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    Posts made by Fi

    • Unable to Upgrade Founder's Pack (Solved)

      I'm having a transaction-related issue regarding the Founder's Packs, and I wanted to upgrade my own since I liked enough of the game and what it has to offer to want to support it further.

      Prior to the beta and the partnership with Gamigo, I had the option to upgrade my Founder's Pack; however, Glyph doesn't provide any option to do so whenever I'm redirected from Fractured's official website to their website while signed in.

      Whenever I sign out of Glyph, the four tiers of Founder's Packs become visible and available for purchase. If I try to purchase one of those Founder's Packs (one that would be a direct upgrade to my current one) after being prompted to sign in, this happens:

      alt text

      Since Fractured's website didn't specify any way to contact them and I wasn't sure if Gamigo is now the place we should contact instead, I sent in a bug report which I assume was probably logged, but I was hoping they would reach out to me instead.

      I couldn't get any help in the Discord server either regarding the matter either. Does anyone know where I can contact the Devs or a Representative to get this resolved?

      Thanks in advance,

      posted in Bug Reports
      Fi
      Fi
    • RE: Simple Requests/Suggestions

      @GamerSeuss I've seen you do this multiple times in other threads, and all it does is flippantly dismiss in a disingenuous manner what other people have been proposing without actually addressing how it would or wouldn't benefit the game according to the topic of the entire discussion.

      The only people who should make such assessments are the Developers of the game and of the intended feedback—not fellow players.

      but don't inform me on how to respond

      Not trying to understand how your words affect others and being defensive about it is disrespectful to those who just want to help better a game. If you can't be considerate, you shouldn't be responding to anyone's feedback and suggestions here.

      This is the only response I'm making to this derailment because I'd rather stay on topic.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Citizens, Farming, and trust.

      @Kralith said in Citizens, Farming, and trust.:

      Ingame town communication

      I'd love to have this alongside other forms of communication in cities like announcements (bulletin board) or a Town Crier a Governor and Vice Governor can have shout things to everyone—the less reliance on third-party chat programs, the better.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Simple Requests/Suggestions

      @GamerSeuss said in Simple Request/Suggestions:

      This has been asked for numerous times, possibly after Launch I expect.

      Then that's good.

      The more people that want it; the higher chance of it being considered and possibly added at some point.

      I've never ever had the unseen decimal problem.
      As to the pay from the bank issue, like with markets, others can deposit into someone's account, but not withdraw anything...that is how banks/moneylenders worked in medieval times. You couldn't pay for things out of your coffers, but you could make arrangements to receive payments directly into them...the game handles this well.
      As to Weight of gold being ignored in paying harbor fees, I could get behind that, specifically, only to save from having to go back and forth from the bank 2 or 3 times get figure out your travel funds.

      The unseen decimal problem is when you have the exact amount of gold within your inventory that the harbor is requesting you to pay as the travel fee; however, nothing happens when you click 'Travel' because the travel fee it is requesting you to pay is actually more than what you have in your inventory. (i.e., Travel fee is shown as 1000g, and you have 1000g in your inventory, but it is actually 1,000.4g.)

      I'm fine with any of the three options—or really any other option like the suggestion I saw someone make about bank checks (similarly to the way U.O. did it)—as long as the weight of gold is not being calculated.

      A bit much for a tooltip, so I understand why they wouldn't want to do this!

      It's not a bit much. At the moment, there is no information about any boon, any malady, any attribute, nor any statistic that is derived from an attribute in the game, and we have to refer to a wiki for basic knowledge about what an attribute does and provides and what the statistics (i.e., Fortitude under Constitution) provides.

      I'm sure they can find some way to simplify the information to prevent the tooltips from becoming too large like they did for the ability tooltips.

      This may not be something doable. In order to keep LMB as possible for interaction with UI elements, they may need to 'stop' drag function when hover-over is achieved and the code around might not be worth the small benefit.

      It's possible in other games; it can be made possible here.

      If the LMB (the player) needs to interact with their U.I elements, they simply need to let go of LMB then click on whichever U.I. element they need at that moment then resume holding LMB to move.

      U.I. elements should not interrupt movement, and this is one of the first few games—probably the only game since I can't remember any other—with this issue.

      Interesting thought, but there are quite a few other crafts, like cooking/fishing that I think are more a priority.

      That's fine, I'm in no hurry to have anything I suggested to be implemented as soon as possible (nor did I say as much).

      Other things having higher priority doesn't mean new things can be suggested. They can co-exist on a list.

      Again, don't use in-game chat (the font is too small for me to easily read and play at the same time)

      I agree that the font is rather small, and they could remedy that with a setting for font size but I imagine more customization of the U.I. will come later in time—hopefully.

      Inventory isn't really big enough for this to be major. Autostacking might be nice though.

      I'm also referring to storage units when I say 'Inventory', and being able to filter and sort all forms of inventory would make inventory management easier to deal with since I often find myself having to reorganize my own inventory often and chests in the city my character lives in.

      May not be worth the extra code it would take...movable/dockable UIs can be a mess to code.

      Right now? Yes, it would be a mess since they have other things to worry about creating and fixing.

      In the future? There would be more opportunities to make such a thing possible as it is already possible for certain windows we can open. Also, let's... please leave the assessment on rather something that needs creation then implementation would be difficult/a mess/troublesome/(un)doable to the actual developers.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Feedback, Requests and Bugs

      @Contucky said in Feedback, Requests and Bugs:

      @Fi said in Feedback, Requests and Bugs:

      re out which of my necessities I should leave behind or if I should carry more then the requested amount of gold, I wasted enough of my bandages and food to get the price back down to

      The time you must of spent to get exactly ''388''gold in your inventory is really not worth it, why not just grab extra? 😄

      It takes approximately five seconds for me to separate 388g—any amount of gold—from my stash. If it takes you longer than roughly five seconds to do so, you may want to reconsider how you're doing it.

      I shouldn't have to grab extra and pay extra because I grabbed extra gold with weight that gets factored into the travel fee's equation. They should either allow harbors to withdraw from our banks, remove the weight from gold, or find some way to make the harbor's system ignore the weight of gold.

      E: Harbors recently received protection from PvP due to spawn camping, so the initial suggestion about withdrawing money from our banks should be fine.

      posted in Discussions & Feedback
      Fi
      Fi
    • Simple Requests/Suggestions

      There are quite a few things that would be convenient to have in Fractured which would improve the quality of life for those that play it.

      These are a few requests or suggestions that I have in mind, and I'll edit more in whenever inspiration randomly sets in:

      Crafting

      • Recipes for different forms of writing material such as tablets (e.g., stone and wax), paper (e.g., papyrus, parchment, amate, et cetera), and books made of the former two writing materials that can be used for literature or notetaking.
      • Recipes for sources of light that can be toggled, placed down, and equipped in the off-hand such as temporary torches and refuellable lanterns.

      Functionality

      • Persistence of movement command over U.I. elements. (I.e., currently, holding LMB to make a character follow the cursor does not persist when moving the cursor over a U.I. elements, such as the hotbar and the mini-map, which causes the character to abruptly halt until LMB is released then held down again away from the U.I. elements.)
      • Search parameters for the 'Abilities' tab in the Skills and Abilities Window.
      • Helpful chat commands such as '/unstuck' with a cooldown.
      • Inventory—this includes storage units—filters and sorting.
      • A multifaceted chat interface with the ability to create separate chat tabs with filters in addition to being able to cycle between chat channels with 'TAB' when the caret is active in the text field.
      • Ability to lock the hotbar to prevent the accidental rearrangement of abilities.
      • Camera orientation. (I know this was declined due to an issue related to incomplete assets, but I still firmly believe in camera orientation being very important in games such as these due to field of vision being only as far as the length of the height and width of a monitor in addition to avoidance of getting stuck and interactables being obscured.)
        • Map
          • Customizable map markers/pins and notes.
          • Ability to draw on the mini and world map. (I.e., if the world map, it persists and can be erased for the purpose for notetaking. If the mini-map, it lingers before disappearing for group coordination.)
          • Ping System for the mini and world map for group coordination.
          • Markers on the world map for showing group members' locations.

      Mechanic

      • Ability to pay a harbor's travel free from our banks. Alternatively, the weight of gold could be removed, the harbor's equation could be made to ignore the weight of gold, or—as suggested by someone else—bank checks could be introduced. (I.e., harbors currently require gold to be carried to pay their requested travel fees and the weight of carried gold gets factored into the equation which may raise the travel fee by an amount or an unseen decimal that prevents the exact amount from being paid unless it is one gold less than the travel fee or if much more gold than the further risen travel fee is being carried.)
      • Ability to break down Stone Blocks into Small Stones.
      • Ability to dual-wield shields whenever dual-wielding is implemented.

      User Interface

      • Adjustable font size.
      • Moveable and resizable U.I. elements. (Being able to resize the mini-map could work in tandem with the second and third suggestion under the 'Map' category.)
      • Verbose tooltips for information that does not have them. (I.e., hovering the cursor over the attributes and statistics should tell a player what they provide and what they affect likewise with the boons and maladies underneath our resource bars at the top left of the screen.)
      • A way to track a specific creature's knowledge progression and a specific armor or weapon type's mastery outside of the Book of Knowledge Window.

      Visual

      • Faint gold or white sparkles on corpses that still possess loot.

      (Seems like I have to clarify this, but NONE of my suggestions are assumed to take precedence over anything else that needs to be added, fixed, or suggested nor are they being claimed to be of great importance. Those are things that are up for the Developers to decide amongst themselves. I'm just making a list of things I'd like to see in the game someday.)

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Feedback, Requests and Bugs

      GameSuess already covered some of the things I had in mind to say, but to expand upon it...

      @Pedobear said in Feedback, Requests and Bugs:

      1.) THIS is Confusing as hell it says

      It's pretty self-explanatory to me.

      Weapon Weight is 'Weapon Requirement' in other words; it also saves a bit of space.

      @Pedobear said in Feedback, Requests and Bugs:

      5.) why cant i buy something from the market when i have gold deposited buy only when i have it directly in my inventory?

      This bothers me most regarding the harbors.

      Since gold is required to be carried when visiting a harbor with the intention of travel, it's weight is also calculated and it seems unseen decimals are also in the equation.

      For example, I was requested to pay 388g to travel to Braavos which was recalculated to 389g when I went to retrieve 388g from the bank. Instead of running back to the bank to figure out which of my necessities I should leave behind or if I should carry more then the requested amount of gold, I wasted enough of my bandages and food to get the price back down to 388g.

      Unfortunately, it would not let me pay that 388g—the exact amount I had within my inventory—because of the unseen decimal, so I had to waste more of my necessities to get the price down to 387g which it took.

      @Pedobear said in Feedback, Requests and Bugs:

      9.) you cant farm on personal plots only towns can do that? why cant you Farm yourself on your own plot?

      I can see this possibly—hopefully—becoming a thing in the future when in-depth cooking and more features for cities are introduced.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Long term durability issues

      I agree with you about durability being rather... durable itself for ranged characters in comparison to melee characters.

      My Mage's Commoner Set only lost approximately 20% durability for the amount of time I had it, and when I converted to being an Archer, I'd taken a lot of damage and got knocked down several times trying to brazenly discover hotspots, and my Hide Set lost roughly the same amount of durability.

      I believe durability loss should incur in these ways:

      • Use over time. (minor)
      • Knockdown. (moderate)
      • Death. (major)
      posted in Discussions & Feedback
      Fi
      Fi
    • RE: What's next for BETA as a lot of players are leaving (plus feedback).

      @Vialli said in What's next for BETA as a lot of players are leaving (plus feedback).:

      What else is there to do? The answer for me is not much else to play and/or test out.

      You could find stuff to thoroughly test and report any findings you believe to be unintended to the Devs.

      As someone who is all of the things you mentioned, you're one of the best suited to explore and try out everything you can afford or handle since you're funded and geared. As members of the Closed Beta Test, we're just here to sleuth and break the game then send in reports regarding what we broke to get it on their list of things to fix before release.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Citizens, Farming, and trust.

      @OlivePit It's okay, I just wasn't sure if they meant the same thing or if it was being suggested as a role under the Vice Governor.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Citizens, Farming, and trust.

      @TekNicTerror said in Citizens, Farming, and trust.:

      @StormBug

      Maybe some founder would like to call the lowest role Peasants instead of Citizens?

      Wouldn't those that live outside the confines of a city or kingdom be known as commoners or 'peasants' instead?

      Also, just to make sure I'm understanding correctly, does Lt./Lieutenant Governor mean Vice Governor?

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding 'Strike Wounds'

      @Contucky said in Regarding 'Strike Wounds':

      I agree that the spell is slightly too strong (does it even cost 3000kp and 3 memory?

      It requires two slots of memory, so 2,000 KP to unlock.

      @Sawahya said in Regarding 'Strike Wounds':

      Yes, it's an op skill now, particularly with fast weapons.
      But it should have a 5 sec cooldown, as the description says.
      With that it's worse than bleeding strike.

      That's the cooldown that starts whenever you toggle it or get silenced, but what you said is actually a good idea for a possible adjustment.

      If it's supposed to be like Double Shot (proc, cooldown, proc) or made to be like the aforementioned ability, that would be one adequate way to balance it, but I suppose that wouldn't fix how accessible the ability is given what it does that makes it a staple for any build that deals physical damage and is compatible with Strike Wounds.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding 'Strike Wounds'

      @spoletta said in Regarding 'Strike Wounds':

      There's a bug with bows and strike wounds.

      It works only if you have an elemental arrow skill active. That's also why no one uses longbows, because it can't use elemental arrows which in turn means no strike wounds.

      This was what I was actually editing my comment to mention, but I had no idea that it was a bug. Now I see one of the reasons why shortbows are so highly desired for casters.

      It's a nifty ability, but it is currently too simple for such a powerful effect and too accessible. If they do want to keep it as is—the scaling pure damage in the form of a stance—then a drawback or the tweaking of the formula would be for the best. Stances typically come with a drawback or a trade of sorts in exchange for the benefit they provide, so they should consider doing the same here with any ability that is grouped as a stance.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Different spell channeling requirements

      I like the suggestion—doesn't seem restrictive, but I also wanted to chime in to mention that the schools of fighting and schools of magic are not yet complete, so we may eventually see more abilities that do not require a weapon with spell channeling.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding 'Strike Wounds'

      @OlivePit said in Regarding 'Strike Wounds':

      I have never seen it work for bows.

      I have been using it with a shortbow for about a day and am currently using them together right now.

      In the description, it says 'Weapon Weight: Light|Medium' and shortbows are classified as light weapons while longbows are classified as medium weapons.

      There are a great many weapons under the light and medium classifications while only a few weapons, such as the warhammer, under the heavy classification.

      Strike Wounds Demonstration

      E: As shown above, Strike Wounds is able to work with shortbows but only because of the weapon modifiers under the school of enchanting for shortbows since they provide an extra source of damage that is technically not the piercing physical damage of the bow which makes proccing Strike Wounds possible.

      posted in Discussions & Feedback
      Fi
      Fi
    • Regarding 'Strike Wounds'

      Hello,

      There is an ability under 'Assassination' known as Strike Wounds that raises quite a few concerns for me that I want to explain and share here. This may also probably get me animosity in return due to some of those concerns, but I hope users of this ability will understand why I want to bring some attention to it.

      About the ability, users of it will be able to deal extra damage—'extra' meaning that the damage will be its own separate number—to their target based on 6% of their missing health up a maximum number based on their combined Dexterity and Perception multiplied by four.

      Strike Wounds

      This ability is a toggle (stance) and costs nothing to use but a memory and bar slot, and it can be used with any weapon that isn't heavy and in light armor as well as medium armor; however, that is the problem. This ability can be used with almost any weapon, and it costs nothing to use which I suppose is fine on its own but not with the aforementioned fact. Due to the lack of restrictions for this ability in addition to the basis of the ability being simple in the regard of dealing scaling (percentage of the target's missing health) pure damage based on two attributes, it is a staple for all melee builds that do not use heavy armor.

      What this ability does is powerful, and I originally thought it wasn't and neglected it until I tried it with my shortbow after it was brought to my attention. It immediately raised my DPS which in turn raised my kill potential. This allowed me to quickly kill creatures that normally took a bit of time for me to handle at my current progression level.

      These are my proposals for reworking or tweaking this ability:

      • Rework it into something else that isn't as rudimentary as an extra source of damage that scales and is pure.
      • Add restrictions to it such as allowing only melee or finesse weapons (both Dexterity-based and Dexterity/Strength-based weapons such as the daggers, scimitars, rapiers, and spears) to use it.
      • Change it from a stance to a weapon modifier and make it drain a resource (i.e., mana) per attack.
      • Give it a drawback or penalty that incurs to the user only when toggled if not reworked or if it does not have its toggle group changed.
      • Tweak the values or change the formula if the basis of the ability is what the Devs—the intended readers—envisioned and want to remain as is.
      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Temperatures & Weather Feedback Thread

      I don't have much to add to this since others already mentioned the most important concerns I had in mind and since I'm also satisfied with both systems being in the game in general, but one thing that I do want to add is what's currently bothering me about the temperature: campfires, fireplaces, and hearths (fireplaces in taverns) doing absolutely nothing to stacks of 'Chilled'.

      Also, a little suggestion I'd love to see for the world map someday in the future.

      posted in Discussions & Feedback
      Fi
      Fi
    • Temperature & Weather Radar for the World Map

      Hi, this isn't going to be too lengthy of a suggestion since it's rather simple.

      Now that temperature has been added and weather shortly alongside it, I believe it would be useful for us to have a new feature (toggle) for the map that allows us to see animated cloud formations in addition to their current state and what they are doing all in real-time similarly to looking at live weather radar set to 'satellite'.

      This would all be for tracking natural weather phenomenon that has a cloud as its source, but I suppose it could track weather phenomenon such as the aforementioned firestorms, meteor storms, and the other potentially worldly or unnatural phenomenon that does not come from a cloud formation.

      https://zoom.earth/

      A much finer example would be the way Black Desert implemented it as shown below.

      These cloud formations show animated rain and lightning with darkness and intensity that depends on the cloud they're coming from in real-time.

      alt text

      Regarding firestorms and temperature, another real-time feature for the world map—yes, a button that can be toggled—that shows the temperature of various regions of the continents in the form of a 'heatmap' befitting of Fractured's aesthetics would be really useful as well to let us know what to expect of those regions, the entirety of those continents, and how they change depending on the time which should be on the world map as well as a little sun and moon widget.

      Personally, I'm not too keen on the heatmap suggestion because I'm not certain if the temperatures of the continents fluctuate wildly enough to warrant such a feature or if that would be too much given information in comparison to the widget above the mini-map, but I suppose that could change as the tests continue onwards towards release and when all three planets are present. Seasons could become a thing, temperature could be tweaked, weather could become more drastic and unpredictable, et cetera, et cetera.

      That's all I wanted to share. Thanks for the read—if you did.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Communication between the worlds

      Yes, friends are very important if you're starting the game together, but like I said earlier, I really don't know why a fledgling that just started a game would want to travel to another planet unless they are a Beastman aiming to become an Abomination or a Demon trying to become an Angel. The time a new Beastman, Demon, or Human spents on their own planet prepping themselves for higher-end content and travel can and should be spent learning other languages as well.

      If the reason why they want to travel so early does have to do with the Beastman and Demon transformations, that would add some more gameplay and lore to the game like @islesofurth mentioned: a Demon resents the way they were born and their unholy deity as well, and they want to change their ways to help those around them rather than make them feel fear in their presence and the cold embrace of death, but to do this, they have to travel to foreign lands and learn whatever they can about these foreigners while they walk the path of benevolence.

      Beastmen probably wouldn't care since they just want to know the taste of Human blood to become an Abomination, but they could learn a thing or two while slaughtering them and the Demons if they choose not to discriminate while walking this dark path.

      I think the only thing I should suggest about traveling to another planet as a new player—or a player that intentionally neglected to learn other languages—is that traveling to another planet should provide more knowledge regarding the planet's language than the player's own homeworld because there is much more knowledge to be found there, but I'm not so sure if being near other players while they speak aloud via text should provide some knowledge if their language is unknown since... it could be abused.

      posted in Questions & Answers
      Fi
      Fi
    • RE: Summon Fellow Demon Players Ability

      @Gothix said in Summon Fellow Demon Players Ability:

      Remember that people will onlybe able to carry their inventory load through main portals, so no summoning with full bag for sure. 😉 That would get exploity real fast.

      Does the "no summoning with full bag" include any gear the Traveler is wearing?

      I'd really like for the Demons being summoned to keep what their wearing, so they can actually have a chance to kill the Summoners if they choose to do so while they're weakened from the ritual—before they try to bind or control the Demon, that is.

      posted in Discussions & Feedback
      Fi
      Fi
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