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    Posts made by Target

    • How dangerous will the world be? (PvE-wise)

      One of the trends of modern mmos is that they don't really feel dangerous. In most of them, assuming you're appropriately leveled, you can pretty much go wherever you want without worry especially if you have a mount that allows you to travel past almost any enemy.

      Older mmos tended to be better at making the world feel threatening. In Final Fantasy XI, for example, monsters would generally be more dangerous the further you strayed from roads, and it also had extremely punishing aggro mechanics — linking, no leashing, and different types of aggro that would punish uninformed players. Some games had higher level bosses in low level zones that would terrorize low level players if aggro'd. Sometimes monsters had skills that were devastating if you weren't prepared to deal with them.

      Fractured will obviously have danger in the form of PvP, but what can we expect PvE-wise?

      posted in Questions & Answers
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    • RE: Reptilian race?

      @benseine said in Reptilian race?:

      I think a demon race is waaaay better then a reptilian race

      Why not demonic reptilians!? If a reptilian race is ever added, they should be on Tartaros.

      posted in Questions & Answers
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    • RE: About no magic skill cast

      @vengu I think stamina is tied to survival mechanics, since mounts are supposed to help with stamina consumption.

      posted in Questions & Answers
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    • RE: OST Update - Main Theme V1

      Initially I thought it wasn't catchy enough to be a main theme, but the more I've been listening to it, the more it's grown on me. It'll be a fine main theme.

      posted in News & Announcements
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    • RE: The psychology of gaming

      @jetah Besides just nerfing cc duration, you can indirectly nerf something by buffing its counters. Presumably armor will be suited to different climates for survival mechanics. Those armors will probably be strong against corresponding damage types; so armor fitting for cold climates might be resistant to freeze/slow effects, desert armor strong against heat, etc. If cold effects become strong, you can buff cold resistant armor.

      posted in Discussions & Feedback
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    • RE: Stats & Damage

      @gothix said in Stats & Damage:

      you can NOT rearrange your attributes once you have set them. Your attribute allocation is permanent.

      There will likely be stat respecs.

      posted in Questions & Answers
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    • RE: Races and Alignment

      @nelchael said in Races and Alignment:

      Don't forget that, even though demons are Evil, they can still choose between Lawful/Chaotic/Neutral

      Those are just for roleplay, there won't be gameplay mechanics based around it.

      posted in Questions & Answers
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    • RE: Anyone knows which classes?

      @twentyonebones The

      , there's an expectation people will emulate trinity builds for group fights. So it'll be possible to specialize according to classic roles, but we don't know how necessary it will be.

      As for "mastering everything", I believe the goal is that level 1 skills are easy to learn, but ranking them all up will take a long time. You can switch out your skills/talents very easily by resting, but your main limiter will be your stat allocation which isn't changed as easily. If you start out with tank stats, you're not going to be a very effective with magic spells without a respec (and we don't know how easy respeccing is).

      posted in Questions & Answers
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    • RE: parkour system/паркур

      @frequencyzero said in parkour system/паркур:

      I'm not so sure parkour works in games with isometric perspectives though? At least haven't seen it implemented outside the occasional dodge-roll or dash system.

      , but it requires wasd controls which Fractured won't seem to have. Though with click to move, you can have simple zelda-like parkour where your character automatically jumps/climbs if you're close to a ledge.

      posted in Discussions & Feedback
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    • RE: Game Idea : Relic War (PVP) and other game mode

      @phaethonas said in Game Idea : Relic War (PVP) and other game mode:

      Having a transfarable item, like an "an orb", exerting that effect, may cause some problems. For example a guild may put it behind their unsiegable castle, or may promote meta-gaming, with one traitor getting the orb and giving it to his/her new guild.

      There are limitations you can set up to prevent most exploiting. Relics need to be housed in a temple to give their buffs. Timers on relics when they're being moved so that hiding it somewhere indefinitely isn't a thing, maybe even showing the relic on the map as it's being moved. To prevent traitors, relics can be locked into their temples and removing them aggros guards, or be like Aika where there were 3 bosslike guardians that had to be killed before the relic could even be moved.

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Legendary weapons

      @tulukaruk said in Legendary weapons:

      Just remember how easy it will be to lose that super rare legendary weapon that won't even give you and edge in combat and suddenly getting it doesn't worth it 😉

      Maybe legendary weapons changing hands can be made into part of the game. Have some sort of stat tracking on each one where you can see all sorts of stats - the creator, how old it is, previous wielders and how long they've had it, total mob/boss/player kills, etc. Maybe even have visual effects scale with how often it's changed hands, it's total kills, how long the current owner has had it, etc. Give these weapons an actual history. Make them truly legendary.

      To prevent people stashing them away or never using them, have the weapon disappear from their inventory/stash and become a boss drop after a certain amount of inactivity.

      posted in Questions & Answers
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    • RE: Classe / race

      @finland said in Classe / race:

      there is nothing making difference

      There are a lot of differences. Beastmen have their primal forms, demons have their demony buffs. Different subraces have different stat caps and affinity for certain stats, and humans have extra stat points. I believe prometheus also said that they'll have different movements speeds. There's probably going to be survival related stuff we don't know about yet.

      Their goal is to make every race feel unique.

      posted in Discussions & Feedback
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    • RE: Game Idea : Relic War (PVP) and other game mode

      @zwiterion said in Game Idea : Relic War (PVP):

      What if we set asside guild and alignement and we go for guild or player god. Each temple could be claim in the name of a god and anyone who follow the path of this god would get the buff and have to fight for it ? this would lead to 6 factions, if i remember well.

      If it was deity based, that would bring the system back onto an interplanetary scale which just won't work in Fractured. And as Gothix pointed out, it would fracture guilds. It would also essentially make demons one faction which is probably something other races want to avoid encouraging.

      @Finland This is an inherently pvp system because it comes from a pvp game (Aika). The title even mentions this is for pvp. It wouldn't translate well into pve. What you're suggesting with control points is another thing entirely, and I'm not necessarily against it, it's just beside the discussion.

      posted in Discussions & Feedback
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    • RE: Comparisons to other genre-similar titles?

      None of us have actually played it, so I don't think anyone can be specific on its similarity of "feel" to other games. But here are some games the devs are using as inspiration. I personally expect it to feel like a very slowed down Path of Exile.

      posted in Discussions & Feedback
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    • RE: Dungeons

      @adaman1 said in Dungeons:

      For players who are less likely to dive into hardcore PvP or guild type things, will there be a way to do the multiplayer dungeons and areas through matchmaking or even just last minute joining and such?

      There are no private instances, and therefore no joining anything. Dungeons are just another part of the open world.

      posted in Discussions & Feedback
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    • RE: Game Idea : Relic War (PVP) and other game mode

      @zwiterion I, too, enjoyed Aika 😉

      I don't think an interplanetary version system would work too well in Fractured. The races/planets are too asymmetrical. It might work as a GvG thing on Tartaros and Syndesia and could be a catalyst for sieges.

      I don't think the buffs should affect combat in any way, it would just make strong guilds stronger.

      posted in Discussions & Feedback
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    • RE: GvG siege questions

      @jetah I don't really know enough about either AWS or SpatialOS to really say. But I think the difference is that AWS scaling is just throwing more servers at an issue which doesn't necessarily work for video game calculations, and SpatialOS has more sophisticated communication between servers that allows multiple servers to handle the same thing. I could be and am likely pretty wrong though. @Prometheus or someone with more knowledge than me would have to clarify.

      posted in Questions & Answers
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    • RE: Do we have to play pressing 6 buttons/spell

      @logain I get the impression that passives are going to be entirely reserved for the talent system. We'll likely get "active" passives though, going off of games Fractured is taking inspiration from; buffs that have some sort of maintenance cost or activate off of some condition. If the game goes in that direction, I hope we get some of the hex/echantment stripping mechanics from GW1; it had an interesting meta/mindgame thing going on.

      posted in Questions & Answers
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    • RE: GvG siege questions

      @benseine said in GvG siege questions:

      But if they don't instance it, how do you prevent that the defending side pushes the number of ppl at the siege to +500 and crashes the server to prevent them loosing the siege?

      A benefit of SpatialOS is that server resources scale based on need. The bigger problem would likely be clients trying to render all of it.

      posted in Questions & Answers
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