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    Best posts made by Prometheus

    • RE: Knockdown

      @Nyquil44 said in Knockdown:

      @Prometheus good morning just curious if knockdown mechanic was addressed and will be fixed as well if you get stuck and killed by mobs they endlessly kill you and aggro till you get sent home. Hopefully you guys can implement a few second barrier when you get up from knockdown where you wonโ€™t be attacked so we can get to safety. This was a huge issue thanks for your

      Yes, we're going to implement a damage/aggro barrier before the next test ๐Ÿ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: The Fractured Pre-Alpha Is Coming!

      @logain said in The Fractured Pre-Alpha Is Coming!:

      Depending on their business hours (can't be 9 to 5 CET, right?) some testers might never even make it to one of the time frames. Battle Royal had that issue for their test.

      Servers will be online for long, continued periods of time (e.g. a couple days in a row), not hours ๐Ÿ˜‰

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: How will loot drop work?

      If you get killed (knocked out with 0 Life), you can choose if you want to respawn at your place or at the closest town (note: towns are not implemented yet). Disregarding your choice, you leave your body with all your items behind, equipment included. You can run back to get them - the body will stay there for a while, but other players can steal them from your corpse (unless you are a Beastman on Arboreus, which makes you largely protected from hostile behaviors).

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: State Of The Game #2 โ€“ On 2018, Alpha 1 & Unity

      Ahahah alright alright, I've fixed the typo ๐Ÿบ And thanks for all the positive comments! ๐Ÿ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: New skills

      @asspirin @Razvan

      Infectious Burst

      With this ability you control and amplify the effects of poisons around you. Each enemy within 4 meters from your position takes [50 + INT * 5] poison damage if it wasnโ€™t poisoned.
      Poisoned enemies instead are dealt 3 times that damage, and a poisonous cloud bursts out of their bodies, spreading the poison to any other hostile creature within 2 meters that fails a Fortitude check.
      The poison that spreads from a poisoned creature is of the same level as the one afflicting that creature.

      Totem of Decay

      You summon a Totem of Decay to plague your opponents.
      Any opponent within 10 meters from the totem is Slowed and takes [5 + INT] points of poison damage every two seconds.
      Additionally, the totem casts the Poison spell.

      ๐Ÿ˜‰

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Pre-Alpha Wave 3 Is Out - Live On Wednesday

      @Xulu @giansen that's the plan! ๐Ÿ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: What's your main gonna be?
      • High DEX+PER+INT Shadow Demon focused on Illusionism + Assassination - the mage rogue I'd like to play but will never be actually good at playing.
      • High STR+CON+CHA Human focused on Warfare - the tanky paladin I'll actually play.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Alpha 1 Launch Announced

      @Jetah said in Alpha 1 Launch Announced:

      Post this as a KS update!

      Done! You're right, we've ignored the KS page for a while now, won't happen again - also thanks to him ๐Ÿ˜‰

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: [Technical] can't ignore cathegories anymore

      We are aware:

      https://forum.fracturedmmo.com/topic/10603/website-forum-migration-completed

      Will fix ASAP ๐Ÿ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Website & Forum Migration Completed

      @Xulu said in Website & Forum Migration Completed:

      Is that where I saw that "test post"? I clicked on it but it just said the page could not be displayed.

      I made several test posts, you likely clicked on one when I was deleting it ๐Ÿ™‚

      @Dariusacmar said in Website & Forum Migration Completed:

      The "Get Access" button picture is broken. The link still works, but the picture just shows a large outline and a tiny picture of a ripped page in the top left corner of the link picture area.

      All images should be fixed now! ๐Ÿ™‚ @Lohen

      @Kralith said in Website & Forum Migration Completed:

      Will take a close look to it, especially if it can handle now more than 3 open Tabs of the Forum with an open Editor

      That's related to the forum platform, nodebb, not the hardware of bandwidth, so I don't think it's changed sadly... unless the fact we also upgraded nodebb to the latest version helped ๐Ÿ™‚

      @PeachMcD said in Website & Forum Migration Completed:

      @Prometheus, *tu nostri stuzzicarlo! >;-}

      I guess what you were trying to say, but this google translate attempt didn't really work well ๐Ÿคฃ

      @Gibbx said in Website & Forum Migration Completed:

      HOWEVER I am very intrigued by the 'big news" Don't leave us hanging too long, the suspense kills me!

      It's just so many I don't know where to begin! ๐Ÿ˜ฎ

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Website is broken

      @hooby @Razvan @Kralith assets were broken indeed, only people who had them in the browser cache could see them ๐Ÿ˜… It's fixed now!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Play Free, Win A Key - The Contest

      Hi everyone!

      The May Open Playtest has just started (for backers), and we have some exciting last-minute news to share about it!

      And the news is... you can get free access to Alpha 2 - Test 3 (or even permanent game access) by playing during the Open Playtest!

      Read the full announcement


      See you all in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: [POLL] Guild tag beginning or end of the name?

      We'll likely move the guild name (full name) it under the character name, yes ๐Ÿ™‚ We'll see what to do with the Militia. Perhaps just an icon next to the name if possible.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: City Claiming Has Launched

      @Logain said in City Claiming Has Launched:

      How many slots did a large/small city provide again? And can more people than the number of possible slots sign up for a city on the website?

      There is no fixed number of slots, the amount of citizens a town can have depends on the number of personal land parcels you have placed in it. A 2x2 parcel raises the cap by 2 citizens, a 3x3 by 3, a 4x4 by 4.

      The numbers you see on the web page (5, 15) are the minimums required to start a city (yeah, that's a bit confusing).

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: First Impressions on the new City System

      @spoletta said in First Impressions on the new City System:

      Increase the spawn rate of natural resources, or make it client side.

      It will be done, there are both going to be more minerals (they'll be scattered next to the edges of mountains, so not only inside of nodes) and they will respawn faster.

      @spoletta said in First Impressions on the new City System:

      Move the limiting factor to the processing step. Processing facilities (like smelters) inside the city as far as I understood are only for citiziens. Allow a resident house to have a limited amount of such facilities

      If the city has completed the relative research, all players with a land parcel in the region can place private processing stations (tubs, smelteries) inside of their own land parcel. I've stated that in the video! ๐Ÿ™‚

      @Meziljin said in First Impressions on the new City System:

      suggest to move resource spawn timer on client-side

      Nothing in an online game should be controlled "client-side" ๐Ÿ˜‰ I think what you were trying to suggest is making the timer "personal"? And then what happens, you see another player mining a deposit but don't see the deposit getting emptied and the resource spawning, so all of a sudden a block of stone just appears in the other player's hands? ๐Ÿ˜…

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: City Claiming Has Launched

      @Recoil said in City Claiming Has Launched:

      The packs in the store currently are essentially watered-down versions of the KS packs (Eternal being similar to Immortal, etc.).. is this the case with the Aristocrat packs too or would we be getting all the benefits associated with the pack as described on the page? Also, I regrettably missed out on the KS campaign and was bummed to see I wouldn't get the KS cape/weapon FX/etc... are these included with these packs being sold as well?

      All rewards of the pack are included - it's the original Kickstarter Aristocrat pack ๐Ÿ™‚ The rewards in this image are not, since they are for Kickstarter backers only (and aren't pack-specific).

      @Razvan said in City Claiming Has Launched:

      Then the first 1-2 months it would be quite awkward because usually there's a lot of hype when a new game launches, but lots of these new players quit after a few weeks, which will leave ghost towns until their houses turn to ruins.

      Without paid food/gold maintenance, towns decay and become abandoned. Moreover, other guilds/cities can lay siege on them and win it without opposition. Hopefully there won't be many "ghost towns" ๐Ÿ˜‰

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Is this Alpha just PVP development

      Hi @Vialli ๐Ÿ™‚ PvP (the criminal system, jails and BH, the upcoming city sieges) was surely the focus of this Alpha, together with the restructuring of the layout of the world and cities (the Tech Tree, residential areas, etc). Almost all of the dev time was spent there, very little was added on the PvE and player progression side compared to the Fall Alpha.

      We would have liked to do more on PvE, but we're a very small team (8 people, of which 3 programmers including myself), so... we can say that all the PvE has been tested already. What hasn't been tested is the interaction between PvE and PvP players, which is happening now for the first time - rather unpleasantly, as you've pointed out.

      The structure of the world is surely a big culprit there. Player progression has to go through some specific hotspots, you can't complete your character if you don't... well, actually you could do a lot if there was an active economy with people selling Lore Tablets at marketplaces, but there isn't. So you feel stuck.

      We have plans to address the situation which we'll disclose in our upcoming roadmap, but it's going to be a major rework, sadly not something that can be patched in during a playtest.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Alpha 2 - Test 3 Postponed

      UPDATE #2: the improbable engineers have identified the bug in the engine and are looking into the causes.

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Owlsane's Feedback / Suggestion / Questions about Alpha 2 - Test 2

      @OwlsaneGaming thank you for your detailed feedback! There are a lot of QOL improvements we should introduce indeed, from better tooltips to a combat mode to prevent players from interacting with resources while fighting. They'll all come in time during alpha!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Play Fractured Free On G.Round

      Hi everyone!

      Dynamight has partnered with G.Round: get a free game key and join Alpha 2 - Test 3 from August 6 until the end of the playtest!

      Read the full announcement


      See you all in game!

      posted in News & Announcements
      Prometheus
      Prometheus
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