Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Fi
    3. Topics
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Topics created by Fi

    • Fi

      Martial Arts Weapons & Unarmed
      Discussions & Feedback • weapons monks martial arts unarmed • • Fi  

      2
      0
      Votes
      2
      Posts
      35
      Views

      Vorch21

      If we talk about monk type character(not brawler), INT(WIS) stat should affect damage(and affect deffencive capabilities as AGI), INT/WIS could help to "channel" energy throw body and weapon. Matrial arts school could also affect simple weapon like qarterstaff and sickle and maybe some exotic like kama.
    • Fi

      Camp (Chest) Contest: PvE Deathmatch
      Discussions & Feedback • pve mechanics camps chests • • Fi  

      1
      0
      Votes
      1
      Posts
      21
      Views

      Fi

      Every now and then, I saw people mention other players attempting to steal the chests from them while they were in the middle of clearing a camp—most successfully doing so, and I recently became a victim of this act. Unless you're on Syndesia, your only option to deter someone from stealing the chest you're spending your effort, time, and resources to obtain is to break one of Fractured's rules by luring NPCs onto the thief. This shouldn't have to be done to prevent that from happening. While I don't want to completely eliminate the possibility of other players being able to steal chests from each other, even though they should be courteous enough to leave that player be and find their own camp, there should be healthier ways to do achieve this like how players can just attack and kill each other on Syndesia. For example, there could be a contest that starts as soon as a camp-spawned NPC is attacked: (Alternatively, to starting as soon as a single player attacks a camp-spawned NPC, it could simply register the player then officially start the contest when another player comes along and attacks a camp-spawned NPC.) This could give another player a fair chance to contest the camp's chest instead of trying to challenge a player that's already one or more kills into clearing the camp; although, this could be unfair to the first player. The player that kills the most camp-spawned NPCs earns the right to unlock and pillage a chest. The kill counts should be based on damage dealt to prevent a contestant from last-hitting another contestant's target for the purpose of stealing their kill count. If the contest ends in a draw... ...another NPC could be spawned by the camp to break the tie. Damage dealt would matter most here. ...every player that formed a tie with each other could gain access to the chest—first click; first served. ...if possible, the chest could split its rewards and itself into smaller chests for each contestant that formed the tie. Players in a party are considered as a single contestant. This means that their damage dealt (when securing a kill) and their kill counts could be counted as their party leader's damage dealt (when securing a kill) and kill counts. This could be elaborated upon if we're able to name our parties in Fractured's future. There could be boundaries (radii) around camps that mark the playing area for the contests. If a contestant strays beyond the boundary, they could be warned that they must return lest they risk disqualification. The boundaries could be generously extended for the sake of giving contestants room to kite and not accidentally aggro more than they can handle. The statistics for this contest could appear above the chests, or somewhere on the contestants' U.I., that remains until the contest is over or until the contestants leave the playing areas' boundaries. This mechanic should not affect those who utilize stealth to unlock and pillage camps' chests unless they or someone else attacks a camp-spawned NPC. This mechanic would be completely optional for Syndesia since, as explained earlier, players on that planet can simply attack and kill each other for the camps and their rewards; however, this mechanic would provide a more sporting way to challenge someone for a camp without devolving to violence against each other. Another alternative to this entire suggestion is to simply create impassable boundries around camps' chests, of the same themes as the camps, that falls away when those camps are cleared. However, this could still cause a problem with thieves idling or hiding nearby with the intention of waiting until the player clears the camp to dart in and steal its chest.
    • Fi

      Damage Type Icons for Damage Numbers
      Discussions & Feedback • user interface damage types icons visual clarity • • Fi  

      1
      0
      Votes
      1
      Posts
      10
      Views

      Fi

      While most abilities have apparent enough graphical effects that indicate what type of damage they deal, some aren't so obvious (such as Magic Reflection), and neither are the damage conversions for weapons. The Endgame Changer is coming very soon, and with it, seemingly a bunch of changes to the user interface that was teased to us. I think damage type icons that prefix or affix the damage numbers would be helpful to include in the Endgame Changer because it would provide the visual quality needed to help many know what type of damage they're dealing and receiving. These are the icons already in the game that could used: (I couldn't find an icon for pure/true damage, if there is one. An icon for it would have to be created.) Pretty short and sweet suggestion—not much to explain for this one.
    • Fi

      Loot Distribution Systems for Parties
      Discussions & Feedback • items loot system distribution parties • • Fi  

      3
      0
      Votes
      3
      Posts
      20
      Views

      Fi

      @Xandrathii said in Loot Distribution Systems for Parties: pitty to hear that, groups i am in we designate a gold looter and then it all gets pooled and evenly split at the end or when someone has to leave. We also tend to split up crafting mats in very "need" before greed ways. If someone uses gear that takes that type of crafting mat to make more they tend to get priority on the stuff... and of course this is all an honor system. It's good to know that there are some decent people out there, who respect other members of their group enough to ensure that they are attributed what they put forth their time and effort to earn, but they are the minority and always have been the minority—especially in these games of this nature where you greet someone one moment and you see them run up to a camp you're in the middle of clearing the next moment to steal the chest right in front of you. the hard coded loot system your talking about has been abused too.. people don't get anything because someone is always hitting need when they dont need the items.. or master looter that does not split the loot at the end. I know the competitive nature of the current system is not great but it will not change things for those of us already to polite in a party to gain loot in an even manner.. It has more precautionary measures that the players can use to their advantage to avoid abuse or avaricious behaviors of selfish players: Round-robin having the most precautions since it can't be abused in the first place as it the system regulates the loot. Need Before Greed having the second most because everyone will see who selected "greed", "need", or "pass", all of the rolls, and rolled the highest/won the item. Master Looter having the least because this one relies on trusting in the party leader or whomever is designated as the looter(s). While people can try to abuse this, they will be noticed and are usually dealt with by the leader of the party, or the members of the party if it is the leader. The fact you brought this up is even more proof of why we need these systems. I think this is a socially complex problem with no really good solution. Just make sure the people your running with are all likeminded about splitting loot..? It's a problem that can be more easily resolved with systems in place for regulating loot. If we see someone snatching all of the loot, we will see it logged in the chat and can call them out for it or boot them from the party accordingly for being selfish. Please keep in mind that your experiences do not invalidate the experiences of the whole. This has been an ongoing problem since the previous tests where many players who formed groups with others—randoms in particular (and this should not be discouraged since MMORPGs are also all about meeting and grouping up with random players)—struggled to get loot. Those who are closer to corpses, typically those with melee builds or those who have mobility to cover the distance, tend to snatch what they want while the ranged players such as archers, casters, or healers, have to hope there is something left for them or have to repeatedly remind members of their party to share the loot. This should not have to be repeatedly done hence why be need loot distribution systems, other than Free-For-All, to make grouping up with other random players less of a detrimental disadvantage and a "mini game" of trust.
    • Fi

      Actual Insects for Insects Swarm
      Discussions & Feedback • ability druidcraft insect swarm spell • • Fi  

      1
      2
      Votes
      1
      Posts
      15
      Views

      Fi

      As a result of the Server War Playtest, Insect Swarm received a heavy nerf that—in my opinion—made it unworthy of being a tier three spell; however, I completely understand why it received that nerf. Insect Swarm is a terrain-targeted spell that checks for targets valid to the caster at the caster's location of choice. They do not linger if the location doesn't have valid targets, and they cannot be avoided nor targeted themselves, since they are the equivalent of an incurable status effect that periodically afflicts stacks of bleeding for a duration which also means they do not "follow" their targets as flavored by the spell's description. Due to the fact that they could not be avoided, cleansed, nor targeted, casters utilizing this spell could bleed and confuse all valid targets caught within the area of effect in addition to dealing periodic piercing damage to them for a WIS-scaling duration. To return this spell to being worthy of being among the other tier three spells, Insect Swarm could be made to spawn actual insects (NPCs) that can be avoided and killed by their prey—insects with actual health that can be basic-attacked and hit with abilities/spells. Insect Swarm could spawn a WIS-scaling number of targetable insects that remain for a duration; alternatively, to a scaling number, it could spawn a fixed number of insects. In addition... ...these uncontrollable insects could chase and assail the nearest valid target in accordance with the caster's alignment meaning that they will attack NPCs hostile to the caster but could prefer players hostile to the caster such as evil versus good. The insects could also potentially attack their caster, if too close, but the chance for the insects to not do so could depend on their caster's WIS. If control is desired, these insects could be commanded with a hotkey made specifically to direct followers/pets. ...they could inherit certain statistics (health, mana, armor [crushing, piercing, and slashing], or resistances) from their caster. Alternatively, their statistics could be fixed. ...they could deal piercing damage (melee) to targets they're able to attack. Their attacks could continue to inflict confusion and stacks of bleeding. With each attack, there could be a chance they will parasitize their targets, making them incubate eggs which will spawn smaller and weaker insects with the same behavior as their progenitors. This could replace their ability to confuse if confusion on hit alongside parasitizing would make this revised spell too strong. Of course, killing these summoned insects shouldn't reward knowledge points, loot, nor divine rewards.
    • Fi

      New School of Magic: Shamanism
      Discussions & Feedback • magic school shamanism spirits • • Fi  

      1
      2
      Votes
      1
      Posts
      16
      Views

      Fi

      Earlier this week, @Meiki thought of two wonderful ideas—an independent school of shapeshifting, based on my idea for adding an ability under druidcraft called "Wild Shape", and another school focused on shamanism, and together, I think came under an agreement that those two schools could be flavored to work together under "Shamanism". I wanted to share it here since where we discussed it is unfortunately not able to be viewed by public eyes without a certain Founder's tier. Shamanism is a religion that is focused on the worship of the soul and spirituality—the spirits of animals, esoteric energies, and nature by extension. These practitioners utilize totems to respectfully harness the powers of these spirits for blessings or curses. They also evoke the spirits of animals for the purposes of divination (including omens). For this school, I considered combining the principles of shapeshifting and shamanism into one under a school called "shamanism" by allowing the player to call upon the spirits of animals (beasts in Fractured) to temporarily manifest parts of their bodies onto the character's own body as spiritual energy to perform an attack or de/buff. Here are examples of attacks that could be done through shamanistic invocation: Alligators in real life can use their tails to defend themselves by whipping it at their assailants. A shaman could invoke the spirit of an alligator to manifest an alligator tail onto their own tailbone that can be used to perform a quick tail whip (cone area-of-effect) or a tailspin before disappearing. We don't have many avian creatures, but for the purpose of this example, a shaman could manifest the wings of a "hawk" onto their arms to buffet a target with wind by bringing their arms together before disappearing. Bears swipe with their paws to eviscerate their prey with their claws. A shaman could invoke the spirit of a bear to manifest their paws onto their hands to swipe at an enemy for slashing damage. Wolves are known for their pact instincts and their tendencies to howl. A shaman could invoke the spirit of a wolf to temporarily increase their own movement speed or to howl which would frighten enemies around them. The spirit of a warg could do the other or give the shaman the ability to do a quick snaring lunge by manifesting their face or teeth onto their own as spiritual energy. Mammoths are large, wooly, and very durable. A shaman could call upon the spirit of a mammoth to increase their cold resistance and their maximum health. There are many other possibilities and the draconic breath spells are already the epitomes of the above examples. They, along with the totems, could be recategorized under the school of shamanism. In addition to the above, shamans could perform ritualistic dances to buff their allies and could summon the spirits of beasts to temporarily assist them in combat—temporarily meaning that they will vanish after a certain amount of time passes. This school would be able to provide a similar feeling to partially shapeshifting one's body but through the spirits of beast instead briefly manifesting their body parts made of energy onto the shaman's body for a specific purpose of the ability. It has the potential to be a supportive school of magic as well as a suitable alternative to druidcraft.
    • Fi

      Solutions for Item Deletion During PvP
      Discussions & Feedback • pvp loot items deletion • • Fi  

      1
      0
      Votes
      1
      Posts
      23
      Views

      Fi

      There have been a lot of ideas proposed that seem like they would be great solutions, but there are many downsides to those ideas that would cause disruption or additional trouble. For example... Disabling the item deletion feature during combat. This is a great idea, but the issue with it is that it would prevent players from deleting an item that weighs a lot if they are encumbered while in combat. Doing so could potentially save them similarly to how players detach their carts/wagons to regain their movement speed when they're in imminent danger. Locking the inventory to prevent it from being accessed during combat. This would prevent players from slotting in a consumable such as bandages, teas, and the upcoming potions (if they can't be used from the inventory). In addition, this would cause the same issue as the first point of the above idea. There are three solutions I have in mind that could remedy this once and for all: Queue items for deletion. This would place each item on... a five- or ten-minute timer for deletion which would still effectively remove them from their inventories during their queues. If the player dies before the items' queues are finished, they are restored to their inventories. This includes death via PvE or suicide with the intention of preventing another player from killing them. The queues could be paused during combat. Chronicle inventories. Inventories could be chronicled, or "snapshotted", as soon as combat initiates. If they survive after an appropriate amount of time elapses, the chronicle is erased. If they die, the deleted items could be restored to their inventories as archived. This, of course, excludes consumables that were used in combat. Unless deleted during combat, what remains should drop. Items could drop as physical objects similarly to the heavy materials from resource nodes. While this could create a messy situation of players dropping their items all over the place while being chased, they would still be retrievable once combat is finished. A button that can be held/toggled for highlighting nearby corpses, resource nodes, and items on the ground would seriously be needed for this even though it's still needed in general. Of course, the items on the ground should despawn after some time just like the heavy materials do.
    • Fi

      Inconsistent Knowledge Points & Pools
      Bug Reports • bug knowledge knowledge point inconsistency • • Fi  

      4
      0
      Votes
      4
      Posts
      22
      Views

      D

      I think this may be cause by the last enemy you kill to get to 100%. The game counts everything in fractions, but rounds up to whole numbers for lists, leader boards, and other stuff. If you need just 4% to max out a creature and the next kill would get you exactly 4%, but instead you kill it in a group and only get 3.99%. The next kill to 100% somehow give you few extra KP. More likely however, is that the game rounds up the % points in the Knowledge Book, so when you get to 99.99% it gives you the 100% message and stops further counting, but you're not really at 100%. And therefore lose a few KP overall. If continues to count even though it shows 100%, there is a chance you still need to kill one extra creature. (Although with my limited testing I could not prove this, and I think it stops counting when you get the 100% message.) I'm at #3 (Naja) in the KP leader board. And I know from testing if I just collect just 41 extra KP I would get to 557 on the leader board because that particular number gets rounded up. fractured_kp.PNG
    • Fi

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

      9
      1
      Votes
      9
      Posts
      48
      Views

      Wargfoot

      @spoletta said in Proposals for Incarcerated Evil Players and City Jails: @Wargfoot Increasing it in highly contested areas does not really increase them overall. You have to consider that players are necessarily less pve efficient in those areas compared to simply slaying ogres on Terra, so those higher % would just make slightly better than ogres. Right now with 25% you are better of with ogres, even if you meet absolutely no resistance at jotuns. I appreciate the great care that is being put into these changes. There have been a few times where I've thought something unbalanced or odd only to find out with experience it works well. Keep going.
    • Fi

      Dedicated Slot for Consumables
      Discussions & Feedback • consumables potions quick slot teas • • Fi  

      8
      6
      Votes
      8
      Posts
      66
      Views

      padreadamo

      This needs to happen. We need a dedicated slot for consumables.
    • Fi

      New Resource for Martial Abilities: Stamina
      Discussions & Feedback • abilities martial physical resource stamina • • Fi  

      6
      2
      Votes
      6
      Posts
      67
      Views

      S

      The role and effect of attributes is changing a lot in the next major patch.
    • Fi

      Expansion of Quick/Smart Cast via Settings
      Discussions & Feedback • normal cast quick cast range indicator smart cast • • Fi  

      1
      2
      Votes
      1
      Posts
      17
      Views

      Fi

      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.)
    • Fi

      Pack Mules (Saddle[bag]s), Caravans, and Carriages
      Discussions & Feedback • inventory caravans carriages pack mules saddles • • Fi  

      1
      1
      Votes
      1
      Posts
      12
      Views

      Fi

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

      Names of NPCs Upon Mouseover
      Discussions & Feedback • creatures cursor mouseover npcs names • • Fi  

      4
      4
      Votes
      4
      Posts
      56
      Views

      L

      @Fi this should be done
    • Fi

      Five Subraces for the Syndesian Humans
      Discussions & Feedback • humans subraces • • Fi  

      1
      0
      Votes
      1
      Posts
      14
      Views

      Fi

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

      Move Dangerous/High CR NPCs Away From Main Roads
      Discussions & Feedback • creatures challenging dangerous main roads • • Fi  

      3
      0
      Votes
      3
      Posts
      27
      Views

      Wargfoot

      Until a fix is in place: You can always retrieve the cart by allowing yourself to be killed. You get a few seconds of immunity when you get back up and it is enough time to mount, attach the cart, and flee the area.
    • Fi

      Air/Wind Spells for "Aero"mancy
      Discussions & Feedback • spells aeromancy air slashing wind • • Fi  

      1
      0
      Votes
      1
      Posts
      13
      Views

      Fi

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

      System Messages' Noticeability
      Discussions & Feedback • system chat messages • • Fi  

      1
      0
      Votes
      1
      Posts
      8
      Views

      Fi

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

      Tooltips for the Character UI/Sheet
      Discussions & Feedback • character sheet user interface tooltips • • Fi  

      1
      0
      Votes
      1
      Posts
      9
      Views

      Fi

      Almost as often as I see new players ask about energy/primal crystals and horses, I see questions in [Help] about the attributes, modifiers, and other information in the Character UI. "What does <attribute> or <modifier> do?" "What is <modifier>?" "What affects <modifier>? "What does <modifier> affect?" "How do I increase <modifier>?" "What is <resistance>?" "Does <resistance> also include or protect me from this or that?" Many of these questions could immediately be answered, before they can be entered into [Help], by having tooltips that explains every piece of information in the Character UI. (Copied from #player-suggestions for the developers' convenience.)
    • 1
    • 2
    • 1 / 2