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    Posts made by spoletta

    • RE: A Rant on Crafting and market economy problems.

      We came to pretty much the same conclusions https://forum.fracturedmmo.com/topic/15099/on-the-matter-of-economy-durability-masteries-gear-drops-imbuing

      I'm confident that the devs understood that there is an issue in that area and will try new solutions.

      By the way, I'm also in favor of limited uses for recipes, but unfortunately it doesn't math out. If we go by the concept that they should be a limited resource (and so just as many are dropped and just as many are lost), and you consider that someone changes gear every 2 weeks (6 or 7 items) then even assuming that a recipe has only 1 use, it would need to drop less than what it does now to have a real effect on the market. Since this is clearly not acceptable for many, I unfortunately think that recipes cannot be fixed.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      @dracokalen
      you seem to be making a wrong assumption. You think that you should farm materials and then craft at will a certain number of trash items to get to that 4/4.

      This is not how this works. This game does not like when you trash items. Anything crafted must have a value. You get to 4/4 over a long time, while crafting AND SELLING items to players. It is not something you grind by farming resources, it is something you reach by playing as a dedicated crafter over a long period of time. Sure, someone managed to get to 4/4 like that, but that was not the intended way and now it is starting to get fixed.

      And I have no idea where your "Big guilds have unlimited gold" mindset comes from. Big guilds have no particular advantage over gold farming than other players do.

      posted in Discussions & Feedback
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      spoletta
    • RE: Blood iron can not be smeltered.

      Actually, you produce 5 alloy ingots from 6 raw ingots.

      posted in Bug Reports
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      I think you don't understand what this (and other hopefully coming) change does.

      If there is no gold sink in the game, then gold has no value. Recipes get sold for 150k because I don't have anything else to do with my coins, so I may as well throw them all at something.

      Do you want to buy an armor? Oh sorry you can't! No one wants your money, because it has no value!
      The more the game goes on, the less the value of gold. We are already in the situation where people don't want to sell stuff for money, and instead accept only trades for other items/resources.

      You talk about screwing parts of the player base, but if the devs don't put enough gold sink systems in the game, we will go down Barter Lane and this will screw 100% of the player base.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      Yeah, but you put them in the smelters and then log out or do something else. You don't need to "grind" to make copper ingots.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      No, that's not how it works. You don't have to stare at the smelter to make it work.

      Making 6 copper ingot requires around 45 mins if you have the resources in your area. So it takes less than 10 mins for one copper ingot.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      Honestly that's a very low estimate.

      2000 gold in one hour is a very low bar and anyone that has played long enough to have an house and to be worried about rent (1 more week) can surely meet if not double that.

      4 hours (more likely 2) of playing per month doesn't seem like such a huge effort.

      posted in Discussions & Feedback
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      spoletta
    • RE: Language issues for abilities

      Weird bug.

      While waiting for a fix, you can check the wiki for the description of the skills.

      posted in Bug Reports
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      spoletta
    • RE: Allow Enchanting to Tier 1 in Starting cities

      That's actually an interesting idea. I like it.

      posted in Discussions & Feedback
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      spoletta
    • RE: Blood iron can not be smeltered.

      @TheBodo Thanks for that!

      Next time though, just shoot a message regarding it on the #Wiki-Contribution channel on the Discord, and the wiki team will handle it.

      posted in Bug Reports
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      Why you can't? What's the issue?

      posted in Discussions & Feedback
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      spoletta
    • RE: Blood iron can not be smeltered.

      Yeah, pretty much that and reduces total processing time.

      posted in Bug Reports
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      spoletta
    • RE: Blood iron can not be smeltered.

      Working as intended.

      Blood iron is no longer made in the smelter, it is made in the forge.

      posted in Bug Reports
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      These changes were made in the first place because there is too much gold going around, and because currently gold has mostly no purpose.

      Now, this change alone won't do anything. It is too little alone, but I'm sure that more are coming (most likely taxes on banks and Market places, considering the Governor options). With those, gold will be a resource again instead of being an afterthought. This will make trade pick up, because people will WANT gold. Currently you don't trade, because resources are more important than gold, and most of the trading is based on resource exchanges.

      This is an incredibly good change for crafters, and I hope that the devs keep implementing these sinks.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      1500 gold is nothing compared to getting those t2 reagents. You will probably get around 10k just while trying to find them.

      On the contrary, this could actually make life easier for casual gamers.

      Right now buying something is very hard if you are not "Rich", since the value of gold is incredibly low and the prices very high as a consequence. With enough gold sinks, the value of the gold rises, and the prices go down, allowing less active players to afford the prices of buying stuff from the market.

      posted in Discussions & Feedback
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      spoletta
    • RE: Unable to Upgrade Founder's Pack (Solved)

      The shop is managed by Gamigo, so your best bet is to open a ticket directly from Glyph.

      By the way, go to the Fractured webstore, not the Glyph one. It will show you the packs to which you can upgrade to. By purchasing from them you will be redirected to the Glyph store, but this time it should work.

      posted in Bug Reports
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      @dracokalen
      it does

      You can build that stuff on your plot because the city made the work for you and discovered that technology, which costed a lot of gold and effort.

      I'm very positive about the addition of these taxes. They are only a minor gold sink overall, but it is one of the pieces of the puzzle that are needed to make the gold important in the game. Once we get also bank and market taxes, and sieges restart (they are big gold sinks), we could finally have a working gold system.

      Yes, this makes achieving masteries more difficult. Considering though how fast people are progressing right now in the masteries, I see that as a bonus. You shouldn't 4/4 in a month.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      I don't think that you can one hit kill with that.
      The only weapon usable for that is the club, which has a 5.2 multiplier. Concussive strike adds 8 for a total of 13.2. On crit it becomes 35.6.
      With a strenght of 20 thats 712 damage before armor, repeated twice for a total of 1400 damage on armor zero. Even on a 300 armor target, it will be 875 damage... not exactly that much.

      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: Long term durability issues

      Been saying this for a long time.
      The durability system cannot be based on taking hits, it is simply too uneven between melee and ranged chars (even though melee armors have higher durability).

      We for sure need a durability hit on KD and Death.

      posted in Discussions & Feedback
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      spoletta
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