Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. GamerSeuss
    3. Best
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Best posts made by GamerSeuss

    • RE: feedback - too much mouse clicking

      Actually, this is a Hybrid PvE/PvP game, and as such, PvP especially does in fact benefit from click timing in combat, and thus, an Auto-Attack Feature is not recommended.

      In point of fact, Auto-ANYTHING is not in the spirit of the originally intended game...Some might want it, but I'm willing to be a large portion of this community anyway, would prefer no Automation be added within the game.

      yes, we want to go in and out of combat mode, or some other method to prevent clicking on the environment from getting in the way of combat, but if anything, I would think a majority of us would like to find a way for the game to really reward people for timing their attacks, even more precisely. As to anything even remotely AFKable, we don't want to facilitate that option at all.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Panning Camera

      The other option would be to be able to rotate your camera view, so instead of always having North as the top of the screen, you can face other directions, by rotating your camera, so that you have the furthest view to the front of your character. Many games use a rotating camera feature and it wouldn't screw up isometric play at all.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: [QoL Suggestion] Packing Station Storage accessiblity with just one click

      I'm actually with boogie on this one.

      In fact, I'd be fine with them adding a couple clicks to the Charcoal pile.

      Why be in such a hurry for everything. You want the game to take some time to do, it's a game, some QoL upgrades are great, but some take away from the game and my preference is to see more things take a few more seconds to do.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Fix Health / Death penalty

      Another option would be to have some kind of tip jar chest that would allow people to deposit gold and/or goods in, but only the town owner to withdraw anything (and their designated agents)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: map suggestion

      there is a button for that already, beneath the slider when your in full map mode

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Aggressive and predatory creatures chase range way too low.
      1. For obvious reasons, the AI is rather limited in resources for things like wildlife, so it is easier to code them with a set routine, and slight variance than to have a much wider range of dispersal.

      2. The Aggro threat range of the Predatory animals I believe is set where it is on purpose to make it so that characters have a reasonable chance to escape these 'natural hazards' without getting their corpse locked until death all the time. The code is also probably linked to their area of influence as referenced in the AI coding discussed in point 1

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: [QoL] Better Management of Town Citizen

      Yeah I helped finish it

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Say Chat?

      @Logain It would definitely be considered a QoL/Cosmetic option, so shouldn't even be implemented until Late Beta at the earliest I'd say. I find any game where you might have more than 3 or 4 players on screen at any one time, the bubbles are way distracting and more a nuisance than a help.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: WASD movement.

      I'm fairly certain they've said on numerous occasions that there is no plans for a WASD movement option. The mouse-movement system is essential for their vision of the game.

      There will be keybinding, but that is a QoL improvement that we shouldn't really expect until late Beta at the earliest once they have the mechanical issues resolved.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: WASD movement.

      @LtKrunch You may disagree with their reasoning, which is perfectly within your rights to do so, but that doesn't mean your going to change that reasoning, nor will anyone else, just by constantly stating their desire for something different.

      The Devs have said that there are certain design principles that they aren't prepared to change, and once something falls into that category, it pretty much becomes a moot point and then your no longer giving productive feedback by continually calling for this same change. I personally agree with the Devs thought processes on this matter and believe that if they envision he game's essential movement mechanics to be best represented by a mouse click system, than that is what they should stick to their guns about and not compromise on.

      I'm not saying to stop giving productive feedback as to changes you might want to see in the game, however, pick your pattles as it were. If you see that a battle is lost, don't just keep 'beating a dead horse' as it were, acknowledge that this is not one of the areas in which you are going to get the change you want, evaluate if the game is still one you would want to play without that change, and move forward accordingly. Brow-beating and constantly rehashing the same subject over and over on a closed point does nobody any good, and just wastes the space that could be used to bring about actual improvements that are possible.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: The current stats system is a turn off for the non dnd players.

      @Grapher except maybe a charge or bullrush ability, movement speed affecting damage would indeed be confusing.

      As for Fractured (and many other games) using stats reminiscent of D&D, that's pretty much axiomatic considering MMOs were directly born of a desire to take games like D&D and move them to a computer sim format. The first MMOs grew out of MUDs, MOOs, MUCKs and MUSHes, which were all written primarily by D&D and ex-D&D players. This is especially true of games like Ultima Online, which was a variation on the Ultima franchise of Computer games, which was written by a group of long time D&D players.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Prospective members

      This is done on purpose, so actively inviting a member into a guild/party, etc requires the characters meet face to face in game with a Guild Leader/Officer or Party Leader/Officer. You can soft recruit outside of the game, but that initial meeting in-game is required to join.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Please please please!

      @Denyde said in Please please please!:

      as for a stronger server, how bad the server runs, doesn't feel fluid at all. at first it's okay but then the more you play it gets worse and worse like a memory leak resulting relogging, etc.

      Still feels like this is on your PC's side of things. I've played without any issue whatsoever, and have everything set on the highest performance settings, so if anyone was going to have trouble from server lag, it would be Me. I've swapped between Window and Full screen multiple times as well, no issue, completely smooth sailing.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Lower city requirements for testing purposes

      @Kralith This

      The city requirements are set to realistic values, to lower them would skew the results and pretty much invalidate that whole aspect of what's being tested.

      When you run a test, you need results across the spectrum to measure against, those towns that make it to the top Rank before the test is over are one element of the testing results, but so are those cities that will keep getting demoted back to Rank 1 over and over, only to build and fall again, and those who find a comfortable median level of say Rank 7 to 10 by the end, and every flavor in between. This will represent a cross-section of what can be expected over a longer term run of the game.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Bug and Feedback List Spring Alpha

      @Ignator said in Bug and Feedback List Spring Alpha:

      I want to give the Devs bugs i ran into and also some Feedback of things so fare. I will put more into it when found some more.

      Bugs:

      • sometimes when lumber wood some of the logs are standing horizontal and not pickable

      Known issue, talked out in dozens of threads...also, if the log is upright, it might signify a double trunked tree you just may not have noticed when it wasn't cut, or possibly a split trunk...it's the laying down logs you can't pick up that's for sure a glitch.

      • The scholar clothes with primal weave dont give the bonus like shown (Spell DMG 5%) (not chowing in character window)

      They're dealing with a few things involving higher Tier material crafting right now, fix one thing, another breaks, so bare with them. We're not supposed to be able to craft beyond tier 1 materials until the proper tech level research is done, but initially the starter towns were allowing all crafting options, regardless of tier, that was fixed, now it looks like Scholar's Clothes are not being craftable at all for several people.

      Feedback:

      • the bubble of the skill "Absorb" has a ugly look and should be changed
      • using Bank in Town are not possible only for all that are accepted into town -> Change to all can use it that have a plot in city

      If you have an in-town plot, you have been accepted in a city. On the other hand, there are the Residential Plots, which are technically not in the city, just adjacent to it, and as the code for the Bank is similar to the code for chests in town, it may be why permissions are the way they are, time will tell.

      • All skills should show "Damage Type:" like magic missles skill

      In a game like Fractured, they want players to go out and explore as much as possible to find things out, so even simple things like whether a spell does Magic damage or Elemental damage may require you actively go find out for yourself. They really don't want to just hand you everything, they want you to explore, use trial and error, and learn along with your character.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Bounty Hunting & Jails - Official Feedback Thread

      Can we get a Moderation on this Thread!?!

      I know that we need to discuss and comment on this topic, and I KNOW Prometheus stated in the very opening post not to let this degenerate into a name calling, PvP vs PvE thread, but it seems like we're getting more and more off topic and more and more into just sniping at each other.

      Yes, Nekrage has a point, things that limit playtime in the game, such as jail 'MAY' cause people to rage-quit the game.
      Lonelycookie also has a point, the victims of ganking/Rabid-PvPers killing without consequence, and more importantly, compensation for the wounded parties will also Rage-Quit

      The game can work. The game does need a middle ground arena, and Syndesia is that middleground, so we have to come together and figure out what works best.

      Do I think someone who just flagged evil should get immediately caught for a 24 hr time out and 2000gp fine? NO, it's a little steep for someone who has just barely declared their intent to go evil.

      I still think we need a soft start 1st strike rule, so if you declare as evil, and immediately get capped for it, your karma hasn't gone below -100 even yet, you get like a shorter time out, 2 to 6 hrs and a 600gp fine. 1 time only, and if you pass the mark, no amount of redemption can get you back into the safe zone for that.

      Punish the Criminals, and punish them with something meaningful. Remember, the 'Time-Out' can be mitigated by paying your bail. There was also my idea of giving them a 'work-gang' tag, where they can't be PvP'd, and everything they accumulate until they reach a certain quota gets turned over to the 'state' except food/healing items.

      You could even make it similar to Fetch Quests of other MMOs. You got caught stealing from people near the town of Duath....now that you have been arrested, you can spend your time in jail, OR you can go out and mine 2 Wagon Loads of Coal, Stone or Iron to be turned into Duath.

      For the Victims: Any extra Reagents and other items above and beyond the ore collected to pay off their debt that's been turned in can be claimed based on number of times they've been killed/robbed recently near that town's center of influence.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Metal Gear not so Solid

      There is a reason Ancient man went for Bronze weapons over Copper.. Adding a bit of Tin to Copper creating the Bronze Alloy increased its durability 100x.

      Yes, Copper weaponry is expensive in effort/supplies to craft, and yes, it doesn't last long, but really, you don't stop at making your weapons out of copper, you do your copper weapon first as proof of concept, then any future copper you turn into something more managable, like Arrow heads or coins, works of art, etc... in a culture. You start mixing Tin with your copper to make that Alloy, then you go from Bronze to Iron, and from Iron to Steel, then various types of exotic fantasy Steels....I assume eventually, that's how Fractured is going to do it.

      Games like Old School RuneScape show you how to do it, you train your skill working up through the materials, until your crafting Runite Weapons and Armor, but you start with Bronze.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Metal Gear not so Solid

      One of the key principals of this game is to load-out your character based on what your hunting/accomplishing.

      Afraid of PvPers, have a PvP Load-out and Talent/Skill Preset combination best suited to counter them.

      Going against Wisps and Treents, have a build set for that

      Food and Reagent gathering, have a minimalistic approach setup.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Let's talk business! (And the lack of it)

      I'm all for making Harbors only bridges to the other Continents. If you do use them for fast travel around the existing continent, it should be passenger only, no wagons/carts/heavy items, only what's worn and in your backpack goes with you.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • 1
    • 2
    • 13
    • 14
    • 15
    • 16
    • 17
    • 18
    • 15 / 18