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    Posts made by Rife

    • RE: Server War PvP Feedback

      @Snark said in Server War PvP Feedback:

      Stuff to change;

      1. skill changes/nerfs; 'insect swarm' - 'mind strike' - 'split earth' - 'crystal shackles(increase cooldown)'
      2. straight up remove possibility to enchant physical or magical reflection into your gear
      3. add some sort of root immunity for god's sake (to battle constant rerooting)
      4. give us more base health (increase skill 'second wind' cooldown)

      I agree with 1 -> 3, but not the second part of 4. Second wind is already borderline OP with how much it can heal for CON users.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Server War PvP Feedback

      I agree that we do need cc immunity.

      Especially when people can chain lock you with different kind of ccs as well. Like stun -> Silence -> Confuse -> Stun ....

      Basically make's the combat feel not engaging at all

      posted in Discussions & Feedback
      Rife
      Rife
    • [Suggestion] Red players should not be able to suicide for ~10 seconds or more

      When red players are killed, they should not be allowed to suicide for around 10 seconds or so, or maybe they should not be allowed to suicide at all?

      This is because it's counter intuitive, where they can workaround getting jailed by just committing suicide.

      Sheriffs would then become essentially useless.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Feedback on the new durability

      Also, it's been ages, but it makes literally ZERO sense that mages get to craft staffs and mage clothes INSTANTLY while heavy armor and medium armors requires incredibly long processing times.

      Light armors NEED processing times too, as well as Wood ( staves, bows, shields that use wood )

      P.S I'm a mage using light armor and staff.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: June 30 Update

      There are no arctic wolves around the arctic wolf legend, which would be contradicting the statement whereby legend summon materials can be found nearby the altar.

      posted in News & Announcements
      Rife
      Rife
    • RE: Legends need to change

      @Logain said in Legends need to change:

      Wouldn't the incentive be the content of PvP?
      You have little to loose as neutral player (backpack items), but supposedly plenty to gain (content wise). If you need items/in-game gain as incentive for PvP, isn't that a sign that PvP content is lacking? There's no/little permanent item gain in MOBAs like LoL and DotA2, the joy's the match, not what you keep after the match.

      If I wanted to have PvP have no consequence of gains/losses, I'd be playing MOBAs instead of MMORPGs where PvP can be more meaningful. You probably don't understand the competitive mindset - when we're doing PvE, we're after a certain set of objectives, either to get materials or to get kp. We'd always choose the most "optimal" route to get that, and since there is nothing to gain, but everything to lose when you're farming as neutral, the most optimal choice would be to farm as blue.

      Of course, when we're doing leisure farming and are itching for pvp, we'd be farming as Neutrals, but the point is, competitive PvP players would always choose optimal routes of doing things - if the optimal way to farm is to farm as blue, then that is what we/they'll be doing.

      @Logain said in Legends need to change:

      So, how many of them stated that they would return if Legends would be announced in advance?
      Your prediction with raids has been off, couldn't your prediction with Legends be off as well?

      Just making the changes I mentioned for legends is definitely not going to suddenly bring in an influx of players - but it's definitely going to lead to the legends being more utilized and will bring more engagements and player activity back.

      @Logain said in Legends need to change:

      The disadvantage is, there's a risk to your suggestions. If these don't manage to get a large quantity of new/old PvP players, but scare off the few remaining PvE players, there's serious financial consequences for the studio/game.

      Remaining few PvE players? You mean the <10 PvE players that don't even do legends? Not sure why they would be scared off. Nobody is even doing legends right now.

      Now is in fact the perfect time to make drastic changes considering that there is basically nothing to lose, but everything to gain, considering the lack of a playerbase.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      @Logain said in Legends need to change:

      Didn't they all start playing at the beginning of the beta, like the thousand(s) PvE player that did?

      Yeah, thousands of PvP players did too.

      @Logain said in Legends need to change:

      They didn't stay.

      Nobody did. Was it a surprise? They removed the viability of being reds once players have t2 armors, raids and sieges were bugged, nobody likes the current recipe and equipment progression and not to mention the other tons of bugs they had.

      @Logain said in Legends need to change:

      So if PvP players can find PvE players to engage with, but they can not find PvP players to engage with, and both inhabit the same space, wouldn't that imply a difference in numbers for both populations?

      I found more PvP players than I did PvE players, but any smart player, be it PvP or PvE, would be flagged blue when they're doing serious PvE, because there is simply no incentive to be neutral/red when doing PvE.

      @Logain said in Legends need to change:

      Like raids on cities? That are enabled now and would be a set time and a set place?
      They should classify as everything you've advertised would draw PvPers back in.
      How many people have participated on how many raids this week?

      I was startled too, I honestly expected way more people back. When I started talking to players though I understood why they didn't. They just lost trust in the game. When the patch said they enabled raids - they had no mention on the bugs they fixed regarding the raids, almost all players I talked to said they weren't coming back because they expected a ton of bugs on the raids still, considering that lots of them also lost their stuff from houses that decayed, they were simply not willing to put in more time to build up characters to play on raids they feel would be bugged as hell.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      @Logain said in Legends need to change:

      Since announcing legends on summon doesn't change anything on the gameplay mechanics, the conclusion would be that PvP isn't lacking in mechanics, but in availability/odds of happening.
      If this was the case, the PvP crowd could easily fix this by itself through flagging neutral and keeping flagged neutral, which is basically the same as playing as a Demon on Tartaros.
      If there is a massive PvP crowd (as you claim), all of which are flagged neutral, you have high PvP availability/high odds to encounter a PvP fight. In which case, you don't need additional circumstances to advertise PvP, because PvP is the content anyway.
      Which means that one or more of your axioms has to be wrong.

      Your arguments sadly are missing a key point. While there is a massive PvP crowd, it is illogical to think that they will all suddenly start playing at the same time. You first need to draw them in, and when they stay, more of them will start trickling in.

      The problem right now is that while you can flag as neutral, you have no idea where the other neutral players are - the world itself is big, so roaming for a long time just in the hopes of finding pvp will make your game less of a choice compared to games where players know where to go to get into the action. This is why legends should be announced at start - this allows people to know where the action is, and where to go to find pvp.

      So no, my axioms aren't wrong, you just have the mistaken belief that the entire PvP population would suddenly start playing at the same time.

      Also players roaming around in neutral status versus fighting over the legend is two completely different things - one is just purely PvP, while the other is PvPvE, in fact, you can say that fighting over legends is akin to fighting over resources, which is something people would have more incentives to fight over, instead of just roaming around for pvp.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      @GamerSeuss said in Legends need to change:

      @Rife

      1. Fractured is exactly the kind of game that PvEers like myself enjoy, and studies have shown that PvE players far outnumber PvPers in all MMORPGs.

      "Studies"? Could you please link to me such studies? Because based on past examples like New world, this certainly does not seem to be the case at all.

      As to why you have to have a Neutral with you to summon a Legend, it's because they want to encourage Neutral play on the Neutral planet, and include the RISK, not the certainty of PvP play, which is why announcements were moved to on death, not on summons.

      There is almost no risk when the announcement is on death. In this case, they might as well allow blues to do legends as well.

      In fact we can clearly see that the current legend mechanics is just not fun - players are not doing them as often as they should be, and the current mechanic does not seem to give players any sort of engagement.

      Heavy PvP tends to drive more players away than it pulls players in. You want to build and encourage population, you make the game attractive to PvEers first, and make sure you make the graphics and mechanics they like.

      Engaging Pvp drives more players in than it pulls players away, especially in a sandbox game like Fractured.

      Also, Fractured's graphics is mediocre when you compare it to the other PvE story driven mmorpgs that PvE players actually go for.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      If Legends were not meant to be PvPvE content, there would be no use requiring us to turn Neutral to do it. Even blues should be able to summon legends then.

      Also, I'm not sure where you're getting this misconception of PvP being the smallest population overall versus PvE players?

      It seems like alot of people have this growing misconception that PvP players are a minority and that the PvE players are a much bigger fanbase, and the game should cater to these "PvE" players to increase population count.

      Sorry to say, but history already proved this to be untrue. Look at New World, they removed the hardcore sandbox pvp elements in the game, and did their best to make it casual and PvE friendly. Did that draw in the "massive" PvE player base that you guys seem to keep alluding to? Well no, it didnt, the game kept losing population until it is where it is now.

      You need to understand, that the "giant PvE casual" playerbase only goes after a very certain type of game - that is, one with beautiful graphics, engaging story, and a third person game. They are not going to be playing an isometric game with mediocre graphics where you have to use mouse clicks to move.

      A game like Fractured which prioritizes sandbox gameplay elements over graphics and story/quests will draw in just as much, if not more sandbox pvp players than your "casual PvErs". So please, this argument of PvE players exceeding PvP players does not work on a game like Fractured.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      @Logain Not sure why you're bringing this "PvP" player versus "PvE" player mentality.

      Legends are an end game PvPvE content. Right now it's not used at all because it's not good PvP content, nor is it good PvE content. It's not doing it's job as PvPvE content because of how it currently works, which is why I suggested the changes I did, to make it engaging and accessible PvPvE content.

      PvE players can still run around and do their PvE content as blues.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      You can literally park an alternate character at a legend spot and check if there are other players there or not. This would basically mean that you have 0 incentives to camp legends since it's way too easy to check if a spot is being camped. Which would then eliminate it as a PvP risk zone.

      Your post is entirely about "as population increases", while my suggestion is to help the population increase.

      Considering how the population is pretty bad right now, there is no harm, instead, there is all the incentive to introduce these kind of changes to draw players back in.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Legends need to change

      If legends were announced at the start but it still took mats for it to summon - then yes, I agree nobody would do them.

      If they were only announced at 2 minutes in, it's still way too low risk, because 2 minutes is way too much of a short time considering the time taken to run any where.

      If legends were free and announced at the start - it wont draw the whole continent to it, because it wont just be 1 legend being summoned, multiple legends would be summoned.

      Right now the game just lacks content, and having legends be free and announced at the start will get more people trying it out and fighting over it = more content to do.

      posted in Discussions & Feedback
      Rife
      Rife
    • Legends need to change

      Right now legends are not really a feasible PvPvE event simply due to the cost of the materials to summon them.

      Imo, legends should be a much more accessible PvPvE world event, simply because it'll encourage users to have more content to rally around and have fun experiences.

      There are only two things needed to improve Legends to make them a much more accessible and competitive feature.
      i) Remove the need for materials to summon a legend
      ii) Everyone in the continent should have a message saying that the legend has been summoned ( not just give an announcement on death ).

      With number (ii) legends can actually be a proper PvPvE event which it simply isn't now. You need to turn on neutral to do legends, but the fact that they are only announced on death makes the whole turning on neutral to do it pretty useless.

      However, by making it a proper PvPvE event, the summoners should not pay such a huge penalty for it, as there is a risk they will not be the ones who end up killing the legend. Anyone should be able to summon a legend without cost - this allows more players to get their feet wet into the legend event experience without suffering any losses.

      Legends right now are hardly summoned as they are really expensive to do so, and also, does not create content for other players as they only know the legend has been summoned after it is dead.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: PvE & PvP Balancing Feedback Thread

      Ill be the second. I agree with all of Spoletta's comments.

      Most of the mage spells which can't crit deal abnormally low damage due to low modifiers and not having weapon damage included in the ability damage like most other abilities do. ( In fact, mage abilities are the only ones which suffer from this drawback )

      There are also a few channelling AoE mage abilities that can hurt allies that would also be horrible in pvp - You'd be hurting your allies with the skill, so the only option would be do to it among enemies, but you would be vulnerable during the casting because you're channeling. These abilities would also be in the "never should be taken" list.

      In terms of armor balance -

      Warlock armor still feels too OP. Cooldown reduction is an extremely good trait, and having something like 70% cooldown reduction, while Scholar which only gives 30% added damage after a while doesn't feel balanced at all.

      Scholar's passive mana reduction on the armor is way too underpowered, when you compare to the critical chance you get from assassin's clothes. In total you can get about 11% mana cost reduction for scholar, versus 8.5% crit chance for assassin's clothes. The difference here is too huge, especially considering critical chance is a way more powerful trait compared to mana cost reduction. The mana cost reduction has to be way higher to be equal to 8.5% critical chance, or assassin's gear has to have lower critical chance.

      In terms of weapons :

      Energy staff's passive 15% cooldown reduction far outshines all of the other staffs. CDR is one of the top traits to have, and 10 stacks from the other staffs can't even compare.

      I personally was also not a fan of the change where bonus damage is not applied to critical damage ( which was changed two patches ago ). I think it was fine that abilities crit damage amplifies damage + bonus damage.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Current issues with build diversity

      I agree with the OP post as well.

      I'd like to add in addition to the set bonuses, the native properties of the light armors also don't seem to be equal.

      For example, assassin armor set in total gives you about 8.5% crit chance, while scholar armor set gives you 11% mana reduction. This is simply not equal, 8.5% crit chance is way more valuable to have than a measly 11% mana reduction.

      posted in Character Builds
      Rife
      Rife
    • RE: Mage abilities and equipment needs a change

      I dont think naked mage should be a thing at all.

      It's going to be a pain to balance the fact that you can have a class which barely needs any equipment to do a good amount of damage.

      I'm with Spoletta on this one - where I believe unarmed as well should have a "weapon" which can be cloth wraps or gloves or something similar.

      It makes little sense where we have some classes need to farm so much more materials and reagents while another doesn't need to at all - and when we balance it in it's viability, then late game these classes which don't need as much materials would be useless if we balance them to be less viable then the classes which need equipment and farmed materials.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Neutral alignment needs a change

      Legends are designed to be PvP hotspots. That's the whole reason why you need to flag neutral to do them.

      The problem right now is that the current behaviour makes it such that there is no difference doing legends neutral or blue, because you can find almost no pvp at all doing legends, which should not be the case.

      Not sure why you guys keep mentioning legends as "ganking" hotspots, it's not a ganking hotspot, if you mean a hotspot for gankers to camp, they can already do that now regardless of announcement of summons.

      The announcement also makes it so that the people who announce have the upper hand - they are the first one there, they can setup the traps/counter gank more effectively than the people who come after.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Mage abilities and equipment needs a change

      In almost every single MMO, a weapon upgrade equals to higher damage counters, it's only the mage abilities on Fractured that this is not the case...which is really weird.

      For warriors, I would just nerf the damage capabilities of things like slayer armor and adjust some of their skill values. When mages have their abilities also include their base damage, they'd be doing just as much or more damage with the slayer armor nerf and tweaks to their ability numbers.

      posted in Discussions & Feedback
      Rife
      Rife
    • RE: Mage abilities and equipment needs a change

      @spoletta Actually I disagree with you - skills should be based on weapon damage, and they can be balanced because abilities have weapon types that they are allowed to use. For example, alot of the heavy hitting skills like heavy blow etc require heavy weapons which are all slow, so the "weapon damage" portion of the skill can be set with that in mind.

      For other skills that for example can be done with light weapons and heavy weapons - we can always split the skill into two, one with the heavy variation, and one with the light variation.

      It feels really weird on the character/equipment progression part of the game when your weapons dont influence your skill damage.

      posted in Discussions & Feedback
      Rife
      Rife
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