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    Best posts made by Harleyyelrah

    • Combat Log for Testing Reasons

      Hello!

      I would like to suggest a combat log for the chat box in-game. Chat functions are not as important in terms of priority, but a Combat Log will be extremely useful during testing so that we can test the abilities/talent trees/attributes and have some way of looking back on whether or not there may be bugs or where values need to be adjusted. It would be very helpful for us in giving feedback!

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • PSA- Trading Leather for Hides at The Oran'Thul City!

      For the purposes of helping the community and also to promote testing and theorycrafting, The OranThul is currently trading leather in exchange for hides to players who have been unable to obtain leather! Get your leather without having to wait for the cooldown while supplies last!

      Limit to 12 per person at the moment, enough for a full armor set and a shield, but subject to change depending on demand/supply

      [Edit] - Will craft the leather armor/shield for you using our city crafting station!

      We are located East of Heartwood on the map!

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: Tanning Tubs Are a Disaster

      @Xzait The leather armor is for light armor for casters. Hide armor is considered medium armor and so it has higher armor defense values, but casters cannot cast many abilities using medium armor.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: The Trees are Our Enemy

      There is actually a "combat toggle mode" planned, where if you are in combat, then you won't be able to click on a tree and start picking branches instead. I believe the devs were trying to implement it earlier but haven't had the chance to do so yet.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: [PVP QoL] Visible Relation of Residents+Citizen to own town

      THIS. Our own guild members are safe but there are also citizens that are unguilded or part of other guilds. If cities are meant to be these community hubs then there has to be some visual indication of who is a fellow citizen.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: Bandage Hotkey

      Maybe a "consumable bar" with it's own hotkey like the mount/dismount key, but we can choose to put bandages or herbal remedy or animal net or food there? Even just one slot would be nice.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: City Management Feedback Thread

      Feels like the way the whole citizens/residents thing is set up is backwards, especially for a city governor that would like to have more control.

      A certain number of residents is required to rank up, but citizen numbers mean nothing. However, city personal plots tax rate can be controlled and set to 0, while residential plots cost 2k and 1k gold for weekly upkeep. If the resident number is the one that is important to ranking up, a guild governor would want to set up free city plots for non-guild residents so that we don't have to worry about them keeping up with the tax, not logging on anymore, etc, and assigning outside residential plot areas to guild members who we know WILL pay the taxes... just to keep the resident # for rank up. It seems backwards.

      On top of that, if the city gets sieged and loses then only the plots within the city can be lost, while residential area plots won't be affected... so why wouldn't a guild governor just do that, set their active guildies up as residents outside, and then give free plots inside the city to non guild "residents" who are unreliable for taxes/defense, since those inside plots are actually less worth due to the risks? I mean if you think about it possibly the city being a "safe spot" is also a bonus, but that doesn't really count for enough of an incentive.

      Possibly we might even want to switch it around and have a setting for "Residents only" for crafting permissions inside the city, meaning people who actually have claimed land plots within the city and the city territory have more "permissions" than only those who signed up as citizen and aren't "putting in their part". I do understand that the system is meant for being able to help out solo players have some viability but now it seems like weighing the importance of citizens vs residents needs a ton of tweaking.

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • Hiya

      Hello!

      I've been looking into Fractured for a few days, this game sounds great so far!!

      I'm very excited to be able to join the Open test coming up in about two days! A couple of my guildies have already begun testing today, and so far Fractured looks very promising!!! Thank you for bringing us something to enjoy during IRL quarantine time! 😊 🤗

      posted in Welcome to Fractured
      Harleyyelrah
      Harleyyelrah
    • RE: Monster kills do not grant KP and enemy knowledge for all party members

      @Ostaff ..... No. This isn't posted here because we "originally" thought it was a bug. This is because it still may be a bug and we are looking for clarification from a developer on their intended game design. Now please stop replying with unproductive sentences so that this thread isn't derailed. Thank you!

      posted in Bug Reports - Closed
      Harleyyelrah
      Harleyyelrah
    • RE: Why we need attribute respec options.

      My opinions on this topic are a bit mixed. On one hand, I agree that new players would probably not make the best decisions at the character creation screen, and would have no way of "fixing" their attribute allotment mistakes. On the other hand, I think being able to re-spec would be too easy to possibly abuse, unless it was heavily heavily limited and monitored.

      I put quite a lot of thought in to what I think the re-allocation option should be if there is one. If it's a cash shop item as @Farlander suggested then it could possibly turn the game into Pay2Win, which none of us wants. If it's too easily obtainable in game, (as a "crafting station" or "shrine" somewhere) then it is too easy for everyone to be doing that all the time. And then the developers would have to deal with some type of time cooldown, like a day, a week, a month, a year? It starts becoming tediously ridiculous. If the re-spec was an "item" gained either by cash shop or quest reward or even spawned with character creation or a loot drop, players would just abuse it by trying to farm lots of it and sell it to other players or hoard it, or by creating new characters and "trading" the re-spec item to their main character. If the re-spec option came at a large Knowledge Point cost, that may be slightly better, but as far as I understand the game at the moment we will not get infinite Knowledge Points. Those are limited by the amount of the actual game environments. If someone messes up and keeps using their knowledge points for re-allocating attribute points, then next they will ask for some way to re-allocate Knowledge Points since they spent all of theirs on re-specs and can't learn all the abilities! It honestly just seems like a potential mess.

      With all that in mind, this is my suggestion.

      Maybe the re-spec option could be ONE specific quest that each character would only be able to complete ONCE. As part of that quest, they get to "finalize" their attribute points at the end of it, and then they can never do it again. There should be warnings that that's it, after completing that quest then their character attributes are finalized. Maybe the quest can be triggered by the character learning their 15th or 20th ability, or something like that, so that it is far enough along in gameplay for the player to have a good idea of the attribute system. Then, anyone making mistakes after that point should just create a new character 😊

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: What guild joining restrictions are there?

      In the design journals it says that alignment affects what towns your character can enter depending on the alignment of the town, but I'm not sure about guild alignment vs individual alignment. Maybe a guild-owned town would just follow the alignment of the governor or the guild leader?

      Since individual alignments can change based on player actions, what happens if there are players with opposite alignments in the same guild? Or maybe that is impossible somehow? Or are guilds even going to be affected by alignments?

      posted in Questions & Answers
      Harleyyelrah
      Harleyyelrah
    • Bug or Oversight- No craft option for Metal Arrows

      Hello, I am not sure if this is a bug or oversight since this is the first test with Metalworking. Right now there is an option in the forge and advanced forge to make metal arrowheads, however, after crafting them there is no option to make Metal arrows. There are only options for Bone arrows or Stone arrows. I checked the individual player crafting menu, the Fletching table menu, and the Forge menu, as well as the Woodworking Table just in case the option was somewhere other than the Fletching table. Still couldn't find the option for Metal Arrows.

      posted in Bug Reports
      Harleyyelrah
      Harleyyelrah
    • RE: Support/Healer type builds

      I'm looking forward to next test phase when the Talent Tree will be out! Hopefully that adds some more support-type gameplay to what we had in the last test. 🙂

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: To what effect will open world PVP affect governing of cities/towns?

      @humerus You linked me the videos, and I watched them! Prometheus said 20v20 for a small city and 50v50 for a large city, but the numbers are not set in stone yet 🙂

      posted in Questions & Answers
      Harleyyelrah
      Harleyyelrah
    • Jail System Bugged

      Hello! I decided to test the Jail system purposely to see what would happen.

      I'm aligned as Evil, but I didn't have any negative karma. In fact, this is my Karma status:
      6628f123-d431-46c4-8f6b-23439e2e5285-image.png

      But my prison status says:
      d6dc8263-93b2-46a5-b43c-4b23005dd4c0-image.png

      But when compared with the first prisoner this is what the prison status said for them: Supposedly Speedy said they had max amount of negative karma while I had positive karma
      9880cb3d-08a1-4636-8972-3b3842a2e995-image.png

      So how do we pay a negative amount of gold for bail?!

      This jail system definitely needs to be tweaked/reworked. But I am wondering how much of it is working as intended and how much is actually a bug.
      [Edit] - Forgot to add that there is a handcuffs icon that pops up on the bottom right of my screen, but when I click on it nothing happens. It doesn't show me a menu or anything. My guildie had to come to the prison to tell me how much my prison time/bail were on the board. Since my bail said a negative amount, my guildie clicked on the Pay icon to see what would happen, and nothing happened!

      posted in Bug Reports
      Harleyyelrah
      Harleyyelrah
    • RE: Anyone else concerned how the last design journal was literally two years ago?

      When I first started looking into Fractured, I was also concerned about the dates on the design journals. However, when looking further I found that the developers are still heavily interacting with the community (especially when you consider the small team size).

      They could possibly be more obvious about their more recent interactions, but since at the moment they do not have a community management team it's sort of been up to us players to help out in that area.

      Here are some links that you may find useful if you are looking for info to supplement the Design Journals:

      A fellow player tried to collect all the public "blue posts" for Fractured- (The developer forum posts):
      https://forum.fracturedmmo.com/topic/1612/a-compilation-of-everything-we-know-about-fractured/73?_=1591637146090

      @Oxfurd awesomely had a series of Q&A interviews with Prometheus (Thank you!)

      Each video is over an hour long, and so it contains a wealth of info, I started with the one that has timestamps in the about section to make my life easier xD

      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: What makes Fractured different?

      The "three worlds, three playstyles" feature makes Fractured quite unique in my opinion.

      The no "leveling" aspect is also different from the other games you mentioned.

      However the other games you mentioned are already fully launched. If you are looking for amount of current content, Fractured would not be able to compare at the moment since it is in Alpha Testing stage instead of fully released.

      Personally I would only play Fractured out of the games you listed even though we don't have full released servers yet, but that is because I don't like the other games/studios 🙂

      posted in Questions & Answers
      Harleyyelrah
      Harleyyelrah
    • RE: What is the main reason why you want to play Fractured?
      1. Full Loot PVP! - on Tartaros at least xD
      2. Guild/land ownership features- Guild cities and large scale group pvp to come! Houses! Sieges!
      3. Not pay 2 win.
      4. Alignment system- people can choose to play the way they want and it actually opens different options of gameplay for them. Not limiting and yet not so free that choices don't matter at all!
      5. Honestly out of all current and upcoming MMOs that are announced/ongoing, Fractured seems like the best option so far! Hopefully the developers continue with their vision and don't make the mistake that others made of trying to please random tourists who don't research the features of the game. 🙂
      posted in Discussions & Feedback
      Harleyyelrah
      Harleyyelrah
    • RE: How do the devs stand against modding?

      I'm also against modding, it starts becoming a slippery slope where some mods will do too much and become "necessary" for features like pvp or else those who don't have it are at a disadvantage and etc.

      Just have a good UI in game innately and eliminate the potential mess with modding.

      posted in Questions & Answers
      Harleyyelrah
      Harleyyelrah
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