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    Posts made by vedran625

    • RE: Power Gap Struggles

      I couldnt post this yesterday 😞 the forums went down but here it is.

      @d3Sync

      Ok to start of i think it is important to understand that we are in an alpha, we are here to test the game and not to "play" as it were. I get it that everyone wants to MAXIMISE everything but i spend most of my time messing around with stuff trying to see if i can break it in some way. Or checking how things interact with each-other. With that in mind i think the current player experience is night and day of what I expect it to be in a released state.

      Now to go over what you said. I actually dont think i misconstrued what you said rather im questioning what you define as progression and reaching end game. What people consider progress, and how they set goals is different from player to player. In fact i think that we can both agree that cities need to be more accessible to randoms and newcomers, and this is exactly what i wanted to highlight with the need for more permission options in cities.
      Again i think that making work benches available to the public for a fee (some amount of gold or maybe a barter of some kind) would be a great way for towns to attract more people.

      To look at the stuff you specifically highlighted:

      A reasonable path to 80% of character abilities. Which may include access to most base abilities, outside of special mobs that are too difficult for a small group.

      Im pretty sure you can already do this, unless you are determined to play a certain spec and never change your spells any creature can be countered at the current time. I can see some problems maybe with some tougher ones but 80% should be doable even then.

      A reasonable path to 80% of possible knowledge points. This should be everything outside of special mobs that are too difficult for a small group, which includes city content.

      Again much like the previouse point this is completely doable ... frankly i would say that at the moment anyone solo or otherwise can achieve both a 100% in skills and knowledge points. It will take you a while, and you will need to create setups to combat the different abilities the creatures have but its doable.
      The thing everyone is concerned about here is the Legends, but i think things like this need to exist to keep everyone interested not just the solos/small groups.

      Now for the part where i have to disagree.

      The ability to craft every basic armor set in the game. Meaning, the base armor set of light, medium and heavy. Which would require the ability to craft work benches at your home.

      The ability to harvest anything, outside of nodes. This would require !rare! high level harvest-able nodes in the open world. City nodes would still be incredibly important.

      I do not think that an individual should be able to craft anything past the basics in their own home. The way the game is structured right now there are very few armor sets to craft, and the complexity comes down to the material you want to craft them out of. Thinking about it I would like to know what exactly you would want to be able to craft in your home in the current build. Where do you draw the line and why !? Should everyone be able to craft weapons and armor from some basic material (one that gives +0 bonuses) ... maybe but then the materials come in question.

      When you speak about the harvesting outside of nodes I guess you are specifically speaking about the ore at the moment. Since there is not really any resource that you cant harvest outside a node apart from those at the moment. This is where I have to heavily disagree with you because if these "rare" were so rare that the big groups were not concerned about them it means that it would be an incredible grind to pile up enough of them as a solo, and on the other hand if they were not SO rare then the big companies would themselves camp those resources to pad their own numbers.

      To finish of i would like to again say that there needs to be a focus on pulling everyone into cities, and in order for that to be a thing there needs to be more permission options (and probably a detailed log of what is going on in the city, who is taking things out of smelters/storage and who is crafting what etc).

      posted in Discussions & Feedback
      vedran625
      vedran625
    • RE: Where can I view what stats do?(Detection/Willpower/ETC)

      The wiki is a bit out of date i would say, the transparency of seeing what each stat affects would be nice.

      I also would like to see a combat log showing the information as to what exactly is going on ... if there are concerns about people using it to figure out information based on knowledge it could become more transparent as you gained knowledge points on the creature.

      Like if the creature has a resistance or damage reduction but you have 0% knowledge it would just print out the damage you do, but if you know whats going on it would display the calculation involved.

      I did a bit of messing around with the rogue abilities and a dagger and the numbers just were not adding up. There could be something im missing but i would like to see whats going on more clearly.

      posted in Questions & Answers
      vedran625
      vedran625
    • RE: Can you only play as humans so far?

      Yes at the moment only humans are available.

      posted in Questions & Answers
      vedran625
      vedran625
    • RE: New Enchantment finder System for you.

      Tool is great and simple, but two quick questions.

      What is the Total column in the enchants block (im going to guess its the number of random enchants).

      Also i see there are some enchants that dont have anything above tier 1, does this mean its impossible in game or is it that the enchant regent combos are hard-coded ?

      posted in Discussions & Feedback
      vedran625
      vedran625
    • RE: Power Gap Struggles

      I dont really understand where you are going with this. It is a constant issue brought up in these MMO survival PvP games (or however we are going to categorize them ... really not important). There is always this debate that I should as a solo be able to do all the things just as well as everyone else, and that I should be able to eventually get to endgame by myself.

      My question to you is this what do you define as end game!? What is this character progression you speak of?

      Currently I have 2 characters that I have unlocked skills on and gotten a significant amount of knowledge points with, and I'm already planning for some more. The gear/housing does not really bug me to much atm since it is all subject to change and its going to change because balancing is hella wack right now (even from just a couple of little test fights ... admittedly with only 4 people).

      There is no real END that i see. I mean i can finish a character to some extent i suppose but to unlock EVERY last bit of knowledge and to think that that is the true end is kinda silly ... there is always going to be an encounter or build that will beat you for 1 reason or another.

      I do understand your concern about the LEGENDS, but lets see how they work and how things play out before we start the fire alarm. Currently i think there is a much bigger issue with the way the knowledge works when you are killing the same mob with multiple people ... those dam mages always doing ridiculous damage 😢.

      To jump to the crafting part of progression I think that there is amazing potential in this game to allow solos to progress A LOT without ever having to interact with guilds in a meaningful way.

      First off if we just look at what is in the game currently (not taking bugs into consideration lets imagine everything is working 👅). You can as a solo rather easily accumulate a decent amount of gold, and with this gold you can basically go and buy anything that is on sale from the people in the cities. Unfortunately at the moment there is no support for public crafting stations, but unless you are a metal user I think you can craft anything you want in the starter towns (I honestly didnt check is there a forge there ????).

      What I want to see in the future is more detailed permissions to allow govs and vice-govs ... etc. to give access to utilities that their town has to everyone (if they so choose to do). I'm not going to go into detail right now, but crafting stations and such should be able to be set to things like "only usable to x guild", "only usable by x, y and z", "usable by everyone" and so on.

      Now i can already hear you typing that you want to collect your own ore or w/e else you are forced to buy from those dirty city people. I get your argument but I think you have to understand that if you COULD do it then so could they and if for some reason your way was easier for them, or would in any way benefit them ... well YOU BET YOUR SWEET ASS THEY WOULD DO IT !!! And then by doing so would completely de-value all that effort you put in.
      Frankly there is nothing glamorous about hauling a cart of ore, and wood, and rocks in order to get something done, and yes you are at the mercy of the prices set by the city but in the end that price is exactly the value you are willing to pay for whatever it is you are progressing towards.

      The system the devs have chosen to go with is very interesting and full of penitential, it will need some tweaking and implementation of new and improvement of old features but there is great potential here, and we need to see how things play out in further tests.

      posted in Discussions & Feedback
      vedran625
      vedran625
    • RE: The City Monopoly Meta

      I really have to disagree with basically most of the ideas presented in this thread. Not because they are wrong in any way, some would make for interesting content ... but in the end it will not change things.

      From what I have heard (sorry i cant find the proof) there is already a plan to make larger cities more beneficial, I believe it was something about nodes spawning faster and resources in general refreshing more rapidly. Also I'm pretty sure the city limits already grow ... remember we are still early on (this is my first test for reference) and lots of changes can still be made that is why we are here.

      Sadly I dont see a way to stop big guilds/companies w/e you want to call them from monopolizing resources. In this case you say they take 1 city of each type and that is bad. But in the case that each city simply had all the resource types ... well then THE MORE THE MERRIER! Maybe they would not hold onto the tier 1 cities later in the game but I can see a lot of benefit (even now for smaller groups) to grab neighboring cities and stock up on resources early and then just focus all crafting and building efforts into 1 city.

      Realistically speaking in the current scenario the large company is WAY more vulnerable because you could in theory intercept their shipments of goods between their nodes and break up their monopoly.

      I know I only covered the OP's post (not even all his ideas), but it will always come down to the same thing and that is that big guilds are going to do w/e it takes to get ahead. This is not because the game is flawed or broken it is because that is the way they play.

      That all being said i think the current system of resource "scarcity" is very interesting. It gives a great opportunity for those smaller companies to trade with each-other and create strong bonds, and hopefully protect each-other from the big bad guilds. Realistically in games like this the world always becomes factionized through mega alliances, NAP agreements ... etc etc. Personally i think the resource per town idea is a very brave step and that they stick to it until more robust full testing takes place.

      What is really needed in order to allow for cities that are independent of the larger guilds/alliances to thrive is a robust permission system. If you have a city with lets say 2 small guilds and a bunch of randoms it is going to get very tense very fast if resources start disappearing. The city owners must be able to allocate use permissions in great detail, maybe even over very fixed time periods. I'm probably going to make a separate post about this idea but individual stations should be able to have very specific perms as to who may and may not use them. On top of this there needs to be some kind of support for communal stuff. Maybe you get some gold for delivering stone/wood/ore to the city (from the city bank), and then maybe the smelter/smithy/enchanting table requires a small gold payment to be used and makes that item PRIVATE to that person for the duration of their usage (weather that is the 4 hours to turn ore into ingot or just a couple minutes to enchant some stuff). All in all the city functions will need a lot of focus and are I believe the best hope for this game.

      I could go on for ages frankly I love debating ideas and trying to find solutions. The issue is that the problem with all these games is that there are people playing them and people are assholes 💨.

      posted in Discussions & Feedback
      vedran625
      vedran625
    • [FRAC-2252] Infinite rice

      We have a farm plot in our city which we could harvest multiple times, the stats of the crop plot would go down/up as if it was a valid harvest but it seems like we can keep harvesting 🐷

      posted in Bug Reports - Closed
      vedran625
      vedran625
    • Monsters not attacking

      Some people have brought up the issue relating it to different abilities (mostly the shadow/stealth stuff) but a lot of the bigger monsters seem to have a hard time targeting the hit-box and will often just stand there and look at you menacingly hopping you will go away. They will continue to cast spells when they can, but unless their spell displaces them or you they will stand perfectly still.

      posted in Bug Reports
      vedran625
      vedran625
    • Casting after death/knockdown

      I cant seem to find someone pointing this out although it must have been said. But npcs are casting spells after they have died the following spells come to mind:

      magic missile - black widow
      shock aoe - water trolls
      poison breath - forest troll

      The trolls are especially bad.

      Funny enough it is also possible for players to cast spells just as they get knocked down, happened when we were test dueling and a mage got a heal of just as he went down.

      posted in Bug Reports - Closed
      vedran625
      vedran625
    • Collision

      It has been said before, but its spread out for a bunch of different objects. But it seems that some structures lose collision if you only give your character a single movement command. On the other hand if you are holding down your LEFT CLICK it will result in you going around said objects.

      This is some pathing issue and is probably related to the weird pathing your character takes when trying to take/remove items from the stockpiles that are linked to buildings (ore/wood).

      posted in Bug Reports - Closed
      vedran625
      vedran625
    • Character sheet - weapon stats

      The %dmg of weapons is not shown correctly when swapping between them on the character sheet. It seems to display the %dmg from the previous weapon.

      posted in Bug Reports - Closed
      vedran625
      vedran625
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