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    Topics created by Chapex

    • Chapex

      Getting back into action!
      Discussions & Feedback • • Chapex  

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      Logain

      @Stacy555 said in Getting back into action!: (...)Fix the little stuff as you go along, not put it on a list and do it later(...) Why would you waste time and effort on fixing something, when you later down the road have to rework the mechanic again and are likely to discard your 'fix'? I have an odd feeling people aren't used to seeing how software development works especially for small companies where every cent counts.
    • Chapex

      My Alpha 2 Test 3 first impressions
      Discussions & Feedback • • Chapex  

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      Kralith

      @Chapex Yeah, that sounds very odd. But that means, Fractured is thousand times better They did not fund that much yet, but they already have a playable Alpha... well, when the server are up
    • Chapex

      Well deserved
      Discussions & Feedback • • Chapex  

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      Xzait

      Congrats @Specter. The whole forum shall praise you for everything you have done for the community!!
    • Chapex

      Goodbye Grind?
      Discussions & Feedback • • Chapex  

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      Oxfurd

      Hey I say we just let them allow us to log in and pick to have what we want with out any work. IE its a grind to log into the game everyday so i need them to install TeamViewer in my PC and have it log in for me. Once this is completed i would then have them auto log in (what a drag am I right?). As I will obviously will have to grind away in make/buying food to survive we would need to them take that machinic out of the game to Grindy. Ok that is all easy... No one thing that kept me coming back to WOW was the lvl 40/50/60... City sitting cause i did everything and while i waited for more grindy content . You realize taking the way you're looking at it would make the game stupid. If you don't want to do some or anything repetitive most games wouldn't be your kind of game. The term grind in most gaming comminutes is something that is a time dump for the lack of real content. Dailies are a grind for sure. Raiding the same damn thing everyday to get that .000% drop drake pet that's a grind. Getting money from passively killing mobs to then get a house is not a grind. Thats my 1 cent
    • Chapex

      Forum Titles.....Lost?
      Discussions & Feedback • • Chapex  

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      Warpuppy

      @Chapex Greetings!
    • Chapex

      Feed the beast
      Discussions & Feedback • • Chapex  

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      Chapex

      @Ostaff I understand the limitations of a small team, that's why I mentioned the possibility of creating simple content that does not require long creation and editing times. A couple of lines of text, a short video with camera or cell phone in hand in a casual way but that maintains that recurring line of contact and allows them to be disseminated and replicated by the community on social media. I also prefer that the resources be invested in polishing the product and shaping it, but as I mentioned in another topic in this forum, development and advertising cannot be mutually exclusive. It is just an opinion and way of looking at it, of course they are the ones who have the last word and know what is best for the success of their product.
    • Chapex

      Building a home
      Discussions & Feedback • • Chapex  

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      Chapex

      @BlueGoblin In a 3D game with the ability to have first-person view and camera rotation, the presence of internal walls in a building tend to be much more relevant. In an isometric view game this becomes a little more relative. It is not that it is not possible, but the inability to position ourselves in the character's view and rotate the camera make it necessary for the internal buildings and any obstacle between us and our character to have the ability to become invisible during the movement. This effect is seen a lot in games of this style and with the same display restrictions, the issue is how efficient it can be in a MMORPG compared to a single player. I am not an expert in game engine programming or optimizing them for a massive and online environment, but it makes me think that perhaps it does not result in an addition that helps the performance of server in general. On the other hand, the game in the last alpha test offered a certain variety of blueprints for creating houses, some of which allowed creating internal divisions with an access door. This added to the fact that when it is in an alpha state, there is the possibility that the house creation system receives numerous improvements and future updates which may even include the possibility of having more than one floor in the building, internal divisions, etc.
    • Chapex

      Helping to spread
      Discussions & Feedback • • Chapex  

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      Chapex

      Thank you! Hopefully it will at least generate curiosity so that whoever sees it will come to the official site and join the community.
    • Chapex

      Foundation and Future
      Discussions & Feedback • • Chapex  

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      Chapex

      Foundation store update. Good news! In the last 3 days the accumulated total increased by approximately 3,000 euros. Taking into account the increase of the previous days is a substantial increase that can be translated initially in at least three possible cases, an increase of new players who were attracted to the project and decided to invest, current founders who decided to increase their founding pack or a mixture of both. In any case, it is a positive thing and although it is premature to establish a trend, it is encouraging data.
    • Chapex

      Summary of my gaming experience finishing Alpha 2 stage 2
      Discussions & Feedback • • Chapex  

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      Chapex

      Let us begin! Account registration, client download and start, character creation and tutorial: Ok. Environment Difficulty vs. New Character: I found that for a new character it is very difficult to advance through the areas closest to the starting point. The availability of equipment and skills is not balanced with respect to the NPCs present in the surroundings (I know, it's an alpha test, but this can't happen during the official launch). Combat Mechanics: In this aspect the game needs many improvements. As it is a game with isometric view and movement by click, it is impossible to face more than 1 enemy efficiently. The speed of movement and response of the enemies is exaggerated and does not allow strategic combat, especially considering that it is impossible to execute many of the skills without facing the target, making it impossible to kite and attack them simultaneously, especially for ranged characters very vulnerable to melee. This added to the knowledge system and the lack of initial basic control skills makes solo advancing a nightmare. It is impossible to kiting a melee enemy in a closed area without constantly receiving physical damage, and expanding the kiting area becomes a hell since the aggro generation distance is huge and this leads to having a multitude of enemies chasing you to exhaustion. The game does not have any evasion or initial dodge skills, therefore it is essential to control the aforementioned aspects regarding enemy mobility and aggro generation range. It is necessary to reduce the aggro area since nowadays it is common to find enemies attracted to attack without being seen on screen. It would also be nice to incorporate a red color effect in the corners of the screen as you approach a nearby enemy to warn. There are also other problems, interferences during the combat of objects with which you can interact (resources, corpses with loot, etc) which, taken by the hand with the click to move, make everything inefficient. It is necessary to implement the cancellation of the interaction with the environment during the combat and make the tops of the trees translucent in order to see the terrain. Another topic is terrain relief and field of vision, AFK enemies while being attacked from an elevated area, attacks that do not reach their destination, etc. Performance: The game has a relatively stable fps and latency value, but it is not credible when small interruptions in the image flow are noticed during the continuous movement of the character. On the other hand, the response to changes in direction are not always smooth and if the click to move zone is very close to the character, it will get stuck and will not advance. This type of delays or obstacles in the flow are also noted during the construction processes of the house in which the orders (pick up material, add it, build, etc.) are not always carried out directly and requires a second action for it to complete. NPC´s: Its presence and distribution requires a substantial improvement. From deserted areas to crowded congregations in small areas. Also the combination of degrees of difficulty needs to be revised to achieve a correct distribution of groups of enemies of low, medium and high difficulty in a consistent way. Going from an area with the absolute presence of simple enemies to being 2 steps from an area plagued by much stronger enemies is not optimal, it would be good to have a difficulty gradient that warns the player of what type of area he is entering. The random presence of a powerful enemy is also acceptable, but coming from kill rabbits and suddenly meeting a pack of 4 wolves, a goblin archer and 2 warrior is not a pleasant thing. The AI ​​of the NPCs needs some improvements, the vast majority have a very basic way of proceeding, detect aggro and run direct to the player's neck, except for those range type, the rest would seem to have a magnet that propels them straight towards our character and without breaks. Perhaps the incorporation to these characters of some strategic zone/area attacks or movements that give the chance to perform strategic evasion and allow a melee pause in the combat. As a mage, my experience was to be running all the time with a pack of wolfs biting my backs without pause and spamming heals to survive. Finally, it is necessary to incorporate the option of automatic unidirectional movement guided by clicks for changes of course. The distances to be traveled in an open and constantly exposed world make the traditional system of any isometric game unfeasible in Fractured. If this is not corrected, many people will be discouraged from playing due to the wear and tear produced in the player's hand. If devs do not correct this, I fear that the number of users that the game can get is gonna be less than expected. Cheers!.
    • Chapex

      Primera impresión del juego
      Discusiones Generales • • Chapex  

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      Chapex

      Hola, después de una breve participación en el juego y teniendo en cuenta su estado Alfa actual quisiera darles mi opinión inicial. Respecto al genero del juego debo decir que es uno de mis preferidos, en este tipo de juegos siempre busco una buena historia, una atmósfera que atrape, preferentemente oscura o lúgubre y por supuesto un sistema de progresión de personaje complejo y lleno de opciones que permitan la creación de algo personalizado, que cuente con gran versatilidad, fluidez y siempre de la mano de una fuerte presencia de Rol. Dicho esto paso a comentar. Entiendo que el juego se encuentra en sus primeras etapas y que falta mucho camino por recorrer hasta poder ver todas sus capacidades en funcionamiento, pero hay ciertas cosas que me preocupan. No logre sentir esa sensación de inmersión que buscaba, desde la creación del personaje hasta la exploración avanzada por el mapa del juego siento que falto algo fundamental para mantenerme inmerso. La música, la ambientación, los efectos de sonido, no lograron generar algo especial en mis primeras impresiones. Ausencia de una introducción al mundo de juego que marque el Rol de nuestro personaje, sus orígenes, de donde viene, a donde va, que busca, nada, simplemente aparece en la zona elegida y listo, a comenzar. Interacción con NPC´s y diálogos que involucren toma de decisiones y aspectos de Rol nulos. Por lo menos desde mi experiencia fue algo inexistente. La fluidez del movimiento del personaje y sus acciones en combate me resultaron muy poco pulidas, falta de respuesta y fluidez. En este aspecto también se suma el problema del terreno, se nota que hay muchas zonas del mapa por las cuales es imposible pasar cuando a simple vista debería ser posible ya que no hay obstáculos o desniveles del terreno que justifiquen dicha imposibilidad. Esto da la impresión de que el mundo abierto en realidad no es tan abierto y que solo determinadas rutas fueron marcadas para ser transitadas. Si bien esto es algo común en los juegos predecesores con vista Isométrica no debería ser una limitación para un producto que se ofrece como la novedad que intenta fusionar un ARPG con un MMO de mundo abierto en un entorno ¨Sandbox¨. También me resulto incomodo ser detectado y atacado por NPC´s que ni siquiera podían ser vistos en pantalla haciendo que mi personaje se encontrara en situaciones claramente complicadas, muchas de ellas resueltas simplemente corriendo y rezando para que no se sumaran mas NPC´s a la persecución y en otras ocasiones simplemente quedando incapacitado por el exceso de habilidades de control recibidas por los agresores. Desproporción en la distribución de los NPC´s. Zonas totalmente deshabitadas y otras llenas al punto de resultar imposible poder realizar un combate estratégico ya que cualquier movimiento de desplazamiento termina arrastrando una cantidad de enemigos imposible de manejar. Falta de balance en la dificultad de los diferentes NPC´s de una misma zona. Unos caen como moscas y otros que los acompañan son imposibles en solitario. Errores de visibilidad durante el combate haciendo que un enemigo posicionado en frente de mi personaje y a distancia cuerpo a cuerpo no pudiera atacarlo recibiendo la leyenda ¨fuera de vista¨. Un sistema de crafting relativamente sencillo el cual no requiere ningún tipo de progresión o recetas para poder crear algo, simplemente conseguir los materiales, acceder a una estación de trabajo y hacer lo necesario. Esto le quita la sensación de gratificación que generan las artesanías en aquellos que buscan especializarse y lo logran con dedicación. Por último un sistema de progresión poco gratificante ya que las habilidades conseguidas dependen de el tipo de NPC que uno logra derrotar y no de el uso progresivo de las mismas dependiendo un camino elegido y esto es así debido a lo ya mencionado anteriormente, NPC´s muy poco balanceados en cuanto a poder y distribución en los mapas, problemas de selección de objetivo durante el combate, problemas de terreno y densidad de enemigos y falta de respuesta y fluidez del personaje. Nuevamente aclaro que se que esto se trata de un estado Alfa, pero en vista de todos los inconvenientes presentados, por lo menos en mi caso particular me genera muchas dudas en relación a cuantos de estos problemas podrán ser efectivamente resueltos al día de su lanzamiento oficial. Mis deseos son positivos y espero que lo logren, hace falta un juego que combine lo bueno de las diferentes generaciones y se convierta en un éxito. Saludos!
    • Chapex

      Otra Alfa más para el historial de un viejo jugador
      Bienvenidos a Fractured • • Chapex  

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      Chapex

      Hola, me presento ante la comunidad Alfa. Por esas cosas de la vida navegando entre contenidos del género encontré este juego y decidí pasar a ver que tanto potencial tiene al día de la fecha. Ya pude descargarlo y lo jugué durante un tiempo como para tener una opinión inicial, pero eso sera tema de otro hilo en el foro general. Saludos!
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