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    Posts made by Razvan

    • RE: Concerns related to the attributes

      What competitive scene do you guys believe Fractured will have?

      As for meta... with the number of skills and defensive mechanics we'll have, I doubt there's going to be anything other than vague archetype builds for casual pve and small scale pvp. For zvz, guilds will have their own quite strict builds as far as items and abilities are concerned because the shotcaller needs to know what each group can do and their cooldowns, but it doesn't really matter if a particular DPS has 16 or 21INT. Killteams and hardcore pve are probably the only areas where people would follow hot builds religiously and respec as much as they can.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Details on inter-planetery travel for each race

      We don't have concrete details. The general idea is that demons and furries will be able to stay on each other's planets for a limited time with debuffs. Iirc, same applies to characters that live on human planet, but the penalties are less severe.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Concerns related to the attributes

      @Mindark said in Concerns related to the attributes:

      If you are in favor of respecs, do you feel that these should include race changes?

      No to race changes.
      Also, there's a varying degree to which people agree with respecs. For example, I plan not to change my main and I want it to remain competitive for however long I play, reason for which I think it's reasonable to offer a respec every major patch (so max 2 per year). Some other people who want to be in trend with whatever's hot at the moment, might need a respec every 2 weeks, which I think it's abusive.

      PS:

      I don't believe that it would take long for a new characters to hit "end game" here.

      I think this is a very important discussion which is not stressed enough. If there's not enough space for progress, the game will not be much of an RPG in the first place and I will get bored quite fast. More than that, being able to create a top ganker in half a day will make the game very unfun. I don't think we have a good understanding of how grindy the game will actually be, but considering that a big part of premium is faster progress, my guess is: a lot more grindier than what some people imagine.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Last problem found and two feature requests

      @Rhaven It's a sign that you should name your character Jeanne d'Arc from now on.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      I don't see the appeal of soul-bound gear at all, in any variation, including time-limited blessed gear or not being able to equip items looted from other people.

      One of the important things in losing gear is that it keeps the economy running, allowing gatherers, refiners and crafters to keep doing their activity at any tier. Eventually, the markets will be flooded with items and the devs will have to find ways of getting rid of them faster. The most common solution in this regard, which will probably be implemented by Fractured quite early is a chance per item to get trashed when the player dies. Having accessible blessed gear means that instead of losing 3 expensive weapons and chestpieces in a big zvz, players only lose one. It just goes against the main idea of keeping the economy healthy.

      PS: If the blessed gear is not accessible enough to buy it in a situation in which you'd die with expensive stuff multiple times, then there's no point in using them.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Concerns related to the attributes

      @Manaia

      In other words, a person who can change between tank and mdps, or healer and arcanist, will be more desirable than a minmaxed one who can only cover one role. This will allow a lot of flexibility for guild members.

      Alts cover this just as well, if not better. <...>

      If being killed in pvp = getting respawned naked at the nearest point (not getting downed as in pve), which is the case in other such games, then being able to cover two adjacent roles reasonably well is really important because you can loot your team-mates and fill the missing roles. I mean, you could argue that people will come back but until they do your zerg is vulnerable and realistically a lot of them log off after they die about 2 times.

      Anyway, I see where you are coming from and I agree that having alts is highly valuable, but I replied to your point that if we have respecs people will be peer pressured by guilds to respec characters. I doubt having respecs will make any difference in this regard.

      Mount weight + your weight = more <...>

      You were talking about guild transports. We don't know exactly the mount mechanics, but again, assuming that it's like in other similar games and you get a penalty for being dismounted and overweight, the guild transports work like this: they'll have a few scouts on fast mounts, just enough people on transport mounts to carry all the goods and everyone else in zvz gear acting as guard for the transport. If your guild asks you to respec int in order to farm wisps or anything weird like that, you should probably leave them.

      There are no classes. You mean if an ability is nerfed? You can change those immediately to use another one you have learned 🙂 I highly doubt they'll butcher an ENTIRE stat to the point where it's unplayable.

      There will obviously be archetypes, but fair point.
      I initially meant situations similar to PER no longer affecting mcrit or maccuracy, or being considerably scaled down, or overall meta changes. I don't know how fair of a point that is.

      Having it be a paid service (like WoW as example) would be fine by me, in addition the a gradual change. It still gives the players an option to immediately respec if the gradual is too slow and they can't use an alt for that purpose.

      That's reasonable to me as well.

      PS: I never said a character has to be good at everything, but I highly dislike situations in which meta changes and your main becomes borderline useless, as it happened to my single target mdps in Albion. This can be solved with seasonal respecs.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Concerns related to the attributes

      @Manaia
      Killteams and top pve parties where clear time matters wouldn't invite people without the best builds in the first place, regardless of respec being a thing or not. As for the guilds, I doubt anyone would require you to minmax. That is because in zvz it's far more important to have a balanced spread of classes (and a good shotcaller), than each DPS doing 10% more damage. In other words, a person who can change between tank and mdps, or healer and arcanist, will be more desirable than a minmaxed one who can only cover one role. This will allow a lot of flexibility for guild members. Your STR example is absolutely out of question because we'll have transport mounts.

      I don't really like being able to change a point every 2 weeks either because it is too slow. If my main class gets nerfed, I want to be able to change it immediately. In my opinion, we should get a free respec with every major patch (or every few months).

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Archaeologist Sub Class Tree

      @VyrVandalous
      Where exactly did you explain how it would work and is not covered by my previous post? Based on what you said so far, the whole idea is to explore ruined towns. Having a town plot is a great asset (thanks to the crafting bonuses), which means that unless the game is dying, towns will never be abandoned. I added some scenarios in which your idea could at least be used and explained why they don't really fit here. It would help if you'd try to work on the initial idea instead of getting upset.


      @VyrVandalous said in Archaeologist Sub Class Tree:

      Also.. what you said to me? that is like a novice devotee saying to the Buddha... you'd be surprised how spiritual I am.

      ... In your post #10 you randomly said "I can see you don't code/program" and I replied that you'd be surprised to find out what's my job.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: What kind of game do you hope Fractured will be?

      @Manaia said in What kind of game do you hope Fractured will be?:

      @Tuoni Another thing about most sandbox games is they only allow you to have the single character. Fractured allows many alts to fill other niches in the game that makes rerolling attributes less required. This is how I'm thinking about it; if they limited you to one character only then I'd be all for being able to reroll attributes, though still at a cost.

      All the Ultima-esque games (and sandboxy MMORPGs) I am aware of have multiple character slots. It's not about attributes, but mostly about traveling limitations, which will also be a thing in Fractured. If you're in a big guild with influence over a large area, having a zvz-ready alt is a very good idea. Having the gathering professions spread across multiple alts also makes sense because different node-types are found in different areas, so you waste less time traveling. Having some alts on a different account is better tho because you can scout, craft, or flip the market while playing on your main.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: What kind of game do you hope Fractured will be?

      The MMO I played the most is Lineage 2. Back in the early 2000s, if I started a party I'd find a bunch of DDs instantly, but finding tanks, healers and supports was a pain. If the tank or healer left, the party was over. This pushed people into multiboxing characters and eventually starting "constant parties" and sharing accounts. For any big content you needed to talk to the other CPs in advance to be sure the guild had the right people online.

      Last MMO I played was Albion. At first, I was one of the core members of a small guild with about 10 online players at any time of the day and we pretty much did everything together. I'd find a spot instantly to whatever the guild was doing. If the puller, tank or healer left, they'd pass the gear to someone else and we basically had no downtime. Then we merged and I decided to move to a crystal guild, which opened the possibility of zvz for me. For any big content, people would call a CTA in alliance, parties were created and the class balance was done on the spot with a downtime of about 30min.

      It's worth mentioning that Albion has a quite grindy passives system, so a dedicated healer will be better stat-wise than a last-resort healer. Another aspect would be how meta changes and the nerfs/buffs between patches, which are the reason Albion added the respec points. Basically, if your character is built around a skill or mechanic that gets nerfed too much in one patch, it becomes borderline useless.

      tl;dr: I prefer flexibility because it saves people a lot of time, and I believe it doesn't necessarily have to kill the RPG aspect.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Archaeologist Sub Class Tree

      @VyrVandalous said in Archaeologist Sub Class Tree:

      its called a node spawn. I can see you don't code/program. Its super easy to do. set on timers.. or even depleted. This is not meant to be an infinite well.. but some window dressing to the game.

      I didn't say it cannot be implemented. I said I don't see how it can add value to the game:

      • if you can only create dig sites on ruined towns: ownership and habitants will change with time, but I doubt there's going to be ruined towns unless the player count drops significantly.
      • if you can dig in non-ruined towns, it's just free money without any risk
      • if you can start a dungeon by digging in non-ruined towns, it's basically just Albion's HCE. However, Fractured has a whole HCE planet called Arboreus.

      I don't see how they can make it work (from a gameplay perspective) and you didn't explain your vision.

      PS: You'd be surprised to find out what's my job.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Archaeologist Sub Class Tree

      @VyrVandalous
      I don't see how it can work from a gameplay perspective to be balanced, fun and not be basically free money. The only thing I can see it doing is starting something similar to HCE in Albion, but there's no need to this in Fractured since you have a whole HCE planet.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Archaeologist Sub Class Tree

      So you basically stay in the town, press a button and get money? Everyone will have a bunch of archeologists alts because it's free money. From a gameplay perspective in a game where it's dangerous to go outside, this profession doesn't make much sense.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Animal Taming/Breeding

      Mounts are a big part of the game, so I'm quite sure we will have animal husbandry. However, like in UO and Albion, it will probably be very basic and similar to farming: you put the animal in the pen and wait. Maybe some mobs will drop exotic cubs that can be raised into mounts.t

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: What's your main gonna be?

      @FibS said in What's your main gonna be?:

      So far as I'm aware there is no "crafting EXP" or upgrade to your abilities as a crafter, other than by obtaining better materials through improving yourself as a combatant.

      If I understand correctly, luck affects gathering yield and crafting (quality ?!). CHA is the only stat that gives luck but all in all it's not terribly important for all the classes to max it up. Then the talent system might add some crafting bonuses. Dedicated crafters will be a thing, but at this point, they will be just alt slaves. I hope the devs will find a viable solution to enable crafting mains able to generate income. I have a solution in mind, but I have a feeling most people would dislike it.

      I think the entire game is going to essentially be a guild wars thing - not only will each planet have different resources, but so will each biome. Influential guilds will fight to control key resource spots.

      The alliances have no limits, so from a political point of view I'm quite certain it will end up like Albion where each region is controlled by 2-3 huge alliances. As a member of such an alliance, walking on your home territory is most of the time just as safe as walking in Arboreus. For this reason I hope they will limit the alliance size.

      I'm not sure how this will work on Arboreus which disavows PVP, unless it has a bidding system similar to ESO.

      From my understanding, Arboreus will still have sieges. Controlling a region there seems pointless because since PVP is mostly not enabled, you can't dispute farming or gathering spots.

      @NeroulGB Characters get extra buffs when they reach 20 in a certain stat. If you want to minmax (especially for frontliners and mages), the other races are better than humans thanks to their affinities. Also, perception seems to be quite an important stat for DD.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Whats the probability this game will actually see beta and a release?

      @Xzoviac said in Whats the probability this game will actually see beta and a release?:

      If you want a non biased answer this is probably not the right forum to ask on.

      This pretty much sums it up. People who visit the forum frequently at this point do so because they believe in the project.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      Iirc the game will have a talent tree that is not implemented yet. I hope this system will give an edge to dedicated crafters / refiners / gatherers.
      image

      @Phylosophys
      Because one of the main selling points of the game is the full loot pvp. Ganking a trade caravan or a player wearing top notch stuff and not being able to loot them is kind of a boner killer for me tbh. Besides, 1/3 of the game isn't as harsh as the human or demon planet.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: New Player Feedback

      Ok, we've derailed this thread too much, reason why this will be my last reply here. To address your two points:

      https://notch.tumblr.com/post/11518566613/happy-birthday-us -> second paragraph
      As a pop term, by "indie" people usually understand "garage studio" instead of "not funded by a publisher". I mean, using the second definition, the term "professional studio" doesn't make any sense as being the opposite of "indie".

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: What's your main gonna be?

      @Mudz said in What's your main gonna be?:

      Chadra martial artist I think to go unarmed and focus on harvesting and crafting other than that.

      Usually, in this kind of games gatherers go for high mobility and CC resistance builds. Unless you play on Arboreus, where there won't be pvp but also resources will be cheap and it will be harder to find unharvested nodes, you should probably unlock a high mobility build to escape gankers.

      -> Frontline discussion
      In my opinion, CHA isn't the most important stat for a frontline character. @PeachMcD posted this table with what each stats gives: https://forum.fracturedmmo.com/assets/uploads/files/1564087621096-fracturedstats.jpg

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: New Player Feedback

      @FibS said in New Player Feedback:

      @Razvan There's nothing "funny" about that. It would only be "funny" (i.e. ironic) if I praised the endless wave of bland Minecraft clones rather than the original itself.

      Minecraft is not the first game of its kind. Anyway, "indie" doesn't say much. Are companies such as Dynamight indie? I would say, no. They are startups, and I hope they are professional when it comes to running their company and delivering a product.

      posted in Discussions & Feedback
      Razvan
      Razvan
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