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    Posts made by Roccandil

    • RE: [FRAC-1789] Heavy materials duplication with the handcarts

      I was able to occasionally duplicate mats by picking up a mat, and then clicking repeatedly on something that needed more than one of the mat.

      I couldn't reproduce it reliably, though. Seemed like it only worked for me if one of the mats was already placed (like in a 1/3 wall), and it only ever doubled the mat (never counted as 3+).

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • RE: [A2.2.0] Enchanting Table Blueprint Placement in House

      Yes, I had the same problem.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • Dire wolves aren't dropping dire wolf hide

      I noticed in the crafting station that dire wolf and warg leather provide bonuses over regular leather, but while warg hide is dropping from wargs, dire wolves only seem to be dropping animal hide (and normal wolf claws).

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • RE: Cotton Cloth for Scholar Clothes

      It -does- occur to me that one advantage of cotton is that it can be mass-produced in town (at least in the starter town).

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • Not unlocking all creature data at 100% knowledge

      Noticed that even when I finish getting knowledge on a creature, some data is still hidden. Is that intended?

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • [FRAC-1792] Still can't adjust attributes

      During character creation, the widgets on the left side of the attribute interface are off the screen, and I can't access them.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • RE: Cotton Cloth for Scholar Clothes

      Was wondering that myself! I couldn't find any difference between cotton or linen clothes.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • RE: Alpha 2 - Test 2 Launch Day Revealed

      Yay! 🙂 (And I wants a mage staff!)

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: How big should guilds allowed to be?

      @Razvan said in How big should guilds allowed to be?:

      I completely agree with @Shivashanti.

      In Albion the limit for guilds is 300people are there are no limits on alliances. The result is a few huge (~3k people) alliances that control vast areas. Basically there was almost no risk in gathering and farming in a zone controlled by my alliance.

      Not any more, due to a new mechanic called alliance point sharing. There are still a few big alliances (ARCH, PoE, EGO), but not as many as there used to be.

      One predictable effect is new players getting squeezed out. 😞

      Note that one "feature" of Albion that Fractured will not have (As far as I know) is realmgate-centric PvP. In Albion, realmgates provide a indestructible base, backed by an infinite market and personal islands. This allows alliances to stack an infinite zerg on a gate to enter the Outlands, all with the same time-to-target. (Albion is trying to correct that with the Queen update and the new hideout system, but we'll see.)

      In Fractured, stacking an infinite allied zerg in the same place should (at least theoretically) be more logistically difficult, since the map is so big, and players will be based all over the place with no teleport options.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Is Fractured going to be as grindy as say Wurm On-line?

      @Farlander

      Yeah, building a house is tedious, but nothing like Wurm Online! 🙂

      In Wurm Online you had to grind masonry/carpentry skill before you could build, and then building was even grindier than Fractured! 😛

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Is Fractured going to be as grindy as say Wurm On-line?

      So far, no sign of anything approaching the grindiness of Wurm Online. 🙂

      It does look like you need to kill a certain number of each type of creature to get maximum knowledge in that creature, which may come with its own issues, since some creatures appear hard to solo, and it's not clear (to me) who gets the knowledge from a party kill.

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Short feedback

      @Einhar

      I agree, there's too much RNG in combat. Based on what I'd previously read of the developers' philosophy, I was hoping that wouldn't be the case, but ah well. 😞

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Gobblin Enforcer can't be killed by solo mage

      @PedroBillyMattos

      I totally agree that the goblin heal spell is broken. Any time a game includes a cheesy infinite-heal mechanic like that, I get disgusted and do something else (and sometimes I simply never come back to the game).

      I wouldn't mind, however, if that goblin were made much harder to damage.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Give us Attribute Resets please

      I'm very much in favor of attribute resets. If there is any depth to Fractured at all, the attribute system will front-load a massive amount of gameplay choice for which a new player cannot possibly have the in-game experience to understand for themselves.

      I would thus expect many new players to start off with a template build, and then figure out through actual gameplay experience that they would have much preferred X build optimization.

      Thus not allowing resets would be frustrating for many people.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Combat Targeting

      Currently, targeting is extremely annoying. I'm fighting the interface more than the enemy. 😞

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Thoughts from playing as mage

      Oh, it also occurred to me that while seeing all a wolf's stats is cool, I didn't notice any in-game effect: my toon didn't get any better at fighting wolves.

      While it might be nice as the first person to get 100% knowledge of hard-to-find mob X, once it's done and posted to the internet (which is probably inevitable), is there incentive for anyone else to make that a goal?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Thoughts from playing as mage

      Completed 100% wolf knowledge, but that didn't unlock any potential abilities. 😞

      Tried soloing one of the goblins that heals itself, using a hammer to stun while I got its damage down with firebolt, and it didn't do any good: it just kept full-healing itself. That mechanic feels cheesy. 😞

      On the plus side, the trapper goblins were more interesting. 🙂 At least I could kill those!

      Anyway, I don't see anything I can unlock further, so kind of a bummer. I don't like running around aimlessly hoping the next thing I do will prove to be the magic piece of the puzzle.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Thoughts from playing as mage

      Am wondering how knowledge points are distributed if multiple players attack the same mob. Does only the player who scores the killing blow get anything?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Thoughts from playing as mage
      • You can't click on something you're standing over. Would be nice if your avatar were ignored for the purposes of picking stuff up or clicking on an enemy.
      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Thoughts from playing as mage
      • Couldn't set attributes, so had to go with default
      • I like that I can see more information on what attributes do
      • Starting out with a limited spell set and gear is cool
      • Knowledge pane is interesting, but I saw no mage goals for new spells, or any other kinds of abilities, or any way to even unlock simply knowledge of what might come next (did I miss something?); I had nothing to spend points on
      • I did have fun scouring the map for things I hadn't discovered yet
      • I like how you get more information on mobs as you kill them
      • Would like to be able to study corpses instead of looting them
      • The firebolt is a good, bread-n-butter spell
      • I fought one goblin, and it kept auto-healing to full, which was very annoying (I just gave up); in general, I don't like mobs healing themselves
      • Combat was frustrating in general, simply due to the interface: I really want to be able to target something and then just hit keys to attack it (like Albion)
      • It's nearly impossible to cast a spell on something north of you in melee range
      • Fighting near anything on the map you can click on is really bad, a right-click-to-move option that ignored clicking on anything on the map would help a lot
      • Clicking on things in general is extremely frustrating: there's a context issue of some kind that makes clicks not work the first time
      • The crafting pane remembers what tab you had previously selected, but the contents revert to default
      • I wish the staff was considered a mage-friendly weapon
      • I crafted quite a few different items, but didn't seem to get any knowledge from it
      • I didn't try building yet, but I did see floating fences on some claims 🙂
      • I like how plots are visible on the mini-map now
      • I did experience items disappearing
      • Oh, and I did craft some floating campfires 🙂
      posted in Discussions & Feedback
      Roccandil
      Roccandil
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