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    Posts made by Mirgannel12

    • His own Second

      One of the prominent aspects of Fractured is a players ability to 'respec' their build; this, as well as the fact that all characters belonging to the same account are treated as the same person for most things, allows me to bring into the game an otherwise purely academic aspect of my characters build (https://forum.fracturedmmo.com/topic/13102/the-song-eternal?_=1610788299869)
      This is the idea that, while He is the mischievous, ancient, Lich-Bard, Master-of-the-Guild; who stands in sharp contrast to his War-leader; the grim and noble knight that is the Guilds second in command, What many don't know, (or perhaps everyone knows) is that he has a great love of disguise, and that these two men, are one and the same.

      Despite being a man who seeks knowledge and professes to dislike the concerns of others interfering with his work, and is the master of a guild, with all the complications that brings, He nevertheless cares deeply for his guild members, and when they go to war, or seek adventure, or just when he gets bored, the Lich-Bard becomes the Knight, and leads his guild from the front.

      This transformation could be achieved, in game, in one of two ways; either by creating separate characters, which would allow for cosmetic change and attribute change, but would be separate people, or by simply having two main build presets, thus keeping the one man-two faces concept, for which fractured is uniquely suited.

      Keeping the same character would not be too great of a problem, even considering that a character cannot change their attribute point distribution, as they would both be primarily charisma/dexterity/intelligence builds, with either perception or constitution as supplementary.
      Neither would require much strength, assuming he had a guild at his back; the one being a stealth mage who passes unhindered among the good creatures (hopefully) and goes unseen among the evil or wields mighty arts to silence them, while the other is a mage knight whose magics aid his fellows in battle and frustrate their enemies, while his agility and armour keep himself safe.

      Fractureds skill system allows characters to change, which in this case allows me to represent a man who, at once desires peace; avoiding conflict even with evil beings, yet also seeks knowledge, even the knowledge that may only be learnt through killing. A man who guards peace and good, even to the extent of allowing evil to live and criminals to walk his city, yet also longs to see that evil destroyed or driven out of his land.

      posted in Character Builds
      Mirgannel12
      Mirgannel12
    • RE: Environment/minor resource distribution and density (and the mini-map)

      fair enough

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Environment/minor resource distribution and density (and the mini-map)

      I would like to discuss the location and density of 'minor resources' such as small stones and plants, as well as Resource nodes and trees, etc.
      Because the view screen is somewhat small, when you need to find small stones for a campfire, flax plants for rope and linen, or stone deposits (outside of resource nodes) one tends to simply wander aimlessly around and pick up what you find, which is fine, and i have noticed that there tends to be larger groupings of stone deposits near land claims and small stones around cliffs or stone deposits, which i like, and is good, but...
      Given the small screen size and the lack of detail on the map, both the world map and mini-map, it does get tedious and frustating; you spend ten minutes wandering around grabbing a small stone here and there, and then, when you only need a couple more, you find half a dozen or so. which is, once again, good and realistic and i like it, but...
      So, my thought is, that there might be some way to 'predict' where higher density sites might be, for example; if cliffs and roads and mine sites had a increased density and more even distribution of small stones and stone deposits, and if certain plants could be found more reliably in certain geographical locations, ie: next to water, next to stony places (mines, cliffs etc.) fresh water, salt water, lakes compared to rivers, mountainous areas, plains etc.
      Included in this would be trees; namely tree types in certain areas, more distinct forests, and so on.

      I have noticed that there are 'zones' such as coastal, plains, forests etc. but they aren't particularly distinct and there doesnt always seem to be much difference between them.

      To make this 'predictive harvesting' work, and for the game in general, particularly travel, a more detailed map would be useful; if you could, when in search of a thing, look at your map and think: what im looking for will be in this general area, and then, when you are in that area, you can use the mini map to determine a more precise location.

      A few more points concerning the mini-map: land claims are shown, but not cities?
      completed carts are shown, but not cart blueprints, and you need to be very
      close for the cart to show, and i think the distance is about the same for party
      members? perhaps (for carts) an area marker? or even a time/size related
      one? to simulate memory of the location? ( the landscape is a little
      monotonous, and since most of it isnt shown on the mini map, it can be hard
      to find a cart)

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Mythopoeia

      I have just declared my candidacy for governor at City territory 29 (the large harbour city between the sunset peaks and southguard mountains)
      I am however somewhat short on supporters, so if anyone is looking for a city to call home, or is interested in seeing whether the harbours are working, you and your vote are most welcome.
      Though this test is somewhat short, I am attempting to form a union of cities to gather and trade resources and generally to be an alliance of cities, with all that entails.
      Therefore, unless someone else happens to claim it first, in all the tests from now on, and hopefully the finished game, I shall attempt to claim this same city, and hope that others will join me in building it, as well as building the surrounding cities.

      I offer my thanks in advance for your cooperation.

      posted in Town Planning
      Mirgannel12
      Mirgannel12
    • Story

      The things that attracted me to Fractured were the story and mechanics: three worlds that interacted with one another; eclipses, invasions, monsters that learnt, migrations, seasons, a mage throwing up a earth wall to block an assassins leap, freezing a river to cross it, or setting an allies arrow on fire as it flew towards the enemy.
      I am new to mmorpgs, or even multiplayer at all, i usually play games like skyrim or the witcher, but it seems to me, firstly, that a mmorpg isn't the ideal way to fully capture these concepts, and secondly, having first played the game on the end of year free test, that Fractured is in danger of missing the high mark it has set for itself.
      This is no reprimand or critique of the developers, in fact, mostly i have no idea what is planned or how it will work when finished, I just would hate to see such a brilliant story fail.
      which brings me to another point; once again, i am unfamiliar with mmorpgs, but it seems that there would come a point, particularly with a sandbox, where there isn't really anything left to do, except fight monsters. what happens once a city is fully built? of course it has to be maintained, but that's not really much fun is it? i mean, farming and harvesting resources is fun while you have something to work towards, but when its only for upkeep, there doesn't seem much point.
      and what about when everyone is fully equipped? i imagine repairs will require resources, but once you have the infrastructure, that's nothing really.
      And what about story? i understand that its all supposed to be player driven, but is there some sort of general storyline? i imagine there will be 'events', but unless the players themselves contribute to the lore, where does the lore come from?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Knowledge

      @Logain true, but considering that Fractured is not supposed to be about grinding, and not everyone, myself included, is interested in grinding even if it were possible, I imagine most players would prefer grinding by killing things, than by crouching in the shadows.
      One of the other considerations is that of support builds; the healers and 'buff' mages, do they still get knowledge if they don't even damage the creature?

      Perhaps there might be pertinent knowledge; in that knowledge gained from combat grants combat bonuses against that creature, while knowledge from peaceful interaction might affect 'beast master' style interaction. though I'm not sure how that would relate to using the body parts for crafting...

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Knowledge

      The knowledge system in fractured is great, unless you can't manage to kill the thing, or don't want to kill the thing.
      Perhaps there could be a way of gaining knowledge of a creature without killing it? time spent within range of it perhaps? this would still be difficult, but knowledge of a creature shouldn't be gained only by killing it. perhaps two types of knowledge? knowledge of its habits while its alive, and deeper knowledge gained through autopsy. this would allow for a sort of hunter build, that studies the creatures stealthily to find its weakness and then studies its body to understand its nature. There might be something planned to do with the charisma tree?

      My main concern over this is that there was mention somewhere of a 'learning' system for monsters/creatures, where a players actions towards creatures would alter the creatures reactions to the player: peaceful actions cause them to be less aggressive over time, and vice-versa.

      I want to have a character that is very knowledgeable about the creatures and plants, but I feel it wouldn't be very 'at-one-with-nature' to go around slaughtering them for the knowledge.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Mythopoeia

      Mythopoeia is a guild for those who seek to explore their world, and to shape it.
      I would like to see Mythopoeia allied with other guilds that also seek adventure, crafting and trade: an alliance of cities within whose walls any player might find rest and allies with whom to share their quest.

      As Fractured allows only citizens of a city to utilise that city's resources, and as Mythopoeia has yet to grown very large; I hope to find other guilds who also wish to create a region in which players can mine, farm, craft and feel safe from those who would take their lives goods.

      That being said, this alliance would also be a base from which players could head out into the wilds of this Fractured world; a group of allies to adventure with.
      Some players want to battle monsters, and explore, others desire safety in which to harvest resources and shape them. Mythopoeia seeks to join players with differing play styles, to allow guild members to do all these things: craftsmen to supply the warriors; warriors to defend the workers; miners and farmers to sustain the city and its people, and, whenever a player wishes to change their role, others are there to cover for their lacks, as they do for them.

      Mythopoeia is for the player who wants to fight monsters, or hunt criminals, but doesn't want to spend time crafting equipment. For the player who wants to mine and farm and craft but always seems to get killed and looted by other players. For the player that wants to explore the world and harvest ingredients but has trouble getting through the monsters.

      While this guild is primarily for PVE, it is my desire that when an evil player commits a crime, and a stranger happens along bearing the name Mythopoeia, that player feels fear. Yet when any player, even the most evil, is sorely pressed by monsters, Mythopoeia is a friend.
      I do not intend this guild to punish others, but neither do I wish to turn a blind eye; even criminals may seek succour within its walls, as may any other, provided they do no wrong while there.
      I leave it to the judgement of its members their response to the deeds of other players, whether to act or to leave judgement to another, yet I would not have it said that Mythopoeia allows wrongdoing.
      Any player may forge their own character, and while I do not condone the actions of criminals, where would be the watchman without the thief? In the same line, where would be the pillager without the city and its workers?

      We welcome the criminal, as we welcome the man who hunts him; and neither may do harm within our walls.

      If you seek safety, our doors are open; if aid, our arms are yours. We will walk the lonely road with the assassin and trust as brother the thief. We will stand together against the hordes with demon, beast and man; we guard the back of the stranger, and turn none away, though they have done great evil.

      Yet watch your hand, who seeks wrongdoing.

      posted in Guild Recruitment
      Mirgannel12
      Mirgannel12
    • Mythopoeia

      Lonely Wanderer in the gloaming
      Neath the sky all blood a'foaming
      Heard the night-winds start to moaning
      Of a Singer and a Song
      Begging cause of all their wailing
      Keening airs turned still and failing
      Till one whispered "Ask no taleing
      For His name is much too long

      Oh we fear His blood and breeding
      And his passage all unheeding
      Of the charms his voice is seeding
      And the grip of it is strong"
      In the wake of breezes parting
      Came the strains of echoes starting
      Through the night all bright and darting
      Rose the shimmer of a song

      It sang of hidden things and hiding
      Of the shattered bond and binding
      Of the seeking and the finding
      Of the bright and yellow gold
      Of ancient guards and warding
      Of the Dragon and its hoarding
      Of Heroic kings a-lording
      And the fame of They the Bold

      Weary, Wanderer no more seeming
      Raised up eyes alight and gleaming
      With the vision of the dreaming
      And with blood turned all to flame
      Setting forth, for glory yearning
      Seeking deeds for courage burning
      Fortunes hand to call to turning
      And the winning of a Name

      https://fracturedmmo.com/guild-profile/id/4176/

      posted in Guild Recruitment
      Mirgannel12
      Mirgannel12
    • RE: The Song Eternal

      i did notice those abilities, though the names werent exactly in keeping with the character 😕 I would like to see some calming spells, or, as a few games have, spells that create an anti violence bubble. its possible these are intended, but the charisma tree was inactive so...
      or spells that grant invulnerability but dont allow you to attack. I would enjoy standing there while a PKer attacks me to no effect

      posted in Character Builds
      Mirgannel12
      Mirgannel12
    • RE: Harbours

      Is the travel instantaneous? are ships controllable like the wagons? or is it a scripted passage? do you have to stop? are there storms? currents? pirates? winds? can you travel directly from a harbour on one side of the continent to the other side, or do you need to stop at the ports on the way?
      If anyone has played mount and blade viking conquest, in that game it is often most economical to buy materials in a particular port, and travel to the port most suited for selling at a profit, but also to buy and sell lesser amounts for less of a profit at ports on the way, this results in a 'scheduled' journey where certain stops are made and others bypassed. If merchants do something similar in fractured, which seems likely, might passengers seek transport even if the ship would not be going directly to their desired port? Skyrim allows a player to travel directly to a location, which seems uneconomical; simply taking a single passenger directly to a single location, so it would be nice to have passenger ships that would need to wait for enough passengers, and would make stops along the way, or merchant ships that trade as they go, rather than the usual instant and direct travel

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • Harbours

      Are harbours usable yet? How exactly do they/will they work?

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: Hand cart duplication

      you do admittedly have to get on your horse and hook up, but that only takes a few seconds. I suppose if I had had a cart around I would have used it, I just didn't think to make one.

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: Hand cart duplication

      Really? I hadn't used a handcart after I got a horse, but I used a wagon for even trips of a few meters, if I was transferring a lot of material

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: Hand cart duplication

      which is another point, handcarts are entirely useless once a player has a wagon and horse, perhaps there might be areas inaccessible to horses?

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: Hand cart duplication

      as did I, this was before I discovered that there were horses 😕 Some people may have noticed the two or three carts in the southern starter city, and the two on the road near the northern coal mines.

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • Hand cart duplication

      Has anyone else experienced frequent 'disconnections' from handcarts while pulling them, and that they duplicate sometimes?

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • The Song Eternal

      Fractured, should it become in completion everything it could be, may be the first game that allows a player to play as a non-combatant, should they choose to do so, without removing combat from the game.
      The emphasis that Fractured places on parties and guilds makes it possible for the creation of a character build that I have attempted to play in many other games, to little success.
      This character is much like the traditional Bard-type build, which often does not work as well in practise as the creator imagines: The Bard, depending on the game, is frequently slain, jailed, or simply discarded out of frustration.

      Many games, for all their interesting mini-games, and intricate nuances, often, for one reason or another, are simply too difficult or confusing to utilise these mechanics and the gamer reverts to the warrior whose armour and health make him immortal, and whose two-handed sword destroys anything, even though enemies might have carefully designed weaknesses and resistances. Or the mage whose spells render otherwise difficult boss fights childs-play, or the assassin who can stand in a well lit room and fire arrows at enemies two inches from their face without being detected.

      Fractured has, in the stretch goals, mentioned the 'transformation' paths of the various races that will hopefully be implemented; namely the Angel, Abomination, and Lich.
      The concept of immortality for the furtherance of knowledge is an old one, and one I personally like. And so the Lich Bard was born.

      This character seeks knowledge and adventure; to seek the places He has never seen, and to study the worlds about Him. He seeks to then take in hand what He finds: the understanding of things, and the shapes of things, and He seeks to shape the world about Him.
      Mostly for His own interest, but once He has done a thing, of what use is it to him?
      He seeks to shape mighty weapons, yes, but he has no interest in the use of them; he passes through the world unseen and unheeded, and those that seek conflict with him are left bewildered and unharmed in his wake.

      Many people will be familiar with the Guild master who is revered and whose abilities are spoken of in awe, yet whose character is that of the absent-minded scholar who thinks of little but his works, or is possessed of a child-like humour and seems to do nothing for any reason but his own curiosity, yet cross him or his guild and he reveals the power his studies have granted him.

      Having a Guild at ones back allows a character to be without any damage-dealing ability, and yet still pass through the world to explore and take back knowledge and materials to shape the tools of those that defend them: those who have less interest in a passive world-view.

      In terms of actual gameplay, I have yet truly test this build, largely due to the main talents that would be used, ie: the charisma tree, are not yet active, but outside of that tree, the talents pertaining to stealth, magic, and defences would be most useful (I am still unsure about the exact application of perception)
      As for abilities: shadow walk, and possibly shadow dance for its increase to stealth, would be important to pass creatures without conflict. Abilities to stop, slow or stun enemies without causing damage, such as slow, net trap, cobweb and entangling web would allow for time to pass by or flee without injury to either party. Spells to aid friends; either in defence, reinforcement, curing or healing, or spells to aid oneself in surviving without causing injury such as mage armour, Absorb, fire and poison protection, and even relocate.
      Attribute points would be largely charisma, intelligence and luck, as well as dexterity for evasion, constitution for defence, and possibly perception, once I find out what it is for.

      Finally, as this is largely a craftsman build, and even fractured has currently no skills or abilities pertaining to crafting, at least not to my knowledge, this build would rely heavily on crafted items, either for personal use, or in supplying them to fellow adventurers.

      posted in Character Builds
      Mirgannel12
      Mirgannel12
    • Inter-City relations

      It was mentioned that the closest town to a mine would, to a large degree, control that mine, as the refinement of the ore could only be done in a town, and the less distance you have to travel with the ore the better. I am curious as to how the distribution of resources ie: mines, forests etc, would be managed. that's a little vague, so i'll clarify; will there be some towns that have mines nearby (will there be different types of mines? and if so will they be more or less random, or will certain types be in certain areas?), some towns near forests,( are there benefits to forests for lumber industry rather than random trees?, will trees grow back? will the grow rate be increased in forests?) some on plains, (will there be areas more beneficial than others for farming? will there be farming?) some near rivers (will there be river associated buildings, trades etc. ie: watermills, fishing, ferries, bridges, will bridges be predominately near towns and high population areas, or will bridges be just anywhere?) In conclusion, while it has been said that there are to be sieges and combat associated interactions between towns, will there be trade? will some towns be able to, if not monopolize, at least control trade of certain resources? will there be treaties/alliances between towns? will there be consequences to besieging a town? could a town become renowned for a particular resource/trade etc. ie: some towns with large armies, some towns grow lots of food, some have fine craftsmen, some towns have large markets etc.

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • Merchants

      I noticed that there was mention of merchants benefiting from the use of roads to transport their merchandise, but I don't recall any specific mention of what that merchandise might be; would it be resources? ie: ore, stone, timber etc. armor and weapons? alchemical/enchanting supplies? On a similar note, would the construction of buildings be done entirely by the player who would own that building? It seems that there is an opportunity to incorporate the construction of (and buying and selling of) building materials, furniture, decorations etc. into the other crafting skills (armor, weapons, potions etc.) so that, once again, a master warrior, returning from battle doesn't drop sword, pick up hammer and singlehandedly raise an elegant manor equipped with tasteful decor. Not that he couldn't, but rather that some people might prefer, particularly as has been mentioned in another of my discussions, that 'mini-games' which the fractured building process is not particularly, but still, are often considered long and boring. Allowing one player to construct the buildings, furniture etc. and another player to buy and sell them to a third would increase the feasibility of a non-combat character. One final point; it has been said that fractured has a player driven economy, meaning that items are not randomly spawned but made by players, does this mean there are no NPC merchants?

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
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