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    Topics created by Fi

    • Fi

      Lock for the Hotbar
      Discussions & Feedback • hotbar lock • • Fi  

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      Fi

      It would be a boon to not accidentally remove nor rearrange our abilities while kiting in combat. While it's locked, we could hold SHIFT to remove or rearrange them, but we can still replace them with consumables or other abilities regardless of the lock. (Copied from #player-suggestions for the developers' convenience.)
    • Fi

      A Need For Better Moderation and More Moderators
      Discussions & Feedback • • Fi  

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      Fi

      Every now and then in Fractured, I see people spamming, making racist remarks (typically with offensive usernames), or personally attacking others over reasons intended by the game. There is no proper in-game way to block/mute nor report these people and action taken against them whenever they are reported doesn't happen often enough because they're seen being problematic in the chat again the next day. What appalled me the most was two individuals casually making racist remarks last month, while trying to justify their own actions, and one of the GMs was repeatedly giving them chances while they kept going until another stepped in and outright muted them. They were later banned, but the actions of the first GM greatly disappointed me regardless of the whole "good cop" and "bad cop" jokes the two were making. In the official Discord server, not only is it disorganized (the channels) but there is constant bickering in channels—going as far as opening up someone's Discord profile to mock their pronouns—that should be stricter such as #bug-reports and #player-feedback. There is one GM that occasionally pops in to keep the channels they're often in (#general-discussion) under control but usually when they're involved in the discussion. For the lack of moderation (not the channel disorganization), this could be due to the fact that they're overburdened with the task of dislodging players who get stuck (in that case, there simply needs to be more moderators) because there isn't a dedicated way for us to do that ourselves ("/unstuck" or button that does the same), and it could also have to do with time zones since everyone lives on different parts of the world. There could be other reasons, but these two seem to be the most obvious ones since there are only three moderators/Game Masters. Please consider recruiting more moderators/Game Masters that are impartial yet passionate about keeping the community they want to be a part of organized, under control, and a safe space for others to have conversations and share their thoughts in. The lack of control we have over trying to maintain that ourselves (the underdeveloped social features of Fractured), and the uncertainty that our current moderators will ensure that for us, is my main discontentment with Fractured at the moment. Someone spamming blank walls back to back: https://i.imgur.com/y4THHvc.mp4
    • Fi

      Early Access #2 Bug Discoveries
      Bug Reports • bugs issues reports • • Fi  

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      Fi

      Issues I've discovered as of b.1.0h: Interface Damage dealt to and from other players still briefly show up beneath our own characters if they are nearby. (This unfortunately can serve as an "alert" for nearby players which is not healthy for places like Syndesia and Tartaros—if this bug remains that long for Tartaros to be implemented.) Overlapping numbers from damaging and healing spells, seems to primarily occur with Restoration's spells, will show a massive number that players tend to mistake as a critical hit despite those spells being incapable of critically hitting. Example #1. (Pure Damage.) Example #2. (Pure Damage.) Abilities Relocate will sometimes not properly "teleport" (now a swift dash) when pressed. Even after relocating, or using any other dash, NPCs are still able to hit the character at the previous location as if their hitbox lagged behind. Items The set bonus of the Ranger Armor, Bullseye, works with staves despite specifying "with a bow" in its tooltips. There is an issue with players briefly gaining permission to alter pieces of furniture in starter towns. (-97 W -2241 N) This may be related to why the house reported in the first bullet under "Terrain" disappeared. Land parcels that are relinquished after a player fails to pay their upkeep will rarely not delete everything that is on the land parcel. This unintentionally allows a lucky buyer to gain ownership of what was left behind. Charcoal Piles cannot be placed on the corners nor sides of a building that is too close unless the Charcoal Pile is placed first, and the building is placed second despite Charcoal Piles being made 1x1. This seems to apply to many other blueprints that can't be placed close to other blueprints unless the latter is place afterwards. Terrain A house on Terra in its southern starter town disappeared and left its furniture afloat. (-106 W -2282 N) There is a very glitchy area at the Crystal Elementals' domain where a pair of Vampire Spiders are located. This area made aiming difficult and Relocate send me further than it is capable. One of the Vampire Spiders were able to use basic melee attacks against me at range. There are very small groups of low-lying ferns on Aerhen that appear glitchy while moving. They look like they're constantly resizing themselves. (I will be consistently updating this as I discover new bugs and watch for patch notes.)
    • Fi

      [Discord] Forum Channels for the Appropriate Topics
      Discussions & Feedback • feedback discord forum forum channel • • Fi  

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      Fi

      There are two channels in the official Discord channel for Fractured—#bug-reports and #player-feedback—that would be significantly more organized and easier to search through if they were made forum channels with categories/flairs/tags instead of text channels. As they are now, constant chatter (including irrelevant messages), lists, and paragraphs will push up every user's report/feedback out of sight where they won't be noticed, if they weren't noticed prior, without scrolling up to read each and every one. It does not feel good to see your input in these types of avenues get ignored then elevated out of sight. Forum channels would not only help to keep reports/feedback contained within their own groups (threads) for visibility but would also help others be able to add their own findings or thoughts into them with confidence that they would be seen—very much like how this and other web-based forums work; in addition, the categories/flairs/tags would give us the ability to filter them thus making searches easier and less time-consuming to do. Until those two channels transition into forum channels instead of remaining text channels, which are intended for casual conversations in the style of a text messenger, I will continue to submit my reports and feedback here and will advise others to do the same if they ask where to go to share their own. https://support.discord.com/hc/en-us/articles/6208479917079-Forum-Channels-FAQ Examples:
    • Fi

      Founder's Forum Titles
      Questions & Answers • forum titles • • Fi  

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      GamerSeuss

      @Fi they did not update automatically when I got mine. I had to email and request mine be added
    • Fi

      Bug Report for 6/22/2023's Test
      Bug Reports • • Fi  

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      Fi

      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.)
    • Fi

      New Players & Tutorial Island
      Discussions & Feedback • feedback • • Fi  

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      S

      It is actually 3k if you skip literally everything. If you just kill the 10 wolves and the 5 bandits it asks you to, you are losing 2.5k.
    • Fi

      Regarding Crowd Control
      Discussions & Feedback • feedback balancing • • Fi  

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      GamerSeuss

      @RavenCypher Just because Pull is iconic for traditional Tank builds, doesn't mean that every game has to follow that trope. FO doesn't use an Aggro mechanic, so traditional Tanky tricks aren't as prevalent. I actually like the gamble of seeing the squishier characters pull and then run, or pull for the Tank. Pull has always in my book, been more of a mobility character trait, not a Tank trait. Tanks take the Aggro, but the Ranged DPS guy is usually the Puller, as pulling and kiting go hand in hand, you get the mob to follow you and you use your mobility to stay ahead of them and kite.
    • Fi

      Alternatives to Unique Character Names
      Discussions & Feedback • feedback • • Fi  

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      GamerSeuss

      I've always been a fan of Unique character names in MMOs. I hate logging into a game and finding 15 versions of Gandalf, Merlin, and Drizz't Du'Orden in the game. It always takes away from the immersion for me. I am also not a fan of account ID/Tags attached to names for the same reason, and non-sensical/profanity names are also a no go. Unique house names are a compromise I like, but even then, I wouldn't want 50 Merlin _______ out there with just a different last name. Part of the fun of a Role-Playing game is to come up with a cool fantasy name for your character, afterall.
    • Fi

      Unable to Upgrade Founder's Pack (Solved)
      Bug Reports • • Fi  

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      GamerSeuss

      Well, they never said that upgrading would be available for unlimited time. Eventually, promo levels become incompatible with new offerings so that you can't upgrade further. That is pretty standard. Guess if you want a better pack now, you got to buy it outright and have 2 packs/accounts available to you.
    • Fi

      Simple Requests/Suggestions
      Discussions & Feedback • suggestions quality of life features • • Fi  

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      I have an idea/suggestion i would like to offer.... Currently i need to goto a lore window for weapons or armor to see the field displaying the progress achieved in a percentage format for how far you have gotten in making that particular item. It would be nice to see that field in the crafting window also to get an update while you are making that item. Thanks
    • Fi

      Regarding 'Strike Wounds'
      Discussions & Feedback • feedback ability strike wounds balance assassination • • Fi  

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      Fi

      @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.
    • Fi

      Temperature & Weather Radar for the World Map
      Discussions & Feedback • suggestion map feature temperature weather • • Fi  

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      Fi

      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. 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. 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.
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