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    Posts made by TheRippyOne

    • RE: Power gap between r1 and r3 spells is too big (POLL)

      Edit: I skipped the second page...big mistake XD

      I am excited by the idea of getting alternative versions of a spell via the upgrade system. Effectively, giving us 1,200 skills for the price of 400. My cold little munchkin heart is gleeful for the extra degree of control and specialization.

      I - any one here remember Secret of Mana? (Seiken Detsu 2?) Standard ARPG for the SNES (now available on steam! but I digress). Anyway, you leveled up you magic by casting spells, and things changed as you leveled them up - the Hail spell dropped bigger ice balls on enemies, for example. Anyway, eventually (with a fair amount of grinding), you got your spells to level 8..and then you hit a hidden random chance, and the spell goes nuclear XD Literally, in the case of 3 spells. Fireballs become Flame Dragons, Earth Slide summons a nightmare mudball that grins at you before demolishing your enemies. The visuals are insane, and at the initial playthrough, entirely unmentioned and unknown. It Blew My Mind, is what it did. Made one heck of an impression.

      Of course, these were actually a bad thing - most people figured out that you can stun lock a boss by timing spell casts properly, but the "Super Spells" prevent that due to how they work, which means the bosses could sudden get at you. Even if you liked the damage boost they gave, it wasn't worth it, compared to the ability to keep the boss from potentially one-shotting you (certain SoM bosses Did Not Mess Around XD).

      But the sheer unexpected OMG WTF BBQ moment the first time it happens, I can't even explain how awesome it was. I literally leveled up all my spells to 8 just to see what the new rare effects, even though they were worse over all. They rarely disappointed.

      I've been told that I can now get that feeling, 800 times. I AM SO UP FOR THIS. OMG You have no idea. Even if I never use anything other than level 1s, I want to see all the neat things that are being planned.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Fishing in Fractured

      @tulukaruk actually, given that asteroids are randomly generated, I'd love it if you could cast a line into a water body that is falling into the abyss (due to it randomly generating water at the "edge" of the asteroid playing field). Maybe let you catch stellar ores and bizarre alien fishes XD

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Suggestions

      @jetah said in Suggestions:

      @TheRippyOne
      people pay to be lazy. they pay to be safe. people will pay more to get something near them than pay less and have to travel.

      Which is apropos of...what? Yes, a keen insight into human nature, but what does that mean in this context? that buyers will happily pay a premium if a merchant comes to their town - ie, the basis for a merchant's existence from a socio-political stand point?

      I'm not trying to be mean here, and if I was, I'm sorry, but I really don't grasp what point you are trying to make, in relation to why the game should do the price posting, over the players?

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Suggestions

      @jetah the only detraction I have with that idea is that the auction house can't lie...or, at least, would require extra programming to lie, and it wouldn't benefit anyone except to create a dynamic reason to move goods. A player-based version allows for that sort of intrigue. I don't mind it being in the game - I'd just prefer it to be a player-based, not dev-based, and non-universal access. Full information games can be fun, but so can limited-information games.

      If we did it in game, maybe include in the interface the option to report what you sold something for, at what town, with the option to be honest, or to lie (and put in any value you like), and to whom you do it. Like, you can automatically tell your guild master the truth, and lie to everyone you know (aka, you got "drunk" and bragged at the pub about how well/poorly you did). Guild Master can report that result to your fellow guildies honestly, and tell your lie to 3 associated guilds (or make up their own), and then lie outrageously to the public at large by posting terrible lies to a message board out front of your guild (so your allies think they're in on the joke, and move to take advantage of the "real" information you provided), as a charted file dump. The point isn't to lie all the time - then no one believes you - but to lie subtly, and when it serves the purpose best.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Why Magic users will be OP compared to physical users

      @lovechildbell The other half of the argument is that Int is good for all spell schools, of which there are 9. Compared to the 5 physical schools (assassin, war, martial, archer, music).
      If each school is of equal size (an unknown, but not an entirely impossible situation), then mages an advantage in terms of skills they excel at, ignoring what ever else they stat'd up.

      Further, most skills will (at this point) use mana to function - so, there is some concern that, even if a mage isn't "good" with a skill, they'd make up for it by being able to spam those skills more often than a specialist - which is why there was a proposal that a skill should through-put more than the main stat, to create variations.

      I personally doubt they will do skill distribution evenly, or that the schools are fully finalized, but that part of the argument.

      I also will note that, with 8 active skills (we're theorizing), no mage is going to cover every situation effectively at the same time, no matter how many situations they can cover in theory. Being able to dps effectively is going to eat 3 to 5 slots: a single target, a multi-target, one or two more to cover cool-down on those/a nuke, and maybe a buff to up your damage. AND you probably need one bread and butter, non-magic attack skill, because there is some chance of bumping into something immune to magic.
      that leave you 2-4 skills to handle defense, healing, counter-spelling/counter-counter-spelling/counter-debuff, and whatever utilities/cc you might need. Ain't happening XD
      which is, partially, why I'm not worried.

      (I'm also not worried because I assume the other 5 malus will be equally nasty as the one we know about)

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Lich Transformation unlocked!

      https://fracturedmmo.com/kickstarter-update-stretch-goals-revealed/ The lich reveal post on the KS, for those who didn't get a chance to see it (bottom of the page)

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Suggestions

      @jetah That very well could be, but it's not how the objectors took it, nor has the original poster corrected them in what they meant.

      If you'd be so kind, explain how you'd like the version of AH you are thinking of to be set-up? what are it's limits and advantages?

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Suggestions

      @jetah while it's true that an auction house can be whatever the devs want, an AH "similar to WoW" is the one originally put forward, and it is what several people are objecting to, specifically in that the WoW AH is not instanced, but is a global market place, requiring no travel to buy or sell the goods.

      Similarly, I'm not advocating a 3rd party, but a 2nd party websystem - it isn't some random company, it's us, sharing information, and possibly trying to game a system as part of the guild meta. Supply the right bad data at the proper moment to pull the competition away from a hot tip (And praying the hot tip doesn't turn out to be someone else's scam played on you). Or trade in open honesty to encourage connections and partnerships. I imagine the boards will start as guild specific edifices - various guildies telling the guild master about prices, and the guild master passing them around as needed, or facilitating purchase orders on behalf of other guildies - standard merchant house mayhem. the network grows as different merchant houses make alliances to share this info in turn, leading to a free analysis system which still carries a capitalistic risk of lies. a third party would strive to be "right" - we'd all strive to be "better" - big distinction XD

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Suggestions

      @mazikar said in Suggestions:

      Banks in towns is such a convenience, I hope that will be in this game. It is also a good item to make money for the game, everyone would eventually want to buy more bank space.

      This, is true. and I don't mind a bank as such. it's when the same bank account can be accessed from any town that people start growling, because it eliminates the risk of merchanting, which some people seem rather enamored with. (or perhaps they are enamored with the opportunity to thieve from the merchants, which is a similar wish XD )

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Fishing in Fractured

      I like fishing mini-games, as long as they aren't too demanding, at least initially. You want to fish a whale in the ocean, sure, make it punishing - but if it's a minnow in a mill pond, do not make this difficult! XD

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Pre-Alpha Cape

      @warlunhardt As to why it isn't part of a pledge level - mainly, it's because it's to test the basics of the basics. there are going to be bugs like yo uwouldn't believe. Dynamight a) doesn't want to stress test the server while having that many other bugs - the data is near worthless without control, and b) they don't want to have people pay for a play experience that is that potentially god awful due to how early the version is - thus, the target is a group that have shown interest in making the game better, even if the testing is boring work, not those after fun.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Pre-Alpha Cape

      @Warlunhardt and drawings are done by participation and contribution - a reward for effort

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: A Serious Complaint About Current's Login Page User eXperience Problem (2018, colorised)

      never doubt the powers of thingies, properly used

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Lich Transformation

      Now, to get on with the serious business of advertising, and picking up the rest of the stretch goals XD

      posted in Questions & Answers
      TheRippyOne
      TheRippyOne
    • RE: Lich Transformation

      @jenaut In the same way Devils can become Angels, and Beastmen can become Abominations, Humans can now become Liches - undead masters of necromancy. https://fracturedmmo.com/kickstarter-update-stretch-goals-revealed/ for what Dynamight has written on the subject (bottom of the page)

      posted in Questions & Answers
      TheRippyOne
      TheRippyOne
    • RE: A set of questions and suggestions/proposals.

      @IAMLEJND As to the social aspect: One of the benefits of being in a guild is the implied safety from backstabbing (due to guild expulsion, assuming that's a thing in your guild). Similarly, that's a lot of why so many discussions are going on about meta-functionality and player-built databases - reputation in this game seems like it's going to matter hugely.

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

      @dcccxix @iamlejnd Well, yes and no? some skills care about equipment - martial arts skills are mainly for fisticuffs/claws, etc. so they probably won't work (or work poorly) when trying to use them with a big double handed axe in most cases (there may be some skills that don't - just not the majority, as it's been described so far)

      conversely, no race is limited to a specific weapon set - an Infernal can use any weapon - they just need to use skills that work with those weapons.

      finally, it's been speculated that certain gear will be limited by a character's statistics - heavy heavy plate armor requiring a high strength or constitution is the favored example. However, this is speculation, last I checked, and may or may not make it into the game (or may make it, and be rejected). It may also be that gear may gain a synergy beyond the basic mechanics for certain stats, as a halfway compromise - anyone can wear heavy plate, but if you are under 15 strength/constitution, you'll move 20% slower. that sort of thing.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: How is the Development Team going to solve...

      @dcccxix within a certain range, and aesthetic, yeah. (not arguing, I fully agree - I'm just refining) - I mean, TF2's graphics were middling when they came out, and are seen as semi-primitive now - but no one cares because the entire mess is drawn in a very cartoonish style, which fits the game very well, and it's all good.

      The latest Fallout and Skyrim, conversely, have exceptionally better graphics, but were considered sub-par compared to other first person experiences because they were trying to be realistic and that occassionally failed in various ways.

      In this case, with this game, graphics aren't anywhere near the top of the list. strictly speaking, you can get away with 8 direction sprites if you have to, initially, and there won't be too much hew and cry unless they stay to the actual release

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Week 36/37/38 - Weekly Drawing Winners

      Thanks for the honor, and congrats to the winners!

      posted in News & Announcements
      TheRippyOne
      TheRippyOne
    • RE: Suggestions

      @jetah I wouldn't mind if there was a player-run price indexing site - you know, on Syn, there are n-number of towns, and a resident of each town reports the value of 10 or 20 commonly traded goods - sort of a large scale indie-merchant guild thing. Course, people could lie, and prices can fluctuate over travel time, so growing indigo in Shield Hills and trucking it down to the southern coast may not be wise, even ignoring bandits, monsters, and your crop is decaying in the cart, even if indigo is ten times the price versus local valuation XD but that's human, so...

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
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