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    Best posts made by Prometheus

    • Patch Log - v.a.2.2.0h

      Bug Fixes

      • Login / character selection / character creation now work fine on 16:10 screens.
      • It's no longer possible to duplicate heavy materials by clicking quickly back and forth between a handcart and a blueprint.
      • Fixed an issue where items made from blueprints placed by a claim co-owner would be under the control of the co-owner instead of the owner.
      • Tanning tubs in town are no longer accessible.
      • Killing creatures now correctly progresses tutorial quests even if the player has already completed the knowledge of the creature.
      • Cotton is now the default option for Scholar Clothes - this is not really a bug since it was possible to change the type of material used, but most players running the tutorial didn't know that and were left wondering why they were gathering cotton then be asked to use linen.
      • No more "ghost" particles of toggle spells (such as Protection From Poison) remaining on the ground when running around with other players using those spells.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.2.1

      Please note: this patch log includes the changes implemented in the last couple patches, not only those of v.a.2.2.1.

      Additions

      • Humanoid monsters (and temporarily a couple others too) now drop gold coins, the in-game currency.
      • Claiming a plot of land now requires paying a very modest fee of 500 gold coins.
      • Plenty of new enchanting reagents added, especially as loot of Heartwood monsters.
      • Several new player house options added.

      Changes

      • Monsters sometimes switch target now instead of always sticking to the first one they aggro.
      • Spell cooldown now starts only if the spells is successfully cast.
      • Improved movement/spellcasting logic (client side).

      Bug Fixes

      • Multiple minimap markers for same carts after moving it.
      • Characters sometimes get stuck in resting animation when standing up.
      • Heavy material models sometimes sticking to character model after dropping them.
      • Items sometimes disappearing when dragging them from loot to inventory.
      • Entangling Web spell wrong cooldown (too short).
      • Crafting recipes sometimes consume less than the required resources.
      • Minor property visualization bugs with Enchanting Table.
      • Shadow Walk not revealing when gathering.
      • Missing descriptions for new crafting stations and recipes.
      • Wrong satiety restored values in food recipes.
      • Casting some spells while moving doesn't stop the player and cancels the spell.
      • Wrong Detection values for monsters (too high => reveal the player too quickly).
      • Necrotic Disease doesn't last forever (until healed) as it should.
      • Direwolves don't drop Direwolf Hide.
      • When logging out to character selection, the default male character is sometimes shown on all characters instead of the correct models.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Patch Log - v.a.2.3.0c

      @Razvan said in Patch Log - v.a.2.3.3o:

      By the way, @Prometheus: when you visit the docks, it says they are not implemented yet, but they will be sometimes this test. Are there other features you plan to implement during this test? Can you share them with us?

      Pretty much that and maybe player trading, plus a couple news spells and a global rebalancing of existing ones. It's not much because we have a massive list of bugs that need to be addressed first, while all the other planned features are large and the pretty much the whole studio will be on vacation for 2 weeks in August 🙂 We are going to release a roadmap to Alpha 2 - Test 3 soon though!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch History - Fall Alpha
      • November 6, 2020 - Patch Log - v.a.2.4.0h
      • November 9, 2020 - Patch Log & Mini-Roadmap - v.a.2.4.0i
      • November 22, 2020 - Patch Log - v.a.2.4.1
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.3.0e

      Bug Fixes

      • Fix a bug that would cause tooltips to break when moving the mouse from inventory items to blueprints in the world.
      • Recap texts of current bonuses are no longer too close to each other when opening a talent preset for the first time.
      • Bounced projectiles from the Ricochet talent now correctly assign loot rights.
      • Fixed a bug that would cause the icon of a dragged item (just the icon, not the actual item) to vanish when opening the inventory.
      • Characters no longer slide when trying to move while picking up materials from handcarts.
      • It's no longer possible to get stuck on unfinished house floors.
      • Stealth and Detection enchantments now correctly increase the relative modifiers.
      • Fixed a pathfinding bug inside of unfinished carpenter buildings.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.3.0g - 1st Balancing Patch

      Hi everyone,

      this is the first of a series of planned balancing patches meant to fix the PvP power imbalance between melee characters and other characters.

      The list of planned spell changes is still long and will be implemented after this test has ended. What's in v.a.2.3.0g should already make a massive difference though!

      ...and now, to the changes!


      Assassination spells can now be cast only with Light armor instead of Light + Medium.

      This was the original design, temporarily changed a while ago due to the overall lack of warrior spells. The temp change proved devastating for game balancing, since it allowed players to use guaranteed critical damage abilities (the "Strikes") with Medium weapons (Spear, Quarterstaff) that have high base damage, leading to insane crits. Additionally, Assassination users could be really tanky thanks to Medium armor.


      Critical Damage now stacks again with Damage Increase from the Melee Damage Increase modifier. However, various modifiers have been changed as follows:

      • Critical Chance from enchantment reduced from 1.5% per tier to 1% per tier.
      • Critical Chance from PER reduced from (-20% + PER * 2%) to (-10% + PER * 1%)
      • Critical Damage from enchantment reduced from 15% per tier to 10% per tier.
      • Critical Damage from PER reduced from (-50% + PER * 10%) to (PER * 5%). The minimum is still 50%.
      • Critical Damage is now capped to 300% instead of 400%.

      Chilling Touch and Paralyzing Touch are now Toggle spells that can only be used when Unarmed and enchant your basic attacks.


      We fixed a terrible bug that made different sources of damage increase (e.g. Melee Damage Increase, Death Mark, Enrage) stack multiplicatively with each other instead of being calculated based on the base attack damage.


      Various minor changes have been implemented to Strike spells (including Warfare ones such as Bash etc).


      Various other bug fixes implemented (list to be updated later today).

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.5.1c

      Bug Fixes

      • Fixed a bug that would sometimes cause a city not to earn gold from purchases of land parcels in the region, even though an entry stating "1,000 gold gained from purchase" was added to the city's journal.
      • Fixed a bug that in rare circumstances could cause an item to duplicate when taken out of the storage of a marketplace.
      • Citizens are now able to place packaging stations everywhere within the region of their city.
      • Fixed a bug that sometimes made a city that received an invite to join a nation unable to accept it.
      • Fixed a bug with the game's physics that sometimes caused very fast projectiles (arrows) to go through targets in the server (they disappeared in the client, but didn't do any damage).
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!

      @Alexian great feedback! A proper answer would take me a day to write eheh, I'll try to limit it to the most important points 🙂

      • Lack of city specialization: it's going to be largely reworked in the next test. We're indeed going to allow ("force") cities to unlock all the basic buildings first, then the tree is going to split into a few branches, each featuring several nodes, to have real specialization.
      • Lack of trading: we're going to give more control to cities on resource extraction, make differences on food production between territories much wider (like they used to be), and make food consumed on rank up (instead of just stored). Trading will be back!
      • Immediate residential disintegration: it only takes a couple hours to farm the 1000 units of gold needed for weekly maintenance, it's fair that if you don't even play for a couple hours for 1 week you lose the claim. Sadly we had a devastating bug the first days where when you claimed a plot of land it would tick weekly from the moment the claim was created (the launch of the Spring Alpha - March 31), instead of 7 days after being claimed. This meant that, for instance, if someone claimed the plot on April 5, the maintenance was due on April 7 instead of April 12. This is what has caused the loss of so many claims 😞
      • Harbors: I know you really don't like them, but I'm afraid they're going to stay 🙂 They've been a very effective money sink and they're an absolute need for players who don't have the time to spend on long gaming sessions. It's true they've been too cheap though - the fee should have grown more steeply with inventory weight / cart load. The fact ingots and planks are bugged and weight 1kg instead of 10kg and 5kg respectively surely hasn't helped...

      Have a look at the roadmap to the summer alpha when it's out, we're going to explain everything more in detail 🙂

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Town Planning Section Rules

      This forum section has been created to give Fractured players a place to promote their future town or team up with other people to fund one - disregarding whether that's connected to a guild or not.

      A few rules apply here in addition to the standard Fractured Forum Rules, as listed below:

      • You are only allowed to open a thread for your town or for yourself if you are looking for one.
      • This section is just for town planning, not for politics and competition.
      • Adding to the previous point and more generally speaking, don't post replies to recruitment threads unless you want to receive more information on the town.
      • If you have a guild, we invite you to actually create the guild in The Foundation and add the link to its page to your recruitment thread. You don't have to do it, but it makes things much easier!

      Threads and posts that break the rules outlined above will be removed. Posts in a recruitment thread might also be removed following a request from OP.

      posted in Town Planning
      Prometheus
      Prometheus
    • RE: Who are you, devs?

      @HolyAvengerOne said in Who are you, devs?:

      Any experience from any other games we might have heard of? What's your background?

      We're a young team coming from a diverse background - RPGs, mobile games, social games, and indie MMOs as well. We're going to release more information on the team later on in one of our dev journals! :slight_smile:

      Of course, we are aware it's easier to trust developers who have worked on famous MMO titles - which is not a guarantee of success anyway, as (I guess) you know. That's why we are going to take a different route before hitting Kickstarter: we're going to show you an actual working MMO before asking for money 😉

      posted in Questions & Answers
      Prometheus
      Prometheus
    • 2,000 community members and a little account tweak

      It’s been exactly two weeks since we’ve made the Fractured portal public and announced the project to the press. In such a short time, no less than 2,000 of you have decided to share our enthusiasm for revolutionizing the world of Sandbox MMOs. We are astonished!

      As of today, our community members come from over 70 countries, with the TOP 10 being claimed by Brazil, Vietnam, United States, Russia, Italy, Canada, UK, France and Ukraine. Once more, this is incredible, and we are nothing but amazed for the support we’ve received so far from you ladies and gentlemen!

      Although only partially implemented, our referral program is also being remarkably successful, with 15% of all registered users having visited the website thanks to a friend’s link. We can only imagine how exciting things will get after the system is completed. In this regard, the full version is expected to go live next week, so get ready for a little revolution in the world of referral programs as well.

      Aside from the great news above, last week we’ve tweaked the login and account system of the portal. The changes introduced are:

      • You now need to input your email and password instead of username and password in the login menu. The game menu is set to follow the same logic in the future.
      • We’ve renamed “username” to “public username” in the account creation menu, and we’ve added a box remarking that your username is used only as display alias, not as login credential.

      This decision has been prompted by a few community members concerned about the security of their accounts and dissatisfied about not being able to have a different public nickname. While the perceived security issue should be fully addressed, we are aware that some of you might be interested in changing username to something more of your liking. If you wish to do so, please send a message to support@dymstudios.com from the address you’ve used to register to Fractured specifying the new username you want and we’ll take care of it as soon as possible.

      Thank you for your support and stay tuned to Fractured – The Dynamic MMO!

      – Prometheus

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Beastmen and Mount System

      @tulukaruk said in Beastmen and Mount System:

      Riding other beast isn't only about speed. It is also about carrying more goods and stamina - you can ride for half a day and still be able to do other things but after walking for half a day you need to rest.
      So I can see the need for beastman mounts and vehicles.

      This post sums it up pretty well. It's true Beastmen can ride mounts only when in their basic form, and it's also true they can run way faster when in primal (=animal) form. However:

      1. Different primal forms have different base speed modifiers. A bear-kin for example is way better of staying in its basic form and riding a mount to travel quickly.
      2. Mounts provide carrying and stamina consumption advantages exactly (this also varies a lot according to the mount).

      Certainly primal forms give a very unique edge to Beastmen, but they're limited in many ways - one I can mention already as an example is that they can't harvest resources. We expect Beastmen players will shape-shift quite often, and will make use of mounts just a little less than the other races.

      @lehuan5062 said in Beastmen and Mount System:

      About vehicles, if they would be in the game, only human should have those thing. They lack of physical power and even the magical too compare to demons and beastmen. So their crafting, technologies should be better than the others, include vehicles.

      That's exactly how it is indeed - speaking of complex mechanical vehicles, of course! 🙂

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Myr Cities & Hotspots Map

      @Bhan said in Myr Cities & Hotspots Map:

      So by LARGER CITY PLOTS does that mean it would be only purchasable to a guild/clan or is there an increase and size/fee?
      I also really love the idea of cities on the coast!

      A large city plot is about 4 times larger than a small plot and requires at least 15 players to be claimed 🙂 Maintenance cost is also higher, yes - the base fee is higher, and you can build a 4x larger city which is 4x as expensive 🙂

      @Shivashanti said in Myr Cities & Hotspots Map:

      @Prometheus just to clarify, do we get the dock to dock fast travels in the upcoming test?

      Not in the open playtest (city aren't implemented yet). Might make it in A2-T3, not sure though!

      posted in Town Planning
      Prometheus
      Prometheus
    • RE: How many server will there be?

      @Karuro said in How many server will be there?:

      Will the players play in different servers if they are from different countries? Or there will be only one server for all the player.

      Our plan is to have only one world for all players, and SpatialOS as a platform allows us to do that easily. However, we're aware there might latency issues for players outside of the EU/NA cluster, so if the game picks a lot of traction in other areas of the world and SpatialOS expands there as well, we'll consider adding a second or third world.

      posted in Questions & Answers
      Prometheus
      Prometheus
    • Engage and Win with The Foundation

      Last week, when we hit the milestone of 2,000 registered users, we stated that our referral program was only partially implemented, and promised you another revolution. Today, this feature is live in all its glory. Give a warm welcome to The Foundation!

      alt text

      What is The Foundation? Well, although connected to recruiting friends, The Foundation is much more than a “glorified referral program”. It’s a system that rewards you for doing all the small things that show your interest in Fractured and its success: posting your feedback and ideas, engaging with other members of the community, browsing the latest updates and sharing them with your friends. Each of such actions is represented by one or more quests that, once completed, grant you points to climb the ladders of The Foundation.

      Other than the above, there are a couple other ways you can gain Foundation Points:

      • By inviting your friends to register to Fractured and getting them too engaged in The Foundation.
      • As thanks for having given us your trust so early: the older your account the better, thanks to the daily points bonus!

      Now that the system has been explained, let’s get to the juice. The perks you can get by increasing your Foundation Level are unique and plenty: forum and game titles, armor skins, mounts, pets, and much more. They’re the kind of prize you would expect from Kickstarter pledge packs. Instead, you can get them all for free, starting today. Plus, you can directly compare your progress with that of other fellow players in the leaderboard!

      alt textalt textalt text

      As you will quickly notice, this first edition of The Foundation only features a limited set of quests compared to the whole bunch we’ve designed. The others will be released over time together with game feature spotlights and additions of whole new functionalities to the system. Similarly, higher Foundation Levels will be unveiled over time - we’ve already planned over 200!

      I know of one question that might come to your mind: won’t giving out so many rewards hurt our future crowdfunding campaign? The answer is: probably a little, yes. However, we strongly believe that an engaged community is the key to the success of any MMO, and we’re glad to reward your engagement.

      And now… enjoy The Foundation!

      – Prometheus

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: How many players have already registered?

      @StarDust @Vengu @Mewmew @chrightt there are almost 5,000 registered Fractured accounts as of today.

      The number of forum account doesn't match those of Fractured accounts - if a user never opens the forums, the forum account is never created. Forum accounts are a decent measure of more "engaged" users if anything :slight_smile:

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Gamelanguage?

      @KorBaLin said in Gamelanguage?:

      Hey, i Just wanna know in what languages U Plan to bring the Game when its Launcher?

      This will depend on the demand from the various communities, so it's a decision that we'll take later on. That being said, we have already identified some high priority languages, such as Russian and Portuguese. Other languages we'll likely consider are Spanish, French, Polish, German and of course Italian (since we are an Italian company!) 🙂

      posted in Questions & Answers
      Prometheus
      Prometheus
    • RE: Feature Spotlight #2 - Universe, Planets and Travels

      @casgadom said in Feature Spotlight #2 - Universe, Planets and Travels:

      Btw... @Specter : Are the typos in the economy section of the info homepage already known? (Just found it by accident) - HUNTERS AND SCAVANGERS (correct: scavengers) ... FARMERS AND SHEPERDS (correct: shepherds)

      They were not, surprisingly! Fixed, thank you!

      @chrightt said in Feature Spotlight #2 - Universe, Planets and Travels:

      2 hours for a day seems kind of short.... so you have one hour of real life time being day time and one hour of real life time being night time. Unless events are quite short..... one hour easily passes irl. Also, I hope the survival mechanics are not too stressed on. Sure, it is fine to have energy, food, rest etc, but most of the time (from my personal experience) when this portion of the game is stressed upon on a MMORPG it usually leads to a pain for the players without much benefit. Yeah, sure it does make things "a bit more realistic", but when the mechanic doesn't affect gameplay to a certain degree, then it is a waste of the player's time.

      @vengu said in Feature Spotlight #2 - Universe, Planets and Travels:

      As I've mentioned in an other thread, my main concern is too much micromanagement. Survival elements like hunger & thirst, climate etc can be fun as long as they don't take up too much gametime. If I have to spend 1 hour preparing for 30 minutes of gameplay, that's going to get boring quickly.

      Events related to a specific time of the day will generally be quite short, yes. As for survival mechanics, don't worry - we've stated a few times they're not extreme like proper survival games or MMOs like Haven & Hearth, they're just there to make exploration more exciting and requiring some planning, particularly when venturing into other planets as @teeboned pointed out :slight_smile:

      @logain said in Feature Spotlight #2 - Universe, Planets and Travels:

      The added benefit to the game is that you have to plan, like you would with a battle (e.g. don't go and be a fire-based mage trying to battle knee deep in flowing water, you now don't want to wear heavy plate armor on a rowing boat and you might want to get a bit of water stockpiled before you attempt to cross a desert). And if something occurs that spoils your plan, you are ~challenged~ with the task of dealing with the new situation.
      I could lure you into a hot and dry area while you're trailing me because I dared to send an arrow at your friend, I could sneak at you and steal your food at night, while you're trying to walk around on the demon planet,... there's suddenly plenty more opportunity for strategic gameplay.

      Couldn't have explained it better myself, you've truly grasped the spirit of survival mechanics in Fractured, which are not at all about "grinding" but about being smart! 🙂

      @logain said in Feature Spotlight #2 - Universe, Planets and Travels:

      Only if we have a completely unrealistic, lame 'bag of unlimited holding', like in so many other a dime a dozen wanna-be MMORGPs.

      You don't indeed, inventory in Fractured is close to that of ARPGs like Diablo or Path of Exile, thus not only limited by the weight of items, but also by physical space. That's why carts, pack animals and so on are needed, particularly when you want to be a merchant or... a carpenter 😉

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Clarification on the target audience

      Thanks for starting this thread @Logain, we've been following it with a lot of interest. I see it mostly evolved into a PvP vs PvE discussion, which seems to be very frequent on the forums these days - so I'll address that specifically.

      We are deeply convinced we can make the PvE and PvP crowds coexist in Fractured. In fact, we could call that one of the design pillars of the game itself!

      Historically, several MMOs just launched separate servers with different rulesets to address the issue. Others have gone for a level-base split - low level areas are protected, high level areas feature FFA PvP (perhaps with some mid-ground in between). Albion Online is a good example of the latter.

      The Albion approach helps with new player retention, but in the end if you hate PvP you're going to quit, since you can only progress up to a point.

      In Fractured, if you like only PvE, you have a home for yourself (Arboreus) that features areas that are entirely PvE-only, and the rest where hostile PvP is still seriously restricted. You won't get murdered when you're a new player, and you'll be largely able to avoid it after and still progress, since resources on Arboreus are not weaker nor stronger than in Syndesia or Tartaros - they're just different.

      Of course, I realize this answer is not explaining much, so it might be a good thing to anticipate the Spotlight on the justice system and PvP rules (which is already planned), since I can't explain it all in just one forum post.

      That being said, Fractured is still a sandbox MMO - you won't have a questline to follow, you won't be spoon-fed the content of the game, crafting, trading and building are a huge part of the Fractured experience - easily more than PvE, if one wants to - and so on. If someone is looking for the new WoW, he won't find it here :slight_smile:

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Artifacts and Technology

      Very interesting question, @BillyWaterlow! We have several Feature Spotlights scheduled before the one dedicated to technology, so I can't reveal much today. I'll drop some hints:

      • The human world has a "steampunk" setting, so you should expect machinery far beyond those of a medieval world. You should imagine the societies of beastmen and demons being close to ancient ones, while humans live in a feudal society with 1800-like tech. Quite of a daring concept, I know, but it's part of the whole idea of "three races, three gameplays". We want Fractured's three planets / races / societies to feel really worlds apart.
      • Machinery will make human NPC production buildings (erected in player-run towns) far more effective than those of beastmen and demons.
      • Technological implants can empower human bodies too, yes!

      On a side note, it's true that humans have unrestricted alignment, but they don't have access to more schools of magic and/or combat compared to the other races - it's just their characters being more balanced. The "tech" provides different advantages - the ones I've hinted to above :slight_smile:

      posted in Questions & Answers
      Prometheus
      Prometheus
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