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    Posts made by GamerSeuss

    • RE: First Impressions.

      @Kralith Thanks!!!

      1. PvP on Syndesia is meant to be heavily discouraged, AND the vast majority of players are in Young Status still anyway, so I would hardly expect ANY PvPers out there as of yet. This is the game's first Weekend, afterall.

      2. As Kralith said, the Servers just came up a few days ago, even if you can 'jump right into the action' you still can't really expect to be taking down Dragons on day 1. Shoot, the game is also still in Beta (in fact, this is the very first week of the very first Beta, we just barely broke out of Alpha) and so even more, you should not expect all the Gameplay promises to actualize as much as you seem to.

      3. Again, if you call this a Massive Grind, you might want to stick to games without a combat feature at all. You can't really GRIND in Fractured. You can repetatively do things in order to amass certain resources...but that is Gathering, not Grinding. Grinding would be going on and killing/killing/killing to level your character. Every monster has a cap on its Knowledge Points, AND you have other routes to Knowledge Point gain, like Gathering Resources. You want a massive Grind, play WoW, EverQuest, OSRS, Guildwars, these games can be super grindy. FO is reasonable in its expectations for killing mobs, jumps into action fairly quickly, and has a diverse gameplay setup, already, and they aren't done with it.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Easier places to grind?

      A mage who is strategic can Solo Sea Trolls and if careful, handle Wolves too. Haven't really played the other 2 Archetypes so can't give advice on them, but I maxed out Sea Trolls mostly solo, with no special gear whatsoever.

      posted in Welcome to Fractured
      GamerSeuss
      GamerSeuss
    • RE: Feedback of Sandbox MMO Veteran

      @THH I've played Sandbox MMOs for a comparable amount of time. (Longer, but with mayhaps more breaks for Tabletop, as I started in the late 90s, beta testing EverQuest)

      I see what your saying on several things, but there is a bit you don't fully get that is part of the Fractured plan.

      1. Fast Travel is something they don't really want at all. They have put in the Ports, as a small compromise, and because there needs to be a way between continents, but in a player driven economy, they want travel to be long and inconvenient, to make trade caravans a thing.

      2. Also in regards to the player driven economy: on that note, this is why FO doesn't want any Unique Item Drops. Once you add in a Unique Item, be it silly or game-changingly powerful, you add in a non-player based economy item. Such valuable items skew the who economics.

      3. Clothing and such: Since FO is dedicated to no Pay2Win micro-transaction philosophy, they are trying to put a large amount of the thought on Cosmetics such as basic clothes and armor skins, house decor, etc... into their Real-World stores for cash. By account binding these items as well, they prevent them from skewing the economy, and make them purely the vanity items they are meant to be.

      4. PvP: PvP is allowed on Syndesia(the currently implemented world) but it is meant to be heavily discouraged and at a huge disadvantage. PvP here is meant to only be for a few diehards who want that kind of extreme challenge, not as a method to bypass regular PvE gameplay to hyper-profit. Full PvP will be on Tartarus when it is implemented, and No PvP will be on Arborea, but Syndesia, although allowing PvP, doesn't want to incentivize it at all. Although PvPers have traditionally been the vocal majority of players, they are actually in the minority, PvEers just don't get as vocal about it, and if the PvP gets to be too much, they move on to another game/server.

      5. Showing off, Boring Travel, Random Nodes, Etc... : There is a good chance they will implement things of this nature later, but these are things that have to come after they work out the balancing of the other systems in the game. Alpha did some of that, but Beta is still overall a testing phase, and you don't want to throw in all the moving parts all at once. I like the idea of non-fixed nodes for rarer item gathers. The ability to click on a character and view them and their custom cosmetic skins would also be great, and a way to increase sells of the cosmetic components of the game, keeping the Pay2Win aspects out, etc...

      6. Lockpicks for lowlevels: Eventually, I see the ability to craft higher quality lockpicks, not just finding them, AND right now, any chest is considered at minimum a Mid-level find. "low-level" is hard to judge in a non-level based game, however, essentially, Chests are mid-game content, not starter content, and although available, even goblin chests are not meant to be easy to get into...and have you fought goblins, in the beginning, solo, Goblins can be tough MFs to take down anyway.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Most of the newer changes kind of just suck.

      Okay, didn't read the last 4 or 5 posts, but here's my take on things:

      1. The new 'time gates' for crafting: Times to do things have been extended because we are now going into a longer running test, and they want a real affect to be felt. In a test that only runs for a couple weeks to a month, you obviously couldn't have these kinds of time sinks, but with the plan not to wipe/reset the servers through this beta as much as possible, it makes a LOT of sense to increase time sinks.

      2. No incentive/really anti-incentivized to go Red: This is on PURPOSE. As has been said, they have not brought in the other planets as of yet, however, Syndesia, although allowing PvP, is supposed to heavily discourage it. PvP on Syndesia is meant to be an overwhelming challenge for the PvPer out there. Regular PvP, encouraged PvP, is going to wait for the Demon World. The cards are supposed to be drastically stacked against going Red, and the incentive to hunt Reds is supposed to be as high as it can get.

      3. Mage advantage on time sinks: This I agree with. They do need to make the mage (light) armor options, at least the better, more advanced ones, as rich and dynamic as they are doing with Medium+ armor. Yes, it makes sense, a character who doesn't go around wearing a whole lot of padding wouldn't have to go around doing a whole lot to get it, but when said padding is giving them some massive defensive spikes, based on their kind of hunting/playing, comparable to some Medium+ armor, then they should have to go through some time sinks to get it as well. Of course, I use Massive loosely here, because although equipment is nice, it in no way massively affects the game. It is nice, and does make things easier, but so does bringing around a few friends, or having the right skill/talent load-out for the mob your after.

      4. Cities and Residences: They are still balancing this. Personally, I have no problem with them maintaining a Citizen/Resident requirement for leveling up the cities, but I also understand why they would scrap it right now and see how it goes before possibly implementing a new version. Also, as @spoletta said, once they do get the crafting balanced out, they will be better able to determine how best to proceed, but crafting DOES need to get addressed and rebalanced some.

      5. Recipes: Monsters dropping recipes is something I'm a little on the fence about. In general, it goes against the basic tenets of Fractured for something like a Bear or a Wolf to drop a recipe, as it doesn't make sense. Humanoids, on the other hand, could drop recipes and schematics and other such things and it could make some sense, but like was said previously, it doesn't have its own 'expiration' system. You get the recipe once, install it to your character/town/crafting station/whatever the method is, it never really goes away, so eventually they are a useless drop. Recipes should be based around Crafting Level Mastery and Tech Level of Crafting Stations, not on drops, in my opinion.

      Overall, I'm finding the new game play fun, and think that several of the changes have been beneficial, especially for going into a 24/7 outlook on the game. If I had one minor pet peeve, it is that needing 5 of a reagent to enchant can be a bit excessive when we're talking about the highly rare reagents, like Rabbits Feet, Foxtails, Dragon Souls, and such...but who knows, that may balance out. At least we don't have to sink as much gold and any gems into most of the crafting. More crafting levels, and that stepping up recipes however would be better I think.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Weird behaviour of changing armor and inventory

      @Ookywooky Sometimes things 'hang' and a restart fixes it. Sometimes that is a code bug, other times, that is a latency issue or something similar. As to your 5% encumbrance, are you wearing anything, like starter clothing? Carrying a Starter Weapon?

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Characters retained from Beta / Alpha?

      @Hornberg Everything will be deleted. They have repeated this on several occasions so there is absolutely no doubt as to that. That being said, it is only at launch that you get your Foundation and Founder Pack perks like cosmetics and blueprints, and VIP membership.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Citizenship applications

      @Jameow it's been mentioned several times, but as Citizenship is an Account level action, they have done nothing about it, and they want you to keep your citizenship even if you delete and start a new character.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First Impressions.

      @mrbrewed But there isn't really a grind.

      In a grind system, you have to bath through the same mobs over and over and over again, until you level up, and bath through new mobs, only stopping earning from older mobs when you level out of them and they are no longer a challenge. In Fractured, each mob has a finite lifespan for Knowledge Points, and after that, you get nothing from them, Knowledge-wise, even if you haven't 'progressed' down the talent Tree. Also, along the way, many mobs unlock Skills you can learn from them, which is something else you can spend your Knowledge Points on, instead of, or along side Talents, so the game is more about customizing your builds, than it is about just slogging down the Experience track. Finally, you get 5 presets of Skills and 5 Presets of Talents, so you can hot-swap your build path without haveing to totally respec your character. You put on a preset like you would put on an equipment loadout...and as I said earlier, although equipment helps, it is not totally game altering. You, the player build the equipment, enchant the equipment, and with the no-repair feature, no load-out is eternal, and you either have to keep several spares of your favorite equipment load-outs, or keep coming up with new combinations...the game is thus dynamic, and not a grind in the least.

      Now, as to having to kill a few mobs, yes, you still do, it wouldn't be an MMO without that, but there is a difference between a Grind and a Knowledge based explore-reward system like Fractured has.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Where to get crafting recipes? I would like to craft a short bow.

      That's mostly intentional. The Fractured game is all about exploring to find out these new things, not just getting them all handed to us. The crafting system is also new for this Beta, so your on the same page as everyone else.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Best stats for a gladiator?

      @Radamand You don't want to dump stat in this game. Keep the 18 Str, but you don't need a 19 Dex, and dumping Int is asking for trouble

      posted in Character Builds
      GamerSeuss
      GamerSeuss
    • RE: First Impressions.

      @mrbrewed The Equipment is not life-altering, actually.

      You can get better with equipment, but it is a horizontal progression game, so you don't have to level up crazily, and basic equipment is creatable fairly quickly. In the beginning, your going to be fighting easier mobs solo, and bigger mobs in groups, but as you progress and get the equipment, you can start taking on bigger mobs solo, but some will still require groups. Also, as you unlock skills and improve your Talents, you will get better, but again, that's a build over advancement kind of improvement. with 5 Presets for Skills and 5 Presets for Talents, your not locked into only 1 such build choice

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Linux client

      @blindreaper It may have been planned, but then going with Gamigo and using their launcher may have prevented that from happening. Unless there is a Glyph launcher for Linux, at least

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: PLANKS

      @Contucky Why do you want planks?

      If your building on Buildings, it is Logs you use, which are cut from trees (and there is a known bug about that right now) by carrying an axe, clicking on a tree, and then hitting the option on the east side (right) not the option on top (which gathers branches)

      Refined wood products would require the tech be unlocked and then building a woodworking workshop.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Arrows - Where did they go?

      @Kazzier I think you're in the minority in this.

      Most of the Archery characters didn't like having to make and carry 1000s of arrows, using up a big portion of their encumberance/weight load on them. In general, I've heard nothing but praise that Arrows have been removed, and most hope this is a permanent thing.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: 6 different bugs i found

      @Krah I believe they determined you had to unlock the higher tech before you could craft Dire Wolf

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Great and fun game, but terrible experience in first 2 hours!

      @dracokalen They are 100% commited to mouse combat as the way they want Fractured to work. It's been discussed to death in other threads. It is the feel they want for the game.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Best way to rack up KP?

      @Radamand My suggestion would be, if you started a new character, make sure to get 100% on the Tutorial Mobs before transferring to the mainland. They are relatively painless to fight, and it gives you a good base of KP to start with. After going to the mainland, you should probably choose Myr, as Aehen is considered tougher.

      Start by fighting off wolves close to town, trying to kite them in 1s and 2s, until you max them out at 100%, while gathering every new resource you can and just dumping said resources into your bank in the starter town. This should allow you to get a nice set of KP and then you can look at what talents you want. Remember, you do not have to pay to unlock every ability offered to you. Make sure it is an ability you want for your archetype first. The starting skills are mostly okay. As an Arcanist, I do recommend Magic Missile, however, as a great spell.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Stag headdres

      @ELPerro I agree, something like an animal headdress would fit a Shaman Archetype, however, they have not introduced a Shaman Archetype yet. Shamans would have specific magical power sets, that would probably be spells usable in Medium Armor, as Shamans would wear Hides and Headdresses more than any kind of cloth typically anyway.

      As to the Wolf's Head giving a Dex bonus, any stat bonuses are thought to be animal spirit-related mystical bonuses, and thus defy the logic of the gear they are on. Otherwise, why would you get an Intelligence bonus just for wearing a Stag head?

      Eventually, the game may add in some more Archetypes for the game, shoot, they only added the Archer and the Cutthroat recently, before that, we only had Barbarians and Arcanists (which would be more scholastic mages, not clerica/druidic/shamanic)

      I expect, if they add in a Shaman Archetype (and mayhaps that will come when the promised Bard Archetype is introduced) they will start with some "heal other" type base spells, some Buffs, and even some kind of partial wild-shape ability, like Bear Claws, as well as having some kind of Spell Channeling weapon added that is more Fetish-related than a magical staff or wand.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Refunds during CBT?

      @Contucky actually, if it were a Donation, it would not be refundable at all, Donations aren't. It is a digital purchase/investment in the game, and you get a small window for refunds, but that's it.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Great and fun game, but terrible experience in first 2 hours!

      @Contucky

      Fractured promotes discovery, and thus, it doesn't auto-map the Starter Towns, and most other hotzones need to be discovered, and player cities need to be founded. They don't worry about marking the starter cities because your only really expected to rely on them in the very beginning, by either remembering where you go relatively speaking, and if all else fails, dying and respawning at the town. Otherwise, you can get lost, and that is intentional.

      Small stones just look like small stones in the grass, sometimes obscured, but if you mouse over them, it says Small Stone.

      As to your backpack and your fill up of goods, right now, there isn't a huge market for what you can just scrounge, so at most, you'll be banking said supplies in the town bank, not marketing them.

      As to Planks, any refined wood requires a woodworking craft station, and that is one that I believe isn't even in the Starter Towns, so will have to wait until you get to a player town that has built one. You can get branches off most trees(unless someone else has recently cleared them off) and for logs, you need to build an Axe to harvest them (and there's a known bug going on right now where you can't always get the logs anyway)

      I'm sorry you didn't have a great experience, but one of the things Fractured is all about is learn as you go, not spoon feeding you very much. There isn't going to be Quests in the main game, this is a Sandbox, non-questdriven MMO. The only Quests we're really supposed to be getting are the ones on Tutorial Island.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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