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    Best posts made by TheRippyOne

    • RE: Charisma

      Charisma is also tied to "luck" - how strongly, and what that means, we don't know. In some games, "Luck" adds something to every roll, either slightly or notably. I want to say that it's been confirmed that being lucky is beneficial, but it isn't clear about the degree. (for example, a 20 charisma might produce a 5% improvement to all rolls, or it might give an effective +1 to all other stats for rolls. Conversely, it might only be a 1% improvement - we just don't know)

      Charisma is the main stat for Musicianship (Bard'ing it up in the hiz-ouse! XD), and we think, from the description, that it is a mass buffer/command and control sort of school.

      Charisma has some effect on minions - either numbers or quality - but that isn't well defined, especially in schools where charisma isn't the main stat.

      Charisma also effects NPC conversations - it gives you more ways to respond, according to early News. How that translates, we don't know, but it may translate into more and better loot from npcs

      Conversely, We also know that all stats have a Malus for being too low - and I don't know about you, but a Malus that makes you unlucky, or weakens all your rewards, might be a pretty serious bummer, as well. (no, we don't know Charisma's Malus is, but it is reasonable to assume they are all equally bad - and intelligence's significantly slows how quickly you can train your skills by limiting your memory slots if it's under 10. a comparable equivalent is to seriously slow the rate you acquire wealth, or limiting the way people interact with you - things like minions only stay half the time, or NPC merchants refuse to do business with you, or npc guards attacking you on sight occassionally)

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Pre-alpha invites!

      @gothix I am...almost certain one of those isn't my alts fault. Probably. Though that version of me seems awfully shifty >.>

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Crafting - Cooking

      @squidbit skips obvious joke about "only man tacos"

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Character Creation

      @jetah But you do have a concept, oh consumer of worlds XD

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Identifying Guilds...

      @jetah @grindhouse

      But if you made the extra whatever show the armor, then there shouldn't be a problem, I'd imagine (again, I'm expecting we're going to get 6 to 10 generic armors for visual purposes, dye-able, and then skins which differentiate based on which of those 6-10 they are applied to. So, you use Guild skin on your Light Armor, it becomes Guild Light Armor, and instantly recognizable as such). For a tabard, it might change the armor to be sleeveless on light, obviously armored to the elbow on medium, and fully obviously armored on heavy. Slap it on a gi, and you get ragged cloth sleeves to the bicep. Slap it on your robe, and you get full sleeves. Wear nothing but the tabard, and you still, clearly, have no pants XD

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Pre-alpha invites!

      @kralith I listen, but then, I also agree. Pre-Alpha is a slog fest of bug finding. I just find everyone else's desperation amusing XD Is Evil

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Identifying Guilds...

      @gothix and now I'm thinking of some demented "weather" report that broadcasts the location of "Gothix Storms," including "storm" chasers that observe your group as they roam the land, so that others can stay away from your force of nature...

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Animal taming and breeding.

      Well, I'm pretty glad to see the taming goal got reached! And I'm pretty opposed to seeing "pets" have enough combat effect to require them, per say. Now, if they use similar mechanics as say, an undead or summoned minion, that is a different matter (including limits on personal party size). I do like the idea of punishing and praising behaviors to make a pet more active in certain activities over others, and I am rather taken with the idea of a pet doing out-of-combat things - the dog digging up a treasure seems handy, as does the "warning function" - maybe let a creature do both, but only 1 at a time. And you can issue a command, but the animal tends to revert to swapping between different types of behavior per it's training - so you can command "Attack!" and it'll start doing combat things, but if you've trained it as a Treasure Hunter, it may just attack once and then go wander off to find more loot, after.

      I'd also like to see a difference in choices - like, some are active combatants, while others don't fight, but instead stay away and buff you/your party - like, I'd like to see a spider combat pet mostly skitter around, dropping webs that slow enemies that walk on them, or, I don't know, a baby penguin that improves your odds of not Freezing, in addition to the Assault Bears and Tigers that seem more standard for a "battle pet".

      no one likes spam bots.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
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