Well, the EA trailer is actually just limited to EA features.
Demons are in EA, just not at the start of it.
That said, no matter where the game is promoted, the sale pitch is always based on pursuing the playstyle you prefer, be it pvp or pve, so the game has to offer both in equal measure.
Best posts made by spoletta
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RE: PvE & PvP Balancing Feedback Thread
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RE: Recipes craft drop
It is still valid, but it doesn't contain the monsters from the new continent.
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RE: No steam key??
@Xzoviac we are still all on Glyph, even the ones on Steam.
Steam just launches Glyph. -
RE: Feedback after 50 hrs
The release is actually in around 5-6 months going with the actual plans.
Also, I find strange your comments since typically the critic moved to this game is that it is too fast to reach the cap of equip and there is no more margin for improvement (which is kind of the objective, since this is an horizontal progression game).Now, you were faced with plate armors which are for sure the most difficult item to make, but even those become almost trivial later.
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RE: Feedback/Suggestion: Wagons and empty plots.
The owner should get the ability to destroy wagons on his plot, in the same way that currently a governor can destroy any wagon in the city.
For now though what you can do is ask a GM for help, by sending the coordinates of the plot, and a screenshot indicating which carts you want removed.
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Feedback on the new durability
Short recap of the current durability situation for those who joined us only after Early Access.
During the first beta, we had big issues with the durability system, with crafting mastery levels that gave huge amounts of extra durability to items and no durability loss on knockdown/Death. This led to a quick saturation of the market and death of the economy. Ranged characters in particular had eternal equipments.
To address this, the devs have correctly applied 2 changes in this new Beta:
- Halved the bonuses to durability granted by mastery levels.
- 5% durability loss on knockdown, and another 5% if you get executed.
With these 2 changes, the equipment has now again a limited life, and what matters the most, pvp finally causes an effective durability loss, while previously it was a pve only thing.
As many have experienced in these first days of Beta, the life of an equipment can now be as short as a 2 days if you really go at it. Also, the coming raids will be impressive durability grinders.
In my personal opinion this is a fine situation, it is an improvement over the previous system, and adds to the depth of the game. It doesn't come without issues though, and the elephant in the room are clearly the poor t1 warrior equipments.
It was already a VERY harsh experience for warrior, discovering that to get a metal armor he had to take days of work between mining and smelting. The fact that he is now likely to lose that armor in 2-3 days has been the cause of some rage quitting from the game.In fact, I believe that for this system to work, there must be some rebalancing of materials needed for the crafts, and in particular for the craft of t1 metal equipment.
I would propose the following:
- Chain armor 5 ingots (2 -1 - 1 -1 )
- Plate armor 5 ingots (2 -1 - 1 -1 )
They are t1 equipments that don't even require a recipe, they can't require the concerted effort of a city to be made! - Leather/Hide armor 50 hides. No changes.
- Common clothes 50 fibers. No changes.
The crafting effort for these t1 armors is the correct one given their low durability. - Scholar/Assassin 125 fibers. (50-25-25-25)
- Rogue/Warlock/Ranger/Hunter 125 hides. (50-25-25-25)
The T2 cloth and leather armors have always had a frankly risible cost in base materials. Since we are talking about rebalancing crafting efforts, I believe that they should be addressed too. - BattleMage/Cleric 15 ingots. No changes.
- Slayer/Knight 20 ingots. No changes.
The crafting effor for these t2 metal armors is already considerably high.
As for the weapons:
- Metal weapons. No changes.
- Wooden light shield 3 planks
- Wooden medium shield 5 planks
- Quarterstaff 5 planks
- Shortbow 5 planks
- Longbow 5 planks
- Club 5 planks
- All trees (except the ones which reward only hardwood), yield only one plank of the specific wood of that tree and the rest of the planks are hardwood.
- Remove hardwood plank as a material (hardwood logs are still usable as building materials)
The difference in difficulty between making a weapon in metal and one in wood is light and day. While metal weapons have lower durability and should be easier to make, the difference is just too much. These changes would make it still easier to craft wooden weapons, but would give at least a little bit of dignity to the wooden materials.
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RE: PvE & PvP Balancing Feedback Thread
As I said elsewhere, the problem here lies with strike wounds.
That skill is the main damage source for both bows and also causes problems for the balance between melee builds. That skill makes it so that your weapon damage is secondary.The fact that a longbow has an higher damage than a shortbow doesn't really count, because the damage does not come from there. For melee builds too, it is all about the attack speed, to be able to deliver as many strike wounds as possible.
It also means that the greatest part of damage of any archer or melee is pure damage. This simply cannot work.
IMO that skill has to be changed. It should be based on the base weapon damage and cause extra damage instead of pure damage.
Something like: "Increase your basic weapon damage by 1% for each percentage point of health the target is missing, up to [DEX+PER]*2%"
This would be a very big nerf to that skill, but let's admit it, it is too strong.
Even like this it would still compare favorably to the other skills of that kind like vicious attacks and bloodlust (especially considering that it is always on and without mana cost).
Alternatively make it less automatic. Make it like the other skills with a mana activation cost, a 10 sec duration and a 20 sec cooldown. And it would still be too strong, would need to be increased to 3 memory points.
Some don't want Strike Wounds touched because that skill is the whole reason that some dex based builds can work. The correct fix here though is to first address Strike Wounds, and then increase the base multipliers of weapons. This would make it so that skill which increase your basic damage have again a value. Skills that decrease the opponent armor too.
In short, please remove that crutch!
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RE: Can we get an answer on this?
Arboreus for sure will not have all the skills and resources, that goes against the design of the game.
A continent can be self sufficient by having enough, not everything.
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RE: Crafting considerations
The previous city system has been removed because it was excessively punishing to solo players. If you were not part of a guild, you had no access to crafting. Period.
This game tries to make everyone happy, and allow a whole different range of play styles. One of those is wanting to play solo. This is why that city system was scrapped in favor of this one which allows all players to access the full crafting content, without requiring anyone's consent or approval.
Obviously you can't access ALL crafting, since this would make solo players superior to group players which are limited to what they develop inside their city.
This is the best compromise you can have. Both solo and group players have access to the same exact crafting capabilities and are subject to the same limitations. Sure, if your area gets abandoned you will feel the effects, but again, this is the same for everyone in the area. This isn't the game being mean to solo players. All players are in the same boat, solo or not. Actually, you got it better. Losing a city means losing a lot more work than just an house and a few smelters. When a city goes down it is a big impact for the area, but solo players are by far the ones less affected by it. 4k gold later and a few carts of stone, and they now have their chill home somewhere else, while that group will take weeks to recover what has been lost.
Even if that happens, you are not out of luck, since recipes are personal and not city based. Your city has gone down and you lost all techs? Well, you can still craft a lot of stuff in the starting areas while looking for a different spot (again, like everyone involved, not only solo players).
The current city system is any is perceived as being excessively skewed toward solo players. Guilds have to do all the work while a resident only has to leisurely select his city of choice and grab the fruits of that guild's work. Also, this is a sandbox, a game based on player's interactions. You may decide to play solo and not interact with anyone, but if someone's choice and actions have an influence on your game, that's not bad design. That's the literal definition of sandbox.
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RE: Crafting, and "long term goals" of community/devs
Your very vital feedback has been taken in consideration and tubs have finally found justice.
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RE: Crafting, and "long term goals" of community/devs
The following would be my ideal system:
All refining station can accept up to 99 of each item, and will keep working until they have materials inside. Having to load them again and again is not very casual friendly.
Smelting time to get regular ingots changed to 6 hours (to compensate for the fact that they will run without requiring a refill every 4 hours). The 16 hours of tubs is instead reduced to 12.
Smelters renamed to "Kiln" and advanced smelter to "Advanced Kiln", so that they are applicable to wood curing too (potentially also for alchemy).
Tanning tubs renamed to generic "Tubes", which are used for leather, cloth and hide.
Add a small charcoal pile blueprint, which occupies a 1x1 slot. Takes 8 wood and produces 4 charcoal in 6 hours. Personal plots rarely have the space to build the big ones. It is quicker but less efficient than the big ones, making it good for small self productions.
Limit of 1 kiln and one tube for each personal plot. Limit of 4 kiln per blacksmith and carpenter building. Limit of 4 tubs per tailor building. Limit of 2 tub and 2 kiln per workshop building.
T1 metal armors use "low purity" ingots, which are made in a second tab of the kiln in 10 minutes using only 2 ores and half the normal temperature. This way you can craft yourself a full plate with a little more than one cart of ore and 4 hours total of smelting. Reduce the durability of chainmail and plate armor to compensate.
Increase by a wide margin the durability of t2 metal armors.
All cloths, leather and hide need to be soaked in the tub before being used. This produces a "Cured" version of the base material. This is made in a second tab of the tub and takes 4 hours. These cured materials can be used for all t1 crafting.
For t2 you require the "Pristine" version which takes the standard 16 hours and produce 2 pristine materials for each 5 materials placed in. This may also require a specific technology respectively for cloth and leather/hide. Slightly increase durability of the t2 armors.Wood logs before being chopped into planks need to be cured in a Kiln. Identical process to smelting ingots. Each wood has its required temperature. Hardwood and softwood cannot be cured, they are only for charcoal piles and for buildings. Each tree gives only 1 log of its specific wood and the rest in hardwood. Each log when cut gives 2 planks. Change the cost of all wood productions (including shields) to 1 plank. Decrease the durability of wood weapons, so that they are balanced in effort/durability with the metal ones.
All shields are brought to t2 tech level, with corresponding recipes.
All in all this reduces the grind of t2 dropped materials (since all t2 armors get increased durability), but makes it so that cloth/leather/hide armors have an actual cost of base resources instead of only dropped t2 costs (like the metal armors).
It makes crafting t1 metal and leather armors far easier for the solo player, but less braindead to make hide and cloth ones.
Keeps wooden crafts as the easier version of the metal crafts, but brings them to be at least in the same ballpark.
Gives each plot a value in being able to refine a certain amount of resources, and this becomes a source of income for the solo players. This also ties the owners of a city more to its residents, since they are good providers of the refined materials once the city develops that tech. The city can only produce so much without getting help from residents, or it has to invest in additional crafting buildings, which has its own issues.And now I have spent 2 hours writing a post which no one will read, and that for sure will not be implemented because it implies too much dev time
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October 20, 2022 - The Arrival of the Blessed Guardians!
Puts on a hat with horns and a sign saying "Totally Arcahem"
Hello adventurers!
The Patch Notes for the "The Arrival of the Blessed Guardians" update are now available!
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RE: October 20, 2022 - The Arrival of the Blessed Guardians!
The explanation was given in the last council.
Adding these humans literally required to just draw the new hair types.
Instead if you look at the other races, they have different animations on top of different skins. The animation is probably why we still don't have them, since we know that they have a long queue of work in that area.
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RE: Forum mods
I don't really have much access to dev stuff, but if in the future this changes then I could probably do this.
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RE: We're back, Baby!!!
Prometheus did actually make a joke like that...
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RE: NPCs needed in all towns even Player run towns.
The easiest implementation is indeed made around the marketplace.
You can add NPCs to every station, to the bank, to the tavern, shrine... whatever.
Each npc when talked to simply opens the marketplace of that city, and sets the filter to the one specific for that npc. You talk with the barman? You open the marketplace with the filter on food.
Would make a lot for the aesthetic of the game with probably not a lot of effort.
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RE: Out of the Loop
Doc gave a good summary here https://forum.fracturedmmo.com/topic/15611/closed-development-notice/7
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RE: A few spoilers
Legends are not what I call grind, at least on Syndesia. They are more of a pvp event. On Arboreus indeed the situation is different, but the game was always supposed to have a grind part for those that wanted it. The point being that you were not required to do it to be competitive or to enjoy the full content of the game. The tests so far had demonstrated that the "We want grind" players were not satisfied with the game, so this system is throwing a bone at them.
It would be nice to have this system completed with a source of orbs coming from the Journey system which rewards you for exploration achievements, which would indeed tie the skill leveling up to exploring as was initially suggested and provide an easier and non grindy source of orbs to get you to a decent level of skills (level 2 IMO). -
RE: A few spoilers
Sorry to say that you just don't have the data that I do. I regularly received feedback from players requesting:
- More equipment progression
- No cap on unlockable talents
- Harder grind
.. and so on.
Despite us not being here for that kind of game, there are people which do request those features. Lots of them actually.
You have to balance them with the fact that this is supposed to be an horizontal game, so a system where you get to 80-85% very quickly and then have to struggle through the remaining part is IMO the best compromise. -
RE: Human Standing Profile in Character Creation is Off on the Legs
As many artists know, the "normal" position for a person is with the knees slightly bent, but indeed this could be a bit exaggerated...