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    Posts made by Target

    • RE: Larger Crafting Possibilities?

      There's no free form building, but there is crafting of larger structures. Everything in a town has to be built up by players.

      posted in Discussions & Feedback
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    • RE: Character Creation: ideal build analysis, and discussion of initial attribute builds

      Another character I've been considering is a Chadra abomination martial artist that relies on mobility skills, divination, and abjuration for defense: 14 str, 20 dex, 14 int, 10 con, 15 per, 10 cha.

      One of the interesting things to consider is that evolved races have their stats automatically adjusted; you don't get to reallocate your stats on transformation. The example that was given in the races Q&A was that liches get +int -cha. This would allow you to get higher stats cheaper assuming the increase and decrease are the same. Let's say a chadra that turns abomination gets +2 str -2 dex and before transformation has 18 str and 15 dex; transforming would take them to 20 str (8 creation point difference) and 13 dex (2 creation point difference) giving them a net of +6 creation points.

      posted in Discussions & Feedback
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    • RE: Racial Diversity of Fractured Visualized

      @therippyone said in Racial Diversity of Fractured Visualized:

      the Malus for intelligence eats Study slots

      From what I've read, intelligence affects memory slots, not study slots, unless I missed something.

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Feature Spotlight #7 - Towns, Governors & Politics

      @codetsilon Share and give are the same thing in this context. If a governor gives someone the ability to place public buildings, it's not going to remove that power from the governor.

      posted in News & Announcements
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    • RE: Feature Spotlight #7 - Towns, Governors & Politics

      @codetsilon According to the last Q&A, governors can give powers to other people.

      posted in News & Announcements
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    • Racial Affinities

      @Prometheus I asked this question in the chat of the Races Q&A but you seemed confused by the question probably because I worded it poorly.

      In the Q&A, you said liches had an affinity for necromancy and abjuration. In the races spotlight, it says that infernals have an affinity for fire skills, vampires "excel at mental abilities and blood magic", and nightmares are "naturally proficient in the use of traps and poisons."

      What do these affinities actually mean? Do these races just learn these types of skills faster? Do they start with skills from those categories? When they use those skills are they stronger or cheaper?

      Side question: Also in the Q&A you said evolved races have differences in the talent tree. Do all the races and subraces have talent differences or is that unique to evolved races?

      posted in Questions & Answers
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    • RE: Character Creation: ideal build analysis, and discussion of initial attribute builds

      @therippyone

      I don't see where I over spent. 20+18+10+18+10+24=100

      posted in Discussions & Feedback
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    • RE: Character Creation: ideal build analysis, and discussion of initial attribute builds

      I've been leaning towards an illusion based crowd control warrior vampire with a stat distribution of: 15 str, 14 dex, 10 int, 14 con, 10 per, 20 cha. I might swap dex and int depending on how mana intensive the build is, but the evasion and lower cooldown on mobility skills from dex sound nice.

      That said, my first character will likely be rerolled once I figure the game out. I might even have to give up on what I envision my character to be since we don't know what skills are in the game, which skills scale with which stats, or the extent each skill scales with each stat. We don't even know the full impact stats will have on different aspects of the game.

      posted in Discussions & Feedback
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    • RE: im a bit worried about full loot system in term of pvp

      @omarxz11 said in im a bit worried about full loot system in term of pvp:

      its no fun for guy who killing me because the mage i killed have +100 intelligent and i am warrior and i won't use it , and lets say i wear my armor give me +100 physical protection and i killed warrior who also wear +100 physical protect, what i win ? you lose your gear and i didn't get any reward its just same gear i wear

      You can still sell their gear. And you're still describing a self inflicted problem; why are you killing people for their gear if you don't even want their gear? If you want a reward for PKing, then find someone transporting resources.

      people moving around with best gear in the game

      There is no best gear in the game, gear progression horizontal. The closest it might get is "best gear for your build."

      posted in Discussions & Feedback
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    • RE: What elevates Fractured above similar games like Albion Online?

      I'm just going to copy and paste another comment I made to someone asking "what is Fractured doing that's new." It's not entirely fitting to Albion vs Fractured, but it's close enough:

      The alignment system is pretty unique, as are the planet and asteroid systems. Skills are unlocked through a sort of achievement system. Resource gathering is pretty interesting; most resources can't fit into your inventory so you have to physically carry them in your hands or with wagons to transport them where they need to be.

      But besides those, it's mostly just combining a lot of existing ideas. Diablo-like combat in an MMO hasn't really been seen (or at least I haven't seen it) especially in a sandbox MMO. The governors and towns are based on Star Wars Galaxies mayors, the skill build system is based on Guild Wars 1. Territory and towns can be conqured and held by guilds and alliances a la Eve. Environmental interactions with elements like freezing or electrifying water or setting things on fire which is similar to what can be done in Divinity Original Sin. The exciting thing to me is that it's taking a lot of ideas I really liked from different games and combining them into one.

      posted in Discussions & Feedback
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    • RE: A Point of Concern: "Horizontal Progression"

      @myux said in A Point of Concern: "Horizontal Progression":

      One of the key aspects to making an MMO fun to play and progress in is the need to get stronger. The way MMOs get the player to move forward and experience new content is generally through the promise of getting stronger. The less power that you get from bettering your gear or skills, the less incentive there is. The less incentive there is to get stronger, the less content the player wants to do. Making rewards meaningful is incredibly important for the longevity of a game and I dearly hope the devs keep that in mind.

      Guild Wars 1 had almost non-existant gear progression, and in 2 of the 3 Guild Wars 1 campaigns, you would hit max level before leaving the tutorial/beginner island. At that point your main progression was acquiring new skills, not unlike Fractured. That game was successful enough to spawn Guild Wars 2 which was a huge and expensive project. You don't need to be constantly increasing in power to have satisfying progression.

      Now, in a PvP perspective, PKing in a game like this is designed around risk vs reward. Use more valuable stuff you can potentially lose, and you'll do better. With a nonexistent power gap, both the risk AND the reward is gone. PKing is no longer dangerous and as a result its no longer tense or interesting

      This is assuming the only reason to kill people is for their gear. Silkroad Online(and I believe Archeage) had a merchant/caravan mechanic where player merchants could buy goods from one city and would transport them on camels and elephants to another city. The farther the distance between cities, the more they would make. Other players could flag themselves as thieves and try to kill the merchants and steal their loot so that they could sell it themselves. Silkroad Online didn't have full loot, but the risk of loss could still be tense.

      In Fractured, I imagine people carting around expensive resources aren't going to feel the game isn't tense enough for them. A gulid that has successfully conquered a city and taken it as their own aren't going to feel unrewarded because because their enemies didn't have gear that they wanted. Someone who gets satisfaction from PKing everyone they see and earning their reputation as a PKing asshole is still going to have that satisfaction regardless of the gear they can loot. You don't need gear power progression to have rewarding PvP.

      posted in Discussions & Feedback
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    • RE: im a bit worried about full loot system in term of pvp

      @omarxz11 said in im a bit worried about full loot system in term of pvp:

      which means gear will be useless in this game and meaningless

      I don't know how people keep arriving at this conclusion. If all gear gave +100 stats but different gear just had different distributions of stats, all gear would be equal but still have such a huge effect on your build that you would be insane to not equip gear or to not equip the right gear for your build.

      infact if you kill guy and drop trash loot the same loot you wear that takes short time to get in that case there is no fun in it , why ? because once you die you lose all your trash gear so you will leave the battle and try craft new gear , and for the guy who killed you he will not use this trash loot at all and just throw it away , so its lose lose situation

      If the only reason you killed someone is to take their gear, and they're using shitty gear, then you're making some questionable decisions.

      so why don't remove this loot system instead and make armor teir that you can craft by killing players instead ? so only thing you drop is your materials

      Because losing gear is a huge part of the player economy and will likely be the primary gold sink. One of things that has allowed Eve to successfully combat inflation is the fact that the ships people put all their money, resources, and effort into get permanently destroyed.

      posted in Discussions & Feedback
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    • RE: Flyable mounts

      @jetah Dota 2 has flying. It's just a movement state that ignores all terrain.

      posted in Questions & Answers
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    • RE: im a bit worried about full loot system in term of pvp

      @myux said in im a bit worried about full loot system in term of pvp:

      if you're a human you don't need to worry about that.

      Everyone can get looted, even beastmen on Arboreus outside of the safe zones. What you don't have to be worried about (if you're neutral or good aligned) is being looted by good aligned players.

      posted in Discussions & Feedback
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    • RE: Clan Capacity

      @prometheus said in In-game guild ranking.:

      When you create a guild, the cap is quite low, but it can be raised if the guild controls a town (or more than one) and certain buildings are present within the town. In theory, there is no limit to how high the cap can go - in reality, there is, since increasing it gets harder the higher it already is. This makes "total members" a good indicator of the guild's power, not only of how much of a zerg they are

      posted in Questions & Answers
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    • RE: About : Tower mage in town

      They're not player owned. They're placed by the governor like every other town building that isn't a player home. And like @Agracore pointed out, they're for siege defense.

      posted in Questions & Answers
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    • RE: In- Game Currency / Resource Rules?

      Asking on the kickstarter page might have a higher chance of Prometheus noticing it.

      posted in Questions & Answers
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    • RE: Fighting Sense, and knowledge

      I think it's a matter of visual indicators and good visual design. For example, if someone is holding a bow, then they're probably going to be using bow skills (because you can't use bow skills without a bow). If you want to know which specific bow skills they're using, that's just a matter of learning what the different bow skills look like (and it's the devs job to make each bow skill effect unique enough to be visually identifiable). With the reflect skill example, it should be very obvious that someone is using it so it would only punish someone that isn't paying attention.

      It might be a little more difficult to determine what kind of spells someone has before they use them, but that can also be solved with visual indicators. For example, someone with frost spells equipped can have a frosty aura, a fire mage can leave firey steps, etc. For casting, there can be something like Guild Wars 1's casting symbols to help identify types of spells in chaotic situations.

      Not having perfect information about enemy builds may not be a bad thing as long as the game can convey information well with its visuals. It challenges a player's game knowledge and ability to adapt, increasing the skill ceiling.

      posted in Discussions & Feedback
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    • RE: Camera and Movement Speed

      @memokal said in Camera and Movement Speed:

      "zvz" fight be supported? i mean huge fights and over +200 players.

      Town sieges and GvG fights over asteroids are supposed to be a thing, and there is no cap to the amount of people that can be in a fight.

      i think that the camera looks a bit close for a huge fight to see all fight how it is goin on and track it out

      This is not necessarily a bad thing. Think of everything outside of your point of view as the fog of war. If you want to know what's going on, that requires communication. This sort of uncertainty opens up opportunities that an organized force can take advantage of.

      these guys poke you stun silence or whatever and they would be easily run back with that movement speed as i can say

      I don't really see how this as a problem. If you blow a bunch of mobility skill cooldowns to interrupt a dangerous spell cast, that just sounds like good counterplay to me. If it does become a problem, I hope skills that counter this playstyle are put in place instead of just nerfing mobility skills. Ideally, in an open skill system like Fractured's, there should be counters to every playstyle.

      posted in Questions & Answers
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