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    Posts made by spoletta

    • RE: More accessible plots

      I kind of remember the private crafting facilities to be taxed.
      Consider that taxes were zero in this test, so you wouldn't have noticed them.

      posted in Discussions & Feedback
      S
      spoletta
    • More accessible plots

      Ok, this is my last feedback post, I promise!

      "How can I claim a plot?" has been one of the most asked questions in this test. The tutorial should cover that, but that's for the other post. The problem here is the answer to that question.

      "Find 4k gold and buy one."

      4k gold to a new player is a daunting task. They want to experience that part of the game, and find it gated behing a (perceived) huge grind. Now, the old lads know that 4k isn't particularly hard, but new players can take days to get those gold, and many times get killed and lose it.

      At the same time, a plot for a governor is currently worth 2k initial gold and then 500 gold of taxes per week. That's not much, and won't drive governors to attract residents.

      Another point. The plots usually turn into factory backyards, and this is bad for the visuals of the game. One expects a residential area to have houses, not be a nightmare of tanning tubes.

      Hence my proposal.

      Lower the initial cost of the plot to 500 gold, so that a player can immediately set into one, but...
      Increase the recurring cost of such a plot. In particular, make it cost based on the structures that are built on it.
      An empty plot may cost only 1k gold per week, but each processing facility has an additional recurring cost tied to it. A tanning tub costs 300 per week, like a smelter. An advanced smelter costs 650 per week and so on. Crafting facilties cost nothing because using them is already taxed.

      This way, a player can immediately start making his house, which is an important part of this game's experience. At the same time, the income generated by the plots becomes higher for the governor in the long term, especially if they researched techs that get used by the residents. You also add a cost to making too many processing facilities in your plots.

      I think that this solution would solve many problems in one go.

      posted in Discussions & Feedback
      S
      spoletta
    • Making the imbue system more accessible

      Fractured has the best enchanting/imbuing system that I have met in my gaming experience. It is simply fantastic and one of the greatest perks it has over other games. The item/drop system that it generates is brilliant... and yet I'm sure that 99,5% of the players of this test never got to experience it.

      That's because in the last test, the enchanting system was changed to the imbuing system, which uses gems to carry the enchanting effects. Good, no issues with that, it was a fine solution that also allowed to trade the enchants.

      The problem is that now such a fanstatic system is gated behind a gem and gold cost. This can be good for advanced tier enchants, tier 2 and 3. You are chasing something advanced, so it is correctly gated behind a cost/effort.

      Tier 1 enchants though should be very accessible. They provide that first important step of personalizing your equipment and give meaning to 90% of the items dropped by mobs. You can't gate this behind a gem and 500 gold.

      Now, the gem is needed due the imbuing system. That's fine. But chipped gems must become very common. One in 10 goblins/bandits should drop one. And the cost must be a lot lower, like 50 gold. Enchanting your equip in tier 1 enchants should be something you do by default.

      Looking around for the right properties, learning the correct combinations to make YOUR gear adds so much to the game, and makes for such a rich gaming experience that at least the basic level of it must be very accessible.

      posted in Discussions & Feedback
      S
      spoletta
    • Mana regeneration issues

      This was an hot topic during the test.
      Now, I'll open this by saying that there is no issue with mana regeneration. Especially after playing for a bit, you will stop having mana problems, but that's for 2 reasons:

      • You get a bit mana of regeneration bonuses here and there
      • You learn how to fight effectively

      Now, the second point is the most important one. This game is very player based, including during "grinding". Knowledge is everything, and I'm not talking about knowledge points. If you know how a goblin cutthroath fights, it is very easy to kill him. If you don't know him, you will be out of mana and knocked down before even realizing what happened. Once a player (not the character) has knowledge, the game becomes easier.

      New players lack this knowledge. They don't know what they are fighting, and how to fight efficently.
      I rolled a mage to see what was the situation in this test, and could grind goblins non stop without ever going out of mana. Yet new players around me used all their mana for a single goblin.

      This is normal and I'll even say that it is good.
      The problem is in the fact that it is a big obstacle for new players.
      So how to solve this? I'd say, by applying more of the first point.

      Currently you start the game in either animal leather, or linen cloth equipment. These materials provide respectively fire resistance and shock resistance, which I don't think that players even notice.
      My easy solution to this problem would be to change the material properties of both these materials to +3 mana regeneration, for a total of +9 mana regen for medium armors (the wolf helm does not have this) and +12 for common clothes. This would provide a boost to the mana of those straight out of the tutorial, letting them go a little bit more trigger happy on those pesky bandits.
      More importantly, this has no effects past the first 3 days of playing, since those materials are quickly replaced with better ones. We change nothing of the game as we currently know it.

      In addition, we could add one more primitive item. Spider Eye amulet. Made with 3 spider eyes (which are found in the tutorial) and adds 5 mana regeneration.

      Edit: Oh and goblin enforcers are pure evil for starting players! It could be better to give them warcry instead of Second Wind!

      posted in Discussions & Feedback
      S
      spoletta
    • Improvements to the tutorial

      We all know that currently the tutorial doesn't do a particularly good job in introducing a player to the game.
      This doesn't come as a surprise, since that tutorial is very old and the game changed a lot around it.
      I think that the game is reaching a point where it could update the tutorial, since a few very basic elements of the game, that absolutely need to be introduced, are unlikely to change any more.
      So, I think that the following topics really need to be added to the tutorial: (Note: These points were collected by following the questions asked in general chat during these 3 days).

      • Purple health: What it is and how to get rid of it
      • Hunger and Rest: The tutorial shows you how to make food and yet doesn't tell about the hunger. Also, as a consequence of not telling them about rest, an enormous amount of players have no idea what the tooltip in second wind means, and are surprised that they have to go back to the campfire every 2 mins.
      • Fractured is a game where you have to adapt and find a way to fight the challenges. So, why there is no introduction to the resistances? I saw 3 players fruitlessly ganking on a warg by spamming magic arrows, unknowing that those things have a very high resistance to that type of damage, and many didn't even know that magic was a type of damage.
      • Since a few tests, houses are a huge part of the gameplay. No one knows how to claim a plot or how the tech system worked.
      • Similarly for the imbuing system. 90% of the drops in the game serve the imbuing system, and yet it isn't introduced.
      • How to catch an horse.

      Now, fitting this stuff in the tutorial isn't easy. Especially plots and horses. What could probably be done though, is add a section to the knowledge book, with "common knowledge" articles. The tutorial just tells you that if you are unsure on how to do something, you should consult your knowledge book. In there you find pages on how to catch horses, how the tech system works and stuff like that.
      Would make the game a lot more approachable.

      Last note: Please in the archer tutorial, after he makes a bow, make him also craft some arrows 😄

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Thoughts on the alpha test

      For sure the game lacks a bit of eye candies in the environment.
      That's cause almost all the areas which new players accessed during this test were done long time ago. The more recent areas like bone pit and ogre city are much more detailed, so they are getting better at it.
      Also, the next continent is frost themed, I expect great things there.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Backfeed

      Yes, it was one of the most requested features.

      It needs some visual indication though.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: hello!

      Welcome!

      posted in Welcome to Fractured
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      spoletta
    • RE: Unable to find solo housing

      When you step over an empty plot, you will get an icon looking like this:

      4441eefd-562c-4c89-a9e2-1aa0127c042e-image.png

      Click on it and you will be able to claim the plot.

      posted in Questions & Answers
      S
      spoletta
    • RE: Combat feedback

      No, I think you didn't understand.
      Some mobs are made to be difficult to approach in certain ways.

      Wisps are immune to weapons.
      Deers keep running.
      Earth elementals are almost immune to arrows.
      And so on.

      This is a game which requires you to adapt. You are not supposed to face everything the same way every time.

      That's why you can freely respec as many times as you want.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Combat feedback

      There is no concept of "melee player" in this game. You are supposed to adapt your skill set to what you want to do.

      If you go hunting deers, you stock up on slow spells, trapping nets, speed buffs and so on.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: ping too high

      Known issue https://forum.fracturedmmo.com/topic/14738/update-lag-spikes/5?_=1644153407886

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Invisible attackers in middle of bone pit

      What's hitting you there is a skeleton archer. Looks like all the mobs of that area ended below the ground for some reason.

      posted in Bug Reports
      S
      spoletta
    • RE: well still cant see myself and crafint mat nods and so on

      Kralith wasn't saying that you have low specs.
      She was saying that since it looks like a problem only you have, it could be tied to your specific hardware configuration.
      So it would be useful to know that.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Alpha Weekend starts today!

      It depends on the planet.

      On Arboreus the equip stays with you (you lose the inventory).
      On Tartarus you lose everything.
      On Syndesya, which is where this test is taking place, you lose your inventory and a number of items from equipment depending on your alignment.
      1-2 if you are good
      3-4 if neutral
      All if evil.

      Since you are good, you lost 2 pieces of equip.

      posted in News & Announcements
      S
      spoletta
    • RE: Can't login in game

      Try logging in with a different char.
      If it doesn't work, give us the ID of the char (it is shown in the error message), or DM it in discord to Arcahem asking to be force unlogged.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Unable to find solo housing

      The housing system saw some changes since the last time you played.
      Houses are now in residential areas, which are tied to a city, even if some of them are quite far from a city.

      All the map is divided in regions, one city per region. The city develops a tech tree, which allows it to build stuff like smelters, tanning tubes, walls, catapults and so on.

      Players have 2 ways to access that technology. The first one is the old one, you apply to become a citizien of that city, and if the governor accepts you, then you have access to all the facilities of the city.
      There is a second method now. You just get a plot somewhere inside that region, and your plot will have all the technologies developed by the city of that region. So if the city can build smelters, so can your plot. You require no authorization from the governor to do this, and you can't be "evicted".

      This new system was implemented to allow solo players that don't want to integrate in a city, to still have access to the full content. We had this for a few tests, and it works quite well.

      posted in Questions & Answers
      S
      spoletta
    • RE: Crafting/Harvesting sounds

      Seems like there is a bug.

      For example I didn't have any problems with sound.

      posted in Bug Reports
      S
      spoletta
    • RE: Having issues Loging in

      Try making a second char and logging with it, sometimes it fixes it.
      If it doesn't work, tell us the ID (it says it in the error message) and an admin will force log out you.

      posted in Questions & Answers
      S
      spoletta
    • Shrine bug

      Shrine bugged out. No idea what caused it.

      cff8c059-0c3b-4a56-97f4-10d434d5db7b-image.png

      posted in Bug Reports
      S
      spoletta
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