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    Posts made by spoletta

    • RE: Character creation

      @Koraone following your report, such warning has been added and is active from this version.

      posted in Character Builds
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      spoletta
    • RE: Argument for meaningful choice in crafting with time gates for a diverse economy.

      @Clinion
      there's some news coming for the recipes, for now I suggest to focus the discussion on the other issues.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      If you have mana regen issues while fighting mobs, you are probably using too many skills. If you simply fire everything on cooldown, you clearly are going to run into mana issues.

      I play assassins and archers which are commonly known to have the highest mana issues, and never run into them, simply cause I define how many skills I can use for each mob. Then you let auto attacks finish the deal.

      posted in Discussions & Feedback
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      spoletta
    • RE: Do I need to buy the game again to play?

      If you purchased this game on Steam (or anywhere else), you don't need to purchase it again.

      You just need to perform the data migration and you will get that pack migrated (and upgraded).

      posted in Discussions & Feedback
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      spoletta
    • RE: Server War Event & Test Review

      @Multiversal
      All skills are unlocked directly at char creation.

      posted in News & Announcements
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      spoletta
    • RE: Server War Event & Test Review

      I really need to make some time to fight this war.

      posted in News & Announcements
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      spoletta
    • RE: Quick poll results

      @grofire
      I don't know exactly how the devs will react to this.
      But IMO this results at least tell us that combat is no longer the Achille's heel of this game, but it is actually one of its perks. And this is huge.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      At the moment I would say no. I was just correcting your definition that pvp is only for leaderboards and there is only duel pvp.
      PvP on Syndesia is first of all for City supremacy.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      Is it me or someone is forgetting that PvP is mostly for city fights?

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      There is one skill which technically does that, life link https://fractured.wiki.gg/wiki/Life_Link

      I would prefer it as a CHA based skill though.

      posted in Discussions & Feedback
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      spoletta
    • RE: Quick poll results

      @Maltos the devs clearly receive the full version of this. If you are interested in the answers to that question I can spam them in DM in Discord. but it's quite a lot of text.

      posted in Discussions & Feedback
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      spoletta
    • Quick poll results

      Hello everyone!

      At the end of the previous test @LordSkykal put together a quick poll to gather some feedback on the results of the test.
      This was distributed on discord and has now been closed.

      The questions in the poll where:

      • How satisfied are you with the current state of the game? (Possible answers were between 1 and 10)
      • Name the biggest thing you like about the game.
      • Name the biggest thing you dislike about the game.
      • What do you think is missing in the game?
      • What do you think is not needed in the game?
      • If you could change one thing in the game, which one would it be?
      • How do you like the support of the Ambassador Team?
      • Additional feedback (free answer)

      The poll collected a total of 55 answers.

      I will try to give a summary of the answers given to each question:

      • How satisfied are you with the current state of the game?

      Since this is a numerical answer, the summary will be easy.

      The answer distribution was as follows:

      • 1: No answers
      • 2 : No answers
      • 3: 2 answers
      • 4: 3 answers
      • 5: 6 answers
      • 6: 9 answers
      • 7 : 15 answers
      • 8 : 12 answers
      • 9: 5 answers
      • 10: 3 answers

      The distribution here is clearly centered on the value of 7, so the players rate positively the current state of the game. 80% of the players gave at least a rate of 6.

      On to the next question.

      • Name the biggest thing you like about the game.

      Many players have indicated the same topics as most appreciated feature. In particular, in order of how many times they were named, the features named were:

      • Skill system: This was indicated by almost a third of the players.This includes, players liking the variety of skills, the freedom of the char building, the way you discover skills and so on. Since it is one of the most defining features of FO, it is a good thing that people like it.
      • Crafting system: Many players indicates the crafting system as their favorite feature of the game. The fact that the economy is fully player made, the time it takes to craft and so on.
      • PvP: As a bit of surprise to me, a significant number of players indicated the current pvp mechanics and skill based combat as the best part of the game. Considering that in the previous beta this game flaw was identified in the clunky combat, it feels like the game has improved in this area.
      • The mobs: Slightly less than 10% of the players indicated the varieti of mobs and the challenge they offer as their favorite element.
      • The idea behind the game: A few players instead of indicating a specific feature, appreciated the overall feel of the game.

      Moving to the next question, we see what players instead didn't like:

      • Name the biggest thing you dislike about the game.

      Making a summary here is very difficult, since the answers were not as repetitive as the liked features.

      Notable mentions though go to crafting, which was one of the few features which many named as disliked. It received pretty as many likes as it received dislikes, with a subtle difference. Many when naming crafting as what they dislike also mentioned recipes, while no one mentioned them as something they liked.
      The other major area of complaints was the pvp balance.
      After this there were some less recurring points:

      A couple of answers mentioned solo play being too hard.
      3 mentioned the current bugs as their biggest issue.
      3 mentioned the fact that the test had ended 😄

      Moving on to the next question.

      • What do you think is missing in the game?

      Here too we have some major recurring topics.
      In order of frequency of apparition:

      • Demons and Tartaros: This was expected. Fractured is marketed as the "3 planets" game and we are missing one, so clearly it is the top priority for many of the PvP players.
      • Non PvP longterm content: Following this and with around the same amount of answers, we have people asking for more endgame content, many times specified as non - PvP longterm content. Clearly here it is the other part of the community speaking.
      • More skills/monsters: Considering that the current variety of skills and monsters is the most liked part of the game, it makes sense that some players just want more.
      • More equipment tiers: A non insignificant part of players asked for more equipment tiers. Not necessarily more powerful than the existing ones, more than one have asked for intermediate tiers between the current t1 and t2.
      • Arena system: A couple of players asked to have the arena system implemented
      • Solo support: A couple of players asked for more solo support. Personally I'm very surprised by this, I expected more, because if I had to cast my vote I would cast it here. The game is soloable but definitely not solo friendly, and helping players find other solo players to make small groups would be my priority, the game is simply a lot more fun played in groups of 2-4. But this is strictly my personal opinion.

      On to the next question.

      • What do you think is not needed in the game?

      First of all a positive note. The most common answers were "Nothing" or "N/A" or "I like everything" or simply left it blank (this is the only answer were people left blank answers). We are talking about around half the answers. This is clearly a good sign for the game.

      Now apart from a few answers which don't add a lot like "One shot builds" or similar things which clearly are not exactly a "feature", the only recurring answers were.

      • Orbs: A few players indicate the orb system as not needed
      • Processing times: Around the same number of players doesn't like waiting so long to get their resources.
      • Weather system: A couple of players consider the weather system not needed.
      • Recipes: A couple of players consider the recipe as not needed.

      Next question.

      • If you could change one thing in the game, which one would it be?

      This is the answer which has shown the most disarray, but in general the only topics which were named more than once are the ones present in the previous answers.

      • How do you like the support of the Ambassador Team?

      Ok this is going to be very easy. With very few exceptions, most of which being "I didn't need them", the answer has been universally positive. Thanks for that 😄

      ** Additional feedback (free answer)*

      More balance. Demons. Polish features. Endgame content...

      All of the answers provided added depth to the previous points, with some interesting ideas, but again they touch the same exact topics of the previous answers.

      There were quite a few messages of encouragement though!

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      @MidniteArrow No, it means that this game has no concept of "tank" in pvp.

      Heavy armor does not mean tank. Heavy armor builds can easily one shot people.

      @Maltos said in Ability Attributes and "Mana":

      @spoletta there is no law that tells us the only viable pvp-build is burst-dmg... why can't we have protection abilities or something like that, that forces players to actually fight against tank builds? to be honest i don't like the fixation on moba games and LOL and such things.. there is more out there and i think it would be great if different builds could play a role in pvp and not just burst-dmg or die

      No one said that only burst damage has place in pvp. It is probably the most common in a 1v1 scenario, but in a pvp team you need healers, buffers, debuffers and all those roles one may expect.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      A tank build is a pve build. If it ends in a fight with a pk mage, it shouldn't try to hit him, he will never manage to, pve builds are not made for mobility especially tanks.
      Just dodge and outheal until you reach a safe area.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      What are you using the mana for? You only need second wind every 30 sec, fear on cooldown and that's it. Maybe a shimmering sphere here and there. The INT caster will go out of mana way before you do.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      Let me guess, you never faced a dedicated CON/CHA tank build? 😄

      Those things are obnoxious, they reduce your damage by a lot and have huge health regens, not to mention that every 30 sec they heal half their max hp. They use very little amounts of mana to stay alive while they pepper you with fear/atrophy/confusion.

      Problem is that they are useful only in pve, because in pvp you would simply ignore them.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      @MidniteArrow very boring.

      The tank outheals the damage of the mage, but can't catch him or inflict meaningful damage.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      @MidniteArrow You don't need it, especially in pvp where the lifesteal enchant or the mana burn ones are better.
      In pve though it helps a lot.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      I honestly don't consider this a big issue, especially now that we have mana steal weapons.
      The only potential issue I see with the INT tree is that it has 2 specific final talents, where normally this is only one.

      PER tree has one talent specific for bow users and a second applicable to any build
      STR tree is the same, with one for two handed users and one for everyone
      CON and CHA is unknown, because they are not fully implemented, but the existing CHA one is for everyone
      DEX is a bit more restricted, with one specific for one handed users and one which works with many different classes but all physical
      INT has one which is only for spell schools and one for staff users.

      I would be in favor of changing the staff specific talent to a more generic one.

      posted in Discussions & Feedback
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      spoletta
    • RE: Ability Attributes and "Mana"

      The game is set in a way that any dumb stat is bad. INT is not a "caster" skill, technically all stats are useful to every build.
      So far this isn't always true, a caster can safely ignore DEX and many times also STR and CHA.

      Originally a caster could not ignore DEX because it gave movement speed. CHA gave more luck and luck was a lot more useful. There were 2 different life bars, one based on STR and one on CON.

      Now after all the changes that happened, this paradigm is no longer working.

      More than specializing even more the stats like it is proposed here, I would instead go back to the original intents.

      I would roll back the increased mana regen on INT (which was moved from 1.5 to 2 per point) and instead give 1 mana regen per point to CHA. Also return CHA to 40 luck per point instead of 25.
      I would increase the encumbrance on all armors, but have STR decrease encumbrance.
      Give Dex a bonus to cooldown reduction.
      Give perception a bonus to the zoom out limit like it was proposed in the other thread.

      This way, all attributes have a use for everyone.

      posted in Discussions & Feedback
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      spoletta
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