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    Best posts made by Target

    • RE: what do you like to see next from the developers?

      I really want to know more about the gear system, like what kind of stats can we expect on items and how your armor choice will influence your build. I keep seeing the sentiment that because gear progression is almost purely horizontal that "gear doesn't matter", and I'd like to be able to point to something concrete to prove that isn't true.

      Also, it's been a long time since the last sprint recap. It'll be interesting to see how they've progressed since then.

      posted in Discussions & Feedback
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    • RE: Mentor system

      I agree with the sentiment that a mentor system that bypasses task requirements goes against the spirit of the game. It might be fitting if it just applied to the discovery of the skill (so you'd still have to do tasks and study to even use it), but that seems like it would hurt the exploration aspect of skill learning (though I guess a wiki would already do that).

      A sort of mentor system I'd be okay with is one that shortens the study time for skills. For example, if you see someone cast a skill you're studying, it shortens the timer. To make it less gamey (like having someone basically afking while hitting the skill button over and over so the person studying can learn faster), it can be made so each person seen using the skill only counts once, so the student has to go out and find new people to keep decreasing the study time. This would still fit the exploration and discovery principles of Fractured while potentially increasing social interaction and economic opportunities (charging someone to show them a skill).

      posted in Discussions & Feedback
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    • RE: May 5th Q&A Livestream - List Your Questions!
      1. In the PvP spotlight you mentioned getting flagged as a thief if you steal from other players. What's considered stealing?

      2. Can you go into more detail about the planned survival mechanics?

      3. The philosophy behind Fractured is very anti-grind. Considering that, do you plan to implement long term goals that players can work towards? If so, what are they?

      posted in Discussions & Feedback
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    • RE: Special weekly market

      One of the attributes of Fractured's economy is that it's supposed to be entirely player driven. Having NPCs showing up and selling special goods seems to go against that.

      posted in Discussions & Feedback
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    • RE: Legendary weapons

      I wouldn't mind if there were extremely difficult to craft "legendary" weapons that had unique looks and/or effects.

      @finland said in Legendary weapons:

      @sharo dude the weapons and gear will not influence the combat 😉

      That's a bad thing to be spreading to new players. Of course weapons and armor are going to influence combat. There just won't be there upgraded versions of weapons/armor.

      posted in Questions & Answers
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    • RE: I want to get excited but...

      I really like this post. The concept of having an actual villainous race is one of the things that drew me in too.

      The problem is most people are risk averse ... How will this game combat that?

      A big benefit of the lack of a gear treadmill is that dying won't be as harsh. I'm hoping people won't be as turned off when they realize they can easily replace their lost gear.

      posted in Discussions & Feedback
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    • RE: An experienced MMORPG player with tons of questions

      Will there be other currency than the Premium Currency 'Dynamight Gold'? If so, will it be like most MMO's, with Copper/Silver/Gold coins or just gold, or will it be like PoE, with usable currency?

      There will be non-premium currency that will most likely not be exchangeable for dynamight gold. We don't know what form it will take but it will most likely be traditional currency.

      Is it possible to trade between planets, or does each planet have their own economy? Will there be an AH, or will the trades be between players (RS style before the GE)?

      Trading between planets is one of the core aspects of the economy because each planet planet has it's own unique resources. There's no universal banking system or auction house; players have to physically transport economic resources around.

      What will the loot system be like? In the Alpha Video we didn't see anything related to this. Will the items just pop on the ground after killing a monster? (If it does this, how will parties divide loot/how will you combat ninja looting?) Alternatively, will we have an looting UI, and we roll on the loot (like WOW).

      Looting will mostly consist of resources and currency. The goal is for every piece of gear to be crafted by players, though they have mentioned identifying enchanted items. I don't know how those two concepts don't conflict, so that will require clarification from DS. (Maybe identifying is how you learn crafting recipes?)

      Ninja looting is possible but is considered a hostile action and thus is incapable of being committed by good aligned players against good or neutral players. Neutral (and evil?) players will get flagged as thieves for 24 hours.

      What will the items/gear be like? Again, something we disn't see in the gameplay footage. Is this the way to progress in the game? Can we acquire Items in other ways than crafting or buying them? Will the items/gear be almost random (Grim Dawn/PoE style) or will the items/gear be like in WOW?

      There's no gear progression. The gear you start with is supposed to be competitive with any other piece of gear anyone else has.

      Will there be Instances/Dungeons/Raids? To me, as a PvE junkie, these have been the best part of any MMORPG. Of course, Instances could be solo'd, with scaling difficulty if a party joins. If there will be these Instances/Dungeons, how do we access them? Will we have procedurally generated dungeons, or will they be pre-determined? What will be the merit to do these dungeons, if items are crafted by players, and not dropped in Instances?

      There are no private instances. Dungeons will be part of the open world. There will be procedurally generated temporary asteroids, but they seem to serve GvG conflict over resources.

      What will endgame look like in Fractured? Other procedurally generated games (read No Man's Sky) have had the problem of getting boring quick, because there is no feeling of progression and only repetitive tasks. What will I be doing after 500+hrs on the game? What is the way to progress after that?

      From what we know: Housing/settlement building, GvG politics/conflicts, PvP, maxing out all skills, crafting, and trading. If there's more than that I'd like to know too.

      posted in Questions & Answers
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    • RE: May 5th Q&A Livestream - List Your Questions!

      @mazikar

      posted in Discussions & Feedback
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    • RE: Guild Functions

      What we know about guilds so far:

      • Guild membership is restricted by planet (as of latest news, it may change again)
      • Guilds can own towns and territory
      • Guilds can form alliances and declare war
      • On Tartaros and Syndesia, guilds can siege towns and take them over if successful
      • Member cap starts small and increases as a guild gains territory and builds certain buildings
      posted in Questions & Answers
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    • RE: PK punishment

      @benseine said in PK punishment:

      Funcom changes a some PvE servers to PvP servers and "carebears" that got ganked because of it drown Conan Exiles in bad reviews on Steam.... Jeeeez, DS don't listen to carebears. They are small part of community but are very "vocal"

      That's more about the devs pulling a shitty move than about carebears vs gankers. If they converted PvP servers to PvE, there would still be mass salt, just from a different group of people. If some time after Fractured launches, Tartaros suddenly becomes PvE only, I'd be pretty pissed.

      posted in Discussions & Feedback
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    • RE: About Angel, Abomination, Karma and Bonuses

      @orky said in About Angel, Abomination, Karma and Bonuses:

      If Demon get bonuses on Tartaros and decay on other other planets while other races get karma decay on Tartaros, will Angel get karma decay on Tartaros and become demon again or will they keep the demon trait and be protected of this decay?

      The race transformations are permanent, including the alignments of angels and abominations. We don't know if there are other things karma is used for, but for what we know so far, once you've turned into an angel or abomination karma stops being relevant in regards to your alignment.

      And will Angel be able to stay without time limits on other planets?

      We know they can stay permanently on Syndesia. Last we heard is that the devs are undecided if they can stay permanently on Arboreus.

      To the Abomination now, Beastmen get a huge debuff from Badilis when they are on Tartaros, does it also apply to Abomination? And are abomination still able to stay on their origin world without time limit like Beastmen or do they become time-limited like Demons?

      Abominations are basically treated as demons in all cases. They're accepted on Tartaros and shunned and debuffed on Arboreus.

      posted in Questions & Answers
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    • RE: July 3rd Survival & Travel Q&A: List Your Questions
      1. What is the process for traveling to another planet, and how does it differ for demons?

      2. How viable is it to survive off the land? By this I mean, when venturing out will I be able to hunt/forage food and use natural water sources instead of having to bring a lot of supplies with me (assuming I'm not going to some type of desert)?

      3. Do survival mechanics differ for each race and sub race?

      posted in Discussions & Feedback
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    • RE: I want a new MMO to play and saw a review on this game.

      They're adding in 'content' based on how much we pay?

      Yeah, that's how development works. Everything added has a cost associated with it. All the kickstarter goals are extras that aren't integral to the game.

      Is there a 'skill tree' or is it a 'mastery tree' like Albion

      There's a talent tree but it doesn't seem to be as deep as Albion's.

      Is the game going to get fucked by the devs 'balancing' the mastery tree people spend months on to get a specialization in a specific thing and all of a sudden a character is worthless? Or is there going to be Skill Tree like ArcheAge where you could switch between skill sets and become a hybrid of something and players determining the meta builds instead?

      Fractured's character building is almost completely horizontal. There are 400 skills each with 3 variations and you have to pick 8 to put on your skill bar. The attributes that you set at character creation determine the strength of each skill, and the talent tree is meant to complement the skills you choose. Every time your character rests, you can respec everything but your attributes.

      With the crazy amount of freedom we have with builds, there will likely be frequent balancing as OP builds pop up that the devs didn't predict, but that shouldn't be much of a problem with how easy it is to respec.

      Look up the spotlights in the news section for more info on the game. Here are the ones relevant to character building: Races, knowledge system, skills, and attributes

      posted in Questions & Answers
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    • RE: July 16th Crafting & Building Q&A: List Your Questions
      1. How are crafting recipes and blueprints acquired?

      2. Will there be a difference between experienced crafters and new crafters? (i.e. will there be a reason to specialize in crafting?)

      3. How does claiming land work? Is there a plot system?

      posted in Discussions & Feedback
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    • RE: Massive battles: will "big numbers" always win?

      The current plan for alignment puts the implementation of friendly fire in a difficult spot. As it is, good players are incapable of harming each other while neutral and evil players that aren't partied can. Leaving the system as is would result in the gvg meta on Syndesia being everyone flagging themselves as good so they don't have to worry about friendly fire.

      The simplest solution is to turn on friendly fire for everyone but then that defeats the purpose of having a good alignment catered towards people that want to deal with as little pking as possible. If you make it so all guild/alliances members can't hurt each other to even it up, then why have friendly fire at all.

      @zerp said in Massive battles: will "big numbers" always win?:

      I am still a bit concerned about lag due to too many players acting together

      SpatialOS scales server resources depending on need, so at least server side lag shouldn't be a problem. And the game seems to be aiming for fairly low specs; couple that with good optimization, and huge battles shouldn't be a problem for medium spec computers.

      posted in Discussions & Feedback
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    • RE: Massive battles: will "big numbers" always win?

      @therippyone The only thing we know about friendly fire is that it doesn't apply to good players against other good or neutral players, and it doesn't apply to party members; no planet specifics have been mentioned iirc

      Oh yeah another feature to counter zergs is player collision. It will be impossible for zergs to have dense deathballs and will allow counterplay with chokepoints.

      posted in Discussions & Feedback
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    • RE: Suggestion - herb gardens and a spice trade

      I believe one of the reasons devs usually spread these things around the world instead of allowing the farming of them is to promote exploration, and I feel like that element should still be present in Fractured in some way. Maybe finding wild herbs and spices should be the primary way to harvest seeds? Then that harvester can use those seeds in their own garden or sell them. For example: harvesting farmed herbs have a 20% chance to yield a seed, but wild herbs will have on average 5 seeds. This opens up a possibility of a seed market that relies on exploration.

      posted in Discussions & Feedback
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    • RE: A set of questions and suggestions/proposals.

      @iamlejnd said in A set of questions and suggestions/proposals.:

      Will these "classes" be limited to their stereotypes

      Every race and subrace can use every skill/armor/weapon, it's just that your stat distribution determines the effectiveness of everything. You can distribute your stats however you want, but the stat affinities for subraces do flavor them a certain way but I don't think stereotyping is a good word for it. For example: blood demons have an affinity for charisma which can make them excel at conjuring, necromancy, illusions, psychic damage, blood skills, music skills, and warrior cc/buff skills (so mostly magic, CC, and buffs), but with the luck buff for 20 charisma and their ability to drink blood for phsyical buffs and they might also be formidable warriors.

      Speaking of the hardcore aspect of looting, will the player upon death lose absolutely everything from his Equipment and Inventory tab, will it be only one of them, or a percentage number of items from each ?

      There are two death states and they determine what can be taken from you. When you run out of endurance (which is what most attacks will damage), your character becomes unconscious which allows neutral and evil players to loot your inventory as a hostile action. Further damage goes towards health and reaching 0 health kills you, at which point equipped items can be taken.

      Also keep in mind that player inventory is very limited and has weight restrictions and resources generally can't be put in inventories, so anyone moving more than basic amounts of goods/resources will have to use a cart to carry things, which may change looting dynamics (hasn't been talked about much).

      Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.

      So far we know of farming, enchanting, leatherworking, metalworking, carpentry, tanning, tailoring, bowyery, cooking, alchemy, pottery, and jewelcrafting with taming and fishing as crowd funding goals. You stat distribution factors into how effective you are with most (all?) of these, and crafting recipes have minimum stat requirements.

      for crafting gear pieces if not for looting too, there could be some much appreciated variation, or RNG if you'd like to call it that way.

      The devs have stated that there won't be RNG in the crafting system and that they dislike non-combat RNG in general.

      Let's take as an example a Chest piece. Instead of it saying Cloth, Hide or Leather, it should be the result of the combination of materials used for crafting said item, which will then in turn give stats based on what it was made of.

      That's already planned. If you have the recipe for a breastplate, you can make the breastplate out of different materials for different stats, but the only example that was given was choosing between different metals, which leads me to believe that you can't substitute completely different materials like you're suggesting (i.e. if you have a metal breastplate recipe, you can only change metals, if you have a leather vest, you can only change the type of leather, etc).

      Not much is actually known about the gear system other than it's horizontal and has an impact on the survival aspects of the game. It's probably the system they've been most secretive about.

      posted in Discussions & Feedback
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    • RE: Power gap between r1 and r3 spells is too big (POLL)

      @grofire @Roccandil

      The incentive to get level 2 or 3 of a skill is that those versions of the skill may fit your build better. If for example you're running a burst damage build, you might want the level 3 versions of some skills that have higher damage but longer cooldowns.

      This change is more exciting to me since now I have another way to fine tune my build, and it kinda turns the 400 skills into 1200.

      @gothix said in Power gap between r1 and r3 spells is too big (POLL):

      Because if new player comes and gets owned by much more powerful veterans, he will not say "ok I will grind for a year and get this eventually"... he will go play something else instead.

      I think this is something that would look bad on the surface and hurt the game but not have been that big of a deal in practice. Prometheus once mentioned that a hardcore player would take months to max all skills. If you take that to mean 6 months, then hardcore players are maxing skills at a rate just over 2 per day. That means it would have only taken 4 days to complete a skill build which is still pretty fast compared to any other MMO.

      The new direction is a much better way to do things though.

      posted in Discussions & Feedback
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    • RE: Charisma

      Warfare also uses charisma, likely for buff and debuff skills. It's also mentioned that charisma is used for psychic abilities and I'm not sure if that's exclusive to illusion. The spotlight seems to imply that skills might use attributes other than the listed primary attributes of their school, so I wouldn't be too strict with assumptions about what attributes a skill of a particular school may use. For example, restoration mentions infusing life into inanimate objects; if these objects acts as summons, they could be affected by charisma.

      I don't expect luck to affect loot in any way because the devs have stated they hate RNG looting/gathering/crafting. Judging by how every other attribute gets a significant combat boost for reaching 20, I'm expecting charisma/luck will be the same.

      There will also likely be crafting recipes that require a decent amount of charisma.

      posted in Discussions & Feedback
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