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    Best posts made by Target

    • RE: Game Idea : Relic War (PVP) and other game mode

      @zwiterion said in Game Idea : Relic War (PVP):

      What if we set asside guild and alignement and we go for guild or player god. Each temple could be claim in the name of a god and anyone who follow the path of this god would get the buff and have to fight for it ? this would lead to 6 factions, if i remember well.

      If it was deity based, that would bring the system back onto an interplanetary scale which just won't work in Fractured. And as Gothix pointed out, it would fracture guilds. It would also essentially make demons one faction which is probably something other races want to avoid encouraging.

      @Finland This is an inherently pvp system because it comes from a pvp game (Aika). The title even mentions this is for pvp. It wouldn't translate well into pve. What you're suggesting with control points is another thing entirely, and I'm not necessarily against it, it's just beside the discussion.

      posted in Discussions & Feedback
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    • RE: Stat Reset

      Talents and maybe some buffs might alter them to an extent, but stats are supposed to be the hardest thing to change about your character's build.

      Personally, I'm hoping that there's a consistent way to respec stats even if it takes time or is somewhat costly. A skill system like this one is very open to experimentation, and I don't want to have to endlessly create alts, grind out skills, then delete them just to experiment with builds.

      posted in Questions & Answers
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    • RE: Game Idea : Relic War (PVP) and other game mode

      @phaethonas said in Game Idea : Relic War (PVP) and other game mode:

      Having a transfarable item, like an "an orb", exerting that effect, may cause some problems. For example a guild may put it behind their unsiegable castle, or may promote meta-gaming, with one traitor getting the orb and giving it to his/her new guild.

      There are limitations you can set up to prevent most exploiting. Relics need to be housed in a temple to give their buffs. Timers on relics when they're being moved so that hiding it somewhere indefinitely isn't a thing, maybe even showing the relic on the map as it's being moved. To prevent traitors, relics can be locked into their temples and removing them aggros guards, or be like Aika where there were 3 bosslike guardians that had to be killed before the relic could even be moved.

      posted in Discussions & Feedback
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    • RE: Which class will you choose?

      There are no classes. You have a selection of 400 skills and an 8 slot hotbar. Different skills scale off different attributes which you set at character creation. You can emulate traditional classes if you want but there won't be any restrictions besides the obvious (you need a bow for bow skills, etc...)

      The first build I want to try out is an illusion warrior.

      posted in Questions & Answers
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    • RE: parkour system/паркур

      @frequencyzero said in parkour system/паркур:

      I'm not so sure parkour works in games with isometric perspectives though? At least haven't seen it implemented outside the occasional dodge-roll or dash system.

      , but it requires wasd controls which Fractured won't seem to have. Though with click to move, you can have simple zelda-like parkour where your character automatically jumps/climbs if you're close to a ledge.

      posted in Discussions & Feedback
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    • RE: Housing and Group Housing

      We don't know much about housing or guilds besides that they're both tied to the settlement system which happens to be the topic of the next spotlight. We do know that there won't be any content locked behind a paywall which should include housing.

      posted in Questions & Answers
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    • RE: How should shields work? WoW vs. Vermintide style

      I don't think fractured will have the kind of combat that could support active shield blocking like Vermintide. It would be pretty janky with click to move. The closest we might get is moba style shield skills.

      posted in Discussions & Feedback
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    • Firendly fire?

      The kickstarter video mentions "hurting someone you didn't intend to" with the combat system. Can we get more clarification on how friendly fire works?

      It's been mentioned that good players can't hurt each other even with friendly fire, and that people partied together also won't be able hurt each other. Won't that lead to an imbalance in large scale fights between groups of good players vs neutral/evil players?

      Will non partied guild members be able to accidentally hurt each other? What about alliances?

      posted in Questions & Answers
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    • RE: Infrastrucure

      Open world settlement building is a core feature of the game. Based on this post you'll be able to place roads. All races and planets will have player built settlements but only Tartaros and Syndesia will have sieges.

      posted in Discussions & Feedback
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    • RE: Firendly fire?

      @chrightt Would it be such a bad thing for AoE to be situational? Especially in a game where it's very easy to switch out builds?

      Friendly fire can even the playing field between large uncoordinated groups and small coordinated groups. Without sufficient deterrents, the game will break down into zerg vs zerg which is just boring imo.

      posted in Questions & Answers
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    • RE: Joining a Siege without being required to join the Guild.

      @Jetah They've mentioned that guilds can open their settlements to non guild members, so I imagine anyone living within a sieged settlement would be able to participate.

      Instead of sub guilds maybe there can just be a contract system that allows mercenary recruitment of individuals/guilds or temporary alliances. It's more sandboxy and opens up potential political conflict if contracts get broken.

      @tulukaruk said in Joining a Siege without being required to join the Guild.:

      As the sieges won't be to take ownership of the city

      Where did you get that info? Considering there's no limit to the amount of cities a guild can control, there must be a way to take a city from a guild. They also didn't say private houses are indestructable, only that player buildings are protected outside of conquests (keyword conquest).

      posted in Discussions & Feedback
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    • RE: Class Information?

      Fractured uses a classless system. There's a pool of 400 skills, you choose which ones you want on your skill bar (up to 8). Anyone can use any skill, but your proficiency with skills is determined by your stats and talents.

      posted in Questions & Answers
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    • RE: Camera and Movement Speed

      @memokal said in Camera and Movement Speed:

      "zvz" fight be supported? i mean huge fights and over +200 players.

      Town sieges and GvG fights over asteroids are supposed to be a thing, and there is no cap to the amount of people that can be in a fight.

      i think that the camera looks a bit close for a huge fight to see all fight how it is goin on and track it out

      This is not necessarily a bad thing. Think of everything outside of your point of view as the fog of war. If you want to know what's going on, that requires communication. This sort of uncertainty opens up opportunities that an organized force can take advantage of.

      these guys poke you stun silence or whatever and they would be easily run back with that movement speed as i can say

      I don't really see how this as a problem. If you blow a bunch of mobility skill cooldowns to interrupt a dangerous spell cast, that just sounds like good counterplay to me. If it does become a problem, I hope skills that counter this playstyle are put in place instead of just nerfing mobility skills. Ideally, in an open skill system like Fractured's, there should be counters to every playstyle.

      posted in Questions & Answers
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    • RE: In Game Memorial for Players that Die as a Suggestion

      @jetah Video games monetizing irl deaths is heading into some unethical territory.

      I'd prefer if there were no specific system in place just for these features. Instead, there should be enough freedom within the already existing features for players to set up their own memorials if they choose — naming cities/streets/buildings, plaques, enough customization in city building to make graveyards and memorials, etc.

      Keep in mind that player settlements are not permanent. Buildings decay and can be destroyed, cities can be conquered, and when city ownership changes the new owners will most likely get to rezone the city. Making a memorial would carry the risk of it being destroyed.

      posted in Discussions & Feedback
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    • RE: About : Tower mage in town

      They're not player owned. They're placed by the governor like every other town building that isn't a player home. And like @Agracore pointed out, they're for siege defense.

      posted in Questions & Answers
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    • RE: SpatialOS Games Spotlight!

      @althalus Chronicles of Elyria dropped SpatialOS a few months ago.

      posted in Discussions & Feedback
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    • RE: Loot and Harvesting?

      Skinning was kinda mentioned here as an example of ways to interact with creatures.

      The majority of resources will not fit into your inventory; you'll have carry them in your hands which slows you down and puts away your weapon (and disables skills?). Auto loot wouldn't make sense with this system.

      posted in Questions & Answers
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    • RE: Creating your own dungeon

      I can see something like this for guild storage. A dungeon that the guild can collectively design and build, sorta like Warframe's dojos/obstacle courses.

      posted in Discussions & Feedback
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    • RE: Fractured Store?

      Prometheus will be busy with Gamescom this week so it might be a while still.

      posted in Questions & Answers
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