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    Posts made by GamerSeuss

    • RE: Fly tree

      @ALTaZARx

      Screenshot doesn't show anything except map coordinates. Do you mean 'Flying Tree' as in the asset is hovering over the ground?

      When reporting a bug, you need to include the specifics of the bug, and as much information as you have about what's going on. The map coordinates are great, but they tell pretty much nothing else. Also, you need to be more clear with your language. I understand if your not a native English speaker, but besides there being different translators online, you can also include more words to detail what you mean, or more of a picture to show what your reporting, other than just the coordinate section of the screen.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: First Impressions

      @Sepoy Few responses:

      The tutorial is not a How to play Guide, instead, it is a What to do first, Quest guide in order to guide you on figuring out these things first. A BIG part of Fractured is learning by trying and exploring. They don't want an actual tutorial, and they don't want to spoon feed you everything. Instead, they plop you down in the world, and then give you just a couple starter quests to guide you on what you should learn before really leaving the starter town.

      As to harvesting, they want new inexperienced players especially, to harvest everything. Initially, of course to get the KP for each new harvest, but then after that, because you never know what you will need later in the game, before you discover what all you can do.

      Many of the things you harvest are just food items. Other things are generally building blocks for gear, or reagents for imbuing gems, to add to some gear.

      Talents are a subject of note. Initially, many of those of us who backed the game came in because of the promise that this game would be one that didn't focus on Vertical progression. More and More power is not the goal of Fractured. Some backers didn't care about this part, but for a lot of us, we like the fact that one of their examples from the beginning concepts was that a brand new player, and a 2 year veteran, both with the same gear, could travel and be equally effective together in a raid or battle. No more leveling out of your friend groups to where you needed to powerlevel your buddy in order to get them into playing with you right away.

      This being the case, Talents, and everything having to do with the KP progression system should be more focused on giving more options for variety instead of more numerical power. Small bumps in power are fine, and even some synergy, but power builds should be a thing not of Fractured.

      Previous iterations of the Talent tree did tend to scale up power though, and this is the first test that has gone the other way, and tried out some talents with more special effects and smaller buffs instead of big numerical jumps to stats and damage.

      The only real way that power should scale up in Fractured is through the acquisition of Gear. Gear can give you distinct advantages, BUT gear has a durability score that cannot be repaired, AND gear is 100% player made, not found treasure.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Any chance for controller support or wasd movement?

      This has been discussed at length in various threads. (Search keyward WASD for examples) and the Devs have stated that the click to move/attack system with the mouse is an essential part of the Fractured experience and thus there is no place for a WASD/Joypad replacement.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Wording

      @hooby said in Wording:

      Tutorial Quest: Harvest Rye.
      What you actually harvest: Wheat.
      Crafting: Rye Flour: A powder made by grinding wheat in a milling stone.
      Crafting: Wheat Flour: A powder made by grinding wheat in a milling stone.

      This is a legacy thing.

      You are actually harvesting Rye. They changed it from Wheat to Rye last test, because players were exploiting the wheat fields at the starter cities to make quick and easy bags of wheat for city upkeep and upgrading. However, the change did not get updated in the tooltip that was added in this test over the Rye fields, so they show as Wheat, but when you harvest, it gives you Rye if you check.

      The tooltip on grinding the flour is also mislabeled, but in the videos, they mentioned that some of the tooltips have not been updated yet, and that they aren't a priority over getting the mechanics right.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Ingots, Leather and Theft

      @Farlander it's not just time adds value, as others have indicated (although in a game like this, that is definitely true) but also the fact that the game itself needs some time sinks to stretch out the experience. This game is not about instant gratification. They also don't want so many menial steps involved that people quit the crafting part of it for the fact it can get so boring.

      Players want to go out and do stuff while a time sink is going on. Sure, that going out has risk, and what they can do can be limited by available avenues. But the players feel like they have accomplished even more by multi-tasking. They are processing an Ingot at the Smelter, Tanning a Hide at the Tub, and they are going out while that happens and getting more raw materials for the process so they can do it all over again.

      The Devs want a player driven economy, BUT they don't want the players to be flooding the market every time they bring home a wagon-load of raw materials. They also want a few different reasons for making multiple refining stations. With near instant gratification like you indicated, there isn't much incentive to have more than 1 or 2 such stations in a town, other than possible prestige points. Now, as it is, a thriving town trying to be the next Detroit of Fantasy needs to have a score of smelters, and at least a half dozen Advanced smelters, and several citizens kept busy keeping the supply of ore and fuel up so that they can be going all the time, in hopes of producing maybe 4 suits of plate and a set of weapons in a day. That's actually pretty good, considering realism-wise, a suit of plate armor would be at the blacksmith's for a couple weeks at least, and possibly more like a month or more to get finished. That is with the help of a couple burly apprentices shoveling coal, someone working the bellows, and the Master smith pounding and folding and shaping the metal pieces, then quenching them to get ready to assemble them into the fitted pieces of armor. 16 hrs is nothing when you think on it that way. 16 hrs is just a reasonable time sink to make sure you can't do everything in the first few hours of the game, then be left with nothing but hunting/gathering to do.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: About Consumables

      I can get behind this idea...especially with the Belt add on part of it. Different Belts could have different numbers of slots, and you can slot Bandages, Remedies, even food in them if you wish, although food could still be eaten from inventory directly

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Any definite information about the release date?

      @Logain yeah, I was erring on the optimistic side of things there

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Another open beta?

      @Kurbbie We're not even in Beta-testing yet. There have been a couple open Alpha weekends/weeks, but chances are, with the shorter testing this time around, I don't see that happening. Stress testing is mostly good now until Alpha is done I would assume, which means that they will probably wait until Beta starts, at least a year from now, before thinking about another open...and as for PvP, as they are still working on Syndesia, and trying to de-emphasize PvP on that planet, I don't see a PvP open event anytime soon.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Any definite information about the release date?

      @okannako07 That is very old information. Chances are we're going to be into 2023 or even later for actual release. There have been some delays, Steam just hasn't been updated yet. We're still in Alpha, and have at least 3-4 Alphas to go before we hit Beta testing.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Ingots, Leather and Theft

      @StormBug I did say mine wasn't as good

      [Edit]Another possibility: IF you're in a town with both the Refining Station and a Bank, and IF your Bank is not full, the Refined item could be automatically moved to your local Bank space if not picked up in say an Hour in game. Otherwise, the finished (refined) good is locked to you only and the refinery station is unusable by anyone else for that hour.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Ingots, Leather and Theft

      @spoletta I second this suggestion.

      It would be fine if there weren't snipers waiting by refining areas to try and grab them as they finish, even if you were watching over them, but come on! There should be some accountability there.

      Another possible solution, although not as good, is to make your ingots only available to you for the first hour after smelting (same with Leather in tubs) and then after that, others can access them. This means you would want to schedule your refining accordingly, but at least it would prevent snipers from coming and grabbing them out from under your noses. It would also mean at most, the refining station would only be tied up for an extra hour before someone else could take out the finished product and place it in a storage chest (if they are honest) or in their inventory (if they insist on stealing) thus clearing the way for another to use the station.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Mid test feedback

      I love this detailed feedback. Very constructive, and I agree with several points.

      I can agree with some of what my sister, @StormBug is saying too, but I still think there should be limits on how much can be put on a plot. I think no more than 2 refining, and 1 crafting station per personal plot should be okay, AND such plots should still require a house to be built first.

      Town plots can be set up by the governor for extra tanning tubs, chests, smelters, etc... if they want to use city space, but that shouldn't be what personal plots are used for.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Refining resources

      @spoletta Not bad, some notes:

      As Cloth generally makes lighter armor, it is okay that it has a few less steps than say metal. Cloth is easier to work with.

      Also, Leather has 1 more step you didn't put in your list, and although it is minor, it deserves to be mentioned. You do have to put the hide on a Beam to turn it from animal hide into 'raw' leather.

      I can definitely agree with adding a step between 'green wood' and wood ready for use. A drying station would work, as would a wood kiln. If you do want to add one more step to cloth and leather, that step could in fact be the curing/dying stage.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Charge Spell doesn't work with Roads.

      @munch They did say they specifically want some bonuses not to stack, this may just be a case of one of those things.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Map interface not working

      @Hawkshield Sometimes Direct X doesn't work well with different Graphic Cards, especially integrated non-dedicated ones.

      In the computer gaming world, a computer without a dedicated graphics card is now considered low-end, not mid-ranged anyway. There is a Benchmarking system that they use now, that gives your PC/Laptop a rating between Lvl 1 and 4 based on your system as it is suitable for gaming. You generally need a non-integrated Graphics card to get to even just Level 2 in most cases.

      I feel for your issues, and I know Prometheus is working on a whole lot of bugs right now. It may be that they are working on your issues, and haven't solved them yet, it may be that they are still backlogged on a few other issues, and haven't gotten around to your issue yet. Remember, the Alpha is only a week and couple days old. During the Alpha is when the programmers and Devs(still mostly the same people, just a few more of them) are at their busiest. Prometheus has been pretty quick to respond to several bugs still, which means yours is either lower priority, or they aren't giving an update until they find something to update you with. If it is something to with Direct X Drivers, and how they render things, communicating with the Graphics Cards and loading into Memory, their hands might be tied, and they can't exactly do benchmark testing on that, AND keep up with all the other demands. If it is Direct X, that is going to probably be either unfixable, OR something they will have to work on between tests.

      Also remember, the Devs have no control over the updates to Direct X, as that is a separate company. That's why something that works in one test, can stop working in another through no change on their part.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Few In-Game Suggestions

      @grofire

      I'm talking about Pokemon Safari, where you just took pictures of the pokemon. Collection games aren't progress games, you don't go up in level, gain abilities, there is no progress...your just collecting for the joy of collecting and taking great shots.

      You also took what I said out of context. Your talking about progress, of the power scale type, and yet, we talk about progress of the interesting type, non-vertical, horizontal progress. Collection games would count as that, if you don't get any bonuses or advantages for what your collecting (other than in-game money/materials) and the SIMs had that kind of thing. SecondLife even more so, it wasn't about building a city, it was about playing your avatar because you enjoyed playing. (and your thinking more along the lines of SIMCity anyway and the various offshoots, The SIMs are more about just playing your character. You build a house, and decorate it, that's about it...in Fractured you can build a house and set your land up just fine, very horizontal)

      Finally, you didn't listen about UO at all. I said they reached a point where there was no progress at all, and that there are still players to this day playing the game, with maxed out characters, purely for the joy of the game. Some still play regularly. Shoot, I was an AVID EverQuest player, went from Beta all the way through several expansions before I got tired of the game. What made me tired is they took a lot of the simple fun of the game away. The exploration, and even the social interactions I did enjoy. And you know what, for all the play I did of EverQuest, I never, once got a character beyond level 42, because I enjoyed going out and doing things far more than I enjoyed leveling. I didn't raid, I loved to explore, and I liked to play around with skills and build things, that's what I loved. I hated Quests, so I wasn't going into town for fetch quests all the time, and I wasn't joining powerleveling groups (and my guild offered many times). In fact, although I disliked much of the later content expansions of the game, because of them taking away some of the impetus to just explore, the one expansion I loved introduced the Shroud, that allowed higher level players to Level-down to travel with lower level friends and make it doable. People purposely reversing vertical progression for the joy of playing with their friends.

      Yes, some people stopped playing UO, but that was mainly not because of lack of progress, but it was because they went on to the next shiny new toy with better graphics and different game play. Some people are more than happy to just play for options over playing for power.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Been here for a bit following

      I got my GF a free invite once, but I was a Kickstarter backer who upgraded to Alpha access.

      Generally speaking, you have to watch people's live streams of the game, and there aren't a whole lot of those going on right now

      posted in Welcome to Fractured
      GamerSeuss
      GamerSeuss
    • RE: Few In-Game Suggestions

      @grofire And not all Fun games include progress.

      Ultima Online, ,arguably the first major MMO to come out didn't really progress beyond a certain point, as @spoletta said, yet people came back for years and years, and there are still people playing the game today.

      Another example is SecondLife. SecondLife is a social game in the same league as The Sims, but other than amassing some in-game wealth, there really isn't too much progression in it. Second Life is a beloved game, that is played by many groups still. IMVU is a clone of SecondLife, and so it is probably similar (don't know, didn't need a clone)

      Think of games like Pokemon games, not the Gotta Catch'em All ones, what about Pokemon Safari. A HUGELY popular member of the Pokemon franchise, that didn't really have levels or anything. You just wanted to collect all the pokemon...and then, once you did, you kept playing for the joy of playing, no progression needed.

      We're all in agreement that some small bit of vertical can be in the game. Equipment is giving verticalness to the game. Talents give some progress, but it needs to be kept small.

      Yes, @spoletta also mentioned the fact that brand new players have the young status for a little bit to get some variety in their builds, which will help, but the fact of the matter is, the starting abilities aren't too bad for any of the builds, and they are still playing around with them and balancing them too. We have a different set now than we had before. Magic Missile is still one of the best spells to acquire, and you pick it up during the little introductory guide questing. This is like the tutorial getting you familiar, and you pick that up. Other builds get other skills that help round out their characters. Point is, you could still play the game for years with JUST the starting skills and still be a perfectly viable character. The different skills give you choices, AND the ability to customize for specific mobs/opponents, but otherwise, your pretty viable. Your example, @grofire is more of one of those Rock-Paper-Scissors cases, where the Fire Resistance would counter the main attack of the Fire Bolt player...but that player would also have a chance to get Magic Missile during their tutorial, which is easily covered during the young status, shoot, it is unlocked in the first 30 mins of play for most arcanists. You can also attack with the Primative Mage Staff, which is just Magic Damage, not Fire, Lightning, Poison, etc... and you learn to make that in the first 30 mins too, from very common stuff.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Few In-Game Suggestions

      @grofire and like @spoletta and many others out there, I signed on to this game specifically because I want the main difference between an old and new character to not be vertical achievement, but rather, more options on how they approach a battle.

      This is WHY I backed this game in the first place. This, above all other things is the main reason I thought Fractured would set itself apart from the rank and file and truly inspire a gaming experience I could sink my teeth into.

      Why would anyone back a game, then immediately try to change a core concept? You and others might think there needs to be appreciable vertical growth, but then, why Fractured? That would make it a whole different game from what was pitched. Were you counting on the fact that most Devs give up on the whole horizontal progression dedication eventually? I mean, I know there are a few other Core concepts out there, besides this, but this was the main one for so many, its crazy to try to just turn it into every other game out there in our minds.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Non residential T2 plate and weapon Enchanting

      @argottt not sure I fully understand what your saying, and the video doesn't help any.

      Are you saying your an Atrium Resident, and when you try to enchant T2 Plate Armor and weapons it works in Atrium, but when you try in Zenith it doesn't work

      At the same time, you had a friend who is a Zenith Resident attempt the same thing in Zenith and it did work? or he tried in Atrium and it worked, but still not in Zenith?

      These specifics might indicate different issues;

      1. There might be a non-resident restriction or
      2. There might be a bug in either the tech tree or enchanting system.
      posted in Bug Reports
      GamerSeuss
      GamerSeuss
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