@munch That may be on purpose.
Figure Mana regen without any buffs is not your full regen amount, as your full amount is only activated when you have a buff to add to it. Confusing, I know, but it may be purely on purpose, who's to say
@munch That may be on purpose.
Figure Mana regen without any buffs is not your full regen amount, as your full amount is only activated when you have a buff to add to it. Confusing, I know, but it may be purely on purpose, who's to say
As to the 2nd point, this being a shorter Alpha test, they have more than likely accelerated the KP build as we have limited time to play.
@Irrelevant said in Questions/Suggestions about things I like to see...:
I mainly don't speak about the difficultys ingame rather then the difficultys shown at char creation. melee and bow are marked as "easy" while mage is medium and Street Rat is hard. i think showing these is pretty much useless and not realy accurate due to ingame circumstances like building bows or using attribute setups that make early game easier. Played an Assa 0 issues, mage 0 issues, deleted a ranger because arrows, played a mage 0 issues deleted a melee because boring and pidgenholed. There are many more things to consider then a difficulty shown at char creation from my point of view :).
Your last statement here is the telling one..."from your point of view"
When a game, like an MMO includes things like average difficulty of an archetype/class in character creation, it is not meant for veteran MMO players. It is meant for beginners, to give them a starting point. By the Devs logic, as a veteran, you already know what you want to play, and what's going to be easiest/hardest/most enjoyable to you. They are not hard and fast, they are suggestions for the uninitiated.
Also, as was said in one of my previous posts, if you and yours hate no-NPC games, mayhaps Fractured is not for you. The Devs here are trying to go for something new, and different, and a totally player run game is a huge part of that. No fetch quests, no fluff NPCs, no hirelings, etc...
@Adhamh As the game is not built around Mixed races traveling together at all, each race being mostly locked to their own planet, except for very very limited visits, it makes perfect sense to Guild-Race lock. They've pretty much said that Guilds will remain racially locked, and there isn't a reason to change that.
As has been said, you can be a member of 1 guild per planet, so there is nothing stopping you from making a related guild on each planet that has an alliance. It's not like you'll get much multi-racial use out of the alliance, afterall.
@Selfish You'll find that once you start farming gold from monsters, you'll have this amount in no time really. We've been doing alphas for awhile now, and if anything, there still needs to be more gold sinks, not less. Especially during the Alpha.
@omarxz13 You made this same post an hour ago, same forum, if you spam the forums like this, nothing will ever get done. If you have new info on an error, post a reply to your original forum post, and if you want to get Prometheus's attention, send him an @Prometheus to do so (like I just did)
@shava23 There is a known Asset Management bug about disappearing Bridge Assets in the game that has been reported in several places. Of course, if the Bridge in the depths of that one badland area(can't recall the name" that spans over an endless drop were to disappear that would be something to see!!!
@shava23 Yes, they said that "Young" would be a single value that you can have, not one that restarts with every character you build, as then people could use it as an exploit.
Things like Guild Membership, Home Ownership(per planet), Town Citizenship, and the "Young" Status are all at the Account level. While things like the Bank, Market Place, and Talent/Skill Unlocks are at the Character level.
@Irrelevant The game wants to avoid NPCs as much as possible. The only real residents of the game they want to be the PCs. So your probably not going to get your fetch quests. It's a living, breathing world, We're just the only living breathing ones in it for the most part. NPCs at most will be very specific job bots that do not hand out quests, at best they will pass messages and stuff along set by other players.
Historically speaking, it took skill and nobility to wield a sword, so it makes sense the starting game focuses in on the Spear (the cheapest, easiest weapon to make/use as a peasant militia) and all classes are started out that way. The Skills not being focused on Sword and Board in the starter set thus makes sense. Shoot, for Mages, wands haven't even been implemented yet, we start out with Staves, and have to wait until we can get Rapiers for an alternate spell channeling weapon. Sword and Board people have to wait until the Blacksmithy can make swords, and then you can get a sword. By then, you should have sword related skills unlocked. There are no sword and board specific talents, because they aren't needed. The advantages of that fighting style speaks for itself, and they have started to adjust the talents anyway. The general talents to increase Strength or Dexterity, Precision and especially the use of Armor are all good talents for the Sword and Board character. I haven't looked deeply in the new modified tree on the Melee side yet, but there also used to be a Shield specific sub-branch of the talent tree if I remember correctly from previous tests. Shoot, again, Mages are severely limited on their Mana and Mana Regen, and there used to be Mana Regen talents that they took away, so we're running low on mana all the time.
Suffice it to say, it's the beginnings, when you are using the training wheels, once you graduate to heavier weapons and armor, you'll have associated skills and talents to support them, but don't expect them out of the gate...nobody is getting that, Bowmen are using promotive bows, melee are stuck with Spears, Hammers and Axes, maybe a mace, mages are using staves, and I'm not even sure what the rogues have yet.
They talked about requiring a Talent to do skills, but they nixed that idea. They want all the skills open to everyone, and then the game controls/limits access to the skilling resources instead. This means they don't have any real skill based talents to offer.
As to the difficulties, they want people to have to work for things, and they do want the dichotomy of 'easy' roles as opposed to 'hard' roles, because it is more realistic. They want Bowmen to have to craft arrows and keep track of how many they have before restocking. They want the durability of equipment to go down, with NO option to repair, they even apparently want mages to have to husband their mana and choose wisely, as the regen has been turned down by quite a bit. The Devs want these difficulties to keep up the long term playability of the game, BECAUSE they don't want to have a Quest-driven game, full of Instances and Boss Monsters that would then need equitable non-player crafted Treasure to make them worthwhile events. This game is meant to scratch a much different itch than what you seem to be wanting.
@Irrelevant said in Questions/Suggestions about things I like to see...:
- Why are sword & board skills not supported from the start or in the talent tree? I looked arround but found nothing worthwhile to use while wielding a light weapon and a shield. It's a bit sad for somone like me who want's to play a tanky fella. Will there be some changes for this in the future and some kind of dedication to people who want to play tank style without beeing hardstuck on heavy weapons?
Sword and Board is directly supported. Almost any of the general Melee Talents can be used with Sword and Board, and all of the Martial Skills pretty much work with either a blunt or a blade. That means Sword and Board, as well as its chief varient, Mace and Board are both supported.
In addition to that, there are generally a lot of talents that help with health and vitality, which are general use for everyone.
Will there be some crafting and gathering talent branches in the future? I think it's a missed opportunity to leave this out of the picture. Yes in a classless system everyone should be able to do everything I get it but there should be something for people who like to dedicate their time in crafting or gathering. Will there be some additions in the future?
This is a tough one. We've talked about this at length (as players, I'm not a Dev.) and the hard part here is since there is no real degree of success really in regards to crafting and gathering, it's pretty straight forward, what talents would you add. Something like 'Expert Crafter' sounds good as a name goes, but what in-game mechanics would it grant that doesn't really violate the spirit of the game?
Can we get an "buy a telent tree point" step in the tutorial? Some new poeple i started out with had 0 idea about this feature.
This has definitely been suggested. The starting quests are still needing to be refined, but for the most part, it is pretty self explanatory.
I get it it's a sandbox game but will there be some NPCs in the future who offer small quests like "bring me 10 branches!" or stuff like that? I know everything is Alpha I'm just intrested.
This doesn't fit Fractured AT ALL! They want the economy to be 100% player driven, so it wouldn't make sense for an NPC to send people out on Fetch Quests like that. There is talk about introducing some minor NPCs, like City Guards, and a Market Minder type, but as far as Quest Givers, the game is definitely not the kind you want to be taken over by Quests. The only quests in the game are the starting 'How to play' quests, and that is probably for the best.
When will the other races be playable? In another Alpha? In Beta? No eta yet?
Originally, this test was supposed to include the Beast-kin Race, but they ended up not being ready and they withdrew that promise before they started really ramping up for this particular Alpha. Beast-kin will probably arrive early next year at the earliest. No anticipation on the Demon race, and 99.9% of the Alpha testing (if not 100%) will be on Syndesia anyway. The races are very planet specific, with a limited lifespan on the other planets as a rule. This will most likely be waived in Alpha for testing purposes, but for ease of testing, they will probably stick to 1 continent at least into Beta.
Will we get more char creation options? Not only hairstyles and stuff but starting perks as well? Are different looks a planned mtx thing for release to create more money (what is fair from my point of view ^^)?
Cosmetics will be the main thing you'll be able to buy in the store upon release. They have promised no pay-to-win micro-transaction hell in this game, so the only way they expect to make a residual income is things like cosmetics. So different character looks will probably be there.
As to different perks, right now, the 'perks' or starting skills/abilities are linked to the Build you choose. They have just now introduced 2 new builds, the Roguish Build and the Bowman Build(I forget their exact names) to add to the Arcanist and the Gladiator builds that already had existed. They also changed some of the starting skills for the original builds, so there is that. That part of the game is ever evolving. They have promised something like a Bard build will be possible in the future, so here's crossing our fingers.
Why are there difficultys on the backrounds of char creation? You should get rid of these so players can gravitate to the classes they want to like to play :).
I don't know what you mean about 'difficulties'. I didn't notice if they rated how difficult a specific build was to play in the game, but if they did that, that would be a helpful tool for beginners to MMOs. Rating the difficulty doesn't mean they set the difficulty, it means more that after building a specific build, and playtesting it in-house, they determined which build was more complex than the others, and might take more of a learning curve. This is normal in MMOs. It is often found that straight Melee builds are the easiest, and Hybrid Combat/Casters are the most complex, so having a helpful aid to show a newb which is which only adds to the overall playability.
@smougie said in Collected Bugs:
There was a bridge for me, yesterday I was running in this area with other mage and he was laughing that I'm flying. But for me there was a bridge, for him not.
Then definitely an Asset handling bug. You'll want to @Prometheus this, but of course, I just did that
@Ignator said in Collected Bugs:
- Skills sometimes not activate when fighting
Which skill isn't activating? Also, what is the situation...have you closed to melee range with your foe (If so, some magic skills won't activate when equiped with a staff, the staff attack overriding the skill, which disrupts the casting, I think)
Missing Bridge:
Are you sure there is supposed to be a bridge there? Sometimes, the game wants you to walk around to approach from a different area on the map, and cliffs like are near that water are part of what is used to obstruct. Did you see a bridge there before and have it disappear on you? (My sister had that happen, which is an Asset Load issue)
This may be intentional, so as to get mages to do things like turn off Mage Armor when it isn't being used, but I feel your frustration. They also took away the faster mana regen talents from the Intelligence arm of the Talent Tree
@Kansei That's because some wolfs have no loot, that's not a bug, it's normal
@smougie when giving a bug report, they need more information.
What is bugged about the wolf pack?
Location is nice, but specifics can help them isolate what's wrong. If it is something in that location, or in the Asset Management code for instance.
Before making a suggestion on how to change a feature in the game, or before reporting a bug, do everyone a favor, yourself included, and click the Search Icon up in the upper Right Hand corner of the Forums Screen and type in a key word or two and see if your topic has already been addressed.
I know not everyone has time to go through every single forum post in this game. (We're a talkative bunch) however, after awhile, it begins to get really really tedious when the same conversation about the same suggestion ends up having to be done 20 or 30 times.
If your doing this for the Foundation Goal of making a "New Post", you get credit for posting in an existing Forum topic, so you don't need to make a new post for those points.
We could also consolidate all the "Hello, I'm New" threads to make it easier to find and monitor posts about new issues without wading through as many of these variations out there as we tend to get.
This is just my own personal opinion, mind you. I'm not a Developer, or on staff for the Forums or anything. I just would like to see our efforts to improve this game optimized by gathering these hot topics together in single threads instead of seeing the same old topic rehashed every time a new person joins the game. EVERYONE's feedback is valuable, even if it is on a subject that the Devs have already made their mind up about...I'm not saying to still your voices. I just want people to benefit from seeing what has come before on a subject, before starting some of these discussions over for the upteenth time.
I get you, @appleezz
@Prometheus As to a quest inconsistency that could have much more major ramifications, The field grain in the Northern city at least, is called Field Wheat, not Rye, even though the Quest calls for Rye (and unlike with the previously mentioned inconsistency, Wheat does also exist in this game, so it would get really confusing for those players who weren't in the test where the quest was changed to avoid exploits)
That's really not a bug, just they haven't fully refined the windows yet for spelling and other inconsistencies.
It is great to report, but remember, as an alpha, there are going to be these kind of things that will be considered very low priority and not worth fixing until they accumulate a few other more pressing things that would require a patch
This has happened in previous iterations of the Alpha. It is generally an asset load issue, and they fix it in the first few days
This is discussed at length on other forum threads, so no need to rehash it here...suffice it to say, the movement scheme they went with is considered intrinsic to the gameplay experience they want.
@PeachMcD I was commenting on the 'Dungeon' side of things, not the Arena side. I didn't participate in the PvP Tourney, but heard it went well, and I could understand an Arena feature, for sure, just not 'instanced' situations. I think Fractured wants to stay away from instancing.
I am quite hopeful that the new Leadership tree of Talents and Skills will help them make the Bard an actuality. We'll be experimenting with 2 new Builds or Archetypes this test, but hopefully, a Minstrel Archetype will be added soon.