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    Posts made by 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: MAP COMPLETE

      More then that, it's "Most Knowledge Acquired"
      That means discovering all the plants, chopping down every tree type, killing all the mobs to 100%, finding every ??? node on the map and killing legends for KP pages.

      posted in Discussions & Feedback
      maze
      maze
    • RE: Question about Immortal Package

      https://fractured.gamepedia.com/Kickstarter/Immortal
      -1 set of Crafting Stations to be placed and used in your plot of land

      Other players will be able to craft the crafting stations, but immortal pack will have them right away.
      It's the basic crafting stations and only one's that can be placed in homes.
      (no smithy in a house sorta deal)

      posted in Discussions & Feedback
      maze
      maze
    • [bug] Cooldown reduction on necklace

      Cooldown reduction on necklace does not work.

      posted in Bug Reports
      maze
      maze
    • RE: [bug and feedback] unarmed fist + daggers melee fighting

      @Prometheus Possibly another problem or same bug? https://i.gyazo.com/0e9dfe52cecf5c43860c105459718549.mp4

      Hit box with rapier wont hit the skeleton or close enemy's sometimes.

      posted in Bug Reports - Closed
      maze
      maze
    • RE: House and its owner rights

      @Farlander I'm not against house pvp. I'm for it.

      @Logain @Ostaff Pretty sure they said you'll be able to hire NPC guards for your house/domains. The risk for houses outside of city's were always going to be ganking and raiding (chest are safe). They might make a karma drop for entering private property or bigger karma drop for killing someone in their own home.

      As for houses in towns; I thought this was originally what we were talking about and forgot about the random plots of land outside towns. During a siege anything in a town should be pvp zone, people should be aware of the battle hour if not days before hand.

      posted in Discussions & Feedback
      maze
      maze
    • RE: OVERVIEW: SUGGESTIONS. (PvP) and some general observations

      @Zards said in OVERVIEW: SUGGESTIONS. (PvP) and some general observations:

      I also think that it was a mistake to enable the option to enchant armor in this Alpha, many players who did not know this, fought with people with enchanted items, who received no damage, and killed them easily, that was frustrating.>

      Enchanting is something I looked into a lot and would like to change myself. But as for the current enchants; magic resistance is the only damage reducion enchant in the game. all the other stats are like hp regen or mana regen. you can check Ostaff enchanting helper here for all the enchantment helping : http://theshadowempire.net/public_enchantments.php

      and how I think things should change :
      https://forum.fracturedmmo.com/topic/12224/enchanting-my-thoughts-hopes/3?_=1609955883512

      02 ) Be careful when dividing servers PvE (PvP/PVE) and PvP. MMO needs a good amount of players, the value of the game is not very accessible, especially here in Brazil and Latin America.
      You should create two large areas with NPC guards protection, in the two corners of the map, for pve players. Where Pks could not enter without being attacked by strong guards, who would do a lot of damage to them. However, these players should always pay an amount of gold to the crown for protection.
      I don't agree with a PvE-only server, I think the pve player deserves his right to build, collect, ,hunt, mine, build his house, without being attacked. But in a dungeon, he must have these risks, or else he is in the wrong game, he should know "The Sims".

      The planets are not going to be the end game.
      The end game will be asteroids that everyone can go to.
      The game is going to have objectives that will force people to focus on; a lot of pvp objectives.

      @Zards said in OVERVIEW: SUGGESTIONS. (PvP) and some general observations:

      03 ) As it is a game that automatically forces you to have many characters from different builds, it would not be interesting to launch a promotional value to the game, with the right to create only one character, and sell additional characters.

      Not to sure what you're saying here. Think you're talking about character slots? Devs "might" (not confirmed) sell more past the current 5 max amount. could even ask for them to up the amount we could have currently for test.

      posted in Discussions & Feedback
      maze
      maze
    • RE: House and its owner rights

      @Farlander said in House and its owner rights:

      I'd much rather have UO style rules where you can ban people from your house. Containers should have similar levels of security. The game has to limit griefing options or people will just quit.

      The problem with this - houses are meant to be areas where pvp can happen. the scale of houses might not be much now but later there will be larger houses and possible strong holds.
      say you wanted to an bush someone during a town siege. best to do it from a house.
      sure there could be code on top of code on top of code to swich the states of the house during the times of pvp and not.
      But that requires time + adds to the things that could possibly break. Switching states kinda suck on real time running simulations.

      posted in Discussions & Feedback
      maze
      maze
    • RE: Week 154 - Weekly Drawing Winners

      Winner, winner of those chicken dinners.

      posted in News & Announcements
      maze
      maze
    • RE: The Song Eternal

      I enjoy non-combatant classes as much as I enjoy fighting. I agree it would be neat to see a few skills to support non-combatant classes such as buffers, healers, scouts, anti damage dealers and ect.

      a few skills I like for speed
      -Frenzy increases movement speed
      -Enrage makes you immune to a few CC's and increases speed by 10%

      I would love to see a few other janky spells added to the game . . .
      Something like "attract sprite wards" casting it would make random little gust of wind or bubbles would show up. touching the bubbles or wind would grant either a speed buff or a damage shield.

      There could be a bunch of silly spells 😄

      posted in Character Builds
      maze
      maze
    • RE: Dracondar a RP hub city on Arborea

      every MMO game I've ever played always had a RP community.
      I would also suggest looking into haven and hearth it might be more of a ready game for RP atm.
      http://www.havenandhearth.com/portal/

      posted in Town Planning
      maze
      maze
    • RE: [bug and feedback] unarmed fist + daggers melee fighting

      @PeachMcD
      O man honestly it was not showing up until I started pvping. then it just started showing up on mobs and players all over the place.
      It's driving me nuts. Melee's can't do shit this test because of the bug.

      posted in Bug Reports - Closed
      maze
      maze
    • INT from the talents does not give extra memory.

      INT from the talents does not give extra memory.

      posted in Bug Reports
      maze
      maze
    • RE: General feedback

      I agree with pretty much a lot of this.
      Melee is in a weird place vs mages/archer.
      Melee players have a hard time catching mages/archers - but I don't think that's much of an issue, it will likely change in group pvp, what is the main focus.

      I do agree assassins' builds seem to be kind of lacking in damage - but I also blame a few skills not doing what they should. Shadow step should apply any preloaded strike skill or skills like bash. this would help deal archers more and assassins' would be able to catch them to apply cripple.

      I do have a problem with warriors that can tank forever and dish out more damage then most DPS. I think warrior skills need to have more mana cost. so they have to choose with either being a DPS with mana regen or a Tank with health regen and cheaper less damaging skills.

      I would love to see team fights, and have the meta evolve quicker as people try different builds to negate different things. but in order to do that we'd need a area that we could que for, 1v1, 2v2, 3v3, 5v5, 10v10, 25v25. and leaderboards with account board things to make people want to join into the fighting. I see a lot of the pvpers keeping their builds hidden because there no average to showing their builds currently with it having the possibly of getting nerfed.

      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
    • [Archer] Overview of the Archer

      alt text

      The Archer, the classic DPS of many game's, but what's its state currently in fractured?

      Weapons:
      Currently we have 3 bow types to pick from; these bows will determine most of the skills you'll be able to use.
      if using any Light weapon skills (death mark, shadow walk, ect), + slow/CC skills + heal = Short bow
      if your only planning to use the basic + word of stun + a heal = heavy bow.

      As for arrows there is Stone, Bone and Metal; with no damage changes with whatever arrow you use.

      -Primitive Long Bow
      alt text

      -Short Bow
      alt text

      -Long Bow
      alt text

      Armor & enchants:
      There is no currently set type of armor for an archer. but many of the archer skills use light armor and medium armor.

      Skills:
      There is a few notable archer/bow skills, but many other skills can be used with a bow.

      Bow skills:
      Power shot
      d7176acd-2b52-4d2a-913d-1006a877193e-image.png
      Ricochet
      fdb42a0d-313d-4bc8-873e-98658258eb76-image.png
      Double Shot
      f5c3d31a-2c94-4bac-95e8-de35fed0aba7-image.png
      Acid Arrows
      53daf64d-1bb4-4485-a98f-b37ce2eb2b4d-image.png

      Other skills that can be used with a bow (Pretty much any skill that says "Any").
      I won't list them mainly because there is plenty, I would suggest looking thought this list:
      https://forum.fracturedmmo.com/topic/13049/spell-list-currently-up-to-date-with-test-a2-4-2c

      Stats & Talents:
      Most Archer/bow skills scale with Perception for damage, Dexterity for cooldown.
      I would suggest stacking attack speed and critical as much as possible.

      as for talents
      -Good shot I, II, III will give you 56% more damage with range weapons
      -Titan fighter gives 50% more critical damage

      good for short bow
      -Skirmisher I, II will give you 32% more damage with light weapons

      -Sharpshooter can also help with large packs of mobs, but is not the best when fighting 1 on 1: projectiles have 30% chance to pierce thought multiply enemy's.
      -Inevitable: a good talent for a 100% critical that can also critical getting you crits up over 500

      for mana problems - always take Meditation talent's

      Closing statement:
      The current Archer is good, and will likely get better with more skills variety just remember. you can do all the DPS in the world, but don't forget your arrows....
      alt text


      Things I would like to see added to Archer skills.
      Rain arrows (classic AoE)
      Cone Arrow (a skill like Ice Spike but for archer)
      Elemental Arrow (a much more mana heavy version of the chilling touch, shocking touch skills, Acid Arrow was a good example)
      Smoke arrow (applies invisibility to everyone inside it and until they leave it)
      Wall of fire arrow (lays down a line of fire arrows, adding a dot damage to anyone who walks thought it)

      posted in Character Builds
      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
    • [Balance] word of power: heal

      This is not a big issues other then "heal's all wounds"
      It would be better to have it heal only 1 wound per 5 CHA.

      CHA5 - Heals 1 wound
      CHA10 - Heals 2 wounds
      CHA15 - Heals 3 wounds
      CHA20 - Heals 4 wounds
      CHA25 - Heals 5 wounds

      The only reason to this is to disallow it being used as a get out of free jail card while fighting "wound type fighters" who already have a hard time putting any damage on the current gameplay.

      posted in Discussions & Feedback
      maze
      maze
    • Spiderling using magic missiles after death

      https://i.gyazo.com/e7d8a0ba57aee493a8861d5f7b479783.mp4

      Not really a bug, but some spells that have long cast times will still play out after the user die's. check link for video.

      posted in Bug Reports
      maze
      maze
    • {Spell List} spell list of test: a2.4.2c (Dec 31, 2020)

      This is in game images of skills and their captions. A list like this is normally made each test by the wiki team to update the wiki. I'm posting this one here to allow people to use the images for their character builds and/or reference.

      Use "Ctrl+F " to find skills faster

      This list is currently up to date with patch: a2.4.2c

      Word of Power:stun
      alt text

      Death Mark
      alt text

      Bleeding Strike
      alt text

      Blinding Strike
      alt text

      Crippling Strike
      alt text

      Word of power: Silence
      alt text

      Word of power: heal
      alt text

      word of power: kill
      alt text

      Assassinate
      alt text

      Strike wounds
      alt text

      Enrage
      alt text

      Second Wind
      alt text

      Bash
      alt text

      Frenzy
      alt text

      Warcry
      alt text

      Inspire
      alt text

      Poison
      alt text

      Fireball
      alt text

      Cobweb
      alt text

      Entangling web
      alt text

      Magic Missiles
      alt text

      Ice spikes
      alt text

      Poisoning Strike
      alt text

      Chilling Touch
      alt text

      Paralyzing Touch
      alt text

      Blight
      alt text

      Heavy Blow
      alt text

      Mage Armor
      alt text

      Protection from fire
      alt text

      Protection from poison
      alt text

      Slow
      alt text

      Firebolt
      alt text

      Earthquake
      alt text

      Tectonic Outburst
      alt text

      Net trap
      alt text

      Concussive Strike
      alt text

      Totem of wildfire
      alt text

      Relocate
      alt text

      Frost Blast
      alt text

      Minor healing
      alt text

      Verdant Regrowth
      alt text

      Shockwave
      alt text

      Absorb
      alt text

      Shocking lash
      alt text

      Totem of decay
      alt text

      Infectious burst
      alt text

      Power shot
      alt text

      Ricochet
      alt text

      Shadow Walk
      alt text

      Shadow Step
      alt text

      Shadow dance
      alt text

      Shield block
      alt text

      Healing wave
      alt text

      deep freeze
      alt text

      Eviscerate
      alt text

      Shocking Touch
      alt text

      Ignore Armor
      alt text

      Acid Breath
      alt text

      Disrupting Strike
      alt text

      Static Discharge
      alt text

      Relentless Style
      alt text

      Resolve
      alt text

      Acid Shell
      alt text

      Double Shot
      alt text

      Acid Sphere
      alt text

      Acid Arrows
      alt text

      Boon of tenacity
      alt text

      Shatter Wards
      alt text

      posted in Character Builds
      maze
      maze
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