Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. maze
    3. Best
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Best posts made by maze

    • [suggestion] Pvp zones

      I've been trying to work out how best to deal with PvE/PvP ~ PvX in regards to a topic that popped up the other day (long read: https://forum.fracturedmmo.com/topic/13812/change-to-syndesia-the-true-mix-of-pve-and-pvp)

      The key point issue's is
      -not being able to PvE because area's being camped by to many pvpers
      -Most Solutions reduce PvP to a point making PvP useless

      My suggestion is making each area a zone with an Alert level that changes with either deaths and/or time.
      When a Zone does increase in Alert levels it would give a 5 min time period before it goes up.

      4 Alert Levels

      -Green: No PvP, peace last a limited amount of time until zone level increases to yellow.
      varying on zone 20min to 2 hours until alert level increases to yellow.

      -Yellow: Evil players can attack good players and vice versa - no inventory lose, no gear lose, carts can be stolen.
      After 20 pvp deaths or a set amount of time zone alert level increases to red.

      -Red: Evil players can attack good players and vice versa - no gear lose, inventory and carts can be stolen
      After 50 pvp deaths or a set amount of time zone alert level increases to black.

      -Black: Evil players can attack good players and vice versa. On death gear and inventory is lost.
      After a set amount of time zone level decreases back to either Green or Yellow depending on zone.
      Bonus for black zones: increase knowledge gain rate and increase gold amount drop.
      other possible bonus: world bosses spawn without summon resources

      Sheriffs could possibly decrease zone Alert levels faster by eliminating red players

      one problem I see is with Town area's and resources; only suggestion is they can never go into green alert.

      alt text

      posted in Discussions & Feedback
      maze
      maze
    • RE: New Alpha Testing Methodology Recommended

      I agree with shorter testing phases and changes to how we test, I would also give more incentive to test and a more direct day for players to have pvp.

      A lot of people are saying the same thing about grinding WAY to much before they can test things, what leads to players just not playing at all.

      I would like to see more test like the PVP weekend but give us the material instead of the gear (all metals, wood types, reagents).

      an arena - that we can que for. 1v1, 5v5, 10v10, 25v25. This would give us the direct people we need instead of having to look for players all the time who don't want to pvp...(there has been a lot of griefing this test that might have reflected badly)

      More incentive to play, Give players a cosmetic cloak that's tracked thought player test. Each playtest they preform in the cloak symbol changes to display their achievement + amount of test they've achieved it (Knowledge collected 100k+, top 50 combat, ect) so if someone was in the top 50 for 3 test in a row. they'd have a cloak with a sword or skull and III under it.

      posted in Discussions & Feedback
      maze
      maze
    • [bug and feedback] unarmed fist + daggers melee fighting

      Current unarmed fighting & daggers attack range and area is...pixel big? this leads to not being able to hit large enemys or players right beside you sometime. check video link
      https://i.gyazo.com/91fa974df6c36bdc12162f0139a0a75a.mp4

      This leads to fist combat being very frustrating at time's.
      People extend the attack range of unarmed combat.

      suggestion
      alt text

      posted in Bug Reports - Closed
      maze
      maze
    • Shadow Dance

      Shadow Dance does not apply true damage to bow attacks.

      Shadow dance also does not receive the bonus damage from using Deathmark.

      posted in Bug Reports
      maze
      maze
    • [Starting classes 2022 Feb test] Create new character - the 4 classes

      The four starting classes are meant to give you a quick skill set to allow you to function in the game, all skills can be acquired regardless of the class you pick. So it's suggest to pick a skill set that would fit you during your early game days.
      Stats can also be rerolled, but only once! so I would suggest only picking your stats carefully based on your playstyle.

      if you're new new to the game, I always suggest 14 or 15 int

      please keep in mind the screenshots of skills with purple numbers means my stats are effecting them. I do not have the correct stats to mid/max the skills in the screenshots.

      The starting area
      Once in the starting area, after picking a "class", 3 skills become available around the tutorial town by killing creatures. These should be considered before leaving the town. [Magic Missile] from black spider hatchling, [Swipe] from black bear, and [Bleeding Strike] from young wolf.

      Gladiator
      [Execute], [Net Trap], [Lunge], [Second Wind]
      Gladiators skill set is mainly Auto attacking, using lunge to engage and stun, execute for damage. Net trap is good for kiting or running away and lastly second wind is a good heal for warriors with CON.
      Second Wind and Net trap can easily farmed from Goblins in goblin hills, while Execute and lunge can be farmed from bandits. All in all the skills are rather simple to gain from killing bandit camps around the starting area's
      alt text

      Bowman
      [Volley], [Power Shot], [Slow], [Chilling Arrows]
      Bowman class is a very good base class to start with, as 3/4 the skills are in a shadow valley~ the normal "2ed or 3rd" area to farm in for groups. I would suggest picking this set of skills if you plan to have heavy Dex or Perc or plan to fight mobs solo. Kiting with the Slow and Power will allow you to kill most mobs, but the difficulty is having to make tons of arrows. An another suggestion is to become part of a town and build a woodshop to make a short bow.
      8cd9dd72-cf17-456f-bc33-b6617b640d13-image.png

      Arcanist
      [Firebolt], [Fan of Flames], [Relocate], [Minor Healing], [Mage Armor]
      Arcanist is simple, you plan to be a mage? pick this set. But theirs another reason to pick this set over other sets. Mage Armor, Minor Healing and Relocate are extremely great skills to have early game, but only while using [light gear]. with 18 INT you will have 270 armor, much more armor then any light gear can provide and any medium gear (until you have full leather).
      bda38a47-d6d5-488b-80c6-d6302e8d812e-image.png

      Street Rat
      [Rend Armor], [Lunge], [Strike Wounds], [Assassinate]
      Street Rat, one of my favorite builds the dagger~ this is not that. Street rat is more of a support DPS then a main DPS. It does not have sustain or slows, so you'll be forced to face tank and use lunge as a kiting tool while spamming bandages non-stop. The skills Strike wounds and Assassinate can be found in goblin hills and lunge is not a difficult skill to obtain from around the starting area. The only trouble skill would be Rend Armor what can be gained from a Forest troll. my advise, only play street rat if you plan to play in a group with other melee's from the geeko. Pickup the skills Bleeding strike and magic Missile and use those for some extra kiting dps if solo.
      alt text

      posted in Character Builds
      maze
      maze
    • RE: Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      Some updates!~

      So we finished Enchanting item list~ this will hopefully help you find the items you need for Enchanting quickly- this list is updated-able. So I'll be keeping it updated as items are PM'd to me on discord or found by my clan mates.
      https://i.gyazo.com/77375decf1c737dd9f2223da32540ff3.mp4
      alt text

      NEXT!
      working on the 2ed tab "Character Helper sheet" This is to help with character creation~ Currently it pulls all the stats and affinity needed to make a Character....but with the sources the DEV gave us have a lot of weird math~ so I'm not 100% sure they are correct until I can do more testing in the next test.

      and lastly we're labeling the items with crafting, foraging, Drop, Farm...Common to rare~ this will help us with the next project of Enchanting helper. it will pull the best solution of items to make an enchant of the tier you want.

      posted in Discussions & Feedback
      maze
      maze
    • Mazes bug finds Alpha 2. test 3

      Bug finds for Alpha 2 test 3.

      2020-07-23
      -Fleshing post is unable to be placed in city (Barter town 282W 2919N). but can be placed outside of city (https://i.gyazo.com/f7ea97c9f19cef8a61c28e49110f2be6.mp4)

      -Chest can not be places in "Magic Shop" or "Town Hall"

      -Built Stone roads do not give fast travel

      -if you build 2 roads beside each other then delete one. the other road will look have a graphic glitch and disappear; reloading the scean (walking away and back into it) will make the road appear again.

      -unable to delete plots

      -A glitch where I was able to get 2 plots right beside eachother screenshot (https://i.gyazo.com/9ca1891492d864a5b1f0e8fc6fd8e39e.jpg) (400 W 2908 N)

      -Glitch where i placed house without road by rapidly clicking off screen (https://i.gyazo.com/b2842f62bcb783a2a7151a698a9a344b.jpg) (396 W 2919 N)

      -you cant delete roads that have building next to even when the building has 4 other roads connected to it

      2020-07-24
      -After dieing once to afk/starving the other time to a wolf. Both time inside my town, as vice governor. I lost all permission to do any building. it only fixed it's self after I died again.
      I've tried to reproduce the bug many times~ it seems to also bug out when have a blueprint loaded then open the large map. but rarely and was unable to reproduce it naturally.

      posted in Bug Reports - Closed
      maze
      maze
    • RE: Tier 3 and 4 is it real?

      @Farlander
      That's why a few of the guys who are very intrested in enchanting have been brain storming none stop on what would make the system more interesting.

      One of the things we like the most is that each item will have boost and/or negative effects.
      That would make it more likely for people to either find regents to mid/max or find the easiest to just get the main enchant.

      posted in Bug Reports
      maze
      maze
    • RE: Non Game Breaking Ideas For the Competitive Amongst Us

      if there are such things like leader boards rewards. I would also like to see some rewards only being able to be used while on the leader board; that way it gives the players on the leader board the incentive to stay at the top or they will lose the ability to use the reward till they get back on it.

      IE: #1 cook Apron can only be used by the #1 cook and not by the #2. (only example. would wish for items for the top 100)

      posted in Discussions & Feedback
      maze
      maze
    • RE: Is there any lowest chance to hit ?

      @Znirf said in Is there any lowest chance to hit ?:

      Where K is the armor needed to always evade an attack performed with 0 accuracy. You can use the same formula also to calculate Willpower vs Accuracy or Fortitude vs Accuracy (just exchanging the evasion value with either willpower or fortitude).

      Sorry to bring this up~ I've been trying to figure this out. You have K as armor. but that throws so much of this in a loop...I'm not understanding any of the math here.

      posted in Questions & Answers
      maze
      maze
    • RE: Armor Quality needs adjusted

      I don't agree with upgrading the def higher at all.

      and if they were to rebalance everything we'd have to lower damage of skills inorder to lower armor rates, just so that excellents are better.

      I think the current system is fine. a full set; fine 4%, good 8% and excellent is 12% increases.
      That's a pretty big increase from fine to excellent.
      There's no point in having a giant gap otherwise nobody would want good and it will always be trashed, to much RNG on equipment is already bad.

      posted in Bug Reports
      maze
      maze
    • RE: Best mmo features

      I think my list can go on and on. I've played pretty much every MMO with in the last 20 years.

      My favorite aspects of MMO's is when the MMO does what it is meant to do. BE an MMO.
      Make players group up, work towards hard achievements together.

      Level's, gear, skills and so on are not the only rewards players want and arn't really aspects of MMO's.

      a group of players will fight dumb hard mobs or crazy dungeons that are unbeatable just to see the rewards.
      Try to beat a dungeon or raid first to be the world first.
      They'll mine 100'000 gold ore just to build a statue of a golden rooster.
      wait seven days in one spot to kill a goat to get a rare mount.
      Die by drinking poison 1000 times to get a dumb title (still not poison resistance)
      Slay 1'000'000 bunnys (Bane of Bunnys)

      if the game is good then it's the dumb achievements that keep me around.
      And the small rewards to show off to people that I was either first to do something or completed some dumb shit.
      I'll take my bunny cosmetic hat thank you~

      posted in Discussions & Feedback
      maze
      maze
    • RE: So when will this game release

      There's MMO that have been in closed alpha since 2007 and are still being worked on...
      cough snail games age of wushu world cough

      posted in Questions & Answers
      maze
      maze
    • [Graphical Error] Small clipping graphical error of ruins

      video spot 1- https://i.gyazo.com/90b3d1383a47cc6fedfc1aac2ed7ce36.mp4
      video spot 2- https://gyazo.com/789960e88cea18403ade06bc3dad247a
      video spot 3 and 4 - https://gyazo.com/ad172f326c991dc7d983d2bd1e20e766
      Graphical error of ruins

      posted in Bug Reports
      maze
      maze
    • RE: Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      @Harleyyelrah I normally only answer questions here.
      where I go for help is on the fractured discord, Shadow Empire discord and my own discord (https://discord.gg/6Q4Z2Q7)

      So far that has been working for the data I've needed.

      posted in Discussions & Feedback
      maze
      maze
    • RE: Access to testing

      If you bought a pack, your account will be able to play once the new launcher is out.
      if not~ keys are given out by content creators.

      posted in Questions & Answers
      maze
      maze
    • RE: Week 107 - Weekly Drawing Winners

      Hot damn that's a lot of winners... I need to start posting more. lol

      posted in News & Announcements
      maze
      maze
    • RE: What is your biggest want in this game?

      Real MMO, group content.
      Hard shit that is not made to be defeated, but can be. (world bosses with like 3 billion EXP that the community just whales on for 3 days straight to kill kinda thing.)

      posted in Discussions & Feedback
      maze
      maze
    • RE: Questions about the Myr map

      @muker said in Questions about the Myr map:

      questions related to the map
      1 will there be other deposits on the map in the future (besides myr)?

      Myr is 1 of the 3 continents in the human world. Each world has 3 continents (Beast, Demon, Human).

      2 will the size of fertile land vary depending on the size of the city, or will their size differ in principle?

      Each town has a resource, fertile land can be one of those resources. if a town is fertile, all the farms built inside the town will be fertile. Towns vary in size.

      3 "Crops located on Fertile Grounds provide much higher yields compared to those within cities, and are crucial for the maintenance of high-rank towns." meaning the support of the city in large volume of food?

      Towns/cities have ranks & upkeep. The higher the rank the higher then upkeep. currently there is no benefit to having a rank 10 town (there will be in the future) but the upkeep for a rank 10 town is about 600 food a day. where a rank 1 is about 20.

      4 I duplicate question number two, but to the deposits of precious minerals. Will the same deposits have different amounts of resources?

      Each town's current resource can be seen on the map. Each town has 1 resource. Some metal towns have 2 types of metals.

      5 Stone Mine
      "This is the only type of mine where almost only Stone can be found, with other minerals being available only in traces." means crayons of accumulation of other resources or means their trace in the form of visual " fragments"?

      Stone is used for building. Stone Mines have a large amount of stone. a town will need somewhere of around 900-1400 stone to get every public building made.

      6 will there be iron and coal mines?

      Together? No

      7 will there be new cities on the map of Myr?

      Currently not planned, but things might change in the future. (the maps been the same for nearly 2 years)

      8 If the guild has several cities (like it is possible) and they are located with each other, then will they be able to lead resources from the resur node "A" to the city " B"

      Currently the permissions system for mining is not in the game. But yes if a guild owns a town they can give their guild the rights to mining.

      Owning more then one town is not advise once "Relics" are out, a system that will make guilds fight over.
      a Relic gives everyone living in the town a buff and relics can stack depending on town level.
      so if your a guildie not living in the main guild town. you will lose out on relic bonuses, unless your small mining town somehow claims a relic.

      posted in Questions & Answers
      maze
      maze
    • RE: Week 142 - Weekly Drawing Winners

      Sooon...I'll be people's herald...sooon (240)

      posted in News & Announcements
      maze
      maze
    • 1
    • 2
    • 3
    • 4
    • 2 / 4