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    Best posts made by Fi

    • [Discord] Forum Channels for the Appropriate Topics

      There are two channels in the official Discord channel for Fractured—#bug-reports and #player-feedback—that would be significantly more organized and easier to search through if they were made forum channels with categories/flairs/tags instead of text channels.

      As they are now, constant chatter (including irrelevant messages), lists, and paragraphs will push up every user's report/feedback out of sight where they won't be noticed, if they weren't noticed prior, without scrolling up to read each and every one. It does not feel good to see your input in these types of avenues get ignored then elevated out of sight.

      Forum channels would not only help to keep reports/feedback contained within their own groups (threads) for visibility but would also help others be able to add their own findings or thoughts into them with confidence that they would be seen—very much like how this and other web-based forums work; in addition, the categories/flairs/tags would give us the ability to filter them thus making searches easier and less time-consuming to do.

      Until those two channels transition into forum channels instead of remaining text channels, which are intended for casual conversations in the style of a text messenger, I will continue to submit my reports and feedback here and will advise others to do the same if they ask where to go to share their own.

      https://support.discord.com/hc/en-us/articles/6208479917079-Forum-Channels-FAQ

      Examples:
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      posted in Discussions & Feedback
      Fi
      Fi
    • RE: So, what happened to Myr?

      @Xulu What happened to Myr is explained here: https://fracturedmmo.com/relaunch-pretest-start-day-revealed/

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: New Cart Type Needed

      Additional mounts* following the character around that can have saddles and/or saddlebags attached to them is what I had in mind. The main issue with this one is that the player will have to protect their mounts (which I'm okay with doing), @Wargfoot

      posted in Discussions & Feedback
      Fi
      Fi
    • Pack Mules (Saddle[bag]s), Caravans, and Carriages

      Whenever mounts are expanded upon, I'd love to have a small pack of horses, camels, birds, any creature that can be saddled and ridden follow me around. Multiple could also be used to pull caravans and chariots.

      When saddled, they could have a small inventory added to them that could be filled with the same kind of items player characters can carry. Better saddles could increase their inventory capacity; alternatively, saddlebags could be crafted that need to be attached to the mounts' saddles to give them inventories.

      • Of course, these mounts should be susceptible to damage, could be buffed/healed, and could share the same alignment requirements as players for being killed and looted by other players.

      Two mounts could be attached and used to pull a caravan that could transport merchandise as well as function as a "mobile shop" that players can click on to browse if set to be accessible similarly to how mobile vending units (typically food/ice cream trucks) drive around, stop, and close/open up. If they open up their caravan for business, it should be rooted in place until they close it.

      The inventory comp for this vehicle could work in different ways:

      • Two storage compartments—one for light items and a smaller one for heavy items.
      • A weight system with heavier items—blocks, logs, ores, and so on—weighing the most.

      Two or four mounts could be attached and used to pull a carriage that primarily functions as transportation for other players—basically a player-driven taxi service. These could also come with one small storage compartment that can't hold any heavy items or could have a weight system, albeit a smaller one, as per the suggestion for the caravan.

      Lastly, if there is ever a need to transport captured players, we could have a prisoner carriage/wagon that would only need to be pulled by one horse.

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      (Copied from #player-suggestions for the developers' convenience.)

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Dedicated Slot for Consumables

      @Xandrathii said in Dedicated Slot for Consumables:

      wonder if just an assignable hotkey setting for food... sry

      Unlike the teas, and I assume the upcoming potions, food can be used from the inventory, @Xandrathii. However, I wouldn't be opposed to an additional quickslot just for food especially if the plan I saw about locking the inventory while in combat becomes an actuality.

      posted in Discussions & Feedback
      Fi
      Fi
    • IProposals for Incarcerated Evil Players and City Jails

      While I am in full support of this mechanic existing to punish evil players of Syndesia for the sake of giving its PvErs a break, I agree with them that it is a bit too harsh—sentenced to two days of being unable to use their characters, if they've achieved maximum negative karma, unless they or someone else pays a bail of 10,000g of which half goes to the bounty hunter (what others have been calling "sheriffs") that incarcerated them in addition to losing their equipment and inventories.

      This is what I had in mind to make their sentence a bit more bearable:

      • There could be a way to confiscate an evil player's equipment, inventory, or both whenever they are sent to jail by storing them in a chest next to the NPC seated outside the cells. When the evil player has served their time, they can retrieve their items from that chest. (This suggestion may be too generous.)
        • I was going to suggest that this could be done upon a bounty hunter's execution of the evil player but sending them to jail is no longer done through execution.
      • Their sentence could be reduced at all thresholds of negative karma to a maximum of one day at maximum negative karma with the price of bail halved. (May be unnecessary due to upcoming content meaning additional sources of gold as mentioned by Foreskin.)
        • Alternatively, instead of reducing the bail by half, more of it could go to the settlement they were incarcerated within instead of to the bounty hunter.
      • There could be labor for them to do for the benefit of the settlement they are incarcerated within that could reduce their sentence and cost of bail per task completed.
      • Other players could be able to lockpick the city jails' prison doors to free the incarcerated evil players.
        • This should penalize the lockpicker's karma per attempt and heavily upon success.
        • The difficulty of the locks could scale with the stage/rank of the settlement; alternatively, it could be set to a customized version of the "Legendary" difficulty.
          • Toggling aggression should be required to pick the cells' locks.
          • Professional Lockpicks should be the only lockpicks that can used on city jails' prison doors.
      posted in Discussions & Feedback
      Fi
      Fi
    • RE: MONSTER NAME

      @LordNrixx, I typed up something similar here for the monsters, but that's a good idea for the furniture and other interactable stuff that don't show a name upon mouseover.

      posted in Discussions & Feedback
      Fi
      Fi
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