shorter travel times.

      Maybe develop a transportation system designed to get you from point A to point B at a considerably faster pace while still allowing you to appreciate the size of the map. Say you start in City A, close to the Northguard Mountains and want to get to the starter town to link up with your friend who just made their first character. By my estimate, this is probably at least a 30 minute trip without any stops or PVE encounters. Instead of getting carpal tunnel from running there yourself you could pay a small amount of in-game money to get in, let's say, a carriage that will automatically take you to the starter town in a third of the time. This still allows for an immersive experience while still cutting down on travel times (because not everyone has 3 hours to spare irl just to travel across the map to meet up with a friend, nor should that be expected).

      This wouldn't negate the use of mounts either, as this system would only let you travel to major points of civilization on the map. You wouldn't be able to, say, tell the carriage to let you off at some point in the woods near a dungeon you want to raid πŸ™‚

      Feedback, anyone?

      posted in Discussions & Feedback
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    • RE: DOTs

      The one DOT I have is the poison spell at the moment, granted I haven’t used it in a bit but last time I checked it was too weak to do any viable damage (I’m currently running a mage build at 18 int). I’ll look at it again next time I’m on but if memory serves it was only doing 10-20 damage (high ball) a tick which with how the combat system works right now is pretty inconsequential πŸ™ƒ

      posted in Questions & Answers
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    • RE: Developer Forum Access?

      I purchased Eternal yesterday and didn't get access eitherπŸ™ƒ

      EDIT: It's fixed now, thanks!

      posted in Questions & Answers
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    • RE: Patch Log - v.a.2.2.0h

      @Prometheus said in Patch Log - v.a.2.2.0h:

      @Recoil said in Patch Log - v.a.2.2.0h:

      @Prometheus do the handcarts work now too?

      Yes, that bug was inserted in the patch 4h ago and fixed in a hotfix patch about 1h ago πŸ™‚

      love you long time ❀

      posted in Discussions & Feedback
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    • RE: Patch Log - v.a.2.2.0h

      @Prometheus do the handcarts work now too?

      posted in Discussions & Feedback
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    • RE: Enchanting table Guide - Basic Mechanics - How to

      @PedroBillyMattos you're a legend, thanks for this 😁

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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