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    Posts made by spoletta

    • RE: Siege feature is too punitive and should be a multi-stage siege

      Personally I would do it like this:

      You can declare a siege against a city after you have successfully raided it 4 times in a row while sharing a border with it. This fills a "gauge" which then enables the siege option.

      Once the siege is won, the governors and vice governors are immediately removed, but citizien are not. The conquest is fully completed 1 week later, at which point the citiziens are removed and the assaulters become the new governors. This gives 1 week time to use the city as a basis to re organize somewhere else, easing a lot the hit that a group/guild would suffer, and hopefully keeping them into the game. At the same time, removing immediately the governors prevents them from sabotaging the city before handing it to the conquerors.

      In addition, to prevent excessive snowballing, there should be the following requirements:

      • A nation can declare sieges only if it has no cities currently facing degradation.
      • You can declare sieges from a nation border only if that border region has developed the siege technology.

      This means that you have to fully occupy every city you conquer with 20 citizens in order to conquer more, and that to expand your nation you first need to develop the newly conquered cities at least to a minimum rank. The previous changes also make it so that you need 1 week from your conquest before starting to use it as yours.
      This should slow down reasonably the conquering process, giving the defenders more time to reorganize and keeping the competition more dynamic.
      This also should also come with durability damage on KD/Death. Waging wars should be taxing on your supplies.

      posted in Discussions & Feedback
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      spoletta
    • RE: Siege feature is too punitive and should be a multi-stage siege

      The chance to succeed must be there, or there wouldn't be city sieges in the first place.

      posted in Discussions & Feedback
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      spoletta
    • RE: Heal spell stat are not right

      Lower mana cost in general is not working, but cooldown reduction seems to be working fine.

      posted in Discussions & Feedback
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      spoletta
    • RE: Mages need fixing ASAP

      Arrows apply the stacks, but they are depleted before the next arrow, so....

      In general I think that elemental arrows and elemental touch spells should apply 15-18 stacks, or they simply don't work.

      posted in Discussions & Feedback
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      spoletta
    • RE: Returning features

      The removal of "wild" plots came from the new crafting system. A wild plot not tied to a region would provide you with no technologies.

      posted in Discussions & Feedback
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      spoletta
    • RE: 'Legolas Quiver'

      Shooting for one hour requires around 3000 arrows.

      If I remember correctly, the 200 arrow stack was 5kg. 3000 were 75 kg.

      Granted, you didn't bring arrows, you brought arrow heads, but it still meant that you had to continously stop gathering branches.

      posted in Questions & Answers
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      spoletta
    • RE: Gear Progression Feedback

      On recipes I 100% agree.

      On the point of the item rarity, I actually think that they are fine. Players wanted an equip which was harder to obtain and now they have it. This though does not allow the equip to destroy at the rate we would need. So probably the easiest solution here, is to double the amount of rare materials required to craft the item, while also doubling the drop rate (so that the material cost is an even number for every piece). Now, when the set item gets destroyed, you automatically recover and create into your inventory half of the rare materials required to craft it. So for example a battle mage armor would cost 4 force stones and you would recover 2 when it gets destroyed. This has the advantage of keeping the target of obtaining a set at the current difficulty, while making it way easier to replace it when it gets destroyed.

      On the third point I mostly disagree with the +1/+2/+3 system... and I'm not saying that only cause I finally modified all the items in the wiki and don't want to revert it all! That system had scaling issues which were hard to solve.

      The old socketing system instead was fine, with the caveat that tier 1 enchants should cost only the chipped gem and not gold.

      posted in Discussions & Feedback
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      spoletta
    • RE: 'Connectity issues'

      I had a similar issue.
      I had latency over 1000 and would get disconnected every few minutes. Everything else worked fine, my connection was fine and even playing from a different machine had the same issue, so I was convinced that it was the server.

      Then I tried using my phone connection to play and the problem disappeared. Turns out that the last update that was remotely installed on my router, had generated that issue. And it was something that affected only Fractured, no idea why.

      You should do the same check. Try to play by getting the connection from your phone and see if the problem persists.

      posted in Discussions & Feedback
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      spoletta
    • RE: Server Online?

      Yes it is.

      posted in Questions & Answers
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      spoletta
    • RE: Scholar clothes vs. Battlemage armor etc.

      Each spell comes with its own armor limitation.

      Check the spell description. You will not be able to cast a fireball in battle mage armor, but you can for example cast eruption.

      posted in Discussions & Feedback
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      spoletta
    • RE: Neutral alignment needs a change

      Legends though are considered pvp targets, not really pve ones. That's why you can't face them without flagging for pvp.

      posted in Discussions & Feedback
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      spoletta
    • RE: Neutral alignment needs a change
      1. Yes.
      2. Yes, but in that case the houses must become almost free. Many players gather resources and sell them on the market to afford their first 4K. If the 4K barrier is lowered, then you can use the residency as a basis for a mechanic like that.
      posted in Discussions & Feedback
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      spoletta
    • RE: On Bug Reporting & Exploiting During Beta

      @Ablabla exploits should never get reported on the forum. If they are high priority DM them directly to a CM. If there isn't one online, DM to a GM or Mod. If they are not high priority, use the bug form on discord.

      posted in Discussions & Feedback
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      spoletta
    • RE: unable to log in - says already logged.

      Char ID?

      posted in Bug Reports
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      spoletta
    • RE: My least favorite thing (after 50 hours)

      The idea is that creatures never become completely irrelevant because each is a source of a very specific resource.

      posted in Discussions & Feedback
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      spoletta
    • RE: About something

      I disagree there. Maps act in a very different way.
      In LoA and Ultima they simply pointed to a random spot of the world and had you go there and dig until you found it.
      The usual negative aspect of quests is that the railroad everyone into the same place to do the same thing. Personally I would be fine with treasure maps being implemented.

      posted in Discussions & Feedback
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      spoletta
    • RE: Leya

      Welcome!

      posted in Welcome to Fractured
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      spoletta
    • RE: extra slots for healing and herbs

      I may agree, but in that case consumables from the inventory should not be usable, or you give a big advantage to macro users.

      posted in Discussions & Feedback
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      spoletta
    • RE: Necromanceringy

      Oh you mean summons. No, we still don't have those ones.

      posted in Discussions & Feedback
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      spoletta
    • RE: Necromanceringy

      Necromancery? There are quite a few necronmancer skills in the game already.

      posted in Discussions & Feedback
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      spoletta
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