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    Posts made by GamerSeuss

    • RE: It's the game to hard or am i doing something wrong?

      Kiting one vs one is the way to start with a bow build. At least until you've upgraded your gear, skills and talents a little bit.

      That, or grouping with 1 to like 4 or 5 other players where you can lift each other up. Game can be soloed, but you have to be much more cautious, and make sure you have a ton of bandages with you

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Wagon and Carr

      Those time sinks are there on purpose, so although it has been asked before, I don't see it happening.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: aerchen citys fireplace cooking doesnt work

      Which city were you in on Aehren? and which building's fire?

      Cities can set permissions and then you can only rest at fires except the Tavern. You may have just been in a 'closed' city where all the stuff is set to Citizens/Residents only

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Newbie, with a few questions

      Release is currently set for Winter 2022/2023, so like Dec-Feb if all goes to plan.

      The population is low right now, but that makes it so a new player can quickly learn the ropes without having to worry about overly camped mobs and PvP from the established player-base

      The Wildfolk Planet is supposed to come out in the next couple months for the Summer Season.

      posted in Welcome to Fractured
      GamerSeuss
      GamerSeuss
    • RE: How long is this beta? I want to buy the silver package!

      @Althalus Actually, you were greatly misinformed.

      They have said from the very beginning that after every test phase there would be a wipe. Each Alpha had a wipe, and They have ALWAYS said, since the very beginning of the game that there would be a final wipe prior to release at the end of Beta and no beta progress would move into release.

      Also, open Beta said that they would 'try' not to do any wipes before the final wipe, but that if the game necessitated it, they would do so, like for a major patch/bugfix/exploit correction. So far, they haven't done a Beta Wipe, but that doesn't preclude one.

      Whomever told you there would be no wipes at all was not giving you the straight info that the Devs have always said.

      As to plans for an Open Beta, none has ever been officially mentioned. We do occasionally get an open Beta period of like 5 days to stress test and tempt the public, but as of now, there hasn't been any official announcement of an open Beta phase, although several of us are kind of pushing for a final like open beta the last month before wipe/release.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Updating the enchant aspects

      @Junkie The uncertainty is part of what I love about enchanting.

      I'm not saying I've never used an Enchantment Finder site, because I have, but, I prefer to experiment and play around with trying to figure it out myself. I also like the fact that sometimes you try for one enchant, and get another. Adds randomness to magic, making it more magical.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Updating the enchant aspects

      The enchanting system and its depth and complexity is my absolute favorite part of FO.

      Having said that, I'd still agree with @spoletta that it could use some rebranding as well as additional enchant types to extend the value of certain reagent attributes in the system.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Unable to train abilities?

      unable to unlock it, or add it to a preset? (does it still have the lock symbol on it?)

      You may have already unlocked it, so you can't spend to unlock it again.
      If you need to add it to a preset, check to see if you have sufficient Memory slots in that preset

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Legends need to change

      @Rife It is the cost in summoning Legends currently, compared to the drop rate of those items that has PvEers not summoning Legends.

      If they would reduce the cost, and keep the announcement the same, the remaining playtesters would go hunting Legends, and further, a large portion of the PvE fans who left would in fact return. PvEs don't need PvEvP content in order to be excited, they just need content they can do, without always getting ganked while doing it.

      Yes, Raids came back, and yes, they will still be buggy, this is a Beta Test, the whole point is for us to find and report the bugs in the game. Just because they took a mechanic down for awhile to work on it doesn't mean it will miraculously be bug-free when it returns. More like old bugs/exploits out, new bugs/exploits to discover.

      Beta Testing is a process, and people need to stop treating the test like its just an Early Access Release...there is a difference.

      When Arborea comes out, we should see a LARGE return of PvE players, same with the release of the new crop type, the release of Alchemy, shoot, even the release of Tartarus and Asteroids, all should bring people back. Does it mean the testing population is going to get crowded suddenly, no, by no means, but it will start to be more viable for testing purposes.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Legends need to change

      @Rife

      1. Fractured is exactly the kind of game that PvEers like myself enjoy, and studies have shown that PvE players far outnumber PvPers in all MMORPGs.

      2. As to why you have to have a Neutral with you to summon a Legend, it's because they want to encourage Neutral play on the Neutral planet, and include the RISK, not the certainty of PvP play, which is why announcements were moved to on death, not on summons.

      Heavy PvP tends to drive more players away than it pulls players in. You want to build and encourage population, you make the game attractive to PvEers first, and make sure you make the graphics and mechanics they like.

      I would hardly call FO's graphics mediocre even in Alpha/Beta form, when much hasn't been loaded yet.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Legends need to change

      @Rife That is assuming that Legends are meant to be PvPvE content.

      To many, we see Legends as endgame content, but not something that necessitates PvP participation. PvP risk, but not surety is better to the minds of most PvE players. PvP being the smallest population overall, you would please and draw more players in by making PvE content, not PvP content.

      The Devs would want the game to be welcoming to the most players, which means PvE players.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Legends need to change

      Legends should not mandate PvP play!

      Reduce or eliminate the summon cost, but keep announcements how they are.

      As population increases, more player groups will attempt Legends, and eventually, PvP groups will camp thier spawn points, causing there to be some PvP risk, but at the cost of the PvP groups time spent camping.

      Some non-PvPers will get to do Legends, or need to scout an area before the attempt, and some PvPers will get to participate in PvP, but don't gift wrap the PvE groups and serve them up on a silver platter to the PvPers.

      This way, Legend Altars are a PvP risk zone, but not a certainty and both groups benefit to their playstyle without unfairly penalizing either group on the mixed playstyle world.

      You can also require flagging Neutral/Evil to gather from resource nodes outside your home territories to add PvP risk and help with economic distribution.

      Again, not guaranteed, but requiring caution, and allowing towns to defend their resource nodes if they so choose.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Regarding Crowd Control

      @RavenCypher Just because Pull is iconic for traditional Tank builds, doesn't mean that every game has to follow that trope.

      FO doesn't use an Aggro mechanic, so traditional Tanky tricks aren't as prevalent. I actually like the gamble of seeing the squishier characters pull and then run, or pull for the Tank. Pull has always in my book, been more of a mobility character trait, not a Tank trait. Tanks take the Aggro, but the Ranged DPS guy is usually the Puller, as pulling and kiting go hand in hand, you get the mob to follow you and you use your mobility to stay ahead of them and kite.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: A Rant on Crafting and market economy problems.

      @RavenCypher Actually, he didn't butt in, but directly addressed your point. You just don't seem to like his solution or the fact that you weren't specific enough in some of what you said. Fact is, personal plots outside of town are also intentionally more limited than what is in town, and even with that, they Devs have said they will add in storage for the future.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: A Rant on Crafting and market economy problems.

      @RavenCypher said in A Rant on Crafting and market economy problems.:

      yea, that's not the case anymore and no way would they sell for 250 seeing as NO one can get that kind a gold without that basic armor which takes barely any effort to farm the materials. So, to say you sell basic hide or commoner gear for that much doesn't fit.... especially since that is all made in the Tutorial.

      This still happens EVERY Day or 2 for me, so don't say it is just not happening. Also, as @OlivePit said, Sea Trolls can be beaten unarmored for moderate gold. Not the best gold, but by no means the worst. Zombies also can be spamkilled relatively unarmored and unskilled.

      As to preserving materials on Primitive gear, Primitive gear uses relatively useless materials, so easy to gather it is almost insane to expect to really expect much sales on them. Primitive gear, if anything, is exactly the kind of improvised gear that you don't expect to do anything but use it then discard it.

      Primitive Gear is the equivalent of improvised sharpened sticks and burlap clothing, not exactly stuff you see others buying as you can make your own in less than 5 mins of play time.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: PvE & PvP Balancing Feedback Thread

      @spoletta This, as much as a heavy armor user might want them, this would be quite broken in practice

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: A Rant on Crafting and market economy problems.

      @RavenCypher

      Okay, let's address some of your points:

      1. There are storage buildings for ore and coal, and the smithy did have a built in coal storage before,not sure now, but it didn't auto feed.
      2. The times inks for metal are nothing on those for leather...granted, they now do things in groups of 5, and have 8 slots each, bit 16 hrs to refine as opposed to 4. Advanced smelters can do 2 at a time as well.
      3. They don't need or want to add more gold into the game, like by adding an NPC market as well as the current one, and each town market allows upto 20 sell orders as it is.
      4. On the topic of nothing being sold, including basic gear, almost every day I log in, I have a message that I've sold another suit of leather armor(body piece at least) and that's because I diversified my marketing and put leather armor in more than 1 market(like starter towns) AND I adjusted my prices up when fees for crafting were added. I sell leather body pieces at 250 gold each.
      5. Gold is dirt easy to get in game, so there's no need to make it easier. Shoot, some too lazy to gather will pay as much as 10 gold apiece for bandages, plant fibers, even stones and branches. Just don't expect instant gratification all the time.

      This games ecomy relies on timesinks to add value to thing because gold is so plentiful.

      Finally, remember that this is a beta, not a prerelease. Things like alchemy haven't been implemented yet. Betas, especially 1st closed betas often aren't nearly as fun and playable as this is. When I beta tested Daggarfall, they hadn't even uploaded all tge textures yet for basic walls, so we got grey-walls in many places, mixed with the occasional texture.

      So many seem to approach this beta like it's a full feature prerelease and not a beta for bug and exploit finding and mechanic balancing.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: A Rant on Crafting and market economy problems.

      @RavenCypher There are no Vendors because Fractured is a Player run economy. They don't want any NPC vendors, they want the players to make all the gear and then sell it in the market themselves, not just head over to the local NPC to buy what you want...that was one of the main selling points of the game and how its economy works.

      The ingot thing is a purposeful timesink. The game needs timesinks and goldsinks in order for the economy to work out, it is just a matter of balancing those sinks across the board.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Council of Elysium - Chapter Six

      I'm looking forward to jumping in and chatting with everyone

      posted in News & Announcements
      GamerSeuss
      GamerSeuss
    • RE: Combat overall must be improved, clunky, sounds, animations, feeling, inmersion.... is pretty pretty meh

      @Eigus Yes, there are people who feel the combat is clunky and non-immersive, but there are also a lot of us who enjoy it immensely.

      Things like sound and animation fixes aren't things that are going to be high-end priorities during testing, they just need to be smoothed out by launch, but understood that everything else in the game comes first.

      Every group is different, and your never going to please everyone, and that's fine, that's how the world works.

      This game is going for a very specific asthetic in gameplay, with mouseclicking and no autoattacking being a standard. Keyboarding the hotbar and no gamepad support are conscious decisions by the devs in order to get the asthetic they want.

      Things like skill activation timing are still being worked on, of course, but that has changed throughout testing. We now, for instance, have skills that can be activated a few times before cooldown kicks in, not a one and done thing...like the Arcanist basic healing skill. They have also said that eventually, it will be a conscious choice what you put into your hotbar, because you won't be able to activate things like remedies and bandages from inventory, thus cleaning up combat even further. Either you hotbar it, or activate it out of combat situations anyway...(not sure what the final idea with be...they may even add another hotbar slot or two, or even add a 'belt' or other piece of equipment that grants a dedicated slot or two for such things)

      The gist of it is, they need to get the skills and weapons and enchants and talents all balanced and then once that happens, they will be able to fine-tune the combat to exactly what they want, but whether or not that will meet with your expectations is hard to say. There will still be those of us out there who really enjoy it so far the way it is, afterall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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