I don't think that the details for this have been defined yet.
The next test, which starts in 1 or 2 months, will have only humans and the human planet.
I don't think that the details for this have been defined yet.
The next test, which starts in 1 or 2 months, will have only humans and the human planet.
The original artist is Michele, and yes he is part of the team.
Devono attivartelo manualmente.
Hai provato a mandargli un messaggio su discord?
@LadyPetra You only get an affinity on one stat.
In general, the system works that humans will always have more stats than non-humans, affinity is worth less than 20 points in all possible combinations. What non-humans have is the possibility to create very skewed builds.
For example, a Nheedra would be able to start with 20 Strenght, 21 constitution, 7 Dexterity, 6 Perception, 6 Intelligence, 6 Charisma.
Now, after looking at it for a bit, I have to say that I don't particularly like this system, but for reasons different than @OlivePit .
Or actually, for the opposite reason.
I think this puts non-human races at a too severe disadvantage and also goes against the game concept.
I'll explain:
The current system says that either you over specialize or you are a worse human. Overspecializing in this game is a very bad idea, since all classes uses pretty much all the stats. Every dumb stat you have, is a flank you have exposed.
The aforementoned Nheedra build would make a warrior which hits very hard and is very hard to kill, but has terrible attack speed (Dexterity), terrible evasion (dexterity), terrible accuracy (perception), no crit chances (perception), low mana regeneration (intelligence), low willpower (intelligence), low luck (charisma).
In practical terms, that Nheedra which has specialized in being a warrior and being good at only one thing, would be crushed by a human warrior with more balanced stats.
This also runs counter to the dynamic nature of Fractured. All the game system is built around the concept that you can reshape your build at every turn, but when you force non-humans in specializing so much, then what can they do actually respec? That Nheedra will never be a passable Archer, or Assassin or Mage or whatever.
This system for non-human races was implemented long ago, and it made sense because at the time, reaching 20 natural points in a stat, provided huge bonuses, so specializing had its reward.
The last alpha removed those, and rewarded making more balanced builds (and there was much rejoyce).
In short, I fear that implementing the non-human attributes system like this, will generate a lot of frustrating gameplay experiences. The non-human races should tend toward slightly skewed builds, not all-in ones like in this system.
Ciao e benvenuto!
Sì, il gioco verrà tradotto anche in Italiano.
The alpha ended around November.
We are waiting for the beta to start, so no, purchasing the pack now wouldn't let you play immediately,
Gear in general.
You can't repair items in Fractured.
I know that at first it may sound a bit weird, but once you play with it, you discover that it creates a system where you don't have to make it impossibly grindy to get good equip, since it isn't permanent, and that it makes wonders for the game economy.
This is a buy to play game, there are no plans for a free version of it.
There is no hard coded mechanic to stop you from hugely taxing your city, there is simply enough reasons not to.
Cities constantly compete against each other, and their ability to attract residents and the income they bring, is the most basic from of competition. You attract them by having a good location for your city, little presence of PK in your region, technologies they may be interested in, and by offering low taxes.
Pricing yourself out of competition isn't a smart move.
The reason why Albion, New World and similar games have issues with taxes, is because cities are guild's assets. In Fractured, there is no link between a guild and a city.
As past tests have shown, cities can be run perfectly by a random gathering of players, or by collaborations of small guilds.
Sure, a guild can de facto control a city, by having the governor and by making citiziens only the guildmates, then applying huge taxes to non-citiziens so that they don't have pesky residents around. This makes sense only if they want to have as few players as possible in the region, because you want to monopolize the natural resources. If they think that they can profit more from the monopoly than from the tax money, they can try to do it.
To do something like this, a guild has to be huge. They must be able to offset the absence of residents by having a LOT of citiziens, and they also need quite a few red players to hunt those that come taking the resources from the near regions.
All other forms of cities will instead want to attract players, because they are an important income.
In short, you will maybe have 1 or 2 of those big bad cities per continent and all the other ones with competitive taxes. Considering that Myr alone has 34 cities, I say that we don't carry the risk of being taxed into oblivion.
Some taxes are player controlled, some are not.
The ones on the plot are fixed, the ones on the crafts can be set.
In general though you put them at competitive prices, since you want players to estabilish in your area, bringing gold both by plots and by crafts.
Welcome!
If you have any questions about the crafting system, feel free to ask!
Unfortunately I havn't played King's Avatar, and I know Rise of the Shield Hero only from Isekai Quartet, but the item system works exactly like that.
You craft the item, which has different properties based on the materil used, and then you gather reagents all around the world, from troll's skin to lavanda, use them to enchant gems and socket the gems into the items, giving them properties based on the gem and reagents used.
Alchemy is currently planned for crafting in the city tech tree if I remember correctly.
The game won't be playable before February/March, when the next test starts.
You can wait and see if you can find some temporary key to try the game if you are in doubt.
In case you want to play, I reccomend the minimum pack required to play, simply because you can upgrade it at any time paying the difference.
This means Adept pack if the next test is a beta (we won't know until the official announcement), or a master pack if it is the last alpha.
Talents were 25% before the last test.
The new talents are not as important to the builds.
Attributes are the only fixed part of the character, or there would be no reason to roll more chars.
Still, after the last test the influence of attributes on the overall capabilities has been reduced a fair bit.
All of those builds are a mix of skills, talent trees and equipment.
I'd say 60% skills, 25% equip, 15% talents.
The imbuing system is similar to that. It is how we currently make magic items.
You get a gem, put it on an imbuing table, add specific reagents and it becomes an imbued gem. For example a gem that increases mana regeneration.
Then you socket this gem into an item, and now you have a magic item with the mana regeneration property.
Now, imbuing comes in 3 levels of quality.
Tier 1: Minor effects. Can be done with low quality gems, which you can find in many common loots. Requires reagents which are found very easily.
Tier 2: Average effects. Requires good quality gems, which are found in treasure chests and mining. Requires reagents which are harder to come by and you probably need to visit specific locations.
Tier 3: Greater effects. Requires flawless gems, which are rare drops from some high level mobs and most importantly require the legendary reagents dropped by the legends.
Each legend drops a specific reagent, so different planets will necessarily have different legendary reagents.