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    Posts made by OlivePit

    • RE: carrying capacity for non-STR chars

      If you want to have carry weight for only certain circumstances, there is the path of strength on the talent tree which increases carry weight by up to 60%? and increase strength by 2 for a total of 14 talent points (15 if you want the end ability where you do not get slowed as much when weighed down)

      I would pop points into it whenever I was going to harvest crops (they are heavy) or do a trade run to another town.

      Also note that you can get up to a +8 to a stat from equipment: +4 from armor (warg leather is cheep), +3 from necklace (very very expensive for the +3, less for a +1), +1 from shield

      posted in Questions & Answers
      OlivePit
      OlivePit
    • RE: Mechanics for Environmental effects Discussion.

      They could make food stuffs (like the healing herbs) which remove or protect from environmental effects... but then it would be just another consumable that is easy to make and ever present, thus a minor inconvenience less than a world mechanic that needs to be built around.
      Currently poison is treated as such. You just have your inventory open and if you get poisoned simply click on the herb and you are all better. This is a very sad thing as the cost to deal with a significant mechanic is so low to be trivial, you do not even have to sacrifice a hot bar slot. It is so bad that for poison to be viable in pvp or pve (for mobs hurting us) they really should do some kind of rework as it is otherwise only useful for attacking mobs.
      If they did the same with cold/hot weather then I would see it as them throwing in the towel and giving up on a potentially interesting mechanic and instead just creating -another- thing to craft, click, and forget.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Feature Spotlight - New Continent

      @spoletta
      Done:
      https://forum.fracturedmmo.com/topic/14897/mechanics-for-environmental-effects-discussion

      posted in News & Announcements
      OlivePit
      OlivePit
    • Mechanics for Environmental effects Discussion.

      The latest spotlight mentioned that weather will be implemented shortly after the start of beta.
      This raises the question of what weather will be in the game. Cosmetic? Stacks? Damage? Debuff?

      Putting parts of a discussion that happened on discord here for a record:
      Topic: Weather effects and mechanics.
      Spoletta noted previous mentions of various armors being more common on different worlds (leathers on Tartaros and fibers on Arboreus) and connected that with other descriptions of Tartaros being hot to come to the conclusion that different armor types will be required to survive different environmental conditions and associated weather.

      I pointed out that adding some new mechanic and limitation on equipment choice would be excessively complex when all mobs, players, and equipment already have elemental resistance stats and a elemental stacking mechanic in place. I pointed out that having environmental effects simply causing stacks of cold/warm/shock/corrosion/etc to accumulate at a rate of 1/sec during storms to all in an areas would be simpler especially if also paired with the elemental resistances having an effect on the decay time of stacks.
      Notable example is the sea trolls which have 2080 shock resistance (85%). They are not immune to shock damage but would be totally vulnerable to the stun that triggers on applying shock stacks... unless elemental resistance affected the decay rate of said stacks. Normally stacks decay at a rate of 1 per 1.5 seconds, if elemental resistance had an effect then sea trolls would have shock stacks decay 1 per .25 seconds instead which would mean that they -could- be stunned, but would require a lot more than just one source to overwhelm their resistances.
      This example was then mirrored to the proposed Mamoth mob where I hypothesized that were it to have 2080 cold resistance you would expect it to be very resistant to cold attacks and not be frozen in an ice block at 10 stacks.
      This system could easily incorporate the existing elemental resistances in place for various armor materials and imbued gem elemental resistances such that a simple 200 resist (35%) would be sufficient to protect against weather stacks.
      While this would also be reducing the effectiveness of mages who apply stacks the simple answer there is to increase the number of stacks that the abilities apply or just remember that most of them reduce the associated resistances and thus in this system increase the time for a stack to decay.

      I hope that the reason that weather effects will not be avalible right away in the coming beta is because they are working out this system because they want weather to be more than just a cosmetic effect.

      Other thoughts?

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Daily Message posting

      stupid things

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      dead lands

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Feature Spotlight - New Continent

      @spoletta
      I still want to tame the giant spiders or bears on Myr...
      Considering taming is a stretch goal and currently we can only tame horses I think it is best to not get our hopes up... sadly...

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Feature Spotlight - New Continent

      The current continent -Myr- is 60km^2 with 35 city sites, the new one -Aerhen- is 40km^2.
      It is very understandable that the smaller size would be easier for servers to handle, and that is probably a good decision.
      My concern is how this reduced size will affect the player economy, pvp harassment, and resource availability.
      The smaller continents will inherently be easier to travel and collect resources from all parts thus reducing the value of location and specialization.
      Having no real fast travel is a major benefit for creating local specialized markets which encourage trade between towns and players. Reducing the area will result in a major dampening effect on trade and interdependence which fuels player engagement.
      In a previous alpha towns had exclusive access to the resources of their area, which made location and trade important parts of the game. With that gone now are we also giving up on interdependent towns and player trade?

      This might be less of an issue if the continent is like a volcanic island, with the center being inhospitable and hostile to travelers thus requiring settlement and travel on the rim. But would still be hampered by the fast travel ports...

      Could we get a far zoomed out pic of the continent? or a description of its general geography?

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Feature Spotlight - New Continent

      Nice teaser.
      Still not a beta date, but still appreciated.
      question- are there city sites only in the steppe and tundra? or also in the lava and mountainous regions?
      if it is anything like the current continent I would guess that the lava, ice, and mountain regions are all mob only zones like how the mountain and shadow vale are currently.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Daily Message posting

      so much for 'quarter 1 beta'

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Any people here also here to try out farming mechanics?

      @Jazzysunshine
      Hi, Harbinger of Famine here.
      I think it is safe to say I have done the most testing and investigation of the games farming and harvesting potential and am happy to answer most any question you have on the topic.

      So... Good news and bad news.

      Bad news:
      Without major changes to the plot sizes and city permissions there is no way to have your 'own farm'.
      Gathering wild plants, trees, mob drops, and ore varieties are heavily effected by local biome differences.
      Farming takes -days- to go from planted to harvestable and needs checking up on every 10-30 hours depending on need of crop.
      You cant farm most of the crops and plants that are found in the game. Right now we only have 5 crops.
      Anyone at the citizen level can mess with the crops which you do have access, and power over to, farm meaning that if all of them are not on the same page someone might just dig up what you are growing and plant whatever it is -they- want.
      Farm animals are not introduced yet... but there are plans for the future.

      Good news:
      Farming is absolutely essential to the city economy which enables technological progress, so there will be demand for farmers.
      The fertility and nutrition mechanics are just complex enough that some time must be put into maintaining soil nutrition levels through crop rotation. This gives risk/reward and benefits to planning.
      Not everyone is interested in farming and not everyone needs to be a citizen to get what they need from a town. Thus it is very possible to restrict the number of wild cards and establish yourself as one of a few leaders of the cities farm plots.
      Because of localized resource scarcity the value of harvested goods is likely to be stable and due to slow transport systems the further you go from an area of high availability the goods should increase in value accordingly.
      Gathering ore/plants/trees will have -some- danger as mobs will be in the general area, so you are unlikely to be totally board, but is still safe enough that it is a low risk task that is necessary. This means that others will pay for you to do the farming/gathering for them while they are off doing the 'more fun' aspects of the game like boss grind and pvp.
      Since the harvestable resources are diffusely populated on the island there is very low chance to be targeted for pvp as they cant be sure where you will be. This is in contrast to mob hotspots which are much more likely to be watched and or camped.

      Let me know if you have any other questions.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Daily Message posting

      more empty promises left unfulfilled.

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      no news is bad news

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Get ready for Closed Beta!

      @Logain

      The increased transparency is referring to just the fact they are telling us information about the actual game development and not just fluff and hype. I am being serious. Giving positive reinforcement for any 'good' behavior is essential for encouraging them to do more of it.
      It would be better if they gave us more info, like the questions you asked. I hope that being somewhat positive will encourage them to do so.
      I too long for the old days of Prometheus's direct videos.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Get ready for Closed Beta!

      Seriously? I thought the data migration was done back in febuary as per this news post: https://fracturedmmo.com/gamigo-data-transfer/
      This also clearly means that we would be in beta now if not for Gamigo delays with their launcher.
      I am glad to hear -some- news, but was hoping for good news.
      Thanks for the increased transparency.
      I guess we get to wait for April for the beta, unless they rush the heck out of the migration, have no issues, and then cut the governor preview of the city sites way down from the traditional 7 day head start.
      I hope I am wrong and this gets done smoothly allowing for beta to start by the 31st at the latest allowing them to save face.

      posted in News & Announcements
      OlivePit
      OlivePit
    • RE: Daily Message posting

      more fluff and distractors. no real news... and the quarter is ending in 2 weeks. WTF Gamigo

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      still no news on the beta. sigh

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      and still no news. guess beta is not happening anytime soon.

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Daily Message posting

      AAAANNNDDD still no news... sigh.

      posted in Off Topic
      OlivePit
      OlivePit
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