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    Posts made by Clinion

    • Are Melee Fighters Viable...?

      I know the game is still in Al... Beta stage and there are bugs everywhere but I still think some balancing needs to be done. I have been trying melee fighter builds for a couple of tests(Str/Dex/Per, Str/Dex/Con builds) and I feel like the "Gladiator" background, or melee fighters, are not viable in the current state of the game. Here is a quick list why this is the case:

      • The damage output of fighters(not the tanks) are not even comparable with with archers, mages and rogue classes.
      • They do not have a range advantage like archer and mages.
      • They are too item dependent(metal weapons are a must).
      • It is impossible to do any solo PvE content unlike mages and archers.
      • Most of the mobs have much higher physical resistances compared to their elemental ones.
      • Most of the mobs hit hard whereas archers and mages can kite infinitely without taking any damage.
      • In the current test, most of the mobs(interestingly) apply poison and this is a bit cumbersome to deal with especially in the early game.

      These are some of my thoughts on the melee fighter class and I believe they need some love so that they can be viable again.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: On the matter of economy (durability, masteries, gear drops, imbuing)

      I agree on most of the points and disagree with the PvP ruleset.

      • Good players should also be subject to item drops. Otherwise, Good players in Syndesia will be identical to the Good players in Arboreous. We know that Syndesia will be mix of PvE and PvP, so any player accepting to play in this world should expect both. That means, someone wants to do a lot of PvE content(farming, gathering, building etc.), he should also expect some sort of PvP and action and its consequences.

      I also would like to see some changes with the durability system. The main issue I observe is that, lets assume we even have full loot drop system, players obtaining the loot from kills are in an awkward situation because they cannot sell these items in the marketplace. They either have to use them or constantly type in the global chat to sell in via personal trade. With the current systems, I cannot see a possible solution to this problem. Either we need a repair option with gold and materials(which Devs stated they do not want), or provide some other mechanics such that looted items can be utilized in the marketplace economy.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • 'Recipes are meaningless...

      The newly added "recipe system" is not a meaningful progression system. Once you read a recipe, you unlock the corresponding item for crafting and that's it. In my opinion, this system only makes it harder for new players to progress through the game and trying to collect recipes is a tedious task. Furthermore, even though they seem to be extremely valuable at early stages of the game, they are going to worth less than a stick in the future once the market stagnates.

      I propose 2 possible solutions to the recipe issue:

      1. Remove the recipes completely and allow players to craft with materials only. This will also help with new player acquisition.
      2. Make recipes limited use only. What that means is that, for example, you read a greatsword recipe and now you are allowed to craft 20 greatswords. After that, you again need to read the same recipe to continue crafting. This will actually create a demand for the recipes in the future.

      I also would like to hear your thoughts on the current recipe system.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Mob Aggro Distance

      @GamerSeuss Actually, Wargs are ok in the sense that they do not immediately aggro me when I see them. Most problematic ones are wisps, earth elementals, sproutlings and bandits(some).

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Mob Aggro Distance

      If it depends on the stealth, then the situation might be more dire than I imagined, because I have 22 DEX on my character 🙂

      posted in Discussions & Feedback
      Clinion
      Clinion
    • Mob Aggro Distance

      I am not sure whether they made any changes on mob aggro distance or not, but in this test, I observe that the mobs aggro distance is nearly equivalent to the distance between my character and the edge of my screen. What that means is that, when I see a mob, it is already too late because it is already running towards me. I think they should reduce the aggro distance because right now, there is no critical thinking option, you either fight or run.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • Family System and Account-Based Alignments

      The alignment system and its possible consequences/exploits are constantly being discussed both in the forums and on Discord. It is still an issue to be tested multiple times in order to obtain a balanced system. I have suggestion that might ease some of the problems: Family System.

      Just like in Black Desert Online(BDO), the characters you create are bound to a "Family" (The family system only applies to human characters, so there might be different applications for beastmen and demon alts). In the current version of the game, your characters share the same guild, but players cannot know who that character belongs to. Furthermore, if that character is not in a guild, there is no way to tell anything about that new character. With the family system, players will know whose alt that character is and they can decide their attitude towards that player directly. One more important thing about this family system is that, now, players' alignment status are Family based. So, an evil player cannot create a good character and reap the benefits of the good alignment and continue his assault on other players with those benefits.

      I think this system would reduce the potential exploits and imbalances that comes with creating alt characters and the current alignment system by allowing players to directly see who they are dealing with. I also would love to hear your opinions about the family system 🙂

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: An opportunity to phase out equipment in pvp with the new loot rules

      I think Albion Online did a good job regarding the money and equipment sinks. When you die in AO, you lose all your inventory and the gear you are wearing. Furthermore, some items become "Trash" which are unusable. DS should make necessary tests to see whether their current system provides good enough money/equipment sinks and if it is not good enough, they can consider what AO does.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Additional penalties on death for bounty hunters

      I both agree and and disagree on bounty hunter's(BH) current situation. I agree that they are players who are ready to fight and not completely "innocent". Furthermore, if every single Good alignment player can become BH, it would be a bit too much and unbalanced. However, I disagree that the BHs should be considered as "Red" players when it comes to PvP drops while fighting against Red players. This is kind of contradictory to the basic principle of the BH system and also has the potential to incentivize Evil players as they now have the chance to kill a "Good" player and obtain all of their loot.

      I have a different suggestion about the BH system that might solve the issues you stated. There should be conditions for someone to become a BH, for example:

      • The player should have "Good" alignment for a certain amount of time before applying to become a BH.
      • The player cannot change its alignment for a certain amount of time after becoming a BH.

      Those changes would make BH system a prestigious role that only who are committed would utilize.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: City Suggestion Megathread?

      As many people discussed in some other threads, the testing plan was not optimal and usually unnecessarily long with limited amount of content. Also the available content was not appealing to everybody, so people got bored very quickly and the world became empty in a very short time. Some people suggested shorter test intervals which provides all previous content directly to tester and leaves only the newly added parts for tester to test. This is a possible and a good solution in my opinion. However, some people like me might want long test periods as we like to play the game for a longer period of time while testing all possible aspects. The main demotivator here is the lack of "continuous" content.

      Long story short, I have a proposal for future tests that might attract different types of players while providing relatively more "continuous" content.

      This new magical idea is not my own but from a game called Ashes of Creation(AoC). The system in that game is called "caravan system" and I think, if implemented with slight variations, it would be a very nice addition to Fractured. Here is how it goes:

      • Citizens within cities which have researched a trading tech has the option to create a "city caravan".
      • City caravan is a bigger version of the normal wagon and has the ability to carry both heavy and normal materials in large amounts.
      • City caravan should be either directly rentable by gold or a craftable tool like wagon.
        (So far this is a system for trading, crafting and maybe mob grinding oriented(PvE) players; but here comes the twist)
      • The city caravan can only be driven by Neutral players.
      • The caravan also has a health pool(like a horse) and when destroyed, all the items inside will be lootable by everyone.

      I believe this system will attract both PvE and PvP oriented players while providing a continuous content. I also would like to hear your opinions 🙂

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: City Suggestion Megathread?

      A rather crazy idea, but it would be fun to at least try it: How about allowing the cities to place outposts/camps outside the city zones but inside the zone of influence of the city? Some remarks and possible features of this system are as follows:

      • There should a limited number of buildings placed outside the city zone.
      • Buildings should not be placed inside POIs.
      • Types of building to be placed will be determined by the tech tree of the city.
      • These buildings can be protected by players/NPC guards and neighboring cities are allowed to capture those outposts/camps.
      posted in Discussions & Feedback
      Clinion
      Clinion
    • What I "DO NOT" want to see in this game

      Recently, I have been watching alpha tests and introduction trailers of Albion Online. They have so much in common with Fractured in those early stages. However, Albion changed drastically over time and I did not quite like those changes. Here are a couple of things I do not want to see in Fractured(or change in Fractured)

      • Albion has no players cities, only cities with rich people buying all the spots. I do not want to see that happen in Fractured.
      • Gathering is very unpopular in Albion as far as I see. Game forces you to hardcore PvP and rewards those who does. Consequently people do not prefer gathering. Instead, they do newly introduced dungeons and hellgates to obtain money and gear.
      • Related to previous matter, in a sandbox game, I would love to see gathering&crafting be the backbone of everything and they should be the primary focus.
      • Being a sandbox game should not indicate complete freedom. Currently in Albion, they are trying to reduce the power of huge alliances and guilds by applying certain debuffs and so on. Instead, there should be limits for number of players in a guild/alliance for proper control.

      Those are my ideas and I would love to see what the community thinks about them.

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Suggestion: Currency names

      Well, I just got a funny idea. How about having 3 different currencies for 3 different races(for each planet) and we can convert these currencies from one to the other with their current value similar to the real world economy?

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: May 2020 Open Playtest

      @Prometheus As we are going to test PvP, I am just wondering, are we going to get new crafting recipes for weapons&armors?

      posted in News & Announcements
      Clinion
      Clinion
    • RE: May 2020 Open Playtest

      Great news 🙂 Only downside is that it will only last 3 days(5 days for backers). I wish it was longer 😬

      posted in News & Announcements
      Clinion
      Clinion
    • RE: Spread The Word & Win A Key!

      Fractured3.png
      I shared some information about the progression system and the general genre of the game in this FB group. It's kinda crowded place full of gamers. I hope to attract some of them 🙂

      posted in News & Announcements
      Clinion
      Clinion
    • RE: PvE Planet with PvP

      @humerus For the pillaging/stealing part, the devs said it will be hard but not impossible for evil alinged players to enter the beastmen planet. I thought why evil players would want to enter and 3 possible reasons came to my mind:

      1. They want the resourceses lacking in their own planet
      2. They want to increase their knowledge
      3. They want to kill some "good guys" (for roleplaying purposes)
      posted in Discussions & Feedback
      Clinion
      Clinion
    • PvE Planet with PvP

      As far as I know, Arboreus is a full PvE planet with only limited oppurtunities for controlled PvP. So there will not be random PKing or sieges whatsoever. Furthermore, it is said by the devs that evil aligned players will be heavily punished once they enter the Beastman planet and the planet itself will try to repel them. Is it possible to:

      • Beastmen to attack the evil player?
      • Evil players to raid towns or kill players with limited oppurtunities?
      • Without killing, plundering/stealing/theft?

      Would you like to see these kind of actions in the Beastman planet and what are your thoughts?

      posted in Discussions & Feedback
      Clinion
      Clinion
    • RE: Spread The Word & Win A Key!

      @Specter Whoops, sorry about that, correct link should be this one : https://ibb.co/ckNwdC4

      posted in News & Announcements
      Clinion
      Clinion
    • RE: Spread The Word & Win A Key!

      This is from another Discord channel I'm in which has nearly 100 gamers 🙂 I asked them to check the Fractured MMO website.

      https://ibb.co/FnTqPf0

      posted in News & Announcements
      Clinion
      Clinion
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