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    Posts made by Fi

    • RE: Getting Started Soon

      Welcome, @Ransel.

      My question is: Is the only way to play this game through steam, or is there a third party launcher?

      Fractured Online has a standalone launcher, which is available on its official website just before this forum and can also be played through Steam. If you already have an account here and you bought the game on Steam, you can choose the option that mentions linking your existing account if opened for the first time on Steam.

      Also, take a look at this guide before getting started: https://fractured.wiki.gg/wiki/Basics_Guide

      Thanks again, and see you all soon!

      Good luck, and happy hunting.

      posted in Welcome to Fractured
      Fi
      Fi
    • RE: Question was answered.

      Jacopo has clarified several times, even replied to you in the official Discord server (if you're "Zulu" there), that there would be no more planned wipes, @Xulu.

      From Jacopo:

      • https://discord.com/channels/331441131365728256/331446122864312320/1101120096434401290
      • https://discord.com/channels/331441131365728256/331441131365728256/1101123256745992232
      • https://discord.com/channels/331441131365728256/331446122864312320/1149755190619144201
      • https://fracturedmmo.com/steam-relaunch-day-revealed/
      • https://discord.com/channels/331441131365728256/331441131365728256/1182687494878269440
      • https://discord.com/channels/331441131365728256/331441131365728256/1183046339437793280 (The response he gave you—if you're "Zulu".)
        • https://discord.com/channels/331441131365728256/331441131365728256/1183046471705165854

      From the GMs:

      Furst Axolotl

      • https://discord.com/channels/331441131365728256/331441131365728256/1170275432436867124
      • https://discord.com/channels/331441131365728256/331447306224271362/1173385426879402026
      • https://discord.com/channels/331441131365728256/331441131365728256/1173387320687333476
      • https://discord.com/channels/331441131365728256/331441131365728256/1174764565809082459
      • https://discord.com/channels/331441131365728256/331448018697977857/1175064851937251359>
        • Translation: "The game was wiped about two weeks ago. No more wipes planned."
      • https://discord.com/channels/331441131365728256/331448018697977857/1175068013750403154
        • Translation: "It may happen that there is a wipe when the worst case happened, but this is not planned and we hope it never happens."
      • https://discord.com/channels/331441131365728256/331441131365728256/1175567097057783869
      • https://discord.com/channels/331441131365728256/331447702955229186/1175899655595372625
        • Translation: "No wipe is planned. Unfortunately, we cannot provide any more information at the moment."
      • https://discord.com/channels/331441131365728256/331441131365728256/1176109435584778282
      • https://discord.com/channels/331441131365728256/331441131365728256/1178355136142258316

      Spoletta

      • https://discord.com/channels/331441131365728256/331448062440505345/1168588616382033961
        • Translation: "No more wipes. Unless catastrophes happen."
      • https://discord.com/channels/331441131365728256/331441131365728256/1169890287829651486
      • https://discord.com/channels/331441131365728256/331441131365728256/1172595666279731211
      • https://discord.com/channels/331441131365728256/331447306224271362/1173649007126511686
      • https://discord.com/channels/331441131365728256/331441131365728256/1174723558308577420
      • https://discord.com/channels/331441131365728256/331441131365728256/1175769054150131735
      • https://discord.com/channels/331441131365728256/331441131365728256/1175831217061507093

      Anyone "hyping" up a wipe is either joking, trolling, or spreading misinformation.

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

      @Foreskin said in Proposals for Incarcerated Evil Players and City Jails:

      10000 gold isn't that much. Especially considering none of the end game content is here yet; Demonworld/Asteroids. I expect the gold rate to go up over time (gold creep).

      Yeah, I suppose you're right—probably a hasty suggestion on my part—since to be able to PvP, they should have done the "minimum" of PvE first to get the talents they needed and the necessary gold to outfit and recuperate themselves if they don't make their own equipment.

      As a "good" player, paying a bail of that sum is no issue for me since I'm able to reliably sustain myself off PvE, but I assumed that wasn't the case for "evil" players since I don't have any experience being one. They could also have alts that are "good" or "neutral".

      Also, the part about the rest of the content being in is also true and important to consider since more content means more means of possible income.

      I also expect reds to not be jailable on demon world.

      Oh no, they won't be.

      Tartaros is supposed to be an anarchic planet if the design journals about that planet are still true—only if those Demons come to Syndesia, they can be jailed unless that mechanic where they can't stay on other planets too long while evil is still planned.

      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: 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
    • Dedicated Slot for Consumables

      With many new consumables coming soon and these supposed plans to do something to players' inventories while in combat, I believe there should be a dedicated slot—known as a quickslot—just for consumables such as potions and teas.

      Edited Screenshots.png

      On the far right, I edited in an example of a quickslot with the draw arrow on top of it (this slot could be further isolated from the hotbar to show that it is not meant for abilities).

      Clicking this arrow could open a list of eligible consumables that are in the player's inventory for selection into the quickslot. Similar to the main hotbar, switching consumables should put the consumable on a ten second cooldown.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Engame Changer - Objectives Preview

      If they do make a dedicated button for consumables, I really hope they make it a 9th slot on the hotbar, @Miraluna. I hate how I have to avoid pressing that number on my mouse; it feels weird ignoring it.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Engame Changer - Objectives Preview

      Not sure which place is best for this discussion, so I'll repost what I sent in the discussion thread here as well, @Prometheus.

      • Currently: everyone needs CON, which in itself is bad. Beyond that, a mage only strictly needs INT, while non-mage builds require multiple attributes.

      I think CON being important is normal—has always been normal in all games since increasing a character's life force has always been important unless they have viable ways to evade or defend themselves from attacks with a low health pool.

      What could be an issue is how much health CON gives per point as in it provides too little health with a big investment. This issue also coincides with other builds requiring Attribute Points to be spread too thinly across many other attributes achieve "success". However, if CON has to go at some point, I wouldn't be opposed to it being merged into STR.

      Another issue... at least to me... are martial abilities requiring mana to be used which means they need INT and/or WIS. They need their own resource that scales with DEX and STR called "stamina"—a resource I went in-depth about here.

      This would help them not need to rely on magical attributes, unless they plan to use spells or want willpower, and focus more on the core attributes that their build truly needs.

      • Currently: the consumable and mount systems are uninteresting and incomplete - they feel like placeholders.

      Mounts do feel very uninteresting. As they are now, they are simply cosmetic "stat blocks" that give your character an additional set of legs until dismounted.

      There is no way to interact with mounts, and they can't be killed. I'm not opposed to mounts having an age if it's reasonable (as in they don't die fast or have severe stat penalties).

      Also, pack mules and animal husbandry please. 👀

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Patch Log - b.1.0h - Revert & Rebalance

      That's what I was proposing as well—abilities being split across Arboreus, Syndesia, and Tartaros, @Roccandil.

      It seems like Jacopo showed interest in splitting a majority of abilities between PvE and PvP though kind of like how Guild Wars 1 and 2 does it. For example, "Word of Power: Kill" is already split between PvE and PvP.

      posted in Minor Releases
      Fi
      Fi
    • RE: New Resource for Martial Abilities: Stamina

      The reason behind why I picked Dexterity to be the primary governing attribute for stamina is because of the consistency among games before Fractured that have linked stamina to that attribute, @Xulu.

      Only a dexterous person would have the agility and stamina to perform the tasks they're capable of doing such as regular cardio being able to improve someone's endurance—their ability to continue walking or jogging long distances or run very fast without tiring so soon if they need to do so.

      Even without Dexterity, martial builds would still be able to increase their maximum stamina through STR being its secondary governing attribute.

      How "quick" and evasive you are is nothing if you can't hold out long enough (CON).

      You can still invest in CON either way; it's a very important attribute that compliments a great many builds without oppressing them the way INT and WIS (to an extent) does.

      posted in Discussions & Feedback
      Fi
      Fi
    • New Resource for Martial Abilities: Stamina

      Right now, martial builds rely too much on INT—WIS to an extent as well—to ensure success because they have to make certain they have enough maximum mana and mana regeneration to use their martial abilities alongside having enough CON to stay alive (which includes fortitude), enough STR/DEX/PER to deal sufficient damage with the appropriate abilities and weapons, enough DEX for attack speed or evasion or lockpicking, enough PER to increase their critical chance and detection, enough WIS for additional maximum mana or willpower, and so on.

      Depending on a player's build, many of these attributes can become "dump stats" except INT, and the only attribute that should be reconsidered being a "dump stat" is CON as that attribute is what determines how much a character can endure before they fall—especially in PvP. While I love in-depth options, options, and more options, mana management shouldn't be an issue for martial abilities because they're not magical. You simply swing a melee weapon in a specific fashion that requires only the physical prowess of its wielder, or you fire an arrow in such a way that requires critical thinking and eye-hand coordination from the (cross)bow's wielder.

      These abilities should be governed by a resource known as "Stamina" instead of a mystical resource normally used by the manipulators of the elements.

      Edited Screenshots.jpg

      Above, I made a rough edit to the resource bars to show how an additional bar for stamina could look.

      Stamina could be governed by both Dexterity (DEX) and Strength (STR). Dexterity could add 100 points of maximum stamina while Strength could add 50 points of maximum stamina. Stamina regeneration could be completely independent from those attributes in a way that it could regenerate faster on its own and much faster out of combat as fixed values—possibly altered by abilities (such as buffs), talents, equipment, and enchantments/imbuements.

      If stamina regeneration must be tied to an attribute, the same philosophy could be used for Intelligence and Wisdom as in Strength could affect stamina regeneration like the former does for mana regeneration.

      Martial abilities having their own resource would help all builds, that focus more so on melee and ranged (physical) than magic, be able to better consolidate their builds by eliminating their need to spread their Attribute Points so thinly across many they normally wouldn't normally need unless they're trying to become hybrids. If they do wish to become hybrids, they would have better control over doing so as all martial and magical abilities would have their own respective resources.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Restrict Warfare/Leadership

      I can get behind Warfare being restricted to the "heavy" weight class, but I think Leadership could be restricted to both "medium" and "heavy".

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Early Access #2 Bug Discoveries

      Issues I've discovered as of b.1.0f:

      General

      • When traveling upon main roads, movement animations stutter between walking and running when the character's movement speed is higher than the threshold for the forced walking animation. (Noticed this with Frenzy activated while wearing one piece of equipment to reduce armor encumbrance.)
        • Using an ability that temporarily boosts movement speed, like "Charge", seems to temporarily fix it until its duration ends.

      Abilities

      • More than just sustained abilities have an odd habit of randomly reactivating on their own even while mounted. (This seems to be related to the first report under "Abilities" for b.1.0a.)
        • The third activation of Battle Jump happened because I pressed "2" to input "20" for a price. That small typing box meant numbers strangely does not lock/have higher priority than the hotbar.

      Crafting

      • If a player moves an item between a container and their character's inventory at the same moment a pending item finishes being crafted, the crafted item will be erased.
        • Example #1.
        • Example #2.
        • Example #3.

      (I will be consistently updating this as I discover new bugs and watch for patch notes.)

      posted in Bug Reports
      Fi
      Fi
    • Expansion of Quick/Smart Cast via Settings

      As of right now, all abilities are set to "Quick/Smart Cast" by default without any range indicators—point your cursor somewhere, press the ability on your hotbar, and it activates right away in the targeted direction (for most of them)... assuming "Invalid Target" and "Target not in sight" don't get in the way.

      It would be helpful to have different settings that alter how we can cast abilities:

      • Normal Cast. (I.e., prime an ability by pressing its hotkey then click a entity/location to initiate it.)
      • Quick/Smart Cast on release. (I.e., same thing as the default except the ability will not activate until its hotkey has been released.)

      Knowing the ranges of our abilities via visual indicators would also be really helpful. This could be done several ways:

      • Hovering an ability on the hotbars could show how far away it can reach/be cast as a visual radius around the character.
      • Normal Cast could show ranges by default once the ability has been primed from having its hotkey pressed.
      • Quick Cast w/ Indicator. (I.e., if an ability's hotkey is held down, it could show the range of that ability that moves with the cursor—if applicable.)

      Lastly, holding ALT should make it possible to Self-Cast applicable abilities regardless of where the cursor is located, and pressing RMB could cancel primed abilities for "Normal Cast" and "Quick Cast on release".

      Example of range indicators.
      Example of Normal Cast with range indicators.

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

      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.

      alt text
      alt text
      alt text
      link text

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

      posted in Discussions & Feedback
      Fi
      Fi
    • Names of NPCs Upon Mouseover

      I think it is fair to allow players to know the name of a creature they're contemplating fighting by briefly showing their names upon mouseover—similarly to what's been done for the worlds' resources.

      If the logic is that "discovery is an integral part of the experience" then resources should have their names removed from being shown upon mouseover until they've been chronicled in the Book of Knowledge and the same could be done for NPCs.

      alt text

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

      posted in Discussions & Feedback
      Fi
      Fi
    • Five Subraces for the Syndesian Humans

      About six months ago, we had a poll regarding the fate of the Iridra (keep, move to Syndesia, or remove) as well as how we felt about that race since it was not part of the original design and was a byproduct of Gamigo for "inclusivity", and based on it results, the Iridra stayed a native of Arboreus as a Wildfolk race without any changes being made to them. While I'm okay with them existing, I'm not really okay with the fact that they're simply an additional race for Wildfolk by default.

      The suggestion I sent in for the poll was to let that subrace be one the Humans could earn from Goddess Iridia Nelena (I got their names confused at that time because of the race's name) that would give the player an option to transform into an Iridra; similarly to what's being planned for the Abomination, Angel, and Lich transformations; to let them be able to benefit from the same racial changes, power, and resources as the Wildfolk and to expand the Human race a little to show that they have the capacity and desire for change. If desired, this journey, quest, extension of the upcoming Religion System—whichever form it could take—could permanently unlock the option for that account to create more of that subrace once completed.

      Humans are supposed to be a versatile race, and one way to show that is to let them change themselves (have different subraces) based on each deity:

      • Elysium (?)
      • Tyros
      • Galvanos
      • Babilis (?)

      I didn't count Iridia and Nelena because the former is the creator of the Humans while the latter already created a subrace of Humans by blessing a group of them.

      Each subrace of Human could have different attributes, different bonuses, different innate alignments (Galvanos would be the only neutral subrace/transformation alongside becoming a Lich), different architecture in the theme of their chosen deities, and unique powers—similar to how the Iridra has a unique primal power—that could be based on the idols of their subraces/transformations.

      Regarding the different innate alignments, these could be strict as in they can't deviate from them, or they could be "suggested" as in they can deviate from them but doing so would upset their deity by penalizing their Divine Favor towards them more than any other race would. If they choose to adhere to their deity's preferred alignment, they will gain Divine Favor from them faster than any other race would.

      8f04b2fd0de53ae0343536a186f72752.jpg
      1000.jpg

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

      posted in Discussions & Feedback
      Fi
      Fi
    • Move Dangerous/High CR NPCs Away From Main Roads

      This must have felt incredibly awful for the person hauling this wagon. There shouldn't be any dangerous creatures so close to the main roads like this.

      The low CR creatures like warthogs and perhaps a scant few mid CR creatures like bandits or goblins/grokotons, sure, but not many of something that can lock you in place without Resolve until you die.

      Considering the fact that we can't rotate our camera, can't place any markers on the world map, and not everyone has widescreen monitors, this can be hard to avoid without memorizing.

      UnityClient@Windows_yCUfut5Hle.png

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

      posted in Discussions & Feedback
      Fi
      Fi
    • Air/Wind Spells for "Aero"mancy

      Even though electricity is a byproduct of wind, I found it strange that the school of aeromancy doesn't have any wind spells.

      Wind spells could deal slashing damage, some could knock back, and a few could bleed. Another example would be a conjured wind wall deflecting or lessening the damage of projectiles and crippling those that pass through it.

      Lastly, there could also be a few that buff the caster—an example of one being a ward of wind with charges, which should not recharge like other charge-based abilities, that deflects a projectile per charge in a random direction then goes on cooldown when the charges are exhausted.

      I don't have any ally-based wind buffs in mind besides a tailwind spell that provides a movement speed buff when running behind the caster, but I don't know if that would overlap with Leadership's Charge ability despite it scaling with WIS.

      Whenever the Gale Wisps return/are fixed, they could have their ice spells replaced with wind spells, since "gale" does mean "a very strong wind" after all, and a new type of wisp—maybe named "Rime Wisp"—could be given their old spells.

      Just tossing some ideas out there since spells for the school's namesake would be cool to have.

      ("Aer" and "Aero" means "air", "flight", and was used to describe a part of the "atmosphere" in Greek.)

      alt text

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

      posted in Discussions & Feedback
      Fi
      Fi
    • System Messages' Noticeability

      Currently, system messages for maintenance announcements blend in too much with [General] messages despite not having their tag.

      They would be much more noticeable if they were also categorized by having [System] appended to their messages, like the announcements for legends, but with a gold, orange, or yellow color for their font. This could also help Game Masters stand out from regular players whenever they send messages much like the Game Admins.

      (Alternatively, system messages could show up at the top of our screens like the pop-ups for learning a NPC or resource for the first time does.)

      GjhXQIZ.png

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

      posted in Discussions & Feedback
      Fi
      Fi
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