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    Posts made by Fi

    • Founder's Forum Titles

      How does one change their title to reflect their founder tier?

      I don't know if they have been made available to us, but if they have been, I've checked my profile and only saw this one: alt text

      (Just now finding out that these are apparently "The Foundation" titles from the main website. Mine just hasn't updated to reflect my level there.)

      posted in Questions & Answers
      Fi
      Fi
    • RE: Relaunch Patch - Character Creation Open

      @Sharko2 Thanks, then I'll be doing that when the game's available on Steam.

      posted in News & Announcements
      Fi
      Fi
    • RE: Relaunch Patch - Character Creation Open

      @Prometheus said in Relaunch Patch - Character Creation Open:

      What do you mean? No, you won't, founder packs are always the same. You're going to miss the current sales though 🙂

      I already own a Champion Founder's Pack through this website and can upgrade to the final one from here if it'll still apply to Steam.

      What I'm asking is will I would be negatively impacted in some way if I buy the game on Steam again—base price—just to link my account and play through it after I've already created a character/reserved a name?

      • (This is assuming my benefits from here will still apply on Steam and there won't be Steam Keys for those who have already purchased Fractured.)

      Unless I'm wrong, it seems to be implied that something bad would happen if we don't follow your instructions and start the account linking process after already having a character created/a name reserved.

      posted in News & Announcements
      Fi
      Fi
    • RE: Relaunch Patch - Character Creation Open

      Regarding these instructions about linking before creating a character and/or reserving a name, if I buy the game again at its base price on Steam or at a later day then link my account, will I be adversely affected?

      posted in News & Announcements
      Fi
      Fi
    • RE: Steam Relaunch Day Revealed

      We’ve had to rebuild a large chunk of our backend, go self-published again, and improve the game in almost every aspect – all with half the team and barely any budget left (yes, we’ve all been working unpaid for months now).

      For a diminished team that got setback by an unfortunate circumstance I won't name, y'all did a very good job in my eyes with regard to improving the game while it was inaccessible to us up into this point in time

      I honestly thought you still had a comfortable budget left and an adequately sized team with the way the updates were looking, so I was fooled. Hopefully the re-release to Steam will get Dynamight Studios the funds they deserve.

      We are planning to release Demons as a race playable in the Human world during Early Access.

      Awesome~ November just got even better for me. ❊

      Sucks that Tartaros is still on hold, but I understand—better to get more important issues out of the way before working on a planet that may get infected with those issues. I'm just happy to finally be able to play as a Demon and not have to worry about being behind every other race due to a post-Early Access release.

      posted in News & Announcements
      Fi
      Fi
    • RE: Roadmap To Early Access

      @spoletta If I'm understanding the explanation correctly, a tertiary attribute that remains neutral and exists purely to be influenced by hostile effects but can't be directly influenced like it used to be via Charisma and Charisma-based talents like the other secondary attributes?

      That sounds like a good idea—maybe positive effects (consumables and certain buffs), equipment, and racial passives (I wonder what new passives Humans and Iridra would get instead of Luck) could still influence it as well, but I understand if that's still encroaching onto the "too much" territory.

      The other conclusion was "tertiary attribute" still called Luck that still can't be directly influenced by the players for themselves but revised into something else that doesn't do what it did as of the last test. Hopefully I guessed one of them right, lol.

      posted in News & Announcements
      Fi
      Fi
    • RE: Roadmap To Early Access

      Always excited to see some news about Fractured. ❊

      BYE CHARISMA, WELCOME WISDOM
      Charisma, that damn attribute almost no one cared about, is officially gone, replaced by Wisdom (WIS), which increases Max Mana, Willpower, and the effectives of the spells of the following schools:
      
      
      - Leadership
      - Illusionism
      - Abjuration
      - Restoration
      - Necromancy
      - Part of Witchcraft
      
      While the purpose of CHA was vague, WIS is definitely a support-oriented attribute.
      
      Please note that no attribute now influences Luck, which we are considering removing from the game.
      

      I actually liked Charisma since there were some neat supportive spells thematically under it along with it being tied to animals and bards, but I don't mind this change at all since Wisdom appears to be much more support-oriented at first glance and has a history of being a supportive attribute in other RPGs.

      As for Luck, it did seem rather haphazard (which is its nature) and unwieldy, so I'm not opposed to seeing it go.

      I know Musicianship isn't in yet and Animal Taming is a stretch goal, but will they be governed by Wisdom now as well? Information about them used to be in the old talent tree, but I don't see any information regarding them in this revised version.

      posted in News & Announcements
      Fi
      Fi
    • Bug Report for 6/22/2023's Test

      This one's a bit late, due to unforeseen issues with my PC making my notes inaccessible, and hopefully—probably surely at this point—most of the bugs I documented at that time were resolved.

      In case some or a few weren't, here's my list along with a few suggestions at the very end:

      Bugs Discovered

      • Terra's map lacks names for locations of interest like Aerhen once did.
      • Bandages have a leftover visual from when they used to directly heal. ("+0")
      • Enemies still get stuck after being rooted by a spell like Entangling Web or Sprouting Pulse until their target moves, until they use a buff, or until they're afflicted with a debuff that also affects movement.
      • Descriptions of all backgrounds are that of the Commander's in character creation.
      • Descriptions of all abilities are that of Fireball's in character creation.
      • Headdresses no longer list what attributes they increase with the new tooltips.
      • Elevation of some Grokoton Camps with platforms are too high or aren't low enough to allow the stairs to touch the ground for pathing.
      • Every tooltip for an ability that references CON (Constitution) has it misspelled as "COS".
      • Clicking on a dead enemy will sometimes not open up their inventory until approximately three seconds pass and occasionally only when the character is moved. (This may be intentional due to their death animations.)
      • Frenzy's description has a misspelled word before "attack and movement speed". ("you" which is supposed to be "your".)
      • Intimidate's description has two misspelled words. ("unleas" and "terrifing")
      • The health bar still shows upon invisible/stealthed enemies if they were damaged prior. (I don't know if this also happens to players.)
      • Several tooltips' descriptions have "MagicalProperties" and "PhysicalProperties" without a space between those two words.
      • Many enemies are spawning inside of terrain such as like trees and rocks.
      • Every Word of Power spell has the word before "a single purpose" misspelled. ("carring")
      • The arrow enchantment spells seem to only partition mana rather than consume mana per shot. (I'm unsure if this is because of my attack speed and mana regeneration.)
      • Actions that would normally toggle off toggleable abilities and put them on cooldown, such as mounting, do not consistently nor properly do so.
      • Actions that would normally toggle off toggleable abilities and put them on cooldown, such as mounting, that are currently on will sometimes cause them to stay toggled on but not continue their effects until they're toggled off then back on. (This was tested with Double Shot and Burning Arrows.)
      • If a character's mana depletes with a MRR (mana regeneration rate)-partitioning toggleable ability left on, that ability will glitch the character's MRR—strangely depending on where they move—until they relog. (Glitch as in it will bounce between their original MRR and the partitioned MRR when they move to certain locations or possibly where they activated the ability. This was tested with Globe of Spell Protection.)
      • Arboreans are able to change their alignment to neutral on Arboreus, which should not be possible unless they are on a different planet, but they cannot change back their alignment back to good unless they use a starter town's statue. (This bug was previously reported by many during the previous Early Access.)
      • Bandit Marauders animate using Blinding Dust at the incorrect range which results in nothing happening.
      • Bandit Marauders don't use Whirlwind. (I'm unsure if being surrounded by multiple enemies in melee range is a requirement for them to use it.)
      • The VFX for Blinding Dust does not appear when Bandit Thugs use it.
      • Ogre Druids and Witches animate their basic attacks but nothing happens when they do unless you get really close to them. (It sounds as if their basic attacks' projectiles are colliding with something before they can soar, but it seems like this only happens to them in certain locations.)
      • None of the enemies' basic attacks with an innate element are applying their elemental stacks despite their VFX.
      • Some humanoid (or just human) NPCs tend to slide instead of using their walking/jogging/running animations when combat is initiated with them. (This seems to occasionally occur after they use a channeled ability or when attacked during one of their new idle animations.)
      • VFX for abilities that activated will sometimes not appear around a NPC which makes knowing if they have it activated or not impossible until attacked. (I.e., Protection from Fire, Globe of Spell Protection.)
      • The effects of abilities like Verdant Regrowth do not persist when mounted yet the effects of bandages do. (Could be intentional, but it seems strange.)
      • VFX from abilities like Charge give away the position of invisible/stealth entities.
      • Mount cannot be summoned after it dies to either damage over time or too much damage. (Unequipping then reequipping sometimes fixing it, but it requires a relog to fix when it doesn't. This is a reoccuring bug from the previous test.)
      • Atrophy Wave's description has a misspelled word before "energy". ("psyonic" which is supposed to be "psionic".)
      • Some NPCs do not move nor react when approached and attacked. (This seems to only randomly happen with docile NPCs that normally flee when approached. Sometimes, they react like they plan to move when attacked, but attacking them somehow glitches them.)

      Suggestions

      • Ability to lock the hotbar to prevent accidentally dragging off abilities when kiting or simply moving about.
      • On-screen guidance (sparkling trails, pointers or highlighting for buttons that need to be clicked, and so on) for Tutorial Island's quests for those that have trouble reading or following instructions. I still see a lot of people asking questions for what was already explained on Tutorial Island and in the 'Journey' window.
      • An unstuck command that teleports a player to the nearest open space, or where they bound themselves, after a thirty seconds or a minute passes without acting nor moving once per day. If they act or move, it should have a cooldown of the same amount of time it takes for it to teleport them.
      • Relocate needs readjusting because it is too good of an escape ability, too good of a gap closer, and quite good at kiting with enough INT investment to manage the cooldown per charge which somewhat trivializes other mobilities such as Battle Jump and Lightning Dash. (The formula for the charges could be readjusted, the spell could trigger a global cooldown for every ability on the bar that is not Relocate, or the spell could increase its mana consumption per charge used in rapid succession.)
      • Pyromancy's damage and the 'Burning' status effect needs readjustment. (They seem to deal much more damage than they did last test, which is understandable since fire is typically the hard-hitting element compared to the other three/six, but it is currently overtuned.)
      posted in Bug Reports
      Fi
      Fi
    • RE: 'Legolas Quiver'

      @Tuoni Yeah, I think those are the reasons why they were removed as well.

      Personally, I love fletching. It's immersive and it provides more accessible variety when it comes to physical damage types and status effects such as making blunt arrows/bolts, piercing arrows/bolts, slashing arrows/bolts, arrows/bolts that can bleed, arrows/bolts that can poison which we already had that with the poison paste, et cetera.

      However, encumbrance and inventory space absolutely become an issue like you said whenever we have to fletch and carry ammunition in addition to the Archer becoming useless the moment they suddenly run out of said ammunition. What if there are no trees and small stones nearby? They are screwed and will have to rely on other means of dealing damage, and I suppose the solution for that would be to add a spell that allows Archers to use their mana to shoot Mana Arrows/Bolts that are weaker than physical arrows/bolts unless they spec into it (INT and INT-based talents).

      I would love to have it back, but I understand why it wouldn't make a return based on history that repeated itself across MMOs that once had ammunition.

      posted in Questions & Answers
      Fi
      Fi
    • RE: Regarding Crowd Control

      An update to the problem I explained in the main post:

      Upon closer inspection after a few more tests, it seems like the issue I explained above about the infinitely stacking status effects in an additive manner is a hopefully unintended bug that inconsistently happens whenever multiples of the same crowd controls from different sources are either rapidly applied at once or steadily applied before it can expire.

      What sparked my interest in this issue in the first place was when I left a Bandit Camp after a hotspot trek with the 'Crippled' status effect that lasted at least fourteen seconds when I noticed how long I was slowed on horseback.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding Crowd Control

      @OlivePit said in Regarding Crowd Control:

      There are ways to use your stats / skills / equipment to nullify and ignore CC. Just because you choose to not use them does not mean they do not exist and that CC needs to be removed or changed.
      Do as they do and figure it out, or work together with a group, it is totally doable.

      While I appreciate the... explanation, I'm very confused as to why you're making this out to be a skill issue with all of these assumptions about how I play and these explanations when the main point of this topic is about the way crowd control stacks.

      I am very well aware of how skill checks work, and I am also aware that there are abilities within our repertoire that can be used against crowd control; however, that is not what my topic is about. This is not a complaint about how awful crowd control is to deal with. This is a complaint about how status effects seem to infinitely stack when applied by different sources. Lastly, none of those boons persist when you are on horseback which was how I was traveling from hotspot to hotspot when I noticed how long Crippled lasted on me when I was no longer in immediate danger.

      You missed the point in its entirety.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: New Players & Tutorial Island

      @spoletta said in New Players & Tutorial Island:

      This was discussed by the devs already.

      They fear that if you add even more stuff to the tutorial, players will simply skip it.

      Instead they were considering adding some pages to the knowledge book which explained additional topics.

      It doesn't matter to me if it was discussed already if the problem still exists while the door to feedback is still open. As long as they find some way to make the experience for new players better than what it is now to lessen the confusion they get upon leaving Tutorial Island, that's what matters the most.

      They should be more concerned about what these new players want to see and want taught to them when they enter the game—not what they fear they'll do upon seeing such and such. If multiple players have been providing feedback that the tutorial could have been better, that's what they need to work on.

      (However, I will say that I am happy to hear that they are improving the Book of Knowledge to make it more informative for its namesake.)

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding Crowd Control

      @spoletta said in Regarding Crowd Control:

      I'm quite sure that right now when you receive a second crowd control, it doesn't add. It just refreshes to the new effect.

      Running through hotspots showed me otherwise. If different sources apply the same crowd control, they additively and infinitely.

      @OlivePit said in Regarding Crowd Control:

      choosing to not use any of the defensive abilities to avoid or reduce CC is up to you.
      There are consequences.
      As there would be for choosing to fight a mob with no armor, no weapons, no stats...

      I don't see what this has to do with the problem I explained about infinitely stacking status effects—most importantly crowd control. What Tuoni mentioned in their comment is what I'm trying to rectify before it becomes a problem in the future when the player-base grows.

      posted in Discussions & Feedback
      Fi
      Fi
    • New Players & Tutorial Island

      I don't really have much to say about this one, but I believe the tutorial needs to be improved and... made less buggy... for new players—the 'less buggy' part regarding unique bugs being present only there such as Linen Weave being uncraftable until they relog, them getting helplessly stuck in certain places, and names vanishing.

      I've seen a lot of players enter the game expressing how lost they feel and with many questions regarding what they should do or where they should go, how abilities work, what they should do with the random node they just harvested (ore, log, or stone), how to use certain workstations, how to get a mount, and how they should build their character (talents), why are they unable to use certain abilities or spells (armor and weapon weight classes alongside spell channeling). There is room for all of this to be taught and demonstrated on Tutorial Island, and construction should especially be something demonstrated there—such as how building works for houses and wagons—as it is one of the crown jewels of the game.

      There is also the matter of Knowledge Points gained from Tutorial Island that will never been seen again for that character if they decide to skip the tutorial. The knowledge progressions for those creatures—the Tutorial Wolf and the Tutorial Bandits—should automatically complete themselves when they decide to skip the tutorial so they can still have that bonus Knowledge Points to work with during their exploration of Syndesia.

      Many new players have entered Fractured and found themselves bewildered by all that it has to offer for their first experience of it, and there needs to be more guidance for those new players during their stay on Tutorial Island and maybe even afterwards when they leave it.

      posted in Discussions & Feedback
      Fi
      Fi
    • Regarding Crowd Control

      Hi, back again with yet another feedback post.

      There is something I find troubling about abilities with crowd control that I noticed after frantically running around from hotspot to hotspot while trying not to die (which I failed miserably a few times). Basing all of my examples entirely off a player with zero Fortitude, Luck, and Willpower, whenever a player is hit by an ability with crowd control, they are debilitated by that crowd control for its base duration. If the same player is hit by the same ability with control from another source, the base duration of that crowd control is unconditionally added to the player's remaining duration of that specific crowd control that is already debilitating them.

      Status effects applying their durations additively is not a good thing because this means multiple NPCs or players can chain abilities with the same status effect to debilitate a victim—or an assailant if they are receiving boons—with any sort of crowd control or malady with the intention of extending it to a lengthy duration if they do not have the Fortitude, Luck, or Willpower to resist, negate, or reduce it to a duration that will expire before the ability's cooldown from every source that used it refreshes. Whenever a status effect is applied, one of these three things should happen:

      The status effect refreshes to the highest duration from the source that applied it after a skill contest regardless of rather that source was unique or the same.

      • Assailant #1 applies Crippled to Victim #1 which gets its duration reduced by Fortitude due to failing the skill contest against Fortitude.
      • Assailant #2 also applies Crippled to Victim #1 which refreshes the duration to the fullest due to winning the skill contest.
      • Assailant #1 reapplies Crippled to Victim #1 which wins the skill contest this time and refreshes the duration to the fullest.

      The durations of status effects can continue to stack as unique applications but with diminishing returns after each unique application's skill contest before being combined.

      • Assailant #1 applies Crippled to Victim #1 for its full duration due to winning the skill contest.
      • Assailant #2 applies Crippled to Victim #1 for an additional reduced duration due to failing the skill contest that
        totals to a diminished value by the currently applied Crippled's duration.
      • Assailant #1 reapplies Crippled to Victim #1 for a reduced duration this time due to failing the skill contest, but it is ignored because the current combined duration of Crippled upon Victim #1 exceeding the duration they could have applied based on their first personal application.
      • Assailant #2 reapplies Crippled to Victim #1 for its full duration this time due to winning the skill contest which raises the duration of Crippled to the duration of their second personal application because the combined duration of Crippled on Victim #1 finally declined low enough for it to be exceeded by older unique applications.

      The durations of status effects can continue to stack additively, but each status effect should have a maximum duration that cannot be exceeded no matter how many times it has been reapplied once reached.

      The first suggestion prevents status effects from exceeding their base durations which will give the debilitated a chance to properly retaliate if their abilities that would cleanse them are on cooldown (if they happen to have them), the second suggestion allows for NPCs and players to make the most out of their abilities through coordination without the stacked durations of the crowd control, boons, or maladies becoming too oppressive and substantial due to the diminishing returns, and the last suggestion allows for status effects to remain as they are but with a hard cap on their durations which makes counterplay possible—somewhat similarly to the first suggestion.

      Lastly, if status effects are going to continue to stack in one way or another, the amount of stacks should be shown as a little number on their respective icons under our resource bars at the top left of the screen and atop the ones above our characters' and the NPCs' floating resource bars.

      I think that's about everything, so hopefully one of those suggestions can rein in status effects into a more controllable and engaging state.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Unable to Upgrade Founder's Pack (Solved)

      @Taj said in Unable to Upgrade Founder's Pack:

      @Fi Were you able to solve this problem? I'm experiencing the same issue.

      Yeah, this is apparently the issue:
      ApplicationFrameHost_RFucHUDf6E.png

      Whichever pack we purchased before they partnered with Gamigo (or left their alpha phase of testing), we are stuck with that pack and whatever benefits it grants. I asked the person who responded to me if the pack I have gives the equivalent to any of the current packs like the Gold or the Platinum one, but I didn't get a proper answer to that question.

      posted in Bug Reports
      Fi
      Fi
    • Alternatives to Unique Character Names

      Hi,

      I'm a bit curious as to why common character names and the ID System are being done away with upon release since there are several ways to make them not so problematic. Three of the more prevalent reasons I've seen here and outside of here for online games that also had their fair share of complaints regarding this topic:

      • Confusion.
      • Impersonation.
      • Lack of exclusivity or the feeling of the aforementioned.

      If implemented poorly, those three reasons are completely understandable because there would be no way to tell two users with the same name apart, it would be too easy to impersonate another player by capitalizing on the first reason, and... well, while I truly do not care about having a unique name if it means everyone else has to choose a name they don't like or type gibberish for their names, there is merit in being able to choose a name you want and ways to also make it feel exclusive. There are quite a few ways to solve those three problems I explained, and here are my solutions for them:

      Confusion

      • If the ID System is kept, it should remain visible in a character's Character Sheet which other players can view upon right-clicking them; in addition, a character's ID could be shown in all chat channels they type in and next to their names in a smaller font size through a setting that can be toggled.
      • Since the ID System is very similar to the way Blizzard, Discord, and possibly Glyph did it, our unique account names from signing up for Fractured could also be shown alongside our characters' names and their IDs in certain windows and commands like it is shown in the list of occupants of a city. (I.e., Prometheus#0000 [Jacopo])

      Impersonation

      In addition to everything listed under 'Confusion', a helpful chat command called '/age' could be implemented to tell its user the age of their character and the age of any other character they're interested in by typing their ID or their unique account name which will automatically target their currently logged in character. (E.g., '/age Promestheus#0000' [ID] or '/age Jacopo' [account])

      Exclusivity

      I can somewhat understand why someone would feel satisfied to have a name no one else can acquire despite the name itself being exactly what they wanted even if it wasn't unique/could be acquired by more than one person. A way this could be somewhat rectified is by making us all choose unique family/last names which... I'm personally not a fan of it in comparison to the ID and account name, but any alternative to unique character names will do.

      To conclude, I honestly just want everyone to be able to have the character name they desire without having to spend minutes to hours trying to figure out which character names are not taken—that they did not even want in the first place—only to eventually give up and settle with a character name like xXxPoonSl4yerxXx. Similarly to reality, there are ways to figure out who and who despite both or many having the same first name, last name, or first and last name and that discrepancy can be done here.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Patch Log - b.0.1f - IMS Zeuz Transfer

      Is it safe to say no more to horseback lagging, random lagspikes, and melee attacks becoming ranged attacks?

      If so, this is a big YES from me. ჊

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      @Prometheus said in Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes):

      Praise our new (and first) animator!

      Welcome aboard!

      I love shamelessly staring at some good idle and combat animations—especially spellcasting ones, so I'll be looking forward to seeing your work. ♡

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Unable to Upgrade Founder's Pack (Solved)

      @spoletta Thanks, I'll contact them. I wasn't sure who I was supposed to contact since I purchased my Founder's Pack quite some time before the partnership.

      By the way, go to the Fractured webstore, not the Glyph one. It will show you the packs to which you can upgrade to. By purchasing from them you will be redirected to the Glyph store, but this time it should work.

      Yeah, that's how I did it. I clicked on my account at the top right of the screen, clicked this—

      Thank you for your support! Click here to check out the store if you're interested in upgrading your pledge pack.

      —and it took me to the store page with all of the packs (they used to have descriptions), and I clicked the one that would be a direct upgrade to my current one which led to me to being redirected to Glyph's store; however, this is what it shows me while I'm signed in without the reduction in price:

      alt text

      If I go directly to the Glyph store for Fractured while signed in, I'm shown this:

      alt text

      Finally, when I'm signed out of Glyph, I can see every Founder's Pack as shown below:

      alt text

      I'll see if Gamigo can do anything about it because I'd like to upgrade my pack before release even though that's quite a ways away anyway.

      posted in Bug Reports
      Fi
      Fi
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