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    Best posts made by FibS

    • RE: Allergy to various types of food.

      Watch. Now that we've brought this up, someone will lobby against Fractured for erasing allergic and digestively intolerant experiences by not including it in the game.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Why Magic users will be OP compared to physical users

      @gothix said in Why Magic users will be OP compared to physical users:

      If game will be rock paper scissors, I, and many others, will be out of here faster than you can say rock.

      all skill-based games are rock paper scissors, have fun with no games

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Inquiry About Race Customization

      @gibbx said in Inquiry About Race Customization:

      @gothix well it depends about on how you feel about being killed by a rabbit then doesn't it mate

      'look out the monster'
      "where behind the rabbit?"

      Killer Rabbit of Caerbannog

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Guild Attire Rewards

      Guild cosmetics: Good

      Guild gameplay rewards: Bad, sucks "endgame" back into guilds putting buckets on heads and ramming into each other

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Guild Attire Rewards

      @Jetah said in Guild Attire Rewards:

      @FibS
      it depends on how it's rewarded. Odds are a guild will have a full setup of gatherers, crafters, etc. Thus it could be possible it can unlock any type of cosmetic. The problem would be when you have a guild that focuses on a certain aspect, like crafting or just PvP combat. I'd hate to be in a guild that is focused then a guild cosmetic is released for gathering 100m resources and the guild decide it'd look great and now we'd have to start gathering.

      That would be solved by finding a better guild.

      However, a non-cosmetic reward for guilds would force everyone into a toxic "competitive" guild or else their character would be sub-par. The consequences would be far worse than any cosmetic reward for guild participation, especially if the character reward tracked across multiple guilds.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: I suggest to continue the Foundation program

      @Tuoni said in I suggest to continue the Foundation program:

      @FibS Yeah daily, week and month rewards are quite standard in many games nowadays. Especially in mobile games where players are lured log in several times in a day. I guess this is spreading more to PC gaming too.

      As long as there's no "Claim this reward twice with VIP5! Just recharge $100 worth of pretend money!" system, I'm fine with the attendance reward.

      However, the Foundation is not just attendance-based - it uses a community achievements system. As the game is also very achievements-based (see: how to empower spells and other specific skills), the ingame "Foundation" equivalent should be the same.

      The monthly rewards system could even tie into each month's events, e.g. during the Christmas event you get bonus points towards that month's (i.e. December's) rewards for participating in the event.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Let's borrow some ideas from other games!

      @Tuoni said in Let's borrow some ideas from other games!:

      I did not play UO back then so I am not familiar with all the mechanics, but this "bless" was feature which prevented some items to drop?

      In Ultima Online, when a character dies, their ghost spawns at the spot and the majority of their currently-held items (which includes gold pieces) drops to the corpse. They have to find a healer NPC or other means to revive with a new body, return to their corpse, and retrieve their items before the corpse decays or they are looted.

      However, an item that is marked as Blessed does not drop to the corpse, and will be with the character when they revive. Blessed is a permanent effect once applied.

      The spellbooks of mages and paladins are always Blessed, and some rare / artifact weapons are always Blessed too, but otherwise it was extremely rare to find a scroll that would permanently apply Blessed to an item.

      When Ultima Online attempted to become a less "hardcore" game, they added an Insurance system where any item could be Insured. This caused the item to be treated as Blessed for the next death, for the cost of gold coins. This effectively rendered the corpse-drop mechanic null and void.

      I actually presumed, that Fractured has total full loot if player kills another. Only some portion of loot will be trashed in process and removed from the game. I was also wondering how mobs and animals will actually act against players? Just knocking players down or actually killing and make them drop all loot? Or does only "lethal" (more dangerous ones) mobs kill players?

      I believe the developers said that most PvE enemies, such as wild animals, will only KO the player. All PvE enemies of Arboreus had this behavior.

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

      @Vortech said in What albion did wrong- not a bash thread:

      I'm unsure what's asymmetrical about the gameplay to you..

      You could try reading the post you responded to, since I expected to need to explain what I meant and promptly did so, and all.

      I'm not interested in debating the nature of Albion Online, however. It's a fraud of a game and no amount of apologist mental gynmastics will change that.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: People who buy a founders pack today get more than yesterday

      @Pwnstar said in People who buy a founders pack today get more than yesterday:

      Right, which is why I said the guy who claimed we are viable from the instant we start is wrong. Gear increases stats and you have to buy/make/find it first.

      If a character that was just made 5 minutes ago was "viable" against a character after 40+ hours of progress, I would want my money back because that would basically mean there was no gameplay for that 40 hours. Not any consequential gameplay, anyway.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Ideas you thought your were great but turned out not to be?

      Daily quests are a chore because of how they're presented. It's not that different from the player deciding to play the game and accomplish x every day except that instead of "getting to" it's "having to".

      Daily quests are also a chore because of how many there are. There should always be a limit, such as doing any 5~10 daily quests per day, so you don't feel like you "wasted" the 100s of daily quests you didn't do.

      Wherever possible, repeatable quests should be made organic. Instead of going to the NPC, getting the quest to turn in 100 rat tails, and then going out to fight 100 more rat boys and nothing else, then turning it in and then starting the quest again, you should always get rat tails as you fight rat boys and can just turn them in whenever for rewards.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Your favorite Dailies, or what you would like to see them as.

      Do not use dailies. Use intuitive repeatables

      • NOT intuitive: You must go to a specific place and talk to a specific NPC to explicitly get a quest. The quest is to gather 100 rat tails. No rats you have killed before taking the quest count. Not every rat drops a tail. You must return to this specific NPC to turn the quest in. Regardless how long you wait after taking it, whenever you turn it in, you have to wait for the next server midnight to take the quest again.
      • Intuitive: Right from the start of the game, all rats drop rat tails which do not count against inventory space. The drop rate is 100%. You can take rat tails to a specific NPC who hates rats and/or oversees their extermination to get a reward per rat tail. You can turn in 100. You can turn in 20. You can turn in 7. Any number is fine, and you never take nor turn in any quest at all.
      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Suggestion: Different spells have different armor requirements

      The origin of the conflict between magic and heavy armor is that magic is fundamentally broken in most implementations - it's grossly overpowered. If it wasn't, then it wouldn't be an issue to let characters use it in heavy armor, just like it isn't an issue to let them use powerful melee weapons in heavy armor because heavy melee weapons don't have instant kill spells, unlock doors, teleport, etc.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      Fractured is more like Diablo than it is like World of Warcraft, so it's unlikely they will create a formal crafting / recipes progression the way that they have a formal combat / skills progression.

      I wouldn't mind at all if they added it, though. It would be highly compatible with the game's existing concepts of discovering materials et al.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      @NeroulGB

      The current system seems to be leaning more towards the material used both to craft and to enchant. "rare armor" would be armor made from rare materials. This was also (sort of) a feature in Ultima Online, though that did have a coherent crafting skill with recipe difficulty and such.

      posted in Discussions & Feedback
      FibS
      FibS
    • What's your main gonna be?

      I played this last alpha with a... very unsuitable stat spread, and have projected that my main will most likely be an Udoadra (wolfkin) focusing on CON and CHA.

      I didn't have a good time playing a mage, as I wasn't able to live long enough to unlock any spells beyond Magic Mithilth. I would probably have been much happier after acquiring a few more spells, especially the ones from Wisps. I would make a deer lady to be my mage after I figure out a roadmap to raise one up.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Pro tip: Blocking users hides all of their posts, forever

      @egonaraujo Oops! I clicked on the first person's name I saw because clicking on your own page does not offer a block feature, so I needed to combine screenshots.

      I did not block this person, and I will replace the image with their name properly removed.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      @Jetah The only reason to "stop gold farmers" is if they're disrupting the game. Gold farmers can't disrupt the game outside of Arboreus because if they do they'll be targeted by PKs, and Arboreus will undoubtedly take it into account in its design.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Your favorite Dailies, or what you would like to see them as.

      The Dragon's Dictionary, MMO Edition


      daily
      n.

      1. any activity, task, or chore in an MMO whose design behooves the same player (as opposed to any interchangeable member of a guild et al) to perform the activity or task about once every 24 hours

      quest
      n.

      1. [in a classical MMO] a task or chore given to a player by an NPC or other entity, which in most cases does not count any progress made before acquiring the quest, and which must be turned in to the same or another entity for credit
      2. [in a mobile or casual MMO] a task or chore automatically assigned to the player by the game's narrator, which may or may not count progress made before acquiring the quest and which usually requires the player to report that it is complete

      daily quest
      n.

      1. a quest that can be repeated about 24 hours after the last time it was performed, usually measured starting from the last time it was turned in or resetting at midnight server time
      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Your favorite Dailies, or what you would like to see them as.

      @Whisper

      [...] even if there was a governing body that said, "A game must use an NPC or narrator for a mechanic to constitute a quest otherwise it is not a quest even if mechanically it is functioning exactly like one".

      This is the de facto standard use of the term "quest" in an RPG setting. If you don't activate it through some trigger entity - at the very least, activating with an announcement when you walk into an area and something questy is obviously present - then it's not called a quest.

      Achievements, for instance, are effectively quests that are already "taken" at the start of the game, and can be completed as soon as their objectives are encountered. They are never called quests in standard parlance, even though literally the only difference is you never talked to an NPC to start it.

      It wouldn't change the argument being made here [...] Fractured has content that happens daily.

      Every online game in the world has repetitive content. Most entire games can be considered a daily / weekly / etc. Most entire games could be considered a quest, too ("get to the maximum level" etc. etc.)

      But that would just be silly, so for the sake of cohesion, the only content generally counted as dailies and quests (and daily quests) are formalized checklists that are presented as such.

      The following daily / weekly concepts are usually not counted when people talk about dailies / weeklies / et al:

      • paying insurance or maintenance for house claims, guild taxes, etc.
      • regular bidding for contested things (like market spots in ESO)
      • resting XP
      • seasons / leagues / monthly PVP brackets
      • daily or otherwise restocking purchase offers
      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What we could craft from the glass?

      Since you've mentioned sand, I take you mean silicate glass, which is most likely going to feature chiefly in building homes (windows) and furniture.

      There are other "glasses" as well that are not silicate, such as malachite (copper) and obsidian, which many fantasy settings employ for weapons or armor. Elder Scrolls has been using both since Morrowind.

      posted in Discussions & Feedback
      FibS
      FibS
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