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    Posts made by 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: Feature Spotlight - Seasons

      @Logain the "other issues" are food (easily solved), rest (not so easily solved) and whatever the random effects of weather will be.

      Now, you clearly have coding knowledge and can think of some high grade bot that can solve all this and is impossible to distinguish from a player, but it simply isn't a realistic case. We are all quite experienced players, and have met many bots in many games. Our experience tells us that It was always extremely obvious that they were botting. It isn't hard at all to distinguish them. They will get reported and banned in a short manner. No game with a rapid response from staff has ever had issues with bots, especially a buy to play one, where every ban costs money.

      posted in News & Announcements
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      spoletta
    • RE: [Wikiteam] Discussion Monster locations.

      Monsters go by biome.

      I think that we should identify the biomes of the continents and then indicate in which biome a creature lives.

      posted in Discussions & Feedback
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      spoletta
    • RE: Wagon and Carr

      Not having the cart/storage close with each movement would already help a lot.

      posted in Discussions & Feedback
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      spoletta
    • RE: Feature Spotlight - Seasons

      First of all, the fact that only a well written bot is even usable (no targeting and a few other issues), already cuts quite a bit the bot users.

      Second, any area which is exploitable by bots, is also necessarily one where players are likely to pass, especially ore nodes. This already means good chances of being PKed, but mostly means that it is very likely that one shoots a message in Discord and a GM intervenes. Since the game is buy to play and niche, the cost to reward is simply not worth it.

      What MUST be changed because it is potentially dangerous in this regard, is fixed (and visible) respawn times on resources.

      posted in News & Announcements
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      spoletta
    • RE: Wagon and Carr

      Devs are aware that the loading/unloading of heavy items needs some quality of life improvements.

      posted in Discussions & Feedback
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      spoletta
    • RE: Feature Spotlight - Seasons

      Bots will hardly be an issue on this game.
      Balance instead will indeed need to receive a good amount of attention.

      posted in News & Announcements
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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
    • Updating the enchant aspects

      Since the creation of the enchanting system, many combinations have come and gone and what we have today is a subset of the initial set of possible enchants. When they were first created, the enchant recipes covered reasonably well all the existing aspects, but with the removal of many of those, today this is no longer true.
      In the current situation there are some aspects which are over used, and some that have literally zero recipes tied to them.

      To be more specific, this is the current situation for each aspect in how many combinations it is used:

      Primal Aspects:

      Mind: 7
      Body 14
      Soul: 8

      This here is the first issue. For those that didn't notice, all combinations have always one and exactly one aspect from the 3 primal ones. Now, here there isn't a real imbalance, because Body contains all the Resist X enchants, which we may consider as a single enchant type.

      Manipulation:

      Transform: 11
      Negate: 8
      Create: 7
      Destroy: 0 !!!
      Transfer: 2

      Same concept as the primal aspects. All combinations have one and exactly one manipulation aspect from these 5. In here we can notice that all combinations that originally used destroy, are no longer existent. Most of the ones using transfer have gone as well. Right now, destroy on a reagent is completely useless. Negate contains mostly all the resistances, while transform and create contain almost all the combinations.

      Universal:

      Air: 3
      Earth: 1
      Water: 2
      Fire: 2
      Chaos: 10
      Time: 4
      Death: 2
      Life: 3
      Order: 10
      Energy: 14!!!
      Knowledge: 6

      The other 2 aspects of the enchants come from the universal list, and here too we notice some serious imbalance. Most of the elemental aspects are almost not used (especially important now that we have legendary reagents coming from elementals). Similar for death and life. At the same time, chaos order and energy are grossly overused.

      Luckily, rebalancing them isn't that difficult, because you do it separately from Primal, Manipulation and Universal aspects. At the same time though, the aspects have been clearly combined to provide a reasonable combination for that effect, and I would like to preserve that as much as possible. You also need to avoid duplicating combinations. In particular, I would propose the following changes:

      For Primal:

      No changes needed here

      For Manipulation:

      Accuracy, Critical Chance from Transform to Destroy
      Cooldown Reduction from Transform to Transfer
      Critical damage from Create to Destroy

      This would give a bit of value to Destroy, and a little more use to Transfer. It would leave us with Transform having mostly all the stat bonuses and evasion. Negate would have all resistances, willpower and fortitude. Create would have many of the niche ones like lockpick, stealth and detection, plus 2 more generically used like mana and endurance. Destroy would have 3 generically used ones and transfer too. They would have around the same weight in total.

      For Universal:

      We clearly need to knock down a bit the value of Energy while giving to elemental aspects. I would move Bonus Endurance, Strength and Health Regen from Energy to Earth. Cooldown Reduction and Luck from Energy to Death.Dexterity from Energy to Air. Willpower from Energy to Water.
      Bonus mana from Order to Life.
      Critical chance from Chaos to Fire and Critical Damage from Order to Fire.
      Lower Mana Cost from Order to Water.
      Detection from Chaos to Air.

      WIth these changes, Energy Chaos and Order would still be the most important universal aspects, but at least some dignity would be given to air, fire, water earth, life and death.

      posted in Discussions & Feedback
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      spoletta
    • RE: Unable to train abilities?

      This is a confirmed bug. Strike wounds cannot be learned currently.

      posted in Bug Reports
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      spoletta
    • RE: City Research Visibility

      The vulnerability window of a city can give info on the timezone of the occupants, so that could be shown too.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: City Research Visibility

      The choice of your home region is an important one for a good part of your playing experience. It shapes a lot of capabilities of your characters. As such, I do agree that there should be a more clear way for players to select the region. Something like a board in the starting towns which lists for each city of the continent:

      • Techs
      • Tax level
      • Number of citizens/Residents
      • Nation
      • Currently in debt or not
      • Optionally, a short presentation of the city written by the Governor.
      posted in Discussions & Feedback
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      spoletta
    • RE: Farming

      Farms are managed by cities, you can't have personal farms.

      posted in Questions & Answers
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      spoletta
    • RE: June 30 Update

      @Filou Sorry but your view of the issue seems incredibly skewed and misinformed.

      Syndesia is currently a pve only land, and all the pvp players have left it as a consequence. This is the first time a possible pvp activity has been added to the hypotetically "PvPvE" planet. May I ask you what gave you the impression that pvp players have been somehow catered to so far? Because the common opinion is that devs have catered overly to PvE players until now.

      posted in News & Announcements
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      spoletta
    • RE: June 30 Update

      It pains me that all these great patches happen exactly when I can't play....

      That said, these changes are pretty much fantastic.

      Going over them one by one:

      Legendary revamp: YES! We will see these done a lot more and for sure we will also see quite a few fights happening over them. Only possible issue that I see with this, is the possibility for a group to chain kill the same legend by logging in a low population time, so maybe a cooldown on the altar that triggers after 3 summons could be considered. Still a 10/10 for me.

      Monster leashing fixed: Yeah, this is going to make PvE a lot harder, but it surely was needed. The previous situation was silly. Now tanks start getting a real role in a group.

      Changes to cast time gathering time: Sorely needed. A lot of mage players feel that the combat is too clunky and this will surely help... but why calling it gathering time? As a new player reading a tooltip I wouldn't think about a cast time.

      Changes to arrows and fists: Fully okay with this. Removes a big weakness of shortbow and unarmed builds, while also greatly decreasing their mana needs.

      Mana changes in general: Mana was too much of an issue, so all these reductions are welcome. Particularly appreciated the mage armor no longer draining your mana. This will make the game 100% more newbie friendly for mages.

      Spell damage increase: Many buffs to high memory cost spells. Very good changes, since the mages have actually very good memory cost 1 spells, and their issues came from not having anything good on the big spell selection.

      Empower nerf: We all saw this coming.

      Frenzy Nerf: My archer still hurts all over, but I recognize that it was needed.

      posted in News & Announcements
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      spoletta
    • RE: No skill loaded in my skill bar nor my skill pool

      Happened to me too.
      It means that you had empower on your previous build. Since empower increased in memory cost with the patch, the preset was invalid and it could not be applied.

      posted in Bug Reports
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      spoletta
    • RE: Feature Spotlight - Seasons

      I guess that there is one clarification needed in order to understand exactly the impact of this.

      In the bugfixes of the last patch there was an indication about guilds being able to conquer hamlets. Is this true also for cities? Only hamlets will be valid targets? Because in that case then it looks very nice. An hamlet is something easy enough to replace that it can be conquered every season without many issues on the players, but if you risk losing your rank 15 city every start of season, then things could be a bit too hardcore for many.

      I guess that we will have to wait for details on the new conquering system before fully assessing what this means.

      posted in News & Announcements
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      spoletta
    • RE: Legends need to change

      PvP players definitely complained about not finding anyone to pvp with.
      Legends could be a reason to spur some pvp, but it doesn't mean that they need to become strictly pvp events.

      I once proposed a double summoning system for pvp or pve, but if that takes too much dev attention, we could just have a flag on the summon. You can have it announced or not. If announced, it has increased rewards.

      posted in Discussions & Feedback
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      spoletta
    • RE: Legends need to change

      Would be nice if on Arboreus continents there was one impossibly powerful legend, whose summoning cost is one reagent of all the other legends on that continent.

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

      @RavenCypher said in PvE & PvP Balancing Feedback Thread:

      @OlivePit

      actually it is an MMO lol..... says it even on the main page and your method doesn't work in reality. When you have more tanking experience come back to me.

      Olive is probably the most experienced tank we have in this game, so I suggest that you listen to his point. If he says that it works, then it works.

      posted in Discussions & Feedback
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      spoletta
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