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    Posts made by maze

    • RE: New Alpha Testing Methodology Recommended

      @Ostaff sorta like warframes Stratos Emblem (https://warframe.fandom.com/wiki/Stratos_Emblem)

      As I suggested if they take part and were in the top 50 pvp a cape with a single sword, 2ed time cross swords. 3rd time ect
      Would not only be cool, but defenitly would give people a goal to work towards.
      I would say it would be better to have more then one cape for the test not only pvp, including a cape just for testing in the pvp (play for one hour)

      if they do, do pvp I would say only do it based on area fighting 😄

      posted in Discussions & Feedback
      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: 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] some area's picking plant does not work.

      Video - https://i.gyazo.com/0e3f6b38ad689a9fd7274aa44de21a3a.mp4
      area: [-1311 W -1047 N]

      posted in Bug Reports
      maze
      maze
    • RE: [bug] unable to Crafting Mage staff shaft

      @Shivashanti
      Yeah seems to be the problem. but the problem is also with other items.
      Scholar clothings being one. They to gray it out and have "research required"

      posted in Bug Reports - Closed
      maze
      maze
    • [bug] unable to Crafting Mage staff shaft

      Video - https://i.gyazo.com/616685fb6c4274c6d8303cd42a88f583.mp4
      Trying to craft the shaft does not work.

      posted in Bug Reports - Closed
      maze
      maze
    • [QoL] Dead bodys don't need "this body has no loot" and bodys that do have loot need to be highlighted when hovered

      Dead body's don't need "this body has no loot"
      Bodys that do have loot need to be highlighted when hovered
      Video to show how annoying it is looking for bodys in grass

      https://i.gyazo.com/1c492584465812aa9fd69c4e595acb89.mp4

      posted in Discussions & Feedback
      maze
      maze
    • Feedback on some mediocre skills & feedback on some other skills

      Last test I found a few skills mediocre compared to other skills and/or lacking information.

      Death Mark
      ec6f7e30-97fb-49f9-a940-701a139c430d-image.png
      Death Mark is a simple skill to mark a single enemy.
      It only works for the caster, what's not a bad thing! It's a solution to people who have low ACC.
      The problem is casting the spell, the mana cost and the range the person can go.

      To fix the casting of the spell: Push skill to apply death mark to the next person you click. or hold to toggle and death mark will apply to the next person you hit.

      to fix the Mana problem: 300 mana is a lot of mana for a non-mage, people who use Death mark will have invested mostly into PER. I have 2 suggestion for this.
      #1 the spell stays at 300 mana, but you can apply Death Mark to more then one person and they stay permanently on the person until they leave 50m.
      OR
      #2 remove mana cost, you can only apply Death Mark to one person at a time. It has a cooldown of 30 sec from once you apply it. the person has to move out of render distance from you to remove the mark.

      Bleeding Strike
      7dc75c6d-f83e-49aa-aee3-d0ac8065a9df-image.png
      I find the bleed spell lackluster. I mainly use it for the guaranteed hit + critical damage. a few fixes
      This spell is missing how much the bleed damage it does. it should be added to help visually see the damage.
      The bleedng strike should be like the concussive strike where for each successful Bleeding strike used the dot becomes more + last longer.
      Possible additions: Target hit by bleeding strike are wounded with bleed. Bleed dot deals 5 damage a sec and last for [PER0.6]. Bleed stacks up to 4 times, and with each stack of bleed bleed damage is increased by 5 and bleed time is increased up by another [PER0.6].

      Entangling web
      00d3a0a0-1b35-4e52-ab06-039acdcedb5a-image.png
      Needs the info on how long the person will be snared for.

      Paralyzing Touch
      53ea71aa-a14c-4cae-90f4-ed44b02d14db-image.png
      The sound for each hit this skill does needs to be removed or make nicer.

      Shadow Step
      69ce9af7-8c74-4faf-8bad-c34f18d63c57-image.png
      This skill can easily be the backbone of the light/dagger skill tree with a simple tweak.
      This skill needs to apply a basic attack, with all combat modifiers+ other skills that might be loaded up (such as crippling strike)

      Shadow dance
      b86a8bff-4f65-4ec5-b9a4-9e5ddff996cd-image.png
      Good skill just make sure it applies to all attacks when used, there is currently a number of skills/melee attacks that don't apply shadow dance skill damage.

      Eviscerate
      0c127077-353c-4d2a-b71f-1212657f6ea7-image.png
      Added the bleed damage: damage to the info

      posted in Discussions & Feedback
      maze
      maze
    • RE: Hello and goodbye

      Idk what these people are going on about lately. 13 days ago - https://fracturedmmo.com/tech-tree-marketplace-money-dynamight/

      posted in Welcome to Fractured
      maze
      maze
    • RE: Week 161 - Weekly Drawing Winners

      Congrats!

      posted in News & Announcements
      maze
      maze
    • RE: Ok, Bought the game after a 2 min video on youtube; was it the right choice?

      Did you all just necro a thread, lol.
      I wonder if Girlxs has been enjoying the game or not 😛

      posted in Discussions & Feedback
      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: Tier 3 and 4 is it real?

      @Farlander
      A few of the enchants take really nothing to make. few enchants just taking picking a few flowers- surly everyone will have a stockpile of flowers .

      posted in Bug Reports
      maze
      maze
    • RE: Say Chat?

      I do like chat bubbles myself...an option to have them would be nice.
      But I do say option...because people spam and abuse bubbles in pvp a lot in these types of games.

      posted in Discussions & Feedback
      maze
      maze
    • RE: The value of Information

      Interesting idea, I did play a game with just that kind of system. One hour one life.
      no speaking, no communication.
      You had to work together to build a life together.
      What ended up happening was people figure out how to spawn with friends and just chat in discord with eachother.

      The problem with systems like that, is people will always build around it.
      Warframe has no market place - someone made a webpage for selling things.
      Same with path of exiles (what now has the worst trading system to date...)

      Talking system would be the same. Likely someone would make an overlay (haven and hearth people did that - its gone now since the dev said fk it and gave up the chat back)

      Point is. people will just build around interesting systems and it then becomes an advantage for players; new players will have more and more to get use to and it becomes a slippery slope of what they should know and people might take advantage of that.

      posted in Discussions & Feedback
      maze
      maze
    • RE: Guilds and new players

      just to nitpick a bit. Most players wont be wearing metal armor at all.
      You could easily be a mage or an archer in a day, but a tank is a real investment.

      A currently unimplemented system is that skills will have 3(?) tiers.
      (this next part is hear say and I hope it's implemented)
      -Novice : players can mentor another player. the mentored player can use the skill load out of their mentor. The skills are lesser versions of the proficient tier skills (about 25% reduce damage)
      -Proficient : skills gain thought knowledge or enemy's
      -Master : Skills that are further studied by other quest and grinding (only a few skills can be mastered at a time, you can lower a skill back to proficient anytime to pick up new master skills)

      posted in Discussions & Feedback
      maze
      maze
    • RE: [Feedback] Rock, paper, stack evasion... and a list of other things

      @Razvan
      The problem was not that there should or should not be 1 v 1. The Game is meant to be a group pvp game. fixing the current skills to be 1 v 1 (melee's not doing any damage or mages doing less damage) could be problematic.

      It's not early to talk about balance. We've been balancing for the last 2 test.
      We saw problems with a few builds. We saw that heavy weapons could be super DPS for a bit,
      Assassins' were able to infinitely stun, and bandages were insane that they could outheal anything.

      I do think to balance some classes, the game will require other skills to help balance skills out.
      But we don't want to get into a "it's required to use this skill in all fights" sorta deal.
      IE: a skill that drops a bubble down that reduces damage by 50%.

      .

      posted in Discussions & Feedback
      maze
      maze
    • [Feedback] Rock, paper, stack evasion... and a list of other things

      This is such a mixture of thoughts and balance is so hard to do. I've tested and pvp'ed with nearly every possible build even tried early game builds and late game builds fully enchanted, none enchanted, types of points progression in the talent tree (30,40,60).
      These are some of my conclusions to how things should be balanced a bit, but I welcome people to poke holes into why or why not things to be change or add onto ideas of how to possibly balance something.

      One problem with balancing in this game is~ it's by no means 1 v 1 game. Balance should be around group pvp, and I sadly did not find much group pvp this test; BUT without a doubt there is things that need balance still.

      Currently I find Archer beats mage, mage beats Warrior and warrior beats Archers with 100% correct builds.
      Assassin's, MeleeDPS and unarmed beat nobody.
      when I say 100% correct builds, I mean currently there is a few builds that are king.
      Evasion stacking is always needed and unlocking the talent to dodge projectiles.
      Evasion is not the problem, lack of enchants and lack of skills are.

      Melee (light weapons + medium weapons) ~~~
      Melee Feels bad mainly for the fact that most melee attacks miss the enemy when they just walking away.
      Either telegraphs need to be better used for combat or click combat needs to hit when the attack is click on the enemy and your guy goes to hit them. (telegraphs seem more in line with the play style)
      Larger hit boxes need to be given to most melee attacks.

      Evasion and damage ~~~
      the current trend for armors is to stack evasion; This is not a bad thing. Enchanting your gear with full evasion + fox necklace you can hit 1000 evasion. 90ACC vs 1000EVA is 75% dodge rate.
      What ends up happening is Warriors can't hit each other and Archers have a MUCH harder time fighting tanks.
      Anyone not stacking evasion gets blasted away by high damage.
      I don't see any proper balance for this currently.....
      BUT I DO see a balance for enchanting to make heavy armors unable to stack so much evasion.
      https://forum.fracturedmmo.com/topic/13207/enchanting-system-changes-for-balance

      ARCHERS ~~~
      For archers are currently a little OP, it's mainly because anything other then a tank gets blasted away by them.
      They do much more damage then Melee DPS. It would be better to dial the damage down a little + give them more of a supporting role. Ideally (to me) archers should be quicker movespeed, low damage but able attack the backline putting pressure on healers and casters while also being the primary player who can kill people who are trying to run away.

      Nerfs they could use.

      -Do less damage the closer they are to the target.
      Archer would have to have a bit of distance to get full damage. if an archer hits an enemy at less then 3m it will deal that much less damage. (1.5m = 50%, 1m = 25%, 1cm=1%, ect)

      -Friendlyfire - This seems like a pain in the ass to deal with but would help with a few fights, also there should be more archer type skills that would allow for rain arrow type of shooting, fire arrow's and other hazard type skills.

      -Add arrow damage to arrows and lower bow damage (wood, stone, bone, metal); this will reduce no effort archers and give them more of a cost to use them at full build. (Stone = 50% less damage, bone 40%, metal 0%)

      Melee light ~~~
      Unarmed and light weapon users have a full list of skills they can use, but the damage from those skills are so low compared to heavy 2h great sword using concussion strike and archers.
      Melee light users using strike skills need their effects/wounds to last longer.
      Strike skills use up a lot of skills slots, for the little damage they do & miss a heck of a lot.

      Unarmed ~~~
      Unarmed needs to have a better clear defined use. Their talent is very useless (5% chance to bash). it would be better if unarmed had 5% chance to bash & 30% chance to cripple. atm Unarmed skills are most light armor skills, they do very little damage. I would like to see Unarmed develop into different paths.

      posted in Discussions & Feedback
      maze
      maze
    • Enchanting system changes for balance

      One of the current problems of the enchanting system is that's hard to balance.

      To make it easier to balance and better to understand, enchanting should be enchanted onto a middle man then onto a item.
      An enchanting rock.
      The enchanting rock can then be placed on a bench with a item and enchanted onto the item.

      The Enchanting rock would tell you the tier (1,2,3,4) and what it can do.

      Armor enchant - Accuracy bonus Tier 2
      Light Armor - +50 Accuracy
      Medium Armor - +40 Accuracy
      Heavy Armor - +30 Accuracy

      if a possibly of different out comes happen the rock can say that

      Weapon enchant - Multiple (8) possible bonus enchants Tier 2
      Enchant possibility's: Acid Damage, Cold Damage. Damage Increase, Fire Damage, Magic Damage, Poison Damage, Shock Damage, Spell Damage.

      Light Weapon - +50
      Medium Weapon - +50
      Heavy Weapon - +50

      This can then later be used with my other idea to fix and make enchanting system more interesting 😛
      https://forum.fracturedmmo.com/topic/12224/enchanting-my-thoughts-hopes?_=1610991865741

      posted in Discussions & Feedback
      maze
      maze
    • RE: Alphabet Game!

      @Mata said in Alphabet Game!:

      Epidemie

      Ewe

      posted in Off Topic
      maze
      maze
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