@roccandil You get 1 house per planet per account, so I doubt it works that way

Posts made by Target
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RE: About governor pack
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RE: Lich Transformation
@gothix said in Lich Transformation:
Perhaps they keep human flexible stats (without affinities) and they stay the same, but...
they gain lich racial bonus that has some magic boost
From the races Q&A, evolved races don't get a stat respec, they just get a + to one stat and a - to another. In the case of Liches, they get +int and -cha. They also have an affinity for necromancy and conjuration skills, whatever that means.
they lose an ability to use steampunk implants to compensate
That's just a theory from the forums since we don't know the downside of being a lich. Another potential downside is that they are damaged by restoration skills which might balance their ability to resurrect.
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RE: A set of questions and suggestions/proposals.
@iamlejnd Skills need to be unlocked by first discovering them in the world then completing tasks like the ones shown here:
Skills have 3 levels and each level requires 2 more tasks to be completed before you can start learning it (so level 1 is two tasks, 2 is four, and 3 requires all six tasks).
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RE: Why Magic users will be OP compared to physical users
@kellewic said in Why Magic users will be OP compared to physical users:
powerful but brittle
If there aren't any good ways to strip buffs, they might not even be brittle: Abjuration "allows the caster to grant immunity to magical and physical attacks, absorb or reflect hostile magic, and generate auras that negate the adverse effects of the elements", Divination "allows the caster to amplify its senses dramatically, increasing the perception of its surroundings to the point it becomes able to predict how most events will unfold in the near future", Enchanting can "increase reflexes of the caster" and it should be obvious how Restoration may make mages harder to kill. The only school that mentions being able to counter mage defenses is Abjuration which is also int based.
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RE: Why Magic users will be OP compared to physical users
@lovechildbell said in Why Magic users will be OP compared to physical users:
yea flexibility at the cost of not being as effective with some if not most of those skills.
What are you basing that off of?
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RE: Why Magic users will be OP compared to physical users
@lovechildbell The time is affected by int and potentially other stats. The spotlight was unclear. It didn't say how long the waiting time was, but I believe it was mentioned by Prometheus that a hardcore player would take months to max out all skills, and there are 400 skills, which gives you an idea of how long it might be.
@demilich said in Why Magic users will be OP compared to physical users:
Going invisible most likely very good disengage skills like long hoops or speed bursts, arrow volley, silencing arrow, headshot, backstab and so on and so on. What is there to Miss...
No one's arguing that other stat specs aren't going to have skills. The argument is that a primarily int specced character can seemingly fill every role, while also having more access to skills at a faster rate, and tons of mana to use everything. Int seems to offers far more flexibility than every other stat.
We should all wait and keep an open mind instead of comming to conclusions without facts to back Them up.
These arguements are based on facts. The facts are right there in the spotlights. Of course we don't know the full picture, so we're working with incomplete information, but that doesn't mean we can't voice concerns over the information we do have.
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RE: Why Magic users will be OP compared to physical users
@lovechildbell It's both. When you've completed 2 of a skills required tasks, you then use knowledge + a school tome to begin studying the next level of the skill, which takes time. You can shorten the timer with consumables and "actively playing."
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RE: Fishing in Fractured
It'd be interesting if stats played into what kind of fish you can catch or at least make it easier to catch certain types of fish. High strength people can catch really big fish, dex can catch fast fish, con can catch very resilient fish, int can catch magic fish, perception can catch rare fish, and charisma can catch fish that are bait shy. Can even have fish that require combos of stats, like a fast big fish that needs dex and str to catch.
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RE: Why Magic users will be OP compared to physical users
@albuswolfer I think the best solution would just to not have int or any other stats affect the rate that you learn skills. Int already has good bonuses without it affecting learning.
@demilich said in Why Magic users will be OP compared to physical users:
Why exactly do ppl think intelligente will be more powerful than other stats?
Look at the skill spotlight and observe how many schools scale with int vs str. An int user can be a powerful healer, buffer, CCer, damage dealer, summoner, and tank just from one stat. And from what we know so far, skills either cost mana or health, there's no alternative skill resource.
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RE: Some questions came to mind...
The wiki just went up a few days so it's not going to have much. If you're looking for more info, there are the spotlights in the news section on the main site that go deeper into specific features (most of them are on the last few pages). Vengu has been keeping up a compilation of knowledge acquired from forum posts here. There have been five youtube Q&A's. Four of them have been summarized: 1st, survival and travel, crafting and building, housing and towns.
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RE: Some questions came to mind...
When you upgrade, you just pay the difference between the two packs. You get the rewards of the highest pack you paid for which includes everything from the previous tiers.
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RE: Necromancy skills
@Jenaut Posting in this thread was quite a feat of necromancy
I'm fine necromancers having giant undead hordes, and it's actually something this game is uniquely positioned to take advantage of because of SpatialOS. I would just want there to be counters to that playstyle, like an AoE skill that gets stronger the more enemies it hits, or piercing arrows that allow you to shoot the necromancer through his horde, etc.
I think it would also be cool if this game had dota-like RTS controls that allowed you to control other units directly and assign control groups, so you could micro other units individually or as a group. It would open up a lot of potential for necromancers, summoners, illusionists or anything else that could take advantage of multiple units and allow some really high skill play. It's a super unrealistic suggestion, but it's fun to imagine.
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RE: A set of questions and suggestions/proposals.
@iamlejnd I like the idea behind your crafting suggestion (armor being more variable than the usual trinity system). I suspect armor variety will look more like your suggestion than a more classic armor system based on how armor affects survival. For example, wearing heavy armor in the desert will fatigue you much faster than wearing cloth designed for desert, which means tankier armor reliant builds will need armor that's both protective and diminishes the drawbacks of being in the desert. It's hard for me to imagine a classic armor system functioning along with the survival system without resorting to just "desert heavy armor, swamp heavy armor, etc". The Fractured devs strike me as a little more creative than that.
Your racial attributes suggestion is already kinda in the game, not as an explicit mechanic, but as an outcome of how the planets are different. For example, Tartaros doesn't have many naturally growing resources, but it's abundant in all sorts of monsters that can be slaughtered for valuable resources, indirectly making demons the main race for PvE combat grinding. Syndesia, being neutral and essentially the hub of all trade, will be the place crafters of all races want to be to have access to the widest range of resources, and humans will naturally have a foothold there. Humans also have more attribute points than other races allowing them to have a higher spread of stats, which allows them to craft a wider range of gear. Arboreus will likely be the best place to start a farm due to safe zones and being a naturally verdant planet, and beastmen get an edge in crafting some types of basic armor and some types of gathering by being able to use their claws and not having to rely on tools as much.
I'm not sure if any more built in mechanics are needed to differentiate races when it comes to crafting or gathering.
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RE: A set of questions and suggestions/proposals.
@iamlejnd said in A set of questions and suggestions/proposals.:
Will these "classes" be limited to their stereotypes
Every race and subrace can use every skill/armor/weapon, it's just that your stat distribution determines the effectiveness of everything. You can distribute your stats however you want, but the stat affinities for subraces do flavor them a certain way but I don't think stereotyping is a good word for it. For example: blood demons have an affinity for charisma which can make them excel at conjuring, necromancy, illusions, psychic damage, blood skills, music skills, and warrior cc/buff skills (so mostly magic, CC, and buffs), but with the luck buff for 20 charisma and their ability to drink blood for phsyical buffs and they might also be formidable warriors.
Speaking of the hardcore aspect of looting, will the player upon death lose absolutely everything from his Equipment and Inventory tab, will it be only one of them, or a percentage number of items from each ?
There are two death states and they determine what can be taken from you. When you run out of endurance (which is what most attacks will damage), your character becomes unconscious which allows neutral and evil players to loot your inventory as a hostile action. Further damage goes towards health and reaching 0 health kills you, at which point equipped items can be taken.
Also keep in mind that player inventory is very limited and has weight restrictions and resources generally can't be put in inventories, so anyone moving more than basic amounts of goods/resources will have to use a cart to carry things, which may change looting dynamics (hasn't been talked about much).
Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.
So far we know of farming, enchanting, leatherworking, metalworking, carpentry, tanning, tailoring, bowyery, cooking, alchemy, pottery, and jewelcrafting with taming and fishing as crowd funding goals. You stat distribution factors into how effective you are with most (all?) of these, and crafting recipes have minimum stat requirements.
for crafting gear pieces if not for looting too, there could be some much appreciated variation, or RNG if you'd like to call it that way.
The devs have stated that there won't be RNG in the crafting system and that they dislike non-combat RNG in general.
Let's take as an example a Chest piece. Instead of it saying Cloth, Hide or Leather, it should be the result of the combination of materials used for crafting said item, which will then in turn give stats based on what it was made of.
That's already planned. If you have the recipe for a breastplate, you can make the breastplate out of different materials for different stats, but the only example that was given was choosing between different metals, which leads me to believe that you can't substitute completely different materials like you're suggesting (i.e. if you have a metal breastplate recipe, you can only change metals, if you have a leather vest, you can only change the type of leather, etc).
Not much is actually known about the gear system other than it's horizontal and has an impact on the survival aspects of the game. It's probably the system they've been most secretive about.
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RE: Lich Transformation unlocked!
@jozef said in Lich Transformation unlocked!:
Have the devs said how it will work? Being immortal in PvP unless your hidden phylactery gets destroid, isn't that OP?
IIRC, the phylactery gathers souls from things you kill, and when you have enough, you get back up instantly the next time you lose all endurance, then the phylactery has to be recharged with souls again.
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RE: A quick recap about the foundation and its future
@dcccxix said in A quick recap about the foundation and its future:
It seems like it was something that should've motivated players to communicate via forums more
It probably has. I honestly wouldn't be here if I wasn't incentivized to post here at the beginning. I usually don't participate on specific game forums, mostly just on reddit. The problem is, as you've said, the lack of anything to really talk about, but the forum does get a lot more active for awhile after major news updates. And without the daily post thread, you'd get a lot more people spamming "welcome" in the welcome forum, or shitposting, or other low quality posts all over the place so people could get their points. We still get these from time to time when people don't notice the daily post thread.
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RE: About the VIP membership
@dokuwan said in About the VIP membership:
Also i don't get why most people don't see VIP system pay2win or how it doesn't give "significant" advantages. I see it as massive pay2win and giving very significant advantages in it's current state already.
You can only use a small number of skills at once, and your stats put a limit on the effectiveness them. VIP is mostly only useful if you want to collect all skills, which isn't necessary at all as most skills probably won't be useful due to your stat distribution.
remember Valve saying only 3% of people ever use money in Dota2 because it's 0 pay2win and only cosmetics. And that 3% is not going to be enough for what i suspect will be small playerbase game like Fractured.
Dota 2 is free to play. Fractured is buy to play. The people playing Fractured have already established that they're willing to pay money, which would likely mean that figure will be much higher than 3%, there just won't be as many people overall to spend money.
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RE: Dat undead dragon doe.
@gothix
Angels can't change their alignment from good and good aligned players can only attack evil players and probably flagged players. If you wanted to get into fights with neutral players on Syndesia, you'd probably have to get them to hit you first. -
RE: Character Customization?
Some games have a paper doll of your character in the inventory/character screen (like Titan Quest). Other games have customizable portraits that use your character's model (Dragon Age: Origins). Both of these could make deeper customization for an isometric game relevant.
Portraits can also be used to represent the player in other ways other than in their own UI, like a directory of a city showing a portrait of the mayor or owners of other major business people in town.
Also, I just noticed that the Fractured gameplay video @Jetah linked does have a portrait of the character, which I never noticed before.