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    Posts made by spoletta

    • RE: Feedback on Residents

      The previous system had a problem of snowballing.

      More residents meant more techs. With more techs you attracted more residents. It couldn't work.

      I agree though that right now the governors have few incentives to get residents.

      posted in Discussions & Feedback
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      spoletta
    • RE: PLANKS

      You don't need to. In the case of refining stations you build them on your own plot.

      posted in Questions & Answers
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      spoletta
    • RE: FireArrow not working on spell channel weapons

      Which weapon in particular?

      posted in Bug Reports
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      spoletta
    • RE: Most of the newer changes kind of just suck.

      I do agree with some of the points made and disagree with a few other, in order:

      Equipment costs and time gates on time gates

      The resource cost on top of the time gate for gear was already pretty steep before, but now equipment costs have been increased across the board and the time gate and resource cost for crafting intermediate materials like leathers and ingots is still the same. In fact you produce less metal because the number of smelters you can place on a blacksmith plot was reduced from 8 to 6. This changes the time it takes to gear a person from what used to be like 6 hours to make a kit to something closer to 20 hours for a kit that requires intermediate resources.

      We have clearly seen an increase in resource cost to make the equipment. The one on metal items is small, but for example a leather armor went from 11 to 50 resources needed. At the same time, the durability has been hugely increased. This overall means that making equipment is harder, but it lasts longer. I do understand the reasons that this was made. There were a few people which didn't like that weapons broke regularly, and other that wanted it harder to reach better equipment. This compounds with the new alignment system, because the items are less "disposable", so you have to reduce the amount you lose on death or it would be very punishing, especially considering the new tier of item sets which are very hard to make. I don't think that this is a good direction for the game. In my opinion, it works better with more disposable equipment. What we probably need is something between the current and the previous system. So items less durable than they are now, but more durable than what they were before. Resource costs rescaled down a bit, but still higher than what they were. Blue drop 1 item, neutral (and sheriff) drop 2. The current version went too much into the other direction, we probably need to adjust the aim a bit.

      Also this is pretty imbalanced because mages do not need to go through any time gate and simply craft intermediate resources using monster drops like spider silk in the weaving table. Compared to mage gear the resources that go into metal gear is EXTREMELY limited and has a 6 hour respawn time, actually creating another issue where mathematically there is simply not enough nodes on the map for someone to outfit a 20 man clan in any reasonable amount of time.

      Agree again. Hide, wood and silk items don't have enough depth, as I have said in multiple other treads. All items should be as complex as leather and metal to make.

      Recipe tangent
      Also on top of this I hear that monsters are supposed to drop recipes for equipment now. I think that's insane, from a game design perspective you are adding an RNG drop chance grind to mechanics that are already gated by both time gates as well as resource gates. Let people make gear. Recipes should be tied to tech if anything.

      And agree again. Recipes are a bad idea. They are ultra high value items at the start of the game which then become trash later. I don't think that we need them, they are an item without a natural death, their effect is permanent. It doesn't fit in this game economy. I think that we can just remove them and have the items known by default. The game already gives you enough of a challenge to craft that stuff, considering that they are time limited items.

      My solution for equipment crafting time/resource cost
      If your going to make a full plate set cost 20 ingots, and your only going to let me place 6 smelters on a black smith plot, and it has to take 4 hours, than 5 ore should convert to 5 ingots like the tanning tubs do. This solves the problem with the dramatic scarcity of ore as well as drops the time it takes to make a kit back down to around 6 hours which I believe was reasonable.

      This is were we disagree. The current scarcity of resouces is perfect, it is the cost in material of items that must go a bit down for metal.

      Alignment and Risk vs Reward

      I believe that the changes to alignment are HOT GARBAGE, first of all I get it Jacopo, you want to protect the newbies you want to make sure that they don't get slammed out of the game but these changes to neutral and blue do not make any sense at all in a resource driven game. If you want it so that people don't drop gear, then EVERYONE should not drop gear or EVERYONE should at least drop some gear. Having it like it is now is honestly insane unless you want to promote only naked mage red pvp.

      It simply doesn't make sense to go red unless you are a very low tier low gear type build. You risk everything for the meager reward of bandages and wolf meat and some other trash, it just doesn't add up and really discourages the red playstyle to the degree that literally all the rocks on the map are constantly tapped with no contest because no one wants to go red because they are the only ones who get punished for pvping.

      As I already said, this is a direct consequence of the new durability/cost paradigm. Fix that and I agree to going back to having blue and neutral drop something every time.

      ARPK Playstyle note
      Anti Red Player Killer or ARPK players are at such a MASSIVE advantage right now, not only do you get GOLD for killing reds and jailing them but you can literally loot their entire kit without even risking your own, all you risk are bandages. Being a sheriff has never been more profitable. Compared to the red criminal, the blue arpk ganker is at such a massive advantage it doesn't even make sense.

      This is correct. ARPK are supposed to be at an advantage on Syndesia (but they should drop as much as a Neutral).

      Resident requirement nuance
      So one of the reasons I really don't like these alignment changes is because you already had a very nuanced and elegant way of preventing Red players from going on absolute murdering sprees. Red players still needed to build towns and red players still needed to convince other players to come live there as residents. Removing this requirement from town rank ups is not only silly, it's completely counter intuitive to the type of environment you say you want to create. At this point why would any guild even need residents outside of sucking taxes out of them. Residents should 100% be a requirement for town upgrades and city holders should have to engage in a gameplay loop that involves enticing players to move in and stay there.

      It was removed because it was flawed, it couldn't work unfortunately.
      More residents, more techs. More techs, more residents. It activated a snowball effect on cities.
      The current system is half good, but the cities need to have more incentives to attract residents. I'm in favor of increasing the taxes progressively for the houses, so that they actually represent a decent income for the city.

      My solution for alignment
      Like I said, I think the only way the alignment system will work properly for all types of players is if all players are generally subject to the same rules. If that means that full loot needs to be removed from everyone than so be it. Reds already have a massive disadvantage, they can be jailed and have to pay a fine or not play the character for a day or two, they don't need a second massive disadvantage that neither of the other alignments share. Either everyone drops none of their gear or everyone drops pieces based on karma. I would be fine with reds dropping all gear if blues at least dropped 2 pieces like it was before, in the games current state I honestly cannot say I can recommend the game to anybody mainly because of these alignment issues.

      Again, this is all connected to the new durability paradigm. Fix that, and you fix this.

      posted in Discussions & Feedback
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      spoletta
    • RE: Cant farm on Aerhen ...

      Olive has found his personal hell 😨

      posted in Bug Reports - Closed
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      spoletta
    • RE: Great and fun game, but terrible experience in first 2 hours!

      @dracokalen attack with RMB not LMB.

      posted in Discussions & Feedback
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      spoletta
    • RE: Arrows - Where did they go?

      I think that the arrows were removed because they simply don't fit with the current itemization design.

      They could technically exist as a single type of arrow without modifiers, but at that point it starts being simply a chore.

      posted in Discussions & Feedback
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      spoletta
    • RE: PLANKS

      To load the crafting station you need to be a citizien of that city.

      Alternatively, you have to build your own wood crafting station on your plot.

      posted in Questions & Answers
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      spoletta
    • RE: What does "Confusion" status from shimmering sphere do?

      https://fractured.fandom.com/wiki/Status_Effects?so=search

      posted in Questions & Answers
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      spoletta
    • RE: sometimes spell go from 3 stack to 0 by only 1 press

      It happens, but it looks like to me that it is only a graphical bug.

      posted in Bug Reports
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      spoletta
    • RE: Game hung up when leaving tutorial via portal

      It is getting fixed https://forum.fracturedmmo.com/topic/14956/patch-log-v-b-0-0-l6

      posted in Bug Reports
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      spoletta
    • RE: Stag headdres

      Yeah, you can't use the light armor spells.

      I have used that headdress a lot, it is made more for archers than for mages.

      posted in Bug Reports
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      spoletta
    • RE: Stag headdres

      And medium armor does not prevent casting.

      posted in Bug Reports
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      spoletta
    • RE: Where to put our test-results - especially failures and such?

      There is a #Bug and Feedback channel on discord.

      posted in Questions & Answers
      S
      spoletta
    • RE: Migration not working?

      If you have access then the migration is succesful.

      Download Glyph. We have been able to download the game and create chars since about 30 min ago, so join us!

      posted in Questions & Answers
      S
      spoletta
    • RE: Migration not working?

      Ok then it makes some kind of sense.

      You will not see anything on the glyph account which tells you about the migration.

      Can you log on fracturedmmo.com by using your glyph credentials?

      posted in Questions & Answers
      S
      spoletta
    • RE: Migration not working?

      You already had a glyph account?

      posted in Questions & Answers
      S
      spoletta
    • RE: What time will the servers open on April 6, 2022?

      4PM CET, 10 AM EST

      posted in Welcome to Fractured
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      spoletta
    • RE: Council of Elysium - Chapter Two

      Q: Regarding the new continent, can you tell us a bit more about its features? Is it possible to start on it or the starting areas will be limited to Myr? Will the extreme environment of the area limit the food production capabilities of the cities there? - 09:15

      A: You can start on Aerhen. Environment is not implemented yet, but when it does the cold will influence food production

      Q: How often can we expect updates? Will we have events like city sieges? 10:08

      A:Monthly updates are planned. There will be more events like the Dark Convergence

      Q: Are all races and planets going to be in at the start of the beta? 11:35

      A: Only humans and Syndesia are in at the moment, the other ones will be introduced with the updates.

      Q: Is it possible for someone who dislikes pvp, even more open world, to enjoy the game? 12:06

      A: Yes, it is possible. Especially with Wildfolk.

      Q: Will penguins be in the new continent? 12:48

      A: Unknown

      Q: Will Aerhenn be mainly snow? 12:55

      A: No

      Q: Do we get a roadmap? 13:15

      A: Should be shared soon

      Q: Are there any implemented changes for unimplemented talents? 13:35

      A: The talent tree has been redesigned. The first 2 circles are generic abilities not tiered to any specific gameplay. The third and outer circle instead contains more specific effects.

      Q: Will Vegetables be implemented at the start of the beta? 14:35

      A: Not yet

      Q: Will Alchemy be implemented at the start? 15:05

      A: No

      Q: Will we get bigger carts? Higher cost/bigger volume 15:15

      A: No

      Q: Is the first tier of gems going to be cheaper to socket? 15:35

      A: Gems are no longer needed. Just reagents.

      Q: Are the cannons and the superior human technology coming? 16:15

      A: Not scrapped, but not yet currently in.

      Q: There are plans for short term competitive environments? 16:40

      A: There are plans to implement Asteroids, informations will come at a later date.

      Q: Are there plans to improve the chat and community interface? 17:23

      A: There are plans for the chat but not for the community interface like cities.

      Q: Are there going to be updates to the audio? 18:05

      A: There have been many updates to the audio of many effects, but not yet on the ambience sounds.

      Q: What time do the servers come up? 18:53

      A: 4PM CET, 7 AM Pacific, 10AM Eastern

      Q: Is the beta going to be stable enough to be playable when you live in places like Australia? 19:20

      A: It is not easy to provide a stable game in Oceania, but there are a few compensations that should alleviate the ping issue.

      Q: Will the repair mechanic be implemented or be considered in the future? 20:19

      A: No it will not be considered, but the durability has been increased and the master crafters will be able to craft items with higher durability

      Q: Is there going to be a rags meta? People going around in basic equipment to avoid resources losses and thus affecting the game economy? 21:16

      A: We don't expect that. Consider also that good and neutral players will no longer drop equip, only inventory. Red players will drop equipment based on their karma.

      Q: Will the existing packets keep their benefits after the changes to the founder packs? Will the tutorials be skipable? 22:05

      A: Yes, eternal VIP included. There have been many updates to the tutorial, please send feedback.

      Q: Pretty much the same question 23:05

      A: Same answer. Kickstarter packs apply too.

      Q: Will the store and website work before the start of the beta?: 23:32

      A: Should be fixed, retry. If you have still issues, please send feedback.

      Q: Plese detail the current VIP perks: 24:30

      A: Unchanged from the website and FAQ (and from the wiki!!! https://fractured.fandom.com/wiki/Fractured#VIP_membership ~ Spoletta). More details will follow on possible additional benefits.

      Q: In the past tests we had many different systems for ranking up cities, in particular one which required a minimum number of residents for each rank and one which didn't. What is the model that will be applied for this test? 25:10

      A: No minimum number of residents. Just resources.

      Q: Will harbor towns get half of the cost of going inbetween continents? 25:45

      A: Half sink. 1 quarter to departing town. 1 quarter to destination town.

      Q: Are we going to get a more in depth crafting system with progression? 26:30

      A: Yes, you will unlock new sets and recipes.

      Q: Will there be any fast travel besides harbors? 27:39

      A: No

      Q: Will farming work the same on Aerhenn and Myr? 28:06

      A: Yes

      Q: Can we transport carts between continents? 28:24

      A: Yes

      Q: Will the Community managers place cities so that we can test sieges without antogonizing each other? 28:59

      A: It will be considered.

      Q: Will the backdoor to Shadowvale be opened? 29:26

      A: Not yet, still a mistery!

      Q: Are you thinking about new options for loot sharing? 29:43

      A: Not in closed beta

      Q: Is the game still using the deprecated SpatialOS Unity GDK for the backend or was it migrated to IMS zeuz? Are you allowed to selfhost? Who's the entity that owns the server (physically and legally) Gamigo or DS? 29:54

      A: The infrastructure is managed by Gamigo. The plan is to upgrade from SpatialOS in the next months. It is part of the tests of this beta.

      Q: The Gamigo data transfer news implies that gamigo US inc. is now hosting and managing the website and forum. I was told by a moderator that's not true and it's still DS for both. Could you clarify the physical and legal ownership of the server for the website/forum and who's in charge for configuration/maintenance of the server and who's in charge for updates on the code? 30:47

      A: Migration is under way. The infrastructure will be managed by Gamigo, code and development by DS.

      posted in News & Announcements
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      spoletta
    • RE: Perdre son équipement?

      c8864db7-59a6-4840-8fb4-9c5fe9bc9126-image.png

      posted in Discussions Générales
      S
      spoletta
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