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    FibS

    @FibS

    TF#7 - AMBASSADOR

    Rhubarb loves you!

    Hello! I'm FibS! (And that's Rhubarb.)

    I draw cute fluffos. Some of them are naked. I'm currently working on increasing my clean art repertoire and making a game about a grumpy space fox.

    https://fibs.carrd.co

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    Website fibs.carrd.co Age 34

    FibS Follow
    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by FibS

    • Summary of July 24 stream (INCOMPLETE)

      Please feel free to correct any mistaken or incomplete information here.

      Prometheus refused to answer any questions fixated too closely to Sieges and "field battles".

      Prometheus also had a slightly better microphone than yesterday.

      Forum questions

      • NPCs such as guards will move into a City as its Prestige rises and will "have value".
      • There are three sizes of City Zone, which affects the number of citizens (player with houses in the City) needed for a Hamlet to become a Town:
        • 5 for a small City Zone
        • 10 for a medium City Zone
        • 20 for a large City Zone
      • Houses are built and decorated in the following steps:
        • Selecting a blueprint
        • Selecting a material that's valid for that blueprint
        • Retrieving materials from the area and physically constructing the house
      • If booted from a City in which you have a house, you will be sent an email and will have 24 hours to move your things somewhere else.
      • A player's House offers a respawn point, a secure inventory, and lockable doors.
      • Building a house is not related to any form of "money". You just have to be given a lot by the City (or claim somewhere in a Free Zone) and drag the mats over to build the thing.
      • (While refusing to mention Sieges), the only way to reliably combat a corrupt Governor of a Guild City, other than griefing him until he does what you want, is to abandon the City entirely. The Fractured team fully expect for unhappy Citizens to get another guild to come Siege a Guild Town.
      • Any Town that loses enough Prestige will revert to a Hamlet and remove any Governor in place. It will also unlink from its owner Guild.
      • The generated game world has clear "paths" leading between City Zones, so that players can find cities more easily. Roads can be paved along these pathways. Walking on a paved road increases movement speed compared to grass.
      • Citizens earn personal Prestige through any positive interaction with the City, from building or repairing buildings to patronizing the NPC shops. Earning and losing it is "a bit slow". (We already know that Governor elections occur roughly once a month, so Prestige gains will likely match this timescale.)
      • A player can only have one personal home at a time. If you claim another City lot or claim a new spot in a Free Zone, the old one will start a countdown timer. During this timer, you can give the house to somebody else.
      • Governors can assign tasks and powers to Citizens (delegates).
      • Blueprints are in early development and no "final" method to acquire them has been planned. In early alphas, expect all player to begin with most or all blueprints. They are "unlocks" that cannot be traded, similarly to knowledge or cosmetics. Some Blueprints will be bought in the premium store.
      • Village, Town, City, and Metropolis are just titles for a town based on its size and prestige level. This does not unlock or limit features in any way.
      • You are free to build "social spots" like inns, taverns, campfires. These are not specially coded buildings; you can use whatever you want like it was a tavern.
      • Your house cannot be destroyed or looted.
      • There is a town board to place messages, tasks, arguments, etc.
      • Any kind of monsters may be "haunting" a ruined or abandoned town. You just have to clear all monster from the area to start a Hamlet.
      • Once a Hamlet becomes a City, it can build things other than player houses.
      • The game world does not have a 'linear progression' where PVP-enabled areas are 'later game'.
      • NPC shops et al do not count as player houses.
      • NPCs respond to any hostile act against the town, against Citizens of the town, or against members of the guild controlling a Guild Town.
      • A single player can only control one Town.
      • There is no coded system for a single player or guild to control more than one Town.
      • Houses cannot be "upgraded" after initial building.
      • Temples are a planned City building. (This is how you pray to gods.)
      • [Governor building]
      • Houses cannot have basements.
      • Kickstarter Governors...
      • Altars as furniture inside of a player house are NOT currently planned. Religious quests currently revolve around full-fledged temples inside of Cities.
      • Houses cannot have teleport portals.
      • [I missed the question after teleport portals]
      • There are differences in a house made of a different material, but it's not significant.
      • Humans gain access to "steampunk buildings" in very high-prestige Towns. (Not sure if this is dependent on being on Syndesia or having a Human governor.)
      • Building a house does not take very long or very many resources.
      • (Arguable relevance) You can sell or trade domesticated animals.
      • Houses can have farming plots. A Governor can also dedicate an entire plot to a farm for a specific crop, or a ranch for a specific animal.
      • The Fractured team expects farms to be placed on the outside of the City, and outside of any city walls that exist.
      • Guild members can respawn in their Guild Town.
      • [I missed the question after Guild Town respawn]

      Questions in chat

      • There will be exclusive decorations for [...]
      • Towns have no hard-coded restrictions on alignment or race (other than those of the planet.) Governors may be as bigoted as they like about accepting citizens.
      • Some Blueprints can only be used on certain planets or in certain biomes.
      • The advantage of living in a Free Area is that no Governor can kick you out and you're not obligated to participate in a community. Of course, you may be that crazy old coot who comes down from the mountains into town time to time.
      • Prometheus starts working at 9 AM like most people, but often does not stop until the following 2~3 AM.
      • You can change the decorations of houses after they've been built. (This was asked earlier.) Some items have a personal space and can't be placed too close together.
      • There may be limited or event-only decorations.
      • Upgrades may exist for specific buildings such as a mage tower. These upgrades may use crystals. None of this is planned or guaranteed.
      • You can have as many "sneaky evil people-eaters" as you want.
      • If a Governor quits the game or becomes inactive, you will be able to elect a new one in a Free City. A Guild Master of a Guild City can forcefully replace the Governor at any time.
      • Prometheus foresees the risk of a strong bias in favor of Guild Towns and unfair punishment for Free Towns. He has no idea what will happen. The team will be watching these trends in the alpha.
      • More art for the races is coming soon.
      • Natural disasters are not currently planned.
      • It is not planned to be able to excavate caves or mines in a City.
      • It is not specifically planned for lotuses to be a garden plant.
      • Kickstarter Governors do not have a magic "give me my town back" button if they lose the town they start with. They have to do the same thing everybody else does to claim a town. Governors who will be inactive for a month or two are encouraged to assign delegates to run the town in their absence, or just tell everyone they'll be gone and ask for their position back when they return.

      Final words

      • The on-site store will open soon after the Kickstarter campaign concludes.
      • There will be a void of activity ("vacation time") lasting one or two weeks and starting within the next few days.
      posted in Discussions & Feedback
      FibS
      FibS
    • RE: KS 72% someone bought the highest peaks

      I think it's amazing how people actually won't pledge to a Kickstarter if they don't think it'll get the funding.

      Not only is that why it won't get the funding, but you get all of your money back if it doesn't meet it, so you have absolutely nothing to lose, lol

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What elevates Fractured above similar games like Albion Online?

      Fractured is almost the exact inverse / opposite of Albion Online.

      • Albion is heavily gear-dependent. Your skills come from your gear and each material is a linear upgrade over the previous in a sequence. Fractured is not; your skills belong to your character, and all materials are equal in power with different stat spreads.
      • Albion has a linear "order of risk" for difficulty regardless of playstyle (e.g. fighter vs. crafter). Low level is no PVP, mid level is semi-PVP, high level is badlands PVP. Fractured has three entirely separate planets with full content at all levels of play for PVE, "lawful" PVP, and badlands PVP. Nobody who prefers one planet will ever "need" to go to another one for basic progression.
      • Albion has a clear gradient of "tier" moving from "starter zones" to tier 8 zones. Fractured does not; relative difficulty of areas will be peppered pseudo-randomly and may change dynamically depending on player activity. Of course, the game does not have strict tiers to begin with.
      • Albion has an explicit gate between all game zones. Fractured has no transitions or loading screens between any game zones, except possibly if you were to move from one planet to another or otherwise teleport.
      • Albion scams you with premium items (e.g. vanity items) that are actual items thus they 1. affect gameplay 2. don't let you pick the stats of one item and the appearance of another and 3. can be lost, stolen, deleted, etc. All Fractured premium items are floating account-wide unlocks that are not items and cannot be lost (as they should be.)
        • In the case of premium furniture, I presume that you must disassemble the furniture back to its crafting mats to move it, and only a premium user has the blueprint to make it again, thus a non-premium character can't pick up a copy and take it.
      • Fractured has no other scammy pay to win features such as personal islands only premium users can purchase or upgrade (and that are necessary for guilds to function.) Cities behave identically for all players with the sole exception that players who purchase a Governor pack will be the Governor of a City at launch.

      So many misconceptions and completely idiotic questions (e.g. "do Governors get a magic give me my town back button if we lose our town???") about Fractured clearly stem from being used to Albion's broken scammy p2w gameplay like a Stockholm Syndrome victim.

      Please check everything you know about Albion at the door; Fractured is unlike it in any way except its camera angle, and God bless that.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What you think about vaping?

      I presume, and may be wrong, that vaping was developed as a transitional activity to help tobacco smokers quit - the mechanics of this being a complex subject I feel is best for for another topic.

      For that purpose I think it's a wonderful invention.

      However, because of its perceived relative safety, it's reignited the "it's kool to do it" nonsense among children and immature adults that tobacco smoking originally did, and that's just stupid.

      posted in Off Topic
      FibS
      FibS
    • RE: Now think Clearly Here

      @sparky said in Now think Clearly Here:

      @greenfox It's funny how you think beastman can't be killed on their own planet by humans, demons, and even other beastman. Since, you thinking the beastman's planet is a safezone when it isn't

      See, it's completely ignorant stuff like this that makes me think your guild will quit the game within a month (if not a week) because you can't be a talentless parasite like that.

      Not only are Good-aligned players unable to attack other Good-aligned players - and every Beastman is Good by default - but you don't even know that Arboreus is literally untouchable by Evil-aligned characters? All of the noob zones will instantly destroy any Evil player who enters, and the non-noob zones have a debuff and time limit similar to (but far more debilitating than) the limitations on Demons during Eclipses on Syndesia.

      A scrub like you won't be able to perform any remotely efficient PKing on Arboreus, or probably anywhere else really. On your way out, don't let the tree hit you where the +3 elite dire wolf shoulda bit you.

      posted in Discussions & Feedback
      FibS
      FibS
    • FibS's big dumb semi-curated NOT official "I want this kind of Beastman!" topic

      (There was a topic about future races before, but the link has died, so I'm making this.)


      Hello peeps!

      There's a possibility that as the game goes on, we might see more kinds of Beastman. The following are our starters:

      • Bear (Nheedra)
      • Hart (Erwydra)
      • Tiger (Chadra)
      • Wolf (Udoadra)

      They will all be available in male and female variations.

      BUT I WANT MORE!! (Surprise surprise the damn furry wants more Beastmen.)

      Suggest more kinds of Beastmans here and I may add them to the Want List below! (If I can keep up.) I'm starting the topic with only the one that I really want (Rabbit); the rest of you can just go crazy, we'll see how it goes. x_x

      After this initial mindstorm, I'll work on identifying the most popular races while the game enters a more stable development state, and then somewhere down the yellow brick road we'll see about petitioning the team to add one. (Maybe they'll run a Kickstarter for it. DOOOH HO HO HO HO)


      Limitations

      Beastmen can swap to a "primal" animal form. Every form has a gimmick, e.g.

      • Tiger: Pursuit-based agility
      • Wolf: Party buffs
      • Bear: Becomes juggernaut
      • Hart: Escape-based agility

      Consequently, the animal you pick needs to work in both forms and, most likely, not be too different from the four we've got. Because of this...

      • Really big animals might be a problem (e.g. elephant, giraffe)
      • Really small animals might be a problem (e.g. rabbit, mouse)
      • Flying animals might be a problem (e.g. bat, bird)
      • Aquatic-only animals are most likely right out (e.g. dolphin, whale)
      • Fantasy animals are most likely right out (e.g. dragon, unicorn)
      • Bugs are probably not allowed?? Not sure
      • If you can, include the basic traits of your race as I've done with Rabbit

      The Want List

      Legend

      • (S) means this animal might be too small
      • (B) means this animal might be too big
      • (D) means this animal might be too different, e.g. is mythological, doesn't "walk", is not "an animal" like a bug, etc.

      List

      • (D) Bird / Eagle / Owl / Crow / Magpie (by @Kralith )
        • Kralith hypothesized a "sub-sub-race" system, but in the very rare event we got multiple birds, I think they should just be different families to begin with
        • Exploration- or scouting-focused stats
        • Owl has night vision? Magpie is sneaky thief?
        • FibS's conjecture: Birds of prey often only excel in 1v1 or ganking
        • FibS's note: Although birds "fly", these would only fly along the ground, of course
      • Lizard (by @Genobee )
        • Improved health regeneration / incoming healing
        • Tail attack? Poisonous? Camoflauge powers?
        • Likely leans towards solo play
      • Monkey / Gorilla (by @KingExodus )
        • Strong, intelligent
        • Leaping ability?? Stat boost when with other Monkeys??
        • (FibS conjecture) Possible spike damager / ganker
      • (S) Rabbit (by FibS)
        • Speedy, delicate, physical
        • Escape powers similar to Hart
        • Leans towards archer or rogue
      • (S) Rat (by @Kralith )
        • Fast, intelligent
        • Improved hiding ability; rogueish?
        • Group support for raids??
      • Rhino (by @KingExodus )
        • High physical defense, but not magical
        • Charge can bowl enemies over
        • Bruiser-type
      • (S) Squirrel (by @FibS )
        • Fast, viciously aggressive when provoked
        • Powerful ability to evade / parry and counter attacks
        • Good rogue or fencer
      • Turtle (by @Dragomok )
        • Slow, durable
        • Can retreat into shell
        • Probably a facetanker
      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What elevates Fractured above similar games like Albion Online?

      @Vortech said in What elevates Fractured above similar games like Albion Online?:

      Sorry to say, this is biased and pretty misleading. I get it, this isn't an AO safe space.. but it's pretty over the top.

      I could have made that post a bit more professionally, I suppose.

      But while I do indeed absolutely hate that completely awful, unforgivably exploitative game and will viciously attack it at any chance I get, everything I said about Albion was factually true.

      I don't consider it to be a game. It's an insidiously clever scheme.

      You know how at the start of Albion you go out and hunt little rabbits and foxes to get mats?

      We're rabbits too.

      The elite 10% of players (i.e. the ones spending the most money on the pay2win mechanics) are the only ones the game actually cares about; everybody else is basically a player-controlled rabbit or fox they pop to get loot. The rest of us only exist to enrich their game experience, the same way that NPC enemies and resource nodes do.

      That's disgusting.

      I'm tired of "games" that are just races to spend the most money. When I made that post, I was seeing so many people insult Fractured by comparing them, and it was absolutely infuriating

      Albion Online is garbage, and I hope Fractured is nothing like it beyond the superficial.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What albion did wrong- not a bash thread

      In my experience with Albion, I found it to be a fake game. It's a clever trap that separates players into two groups, deriving from asymmetrical gameplay (which is normally stuff like "one player is the monster and everybody else is the survivors".)

      The richest 10% of players, who are the most willing to pay to win, are the only players that really matter. The game is designed so that all "high-level" play requires PVP and is therefore subject to pay to win, thus drawing whales as the primary desired demographic.

      The other 90% of players are not actually players. They're just like the foxes and the ores - sources of materials, elements to enrich the experience for the elite.

      Many PC or console MMOs have ascribed to a similar elitist model, and it has not helped the long-standing criticism against the genre.

      Even without the elitist system, we still have the problem that Albion is linearly designed - all "endgame" content is necessarily open world PVP. Fractured will not have this flaw.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Will there be a way to change your Attributes?

      @kairosval said in Will there be a way to change your Attributes?:

      However, the overall point of attribute distributions is that they're supposed to be permanent to make your character your character. The attribute distribution should be a decision that has consequences - because in the absence of consequences, the decision is kind of meaningless.

      Okay, stop right there. This is a pitfall that has killed a lot of games for me and I'd rather not see it happen here too. That pitfall is when the game is self-contradictory for the sake of some fallacious conceit or another.

      The philosophy you just gave us is directly contradicted by every single element of the game that is not the raw character attributes as well as by common sense. Do your Talents not matter because you can respec them easily? Does your gear not matter because you can change your clothes? Does the planet you're on not matter because you can go to another planet more-or-less freely depending on your race and alignment?

      Of course that isn't how it works, and it doesn't apply to character attributes either.

      The romantic concept of "yours tailored to you" is defined by adjustment over time. Nobody is born out of the womb the exact person they want to be as an adult, and many people make mistakes, scrap ideas and make big changes to their plans.

      I guarantee you the attributes I first pick for any character are not going to be the ones I want to keep even if I'm still making new characters years after the game's release, just like the Talents I first pick aren't going to be what I want to go with. It is absolutely necessary that players are able to change their stats just like they can change their Talents, for all of the exact same reasons.

      And just like Talents have a limitation on how quick you can learn them, when you can respec, and when you can swap hotbar slots, stats should also have a limitation on when and how they can change so that players aren't ever-shifting slime-demon Mary Sues. But "basically never at all" is completely stupid and bluntly contrary to every other aspect of not only this game's explicit design but good game design in general.

      posted in Questions & Answers
      FibS
      FibS
    • RE: What unusual weapon types would you like to see?

      @jetah said in What unusual weapon types would you like to see?:

      As I read the comments I just wondered "why can't we use anything as a weapon?" if you're out hunting and your weapon breaks, grab a branch. a group wants to raid your villa, grab a cattle prod. you're in the field planting potatoes an someone wants to sneak you, use the Sai as a weapon or the hoe if you were tilling the soil.

      I like the idea of improvised weapons, especially given how environmental the game design is. Maybe these improvised weapons can be used as bases to create more permanent armament.

      This would also help with "my character can't beat this dungeon" concerns by adding environmental weapons specifically designed to turn useless characters into mediocre characters in the context of the dungeon. For instance, a character with no fire damage would be able to pick up torches, but an actual fire mage would still have higher damage output.

      posted in Discussions & Feedback
      FibS
      FibS

    Latest posts made by FibS

    • RE: A simple yet powerful thing

      Can you guys use your heads? Celltic obviously didn't intend to ask for a notification for every event that factors in Luck (i.e. every event). He asked for a notification in the event that a specific, rare result occurred only because of Luck.

      Obviously, he isn't aware of how Luck works in this game, but nonetheless here's my solution:

      • There are two luck special effects: the good luck one and the bad luck one. These are audiovisual effects that last less than a second. They are silent on all other clients except for yours.
      • The good luck special effect is a rainbow shining over your head and harps playing.
      • The bad luck special effect is a frowning voodoo doll and a descending droning sound.
      • Only certain actions will play the good luck or bad luck effect, and it only occurs when you get a dice roll that would've been unlikely or impossible if you had 0 Luck. Thus, even with 0 Luck, you can still get the effect, but it is more likely if your Luck is further away from 0.
      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Problems with everyone being able to gather, craft, tame, etc...

      What's with all these people acting like professionals and experts who don't know what the hell they're talking about.

      The game has absolutely zero reason to develop a whole second sphere of gameplay around the civic professions. Why not? Because it's a glorified MOBA, not a world simulator. They don't care about anything that is not directly relevant to combat balance. They didn't even want to add taming and are only doing so in a limited form as a stretch goal.

      Even if they did, your idea would not change anything. Why not? Because it only takes a couple weeks for the server to be saturated with high-level crafting characters, after which point your grinding-based gateway is outdated and may as well never have been there. It won't even stop players from "doing it themselves" - you are aware you can have more than one character on an account, yes?

      Fractured's economy will be fine as long as the speed at which resources can be acquired remains reliably slower than the speed they are consumed. Unlike Ultima Online, you can't repair weapons or armor in Fractured - you have to get all the materials for it, including for its enchantments and whatever other enhancements, and make the whole damn thing again. And while that's only five to ten minutes for a common wolf-leather armor set and a rock on the end of a stick, it's hours to days for each full set of god-metal you need for your high-end world boss tank(s). Not only that, but you won't even be able to get them if you can't wrestle control of them away from the other guilds or out-compete everybody else against a world boss.

      You know what that means? It means making things is inconvenient, so some people will pay other people to do it, not because they can't do it themselves but because they can't be assed to.

      Ultima Online is anything but inflation-proof and your insinuation that it is is laughable; did you forget insurance? It's still around because it's the boomer MMO. That's the only reason.

      Fractured isn't Ultima.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: store item exchange polisy

      Allowing this would dramatically worsen the game's inevitable bot problems and cause players to try to hold the game studio accountable for the consequent rampant fraud.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: The Tutorial – To Add, Please Don't

      To say or imply that a game doesn't need a tutorial because it's founded on exploration is pretentious and deranged. To add on that the game should itself link players to an official wiki is hypocritical; there is nothing that kills the exploration aspect of a game faster than a walkthrough, and a wiki for a game is just a walkthrough you have to work to read. Altogether such an argument reeks of apologia.

      I seem to recall the developers made it clear several alphas ago that the tutorial is a placeholder for a more proper introduction at a later date. It simply isn't a priority to work on it now, but to be honest, I have no idea what is a priority.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: UX Design and Second-To-Second Gameplay

      @Nimerra He's told you that raycasts do indeed continue through the first, invalid target - only the associated graphics seem to stop. You now need to illustrate that this is not the case to continue a meaningful discussion, rather than just be condescending and ambiguous.

      You seem to be objecting to the idea that animation canceling allows for a faster attack rate. This has been an MMO gameplay mechanic ever since Ragnarok Online, in which it is called "dancing" and is vital to most Monk builds. In RO it allows you to attack two to three times as quickly as without - such a drastic effect is of paramount importance to Fractured, which is effectively an open world MOBA.

      Have you ever played a MOBA that lets you move with WASD? Because nobody else has. You will not make much headway convincing them to innovate unless you can show them a WASD-based MOBA that meets their lofty demands.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Why are young status players allowed to kill legendaries?

      In the final game, there will be an entire planet without any PVP to begin with; all characters on that planet will have this same protection status.

      As such, I don't see how it matters that the patched-in placeholder PVP system, which is likely to remain similar on final Syndesia with respect to legendary monsters, has this problem. Nobody will bother with it once they can just use Arboreus.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Tame monsters and make them accompany you

      In the fundraising stage, funding was a stretch goal. That goal was met, so they'll have some kind of taming - but it will likely be underwhelming as they don't want it to be very relevant to their ideal core gameplay.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Road to Become a Billionaire in Fractured MMO
      • Make a low-quality video about a trending new thing with a clickbait title and pop music
      • Post it everywhere you can find
      • ????
      • Get a solid gold Youtube Play Button
      posted in Creative Corner
      FibS
      FibS
    • RE: Int and Cha required stats? = Unbalanced?

      @GamerSeuss said in Int and Cha required stats? = Unbalanced?:

      @FibS And I didn't say 1 Skill builds, I said 1 skill to focus their style around.

      So it was a wishy-washy non-statement you can backpedal on at will. Got it.

      Every character still gets the same 8 hot button spots on their character, and even with minimal INT, you can fill all of those slots

      With what? Literally random low-end garbage you never use, mostly because they all do magic damage and you have no INT?

      You simply have to balance your memory points around the 1 or 2 skills you really focus on in a build.

      And get your ass stomped not only by every 2nd and 3rd mob, but also by every objectively better character with more options, yes. That's the problem.

      Yes, other advantages to high INT do exist, like higher resistances and bigger effects from some skills/spells, but that doesn't mean a Fighter type out there running with a 10 or 12 INT will automatically be suboptimal.

      I like the part where you claim that low INT is not disadvantageous to a fighter but also passively accept that 10 INT is the bare minimum.

      10 INT is not low. 10 INT is exactly the average. The game is designed around everything being calculated as a plus or malus from a stat of 10.

      You can, technically, drop INT all the way to 4. The problem is that going under 10 will make any character unusable.

      In fact, just about any stat you put lower than 10 will horribly cripple your character.

      That's the problem: the game's stat system is an unbalanced, self-conflicting mess, and INT is the worst offender.

      It would be better to have no stats at all!

      I've never understood the Min/maxers anyway. It is generally more fun to go around and play a build that is fun and interesting [...]

      Cut the crap. You know what isn't fun or interesting? A character who sucks so bad they're not playable. Especially characters with less than 10 INT, as they can only spam their auto-attack move and Shockwave over and over, and are therefore the definition of boring and monotonous.

      Now, granted, I don't tend to play PvP, and the outlook for those who focus on PvP might be much more specialized to the point where having 3-5 of the heavier cost skills, as well as the higher resistances is vital for your survival, but I do know that clever fighters with the right timing when using abilities can often surprise 'powerhouse' opponents when they least expect it.

      This is a mod-skirting way to insult players who "theorycraft" by implying they're stupid and relying on a powerful character to compensate for it.

      ... which is also admitting that high-INT characters are universally more powerful than low-INT characters, or else you'd have no reason to bring that up.

      This vaporous blowharding about "be clever" this and "right timing" that is straight out of a Bruce Lee movie and is completely removed from reality. The truth is that any opponent who sees you only have 1 or 2 reliable moves will easily predict when and how you'll attack and swiftly murder you at a much higher rate than luck and randomness would permit for opponents on equal footing.

      CPU mobs will be nowhere near as responsive, but this game follows theme park design. Your low-INT build can only specialize against one enemy type at a time while 2 or 3 very different ones coexist in each biome. High-INT characters can take them all on at once because they can kit for all of them at once.

      "Clever fighters" bring more than one trick to begin with, and limiting the player's "cleverness" by the character's INT score is lame.

      Almost as lame as whinging about "min/maxing" and pretending that being bad at a game = fun and being good at one = not fun.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Int and Cha required stats? = Unbalanced?

      @GamerSeuss There will be precisely zero one-skill builds that will be consistently better than contemporary many-skill builds outside of specialized circumstances. A tank especially will be better with more skills, as damage is not the point of a tank unless damage is part of threat calculation, they will have responses to a wider variety of enemies simultaneously, and more INT will also make their self-heals and some other buffs better.

      Limiting Memory to INT, with the high cost of worthwhile skills, mandates players to take INT. This undermines the point of letting you choose whether to take INT or not as nobody in their right mind will drop it lower than ~10 unless they are intentionally handicapping themselves.

      posted in Discussions & Feedback
      FibS
      FibS