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    Best posts made by spoletta

    • RE: Autistic son in tears because he cannot understand why he cannot play - rewording *NEEDED!*

      I can confirm that the game is currently unavailable, and that to play you need at the least the second tier package (maybe first tier if the next test is finally a Beta, but we don't know yet).

      I can also attest that this isn't the first case in these days of someone misunderstanding the current state of the game, so indeed there should be better indications.

      posted in Discussions & Feedback
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      spoletta
    • RE: The absolute ridiculousness of mage gear

      On the contrary, mages currently have a big advantage.

      They can craft their non primitive gear (the commoner clothes) much much easier than any other archetype. A chainmail is a lot more difficult to craft than the commoner clothes.

      posted in Discussions & Feedback
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      spoletta
    • RE: [Feedback] Rock, paper, stack evasion... and a list of other things

      Archers do feel quite powerful at the moment. Probably too much.

      They are not even countered by warriors. It's just that in this test warriors were equipped with extremely advanced equipment which stops physical damage almost completely AND archers had their damage halved by wrong collisions AND the archer talent for bypassing armors isn't working AND mark of death isn't working.

      I shudder to think what archers could do without all those handicaps.

      Acid arrows is surely too good at the moment. It should be more tied to the Int/Dex build. The corrosion effect shouldn't go on every arrow, but should be a probability based on INT. Right now the difference between a DEX build and an INT build using that skill is minimal.

      Other concerns I have for PvP:

      1. Silence is too strong of an effect. It shouldn't shut down all schools of skills, and the power word silence lasts too long.
      2. As I said in another thread, poison is too binary. You are immune or you are death.
      3. Not enough effects have friendly fire. Friendly fire is the counter to zergs, and no one likes those. More effects should have friendly fire. Including arrows, yes.
      4. Minor heal on high INT heals really too much. The cooldown should be less dependent on INT.
      5. Consumables are fine if they occupy a slot in the skill bar. If you can use them from the inventory, it makes it a game of have/have not.
      posted in Discussions & Feedback
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      spoletta
    • RE: Bounty Hunting & Jails - Official Feedback Thread

      Mostly agree with what was said.

      2k and 24 hours is just too much for simply flagging. The minimum penalty should be much much lower.

      I disagree on the concept that big zerg guilds will trivially bail out their members. Remember that every time they bail out someone, they are giving big cash to a bounty hunter. The more profits come from bounty hunting, the more bounty hunters there will be. Also, farming gold is not THAT easy.

      posted in Discussions & Feedback
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      spoletta
    • [Suggestion] Make cities unable to be self sufficient

      As I've wrote the other day in discord, I think that the real issue we are facing with non interactions between cities is mostly due to having too many tech points. They are just enough to allow a completely independent city, and this is hurting the intercity relations.

      For the next test I would propose the following small but very impacting changes:

      1. You can't have cities without banks and shrines. The first 5 ranks of a city are meant to establish the basic services of a settlement. You are given 12 tech points for those 12 techs. As such, increasing the city rank to 6 should require all the rank 1 techs to be completed. Right now in an effort to try to grab as many crafting techs as possible, we are skipping all the rank 1 techs which aren't strictly necessary.

      2. When a city reaches rank 6 it should automatically unlock the marketplace tech. It is too important.

      3. You now have 5 tech points between rank 6 and 10 for 17 possible techs. Those techs are divided in 10 crafting techs and 7 militaristic ones. As we saw, no one will take the militaristic ones if things are left like this, and being able to have 5 techs over a max of 10 still makes all cities too general purpose. Also, no matter what you specialise in, everyone will always take enchanting, since that is something very hard to get by trade, and everyone will get craftsmanship and engineering because they are affect all crafts in both material and quality. As such, I'd propose something like this:
        a - Remove the enchanting tech. Allow the creation of enchanting tables with just the rank 1 tech witchcraft. Enchanting is a basic necessity which should be available in all cities and houses.
        b - Like I saw proposed already, split Craftsmanship and Engineering in the 4 branches: leather, cloth, wood, metal.

      Like this, you have now 15 crafting techs, out of which you can take a third. That's about reasonable. You need an ecosystem of at least 3 cities, probably 4, to have all the techs available.

      For the military techs instead, you receive a bonus point at rank 6, 8 and 10 that can only be used for those techs. Every city should have its amount of military preparations and crafting expertise.

      1. From ranks 11 to 15 (which as far as we understood from the video, should be only obtainable in a nation and only in one city out of three), you develop the nation related techs OR you keep developing military techs. As such, those tech points can only go toward rank 3 techs or rank 2 military techs. Becoming a city makes you evolve in social and military terms.

      All in all, these changes could probably be implemented with a reasonable effort since they are mostly numerical changes and they should increase a lot the reliance of one city upon the other.

      Obviously all this would work even better if coupled with the restriction of the natural resources to the residents of that region.

      posted in Discussions & Feedback
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      spoletta
    • RE: Energy and hunger

      You are doing something wrong. The energy depends on your constitution, but it takes at least 20 minutes to deplete, even with very low CON values.

      Are you perhaps using the fury or second wind skills?

      posted in Discussions & Feedback
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      spoletta
    • RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!

      I agree with almost every point. The only one where I disagree is on the fast travel. Harbors are very important and should be kept. What can go away though, is being able to transfer a cart with them.

      On a related note, one of the fears I had for this test has indeed manifested. With ingots and boards becoming light items, trading them has become too easy. You no longer need a cart. This was supposed to be countered by making them weight a lot, so you couldn't carry a lot of them, but currently they are 1kg each. They should be at least 15kg each.

      One final note: we didn't have food issues in the start of the test, because there was the possibility to gather wild wheat (and there was also the starting town wheat exploit). After that was removed, gathering food has become much harder.

      posted in Discussions & Feedback
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      spoletta
    • RE: Economy Feedback and Suggestion

      Yes, there will be more planets and continents, but all the calculations until now have been made on a basis of 32 cities. Which is Myr.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ingots, Leather and Theft

      @Farlander the processing steps, especially the time, are what gives value to that resource.

      posted in Discussions & Feedback
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      spoletta
    • RE: Abilities, Talents and Attributes

      A few points on this.

      First, attributes don't really matter that much. You clearly shouldn't try to cast spells if you have INT 8, but 14-15 is already quite hard to distinguish from a full fledged 18 INT caster.
      Currently I play a build where the attributes are 10 15 15 15 10 15. It works perfectly and at top performance in many roles.
      That's because in Fractured no archetype is based on a single attribute. Warriors needs Strenght, Dexterity, Consitution, Perception and Charisma. They all contribute to swinging your weapon.
      Mages need Constitution, Perception, Intelligence and Charisma. Dexterity helps too.
      Archers need Dexterity, Constitution, Intelligence, Perception and Charisma. Same for Street rats.
      Out of 6 attributes in the game, you always need at the very least 4.
      So, can I run a mage with 14 INT? Yes I can, and it will be as good as a 18 INT mage, It will just be built and played differently, leaning more on the other mage stats apart from INT.

      This was actually made possible by this last alpha. In the previous one, the attributes were far more effective at "locking" you into a specific role, since there was a big bonus that unlocked when reaching 20 in an attribute. I actually made an identical post to yours in the past, because I felt it actually was an issue. With this last design of attributes though, I no longer have problems with it.

      Second point, you CAN respec the attribute points. In the tests you have a free respec every week. In the release you will have one free respec for each char.

      posted in Discussions & Feedback
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      spoletta
    • Making the imbue system more accessible

      Fractured has the best enchanting/imbuing system that I have met in my gaming experience. It is simply fantastic and one of the greatest perks it has over other games. The item/drop system that it generates is brilliant... and yet I'm sure that 99,5% of the players of this test never got to experience it.

      That's because in the last test, the enchanting system was changed to the imbuing system, which uses gems to carry the enchanting effects. Good, no issues with that, it was a fine solution that also allowed to trade the enchants.

      The problem is that now such a fanstatic system is gated behind a gem and gold cost. This can be good for advanced tier enchants, tier 2 and 3. You are chasing something advanced, so it is correctly gated behind a cost/effort.

      Tier 1 enchants though should be very accessible. They provide that first important step of personalizing your equipment and give meaning to 90% of the items dropped by mobs. You can't gate this behind a gem and 500 gold.

      Now, the gem is needed due the imbuing system. That's fine. But chipped gems must become very common. One in 10 goblins/bandits should drop one. And the cost must be a lot lower, like 50 gold. Enchanting your equip in tier 1 enchants should be something you do by default.

      Looking around for the right properties, learning the correct combinations to make YOUR gear adds so much to the game, and makes for such a rich gaming experience that at least the basic level of it must be very accessible.

      posted in Discussions & Feedback
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      spoletta
    • Mana regeneration issues

      This was an hot topic during the test.
      Now, I'll open this by saying that there is no issue with mana regeneration. Especially after playing for a bit, you will stop having mana problems, but that's for 2 reasons:

      • You get a bit mana of regeneration bonuses here and there
      • You learn how to fight effectively

      Now, the second point is the most important one. This game is very player based, including during "grinding". Knowledge is everything, and I'm not talking about knowledge points. If you know how a goblin cutthroath fights, it is very easy to kill him. If you don't know him, you will be out of mana and knocked down before even realizing what happened. Once a player (not the character) has knowledge, the game becomes easier.

      New players lack this knowledge. They don't know what they are fighting, and how to fight efficently.
      I rolled a mage to see what was the situation in this test, and could grind goblins non stop without ever going out of mana. Yet new players around me used all their mana for a single goblin.

      This is normal and I'll even say that it is good.
      The problem is in the fact that it is a big obstacle for new players.
      So how to solve this? I'd say, by applying more of the first point.

      Currently you start the game in either animal leather, or linen cloth equipment. These materials provide respectively fire resistance and shock resistance, which I don't think that players even notice.
      My easy solution to this problem would be to change the material properties of both these materials to +3 mana regeneration, for a total of +9 mana regen for medium armors (the wolf helm does not have this) and +12 for common clothes. This would provide a boost to the mana of those straight out of the tutorial, letting them go a little bit more trigger happy on those pesky bandits.
      More importantly, this has no effects past the first 3 days of playing, since those materials are quickly replaced with better ones. We change nothing of the game as we currently know it.

      In addition, we could add one more primitive item. Spider Eye amulet. Made with 3 spider eyes (which are found in the tutorial) and adds 5 mana regeneration.

      Edit: Oh and goblin enforcers are pure evil for starting players! It could be better to give them warcry instead of Second Wind!

      posted in Discussions & Feedback
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      spoletta
    • RE: Consumable slots

      Yep, and in fact many are asking to prevent using consumables from the inventory.

      posted in Discussions & Feedback
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      spoletta
    • RE: Long term durability issues

      It should go down.

      Everything should degrade and get destroyed eventually, it is an absolute necessity in a game of this kind.

      IMO the ideal solution is:

      Every second in combat, when the game applies the hp/mana regen, any worn item has a 1/300 chance to suffer 1 durability damage. This means that at minimum the items suffer 1 durability damage every 5 minutes (in combat only, don't want people to go AFK in town and end up naked).

      Then apply a random 15-25 durability damage to items on KD, and another 25-35 on Death.

      This way PvE reaches the right weapon degradation values, due to the passive degradation, and even PvP has the right degradation, since it lasts a lot less but brings many more KD/Death.

      posted in Discussions & Feedback
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      spoletta
    • RE: Temperatures & Weather Feedback Thread

      Upon further experience with the weather system and its effects, I would like to propose an immunity to it for players under the young player status. Fractured has truly an astonishing amount of mechanics to learn for a new player, and getting chain frozen by a winter wolf because you didn't notice that temperature was a thing, could a bit too much initially. Also, new players have very few tools to combat the effects of weather.

      posted in Discussions & Feedback
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      spoletta
    • RE: Updating the enchant aspects

      I personally find it a very fun activity to devise new combinations, but that is subjective I guess.

      posted in Discussions & Feedback
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      spoletta
    • RE: PvE & PvP Balancing Feedback Thread

      Another topic:

      Assassin Clothes Set

      This set is not doing what it says on the lid, due to many changes that happened to the assassin archetypes after the creation of this set.

      First of all, it doesn't make sense that this set provides a bonus to critical chance after the change which made the first hit out of stealth into an auto crit.

      Second, this set wants you to lay in stealth for a long time and then strike, which will charge your set bonus. This doesn't pair well with the change which made the stealth last a relatively short amount of time.

      This combines with the fact that it wasn't ever that great, since the base damage of assassin weapons is very low.

      This set is also very hard to use in different archetypes since the set bonus critical damage applies only to melee attacks.

      One of the main reasons why today assassins are never seen around, is that their set offers them no real benefits.

      It would probably be better if the set offered a different passive bonus (Evasion or accuracy) and as a set bonus replicated the old shadow dance effect (bonus pure damage on attacks based on your stealth).

      posted in Discussions & Feedback
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      spoletta
    • RE: QoL for Processing Stuff

      One of the possibilities, which was advanced by the devs during a stream, was to not have the cart inventory close every time.
      This would save so many clicks.

      posted in Discussions & Feedback
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      spoletta
    • Gathered Feedback: Restrict buyers to only lowest cost items

      Hi all!
      This is the first of many threads I'm going to create on a daily basis. Each of these threads will be related to a specific feedback/idea that the game's GM and Mods have collected in DIscord or in game and that has been forwarded to the developers. The aim of these threads is to discuss this feedback, to better understand how much interest the community shows toward it, if it has any critics or alternative ideas. So let us know what you think about it! Even just a +1 or -1 to the thread will be enough to understand how many players are for it or against it.

      Note: The fact that a feedback is presented in this thread does not mean that it will be implemented, it could be refused by devs for mutiple reasons (technical feasibility, excessive effort, against the game's vision...), but the amount of support that a feedback receives will surely be a factor.

      With that said, let's move to the first of our feedbacks received (I will conceal the name of the original sender):

      d2d74c38-2e41-4d04-ad65-a4541a26a687-image.png

      So what this user is asking, it to make it impossible for a player to buy an item on the market that costs more, if an item that costs less is also present. Taking the rogue stones in the screen as an example, if the players wants to buy one, he must buy the first one and can't decide to buy the second one or third one. This prevents accidentally missclicking on an item that costs more (maybe a 99999 gold small stone trap) and also makes it harder to conduct RMT through the market.

      Let us know if you are for this change or against it!

      posted in Discussions & Feedback
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      spoletta
    • Gathered Feedback: Weapon selection feedback

      Welcome to the second feedback discussion thread!.
      Each of these threads is related to a specific feedback/idea that the game's GM and Mods have collected in DIscord or in game and that has been forwarded to the developers. The aim of these threads is to discuss this feedback, to better understand how much interest the community shows toward it, if it has any critics or alternative ideas. So let us know what you think about it! Even just a +1 or -1 to the thread will be enough to understand how many players are for it or against it.

      Note: The fact that a feedback is presented in this thread does not mean that it will be implemented, it could be refused by devs for mutiple reasons (technical feasibility, excessive effort, against the game's vision...), but the amount of support that a feedback receives will surely be a factor.

      This time the feedback is about the perceived uselessness of the Morning star weapon.

      868e50d2-e562-4ab5-8a45-85f07d2565df-image.png

      Now, using this occasion I would like to expand the subject a bit, so please share your feedback on the viability of the different weapons.

      Which weapons do you think are used too much? Which weapons you would never see yourself using? What would you change about them?

      posted in Discussions & Feedback
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      spoletta
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