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    Posts made by 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
      S
      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
      S
      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
      S
      spoletta
    • RE: The Evil of Cotton Balls!!!

      Let's start developing a cotton fueled stargate. We shall no longer suffer those pesky wildfolks and their overpriced primal crystals!

      posted in Discussions & Feedback
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      spoletta
    • RE: On Raids, a collection of observations.

      Some of those issues depend on the fact that getting killed carries no drawbacks. You respawn and are back in the fight without even a respawn timer.
      The fact that enemy siege weapons are prime objectives for the defenders is perfectly fine. What is not fine is that the defenders can suicide rush onto them.

      Getting killed should have consequences.
      One possible change is to set a limited amount of instant respawns per side. Something like 100. After those, to respawn that side has a 30 sec timer.

      You can even tie this number to a certain amount of gold that you have to deposit into the attacker tent. Reduce the raid cost, but have them pay for the amount of lives the attackers will have. The defenders instead will have an amount of lives depending on a city tech, since they are already risking their gold. At the end of the fight, if the defenders win, they get the gold spent in lives by the attackers (half is sinked, as usual). This way, you give a reward for succesfully defending.

      posted in Discussions & Feedback
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      spoletta
    • RE: Seasons - Patch Notes

      @Filou said in Seasons - Patch Notes:

      Are you serious? Every PKler and PvPler gets points for every kill in your season system? How many points does a citizen of a city get for maintaining the city supply? Sowing, watering, harvesting, packing the wheat in sacks, loading the saw onto a wagon and transporting it to the town hall and storing it there 0 points? How long can a city live without these people? I spit on such a Corrupted PVP favoring system. clique

      The greatest amount of season points is achieved by having an high rank city, which is exactly what you are talking about.

      posted in News & Announcements
      S
      spoletta
    • RE: PvE & PvP Balancing Feedback Thread

      Detection and stealth surely need something.
      They are currently used just for ONE skill.

      posted in Discussions & Feedback
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      spoletta
    • RE: Seasons - Patch Notes

      @STRIKE
      The patch has not been deployed yet 😛
      The servers are going down for the update in 1 hour.

      posted in News & Announcements
      S
      spoletta
    • RE: PvE & PvP Balancing Feedback Thread

      @Cellticlink said in PvE & PvP Balancing Feedback Thread:

      The Ability "Assassinate" seems pretty weak compared "word of Power:Kill and a couple other abilities and even regular critical hits and some normal hits from some of the weapons in the game. Even with high dex and low hp of the enemy, this three point ability that is designed to be used at the end of a fight is kind of useless when it deal only about 700 to 950 flat damage at 85% 90% target health. Which at that point why bother any when you can have an ability that you can use through the fight? when say a crit hit gets 1200 at any hp level and word of power:Kill is all hp under 20% no matter how much that is and it is ranged, lower mp cost and faster cool down I Think. I am sure they do not want it to be "OP" butaaa..
      I Love the game and wish I could fuse it with Mortal online 2. Sorry for the bad grammar and scatteredness. I just wanted to be heard. Keep up the great work.

      This is true.
      The assassinate skill feels quite lacking for 3 memory points and that mana and CD, but it is also a skill to be wary of. It is very easy to make game breaking OP with just small changes.

      Right now, assuming a DEX value of 20, it inflicts 600 pure damage on a target with 50% health. In pvp it becomes lethal on targets around 25% HP (900 pure damage), if the target does not have health enchants. Indeed it doesn't feel worth it.
      Assume though that the DEX modifier is increased to 0.8.
      It would now inflicts 800 pure damage on targets with 50% health, and be lethal around 33% HP. Now, this would be a powerful but acceptable skill if it was specific to some builds that have to sacrifice something in order to get it.
      The problem is that assassinate is a very easy skill to "Soup" into other builds, since it requires only one commonly used attribute (DEX) and is quite relaxed in other requirements (Light/Medium weapon and Light/Medium armor).
      Adding to so many builds the possibility to right out kill a 33% health target would be an issue for balance.

      IMO, the solution here is to indeed buff Assassinate, but make it also more restricted to "Assassin" builds. So I would make it depend on 2 attributes and have its modifiers be (DEX+PER)*0.45. This would result in a slight assassinate buff for those with an high DEX value and average PER value (assuming 20 DEX, 12 PER it would be equivalent to a DEX modifier of around 0.7), but would allow the assassinate skill of someone with the dedicated build for it to truly be build defining.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: How attributes work!

      If I may suggest though, more than having the next video on the races, which are still up in the air and very prone to changes, it would probably be more useful to make videos like this one on many of the mechanics which new players find obscure, for example:

      • The role of accuracy/evasion/willpower/fortitude
      • How the elemental stacks work
      • How Luck works
      • How armor and resistances work

      And so on.
      If you need any info for your videos ask me without issues, I can provide very in depth knowledge about game mechanics.

      posted in Discussions & Feedback
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      spoletta
    • RE: How attributes work!

      Nice video. Very clear explanation, especially the part about weapons.

      posted in Discussions & Feedback
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      spoletta
    • RE: I can't see the map. Why?

      Hi,
      this an old bug which presents itself randomly on some graphic cards (usually the old ones).
      I'm afraid to say that so far no one managed to solve it.

      posted in Questions & Answers
      S
      spoletta
    • RE: Coins mint

      I can't tell you why they did it, but I can tell why I think it was a good idea to remove it.

      Coin mint created a direct correlation between the gold ingot item and a certain amount of gold you could mint with it.
      In practice, this meant that the value of the gold ingot was set. It wasn't allowed to float as the player driven economy would want it to. No offer/demand, just a single hard coded price.

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

      This was true before the last update, now a few mage critical spells were buffed, and the new staffs have really empowered the mages. I would say that right now mages are mostly fine. Some skills may for sure see some improvements, but it is currently possible and viable to run mages as fire, frost and shock with a decent skill selection. Corrosion mages are still not viable... but we have like 5 corrosion skills right now, so we need wait a bit for that (there is one possible corrosion build though, which has some niche applications).

      If anyting, it has now probably come the time of nerfs for a few of their skills.
      Raids in particular have shown how powerful and oppressive totems can be in a big fight.
      Totems completely disregard the usual fortitude/evasion check on stack application and always apply 10 stacks per second, which can be a bit too much. They either get the stacks reduced similarly to most other skills, or their effect must be changed.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Website Relaunch!

      In the news page, the 1-.2-3-4.... page links at the end are not working.

      posted in News & Announcements
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      spoletta
    • RE: Possible change to raids

      Remember that the defenders get to win a raid, which scores points for the season.

      posted in Discussions & Feedback
      S
      spoletta
    • Possible change to raids

      This topic regards a low priority change. For the purpose of testing, the raids in their current shape are perfectly fine.
      For release though I fear that they will not offer as many pvp activites as we currently hope, so I'm opening this discussion to analyze this aspect.

      My point is, the raids are very fun activities and are going to represent one of the main attractions for pvp players on Syndesia (and who knows, maybe even other planets). They are also cheap and easy to declare. Winning a raid is a nice bonus for an attacker, while not being very crippling for a defender. In short, these will happen all over the place on a daily basis. And this is excellent.

      My fear though is that once the power balance on the continents has set, "weak" guilds will not bother to fight the "strong" guilds, since the outcome is a given. You are only damaging your equip, so just hand the attacker his resources and keep playing. This will void many potential fun fights.
      To avoid this, I believe that there should always be a purpose in defending, even if you know that your side is not going to win.

      To pursue this, I think that we can burrow the same concept from the Conquest fights, so that most of the development can be reused. In Conquests, the defenders have multiple objectives to defend (3 lesser flags and one main flag), and the city loses loyalty based on how many objectives were taken down during the fight. Raids could use the same idea.
      The resources gained by the attacker could be based on how many flags were taken down during the raid. So there is a difference between not defending, losing all flags and getting a crushing defeat which gives full loot to the attacker, or figthing back and obtaining a minor defeat were you protect some of your resources. This could take also attacker flags and lesser flags in consideration, with the final loot being based on the difference between flags taken down by defenders and flags taken down by attackers.

      This provides a reason to always defend. No one likes games where one side ends up conceding, so even when a win cannot be achieved the defenders should have a reason to stay in the fight.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: My opinion 5 hours into game

      The UI still needs a few adjustments, and yes the minimap cannot currently be enlarged.

      Foods right now are all the same, but the devs plan to give the player buffs if he keeps a correct nutrition.

      Health recovery is not an issue with bandages, while mana recovery is indeed a bit harsh at the start. You can gain mana regen with talents and by enchanting your armor.

      I sometimes get a crash, but never so many times in a row. Usually once every 2 days.

      posted in Welcome to Fractured
      S
      spoletta
    • RE: Feature Spotlight - Seasons

      I think I have indirectly answered that question but I will be more specific.

      They are obvious. Bots show a completely different behaviour from players. It isn't something on the macro level, but very evident on the micro level. Apparently unneded micro waiting times, very repetitive intervals between skills... there's a lot of these behaviours which on a whole makes the actions of a bot feel unnatural to a player.
      Also, if a GM wants to check if a player is a bot, it has multiple very easy ways (which I will not list for obvious reasons).

      posted in News & Announcements
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      spoletta
    • RE: The Longbow Hunter Build!

      I feel like you focused too much on the archery skills, especially for a character with a good INT value.

      It can act as a good "turret", but it will be too straightforward and find himself out of options too easily. It is a build which is overly focused on the offensive, but pays that by having only one real control skill (the net) and no defensive ones. If someone comes directly for you, it will be hard to negate him the target. You are also using a support skill (inspire) with a low Charisma score, which will limit its effect.

      If you want to go for this kind of build I would propose to add the Terrifying Shout skill in place of Volley. This will provide you another good control skill.
      If you can change attributes, I would also lower that INT, you don't need that much. You can increase your CON, which will give some important HP and increase the effect of bandages.

      posted in Discussions & Feedback
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      spoletta
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