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    Best posts made by Tuoni

    • RE: Need me some Bardness

      @Oxfurd Well we know this much:

      MUSICIANSHIP
      The school of Musicianship encompasses several abilities that can infuse a hint of magic into songs and plays to dramatically increase the impact music has on the souls of the listeners.
      Bards and minstrels using Musicianship can manipulate the emotions of other people triggering their most basic, animal feelings. Their music can influence any living creature able to hear the performance, but the effect usually doesn’t last for long – when the music stops, any affected being soon snaps out of the enchantment. Some Musicianship techniques even allow for the compression of mana into sound waves able to damage the creatures they collide with – a far less pleasant kind of tune. The power of most abilities belonging to this school depends on the Charisma of the bard.

      I like the approach that Bard can be used offensive and as an debuffer as well. I presume that on top of that Bard can be used traditionally to support/buff allies.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Need me some Bardness

      I guess bards will be like in Monty Python:

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: The Potential City Problem.

      Only positive thing what alts can provide is that people have a possibility to freely test and play different races and in different planets if they want to. Everything else alts bring on the table are more or less harmfull to the game. I am not sure what would be the best solution for Fractured but I understand @Nekrage concern to this matter.

      Trading resources sounds more like a beautiful thought rather than what it will actually be in practise. I am not saying that trading would not happen at all, however, I am quite sure that "trading" will be done mainly via alts, and not just between cities, but also between different planets. That is at least how competitive guilds will manage the resources.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: The Potential City Problem.

      @Ostaff I did not want a list of all games you have played which have alts. Only those where alts have actual impact to other players gaming experience and especially to the player driven economy. Anyway, if you think this is generally just about having several alts then I understand why you do not acknowledge the concern. I guess you have not seen how alts can be used very wrong like in Albion and EvE online. Anyhow, even I would personally want to see as less as possible impact from alts, I can personally adapt and take the maximum benefit out from them if that is the case.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: The Potential City Problem.

      @Ostaff The problem of alts is not just PvP based, it is also player driven economy based, perhaps even more. I am not speaking behalf solo, casual, PvE oriented, RPG guilds, because those can have very different approach to the game at first place. There is nothing wrong in those aspects and I enjoy somewhat of those parts of the game too. However, when speaking of competitive, semi-hardcore or hardcore guilds the mentality is totally different. Every advantage or loop hole what there is available will be used for sure and if you do not you will fall behind from the curve. Alts can be used to get the maximum benefit especially from the economy. Every competitive guild will ensure that they will have access to every resource of the game they need, this might mean sub alt guilds on different planets to get that easy access resources needed. Only concern is transportation which can be handled with guild caravans with very low risk if planned well.

      I know there will be alts and most likely that is something what cannot be changed because extra slots are included to the packages as well. Also different races and different planets supports alts which makes the whole topic quite hard to handle well. Alts do not have only negative impact to the economy and those will be used for spying and camping as well. The game would be much healthier without any alts and in perfect situation only 1 character / account would be great, then you character's choises would truly matter and number of system abuses would drop a lot. In Fractured this is very hard to see happen because of the different races and class lock (because of attributes). In conclusion, alts will harm the game but it is also hard to see any reasonable solution to fix that problem.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Alts

      @Woode On top of the different races, you also might need alts because you are basically class locked, that is because rerolling attributes will be restricted. Therefore, you might think that you have a free choise because you have access to all abilities, but in reality you cannot use most of the unlocked abilities or at least it is not reasonable. You can easily create and swap between different caster builds for example because your attribute distribution is somewhat the same, however, going from caster to warrior or rogue will not work unless you are fine to be a meme or average at most.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Alts

      I will also focus on my main human character, however, I am also going to create a human alt for ganking and other shady business, so I do not have to care about karma, flagging and stuff. I am also going to create a beastman and a demon alts so I can play the content on differen planets if I want to and that way I have easier access to all possible resource on different planets as well.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: The Potential City Problem.

      @FluffKugel said in The Potential City Problem.:

      I have seen in other "full loot" games like Albion that people that were saying "I like PVP" often were hunting in packs: 20 players against one isn't PVP for me, but hunting - especially if they attacked farmers...
      I hope with this system the "PVP" players will meet more PVP oriented people and stop looking for easy targets.
      🙂

      I agree that it is hard to call some situations PvP especially when someone gets outnumbered in the open world, ganked when gathering with gathering gear or farming PvE content with PvE build. These are situations where the prey has less to no chance to fight back and only possibility is try to escape.

      I am very glad we have Tartaros, it does not change anything and people will be still ganked in unfair situations, however, those players who decides to play in Tartaros also accepts this kind behaviour and environment. Even I am going to play less on Tartaros myself, I am still very interested to see how savage the live there will eventually be when all the hardcore PvP players will clash with each other.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: New Armors and weapons, how do you think will effect the gameplay and your build?

      @Gothix Hmmm... I kind of agree because from my experience in PvP situations it is easier (in most cases) to play aggressive melee rather than kiting ranged. However, the balance can easily change with more experienced players. I have managed to be decent Cursed staff user in Albion and a relatively good Frost Mage in WoW but typically I am better with melee classes/builds. I have always respected those who can play succesfully as a healer in PvP situations. Healers can often be the main kill target and under constant pressure, therefore, it is amazing if they can survive and keep team mates alive at the same time.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: How to implement fast travelling?

      @Gothix Yeah I agree. Offering some naked fast traveling options are only a QoL things.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Item dropped from mobs

      If humanoids can drop player crafted items that would make a lot of sense. This is a great way to make loot tables much more interesting and at the same time keep the economy run by players. E.g. if a goblin mage have a chance to drop staves and cloth armor which are crafted by the players, that would be really cool and it is hard to found any downsides of this kind of system. Moreover, the item pool could also destroy a portion of items, therefore, it would at the same time work as a item/resource sink.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: GO F2P LEARN FROM OTHER

      @Razvan said in GO F2P LEARN FROM OTHER:

      @Tuoni said in GO F2P LEARN FROM OTHER:

      If you buy that game with dollars from Amazon or Steam and you use a credit card for example, you will pay the same price as any one else regardless what is value of your country's currency.

      Steam has regional prices set by the developers. For example, here's a list of regional prices for New World and The Witcher 3.

      Yes, but I was wondering what is the problem there? How on earth it is possible that someone needs to pay 5 times more from a game than others? I did not understand the point. Or is there so biased payment system in use that someone needs to pay basically 250$ of a 50$ game because of different currency..

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: PvP Flagging Requirement

      Nah, it is already beaten to death. 😁 There will be more focus on PvP in future, therefore, you will eventually get what you want. Not sure what is planned next though but perhaps some deeper city management and crafting could be coming, and perhaps city sieges (just speculating). 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Most of the newer changes kind of just suck.

      I am not personally a fan of recipes dropping from mobs and I think those should be unlocked via town tech, crafting and perhaps even gathering. It would make more sense to need develop town, research resources and progress in crafting to open new recipes, and perhaps implement a system which combines all these aspects.

      About the PvE - PvP discussion, I bet that what we are testing atm will not be the final form because two planets are still missing and now everyone, regardless of their playstyle, needs to live in the same world. Therefore, the rules needs to be approriate for the situation.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: "Fight the good fight!"

      @GamerSeuss said in "Fight the good fight!":

      @Tuoni The Devs want combat to be Click intensive and Target uncertain. That is why they are using the combat system they are using. If you made it auto-attack/auto-target, then you would free your mouse up to do other things and leave the character on autopilot...instead of having to choose when you stop clicking attacks to do something else with your mouse.

      This is all 100% intentional, so they aren't going to add in any systems that take away from that combat experience.

      It will not leave the character to autopilot in any way, just makes the combat smoother. Mouse will be still used for moving and switching the target. That would just take away the current clumsy mouse use especially when kiting. Test Albion combat and you understand what I mean. Even the current system would be 100% intentional it does not make it automatically good design. And I am not sure how you know devs will not make changes or improvements to the combat system?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: "Fight the good fight!"

      @GamerSeuss If that current clumsy and clunky click combat is intentional and best what they can do... that is just so disapointing. Anyhow, I am not taking your word about it what is intentional and what is not. The game is also still in development and it would be really odd if alpha combat build is the best that we can get for the release.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: AMA Feedback

      I think the AMA sessions needs some improvement. Like mentioned before why arrange a stream if there won't be any interaction with the audience? Therefore, answering questions from live chat or with player representative would be nice add.

      AMA = Ask Me Anything

      What is the point if people asks anything but they are not answered? I understand that some questions can be irrelevant or even hostile toned but that typically is a result of frustration related to the question. In my opinion people should at least try to mold their questions more neutral way because that will increase chances that their questions will be answered.

      However, should questions been left out if the questions are not mold perfectly or the topic itself is hard? I would say, no! AMA arrangers should try to find the point and seed of the question and still give some kind of answer. Moreover, I understand the temptation to select the "easy" questions, but dodging the hard topics just irritates people even more. Typically rationalized answers will calm down even the hot topics if just the players understands the motivations behind certain choices.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: "Fight the good fight!"

      @LordSkykal said in "Fight the good fight!":

      @Tuoni You have to keep in mind that there are sync problems at the moment, which according to dynamight should be fixed in further patches and that many players play with too high a latency, which affects this.
      In the final game, combat will play much more smoothly.

      It is true that there is sync problems like there is other lag issues and ping differencies as well. Those things makes the current situation even worse. However, the core problem is in the combat itself like @Vortech mentioned, especially in the ranged play. It is the use of mouse where you need to constantly jump between moving and shooting which makes e.g. kiting clunky and unpleasent. It does not need to be this way, it can be better.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Fractured Noob Feedback List 4/12/20

      @Polaris said in Fractured Noob Feedback List 4/12/20:

      The Tutorial
      • In general, a tutorial teaches a player how to play the game: what the controls are, what icons mean and where to find things. The current tutorial works about 50% of the time.
      • First, players need to understand that they really need to complete the tutorial in order to progress and learn. This is not apparent when you spawn, so needs to be highlighted. In addition, it should be emphasized that multi-part quests should be completed in order or you’ll have to go back and redo to get credit for doing them.
      • Second, the green markings on the map are not useful if you don’t know what they are for (I originally thought they marked the town). Explaining that the green markers show tutorial quest locations or adding tooltips to them would be very helpful.
      • Third, while I appreciate that having to figure things out on your own produces a certain kind of satisfaction, I mostly feel like I shouldn’t have to do that in a tutorial. So, how to equip a weapon, how to ensure your class can use the equipped weapon, how to obtain a spell/skill, how to learn and use a spell or skill you obtained, how to memorize a preset – these are all things that should be explained early on so players can intuit deeper things later.
      • Players need to know that there are no levels but there are Knowledge Points that are spent to learn skills. I saw a lot of players asking about that today. There is more but it is a lot more granular. Overall, the tutorial needs more time spent on teaching players how Fractured does things.

      You have a good points here and especially related to the tutorial. I personally did not notice at first those tutorial tasks and I was running around trying to figure out what I should actually do. I was also confused of those green stars on the map and it took me a while to figure out what they actually stand for. Now because I could craft almost everything from the beginning so I also did even those were meant to be crafted later. It was annoying to gather resources and craft items second time to get forward with the tutorial, especially because it was hard to find flint stones at least when compared to other resources. Furthermore, all the houses looked kind of same and I was running a good time around finding the hide process station for example.

      I had also issues to memorize the abilities because it took me some time to figure out I need to push mouse right button to select those. I guess left button would be more obvious choise or a specific button on the screen. Then one task was learn the bash ability and because we are talking about tutorial maybe that should go hand in hand with the bear killing task. Okay I was able to check the ability progression from knowledge section because I know beforehand where to find this information. This just made me wonder what about totally new players, was it easy to unlock this bash ability?

      Overall the experience from the tutorial was not that good tbh but I see how it can be improved in the future. It did not help that after a minute gameplay I was stuck between a fence and crafting station. However, the tutorial can be improved and it is a good thing to have. It could be more informative and let player to do only the steps in tutorial and nothing else.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: First Play Reactions (a note to the devs)

      I have to say that zoning areas with miles of walls bothered me as well and I think there should be much more freedom to explore and move around.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
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