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    Posts made by Clinion

    • Leash problem using Totems

      Hi,

      It is come to my observation that mobs are not moving correctly while I am fighting with any of my totems. They either completely ignore the totem or they just simply losose the leash and go back to their original position to heal back fully. It is especially annoying when I try to kill jotuns or other high health mobs as fight takes ages. I hope this issue get solved quickly and if anyone else have similar issues, you can post them below

      posted in Bug Reports
      Clinion
      Clinion
    • RE: Some ideas about crafting.

      @spoletta said in Some ideas about crafting.:

      1. Each player has 100 crafting points.

      I fully agree that we need some sort of a system to allow new players/non-guild crafters to exist in the game. Unless we have any such constraint, it becomes just a few characters to do all the crafting in the game.

      Bu I also agree that we need more tiers/depth in terms of crafting. Maybe as the game progress, we will see more tiers of equipment and also we may have city tech based crafting bonuses to armor/weapon stats to encourage crafters visit other towns

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Argument for meaningful choice in crafting with time gates for a diverse economy.

      I dont think restricting players is a good idea. I see 2 possible ways to solve this problem:

      1- Make recipes consumable and increase their drop rate significantly. This would make sure that recipes do not flood the market after 1 month and become worthless/meaningless.

      2- Remove recipes completely. I think this is the easiest solution but then, we might need new progression systems to keep crafters interested.

      I do not like the current crafting system where one needs to craft primitive items to level up that tree so that T2 weapons can be crafted with higher quality. I believe Albion has a good crafting system where all crafted items are relevant and contributes to the economy. You can sell your crafted items in the market, you craft and study the items for improved crafting experience or you can salvage those items to obtain some ofthe materials. I think this system would be nice to see in Fractured but devs seem to not go for salvage/study paths mentioned before.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Ability Attributes and "Mana"

      I remember devs mentioning that they do not want ZergvsZerg PvP but rather more small to medium size PvP. Thus, they implemented the friendly fire system and the "tank" archetype which can focus on survivability and CC should have some place even in Syndesia

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Additional Zoom-Out when riding horse

      I also agree with the zoom-out because I feel that when riding a horse, once you see a mob, it is too late to react since it has already aggroed you. Aggro distance and shown camera distance need to be adjusted such that not every mob in my camera(almost) aggroes me

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Use item trashing in PvP instead of decay to power economy

      I think another problem is selling used items in the marketplace. I can imagine scenarios where (especially new players) complainig that they buy items with very low durability from the market since we can put those items there. We never see how durability plays within trading aspect due to limited time and player numbers. But I believe this should be addressed

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Let's talk about recipes

      I think one way to solve this issue is to introduce more levels of items (which a bit contradicts with their horizontal view, but one can never achieve full horizontal progression anyways). Just like t2 armors, we need t2 weapons and after introducing them, we can remove the recipe requirement from current t1 weapons (2h axe, sword, etc.) For the general problem with recipes(problem 2), we might use a system where one improves their crafting profiency by comsuming recipes. Those are my two cents.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: We're back, Baby!!!

      Welcome back brothers and sisters!

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: So what build is everyone going for when the servers come back online?

      I need some sort of life stealing warrior build or a paladin build 🙂

      posted in Character Builds
      Clinion
      Clinion
    • RE: 5+ hours to respawn a resource node?!

      I understand the point and I can agree that for a solo player who wants to do some gathering/crafting by himself, it can be very frustrating. Because my observations is that, if there are 3-4 active players around a mining node, it can be impossible to gather anything from those mines as they will be already collected. This needs to be tested in detail but to test this, we need more players(i.e. high density in small areas)

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Fractured Online - Early Access

      I must say there are some problems with the early-access video. Bugs, FPS drops, confusing gameplay clips and also some wrong/missleading info here and there.

      Now the question is, if we are going for an early access, are going to have a wipe?

      posted in News & Announcements
      Clinion
      Clinion
    • RE: Website Relaunch!

      I cant find the wiki button in the webpage, is it hidden somewhere?

      posted in News & Announcements
      Clinion
      Clinion
    • RE: Gathered Feedback: Weapon selection feedback

      I will list the weapons I see least and most during my play time. My observations may not reflect the reality, and if so, please do not hesitate to correct me.

      Most used:

      • Great Axe
      • Great Sword
      • Rapier
      • Scimitar
      • Dagger
      • Mage Staves
      • Short Bow

      Least used:

      • Clubs
      • 1h Axe
      • 1h Sword
      • Quarterstaff
      • Longbow
      • Polearms

      It would be nice if we get a balancing patch so that each weapon can fit into(or excel at) specific situations/encounters.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Gathered Feedback: Restrict buyers to only lowest cost items

      I understand the first point and I agree with that. Missclicking can occur especially for new players. On that regards, it makes sense that one can only purchase the lowest price. For the second point, even though it helps with the RMT through marketing, as long as players can trade between one and another, it would very difficult to solve the RMT issue.

      @Loggy3313 said in Gathered Feedback: Restrict buyers to only lowest cost items:

      IE: rogue stone, l have 4 , l put on at 15k and the rest below 12k , the market will then lower it further, and I then buy them out and sell at 15... happens in every mmo

      I also agree with this statement. But the thing is, by nature, human tend to find exploits in every system and use them. Whatever option devs implement, there will be players who are going to manipulate the market.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • QoL for Processing Stuff

      This issue was discussed some time ago but I wanted to bring it back to the surface. I think it would be nice to have some QoL improvements on processing related tasks before the "major crafting expansion". The improvements I can think of are:

      • Ability to load/unload carts more easily
      • Ability to load smelters/tanning tubs more easily
      • Ability to carry multiple blocks(stone blocks/wood logs) at once(this was shown in one of the kickstarter videos I believe)

      If uou can also share your ideas, that would be wonderful and maybe Devs also see them.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Legends need to change

      I believe PvE aspect of the game right now is very hard in early game for new players and extremely easy for knowledgeable players in late game. In Syndesia, it is possible to increase the challenge of legend encounters by introducing PvP elements to it, however, as Arboreus does not have any PvP, the legends(and other creatures as well) should be significantly more difficult so the content does not run out in a week. But I am curious to see what the Devs have envisioned for this.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Legends need to change

      I like the idea and I agree, legends should be more accessible. I do not agree with fully removing the cost, but they should be much more cheaper. Also, to compensate for the number of legend summons, we can simply increase number of required reagents in enchanting for legend drops.

      @LordSkykal said in Legends need to change:

      I dont think announcing legends at the start would be a good idea, because it will end that nobody will do them when they need to expect to be ganked (which will happen under guarantee with over 10 minutes time for the summon + killing attempt)

      I think we can also look from a different possible scenario where gankers/PvPers summon the legend intentionally to draw players to the legend area for easy kill. So it is a mind game and not an easy kill scenario for gankers.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Discussion Thread about the June 7 Patch

      I think new QoL changes were necessary and they are steps in the right direction. However, when I read the change regarding the new corpse looting, I imagined that all the loot will be combined in a single window where we can collect all the loot at once. As you can see in the picture below, right now it opens multiple windows which do not seem very nice. I hope it will possible to combine multiple windows into a single window in the future.

      MultipleLoots.JPG

      posted in Discussions & Feedback
      Clinion
      Clinion
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