As many artists know, the "normal" position for a person is with the knees slightly bent, but indeed this could be a bit exaggerated...
Best posts made by spoletta
-
RE: Human Standing Profile in Character Creation is Off on the Legs
-
RE: Feedback / QoL ideas
1 is already planned
2 I agree with, when the situation gets crowded, targeting becomes difficult
3 I believe that the devs said no to this one. The basic ground simply looks terrible without grass on it.
4 Weather effects right now are just cosmetic, but in the future they will have gameplay effects. Turning them off would make the player unable to understand what is happening.
5 I don't know exactly how auto attack could work in a game of this type. -
RE: [Suggestion] Red players should not be able to suicide for ~10 seconds or more
@guduffra20 said in [Suggestion] Red players should not be able to suicide for ~10 seconds or more:
Taking advantage of this topic, I would like to say that the rate they place on accuracy is absurdly expensive!
And understanding any character for 3 days or 2 is absurdly high.
Put hours, not days!!!!!!!!!!!!!!!
Sorry, I'm not sure I understood what you meant.
-
RE: Primal fiber and dark splinter drop rate proportion
Agree. There's a few issues like this one around which will have to be balanced.
-
RE: List drops in the Bestiary
They don't, but you can find them all on the wiki.
-
RE: Ability Attributes and "Mana"
The game is set in a way that any dumb stat is bad. INT is not a "caster" skill, technically all stats are useful to every build.
So far this isn't always true, a caster can safely ignore DEX and many times also STR and CHA.Originally a caster could not ignore DEX because it gave movement speed. CHA gave more luck and luck was a lot more useful. There were 2 different life bars, one based on STR and one on CON.
Now after all the changes that happened, this paradigm is no longer working.
More than specializing even more the stats like it is proposed here, I would instead go back to the original intents.
I would roll back the increased mana regen on INT (which was moved from 1.5 to 2 per point) and instead give 1 mana regen per point to CHA. Also return CHA to 40 luck per point instead of 25.
I would increase the encumbrance on all armors, but have STR decrease encumbrance.
Give Dex a bonus to cooldown reduction.
Give perception a bonus to the zoom out limit like it was proposed in the other thread.This way, all attributes have a use for everyone.
-
RE: Mana for physical toggle skills?
CHA is luck which technically affects everything.
STR regulates health regen.
-
RE: Mana for physical toggle skills?
@MidniteArrow I though of this many times, but it would make playing mage quite harder at low levels.
Consider that the devs progressively increased the mana regen to 2 per INT from the original 1. This fixed the mana issues at low levels, but we are seeing that it makes mana a non concern at high levels, so it could need another touch.
-
Frozen Status Effect
With the recent balance patch nerfing most forms of CC, we are now left with just Freezing as the only CC with a long duration which wasn't touched.
For those that don't know how this works, a target becomes Frozen when it reaches 100 chill stacks. The frozen effect always lasts 4 seconds, and during that the target has +300 to all physical defense, and -200 to ice resistance.4 seconds is a long time, there is also no way for the target to cleanse it. Cryomancy is full of spells which benefit from the target standing still (ice spikes, shivers, cloak of frost), so the damage that you can receive in those 4 seconds can be very high.
Now, I have seen some suggestions regarding making it harder to freeze a target. I partially disagree on those, since freezing a target is what frost mages do, and if you make it too hard, it kind of makes them less fun.
I would prefer to make the freeze effect a bit less dooming. Have it break at the first instance of damage, but drop cold resistance by 400 instead of 200 and turn the next attack suffered into an automatic critical hit.
This way, the frost mage gains 4 seconds to set up a big attack, but it does no longer have 4 seconds of free play on the target.
This would also finally give a reason to exist for icebound blast, since it is the single biggest source of damage for cryomancy (allow it to crit) and would become the perfect spell to burst a frozen target. It also has AoE.
-
Mana overflow
"How do you increase mana regeneration?"
"Where are the mana potions?"
"How do you rest?"If you have not heard these questions at least ten times in the general chat, you have probably never looked at it. Especially at the start of a test.
Fractured has always had the issue that it wants to recreate a MOBA style of fight, but has to join it with the usual aspects of an MMO.
The mana management has always been one of the hardest parts to balance. In a MOBA if you start firing your skills on minions, your mana will be kaput very quickly and its regeneration is slow.
In an MMO though, you have to fire your skills a lot of time when doing PvE activities.The result is that the mana was never enough and especially newer players which had no experience in optimizing their mana, were constantly forced to recover mana. And this wasn't fun.
That's why with time, the 1 mana/sec granted by INT became first 1.5 and now even 2 per second.
The objective has been achieved, new players no longer have such drastic issues with mana... but when you combine the huge amount of mana regen given by INT with talents, materials and imbues the result is that INT builds have no idea what OOM means any more.To solve an issue, another issue was created.
It also made INT into a stat which really gives you too much. Mana, lot of mana regen, willpower, and the widest range of skills.The issue of new players though wasn't the mana during the fight but between fights, because no one likes to stare at the screen waiting for a blue bar to slowly refill.
As such I wonder if it wasn't possible to try a different solution.
Return INT to giving only one mana per second, like it was originally.
Add one point of mana regen per second to CHA, which currently is very underpowered as a stat. This gives a venue to regen mana to those who really don't gain anything from INT, and keeps the overall mana regen higher compared to the original version where actually mana regen was a bit too low even for fights.
Then add to both INT and CHA, 3 mana regen per second out of combat.
This way, mana during a fight is again an important resource to manage, but as soon as the fight ends the mana starts refilling very quickly, covering the issues of new players.This also adds a bit more dynamicity to big pve fights, where you will start taking turns with healers and tanks when they get low on mana, so that they can take a break and recharge.
I would even go as far as moving the mana regen talent from the INT to the CHA tree, but that's just me...
-
House restrictions
Second post of the day, and second round of possibly quick changes which can solve old issues of the game.
This time we talk about player crafting specialization. There is a general sentiment that people don't like that all players can craft everything without a need to specialize. There have been multiple proposals which ranged from attribute based crafting to limit of recipes known per char.
Probably there is a much easier solution to that.
Put a hardcap on how many production/refining facilities you can build on your plot.
Limit the player simply by using the facilities he has access to. If he wants to "respec" he simply has to scrap the current facilities and build new ones. Easy to do, but bothersome enough that people will do it as less often as possible.I would also limit it based on the size of the house on the plot.
2x2: 4 refining facilities, 1 production facility
3x3: 2 refining facilities, 3 production facilities
4x4: 0 refining facilities (obviously, you have no room outside)..., 5 production facilities
5x5: Same as 4x4.Refining facilities: Tanning Tub, Smeltery, Distillery, Woodcutting station.
Production facilities: Sewing station, Essences Extractor, Forge (counts as 2), Woodworking table, Fletching table, Potion table (?), Imbuing table, Wizard table.
This way a person cannot do it all on its own and will focus on certain aspects. It can still use the public one in the cities, but those have taxes coming with them.
This isn't an harsh way to "specialize" players, but is very quickly done. It keeps the concept that a single char can technically do it all on its own, but at least it makes it convenient to rely on others. Your plot will be part of your "build".
As an added benefit, we will no longer see industrial plots (plots without house on it and only crafting stations).
-
RE: Add another row to the inventory
Could be that I've never run chars with very high STR values, but normally the inventory space isn't the limit. The problem is the carried weight.
-
RE: Power Ranks
Both the wiki and the game contain that information.
Press the Alt key when hovering the tooltip of the spell, you will see that the description of the effects takes the form "X to Y".
Those are the values that skill assumes respectively at level 0 and level 10. All other levels are linearly placed between those 2.This for example is what you read on the fireball
It means that a level 0 fireball has a damage multiplier of 36, while a level 10 one has a multiplier of 54.
You can expect a level 5 fireball to have a multiplier of 45.
-
RE: Forum mods
I'm still around
Just a bit busy with the test and the wiki at the moment.
Also, the devs spoiled so much that I don't exactly know what else I could spoil hereBut maybe I can think of something...
-
RE: Arborean PvE loot rules
@stkmro
Depends on the hp of the mob.
1000 hp and lower you need to inflict more than half of its hp.
Between 1000 and 3000, you are eligible if you inflict at least 25%.
3000-5000, 20%
5000-10000, 15%
More than 10.000, 10%I should put this stuff on the wiki, but I'm not sure on which page it goes.
-
RE: When The World Is Restored From The Hack
Oh sure! But don't forget the chest of +4 t3 imbued armor sets I left in your home!
-
RE: New Resource for Martial Abilities: Stamina
The role and effect of attributes is changing a lot in the next major patch.
-
RE: Engame Changer - Objectives Preview
@padreadamo It will be more clear when the details are released, but what is happening here isn't balancing.
What they are doing is improving the basic design of game mechanics based on the data gathered from these first weeks of real play.
-
RE: some pvp questions
A red player is a player which selected the negative alignment at a shrine. They incur several penalties, but gain the possibility to attack good players.
They can kill and loot people (inventory only, no equipment) and steal carts.
You are safe in towns, around harbors, around the stargate and on your plot. You are also safe on the whole planet of Terra.
There is no cooldown on killing, if he finds you again, he can kill you again.