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    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for the server to be saturated with high-level crafting characters, after which point your grinding-based gateway is outdated and may as well never have been there.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
    • RE: Race worlds

      This is not correct. What planet you're on determines the PVP rules.

      • Arboreus is PVE-only.
      • Syndesia has open PVP with a criminal justice system.
      • Tartaros has lawless PVP with no justice system except that devised by players.

      Beastmen start on Arboreus, but they can go to Syndesia. They can also (briefly) visit Tartaros, but they get sick because Tartaros hates Good-aligned characters.

      Humans start on Syndesia, but they can go to Arboreus and Tartaros.

      Demons start on Tartaros. They are quickly repelled from Syndesia except during an Eclipse. They are quickly repelled from Arboreus at all times.

      Beastmen who turn Evil and become Abominations become indistinct from Demons under these rules.

      Demons who turn Good and become Angels... it isn't certain, except that they will be able to stay on Syndesia permanently.

      posted in Questions & Answers
      FibS
      FibS
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      I'm so tired of seeing heated arguments between hostile babies over trifles like who gets to make a game all about them.

      "Playing solo" in an MMO is not the same thing as playing a single player game. It simply means that players are not obligated into contracts or duties to a party or guild. They absolutely retain the option of selectively trading with or otherwise engaging other players and this should always be encouraged (not enforced) or else it isn't an MMO.

      There is not one single reason that any player should be forced to persistently play in a group in an MMO, especially one that limits its gameplay for the sake of lore or immersion like Fractured. It is unrealistic that every single person has to be in a group to accomplish the slightest thing and there should never be an invisible ghost barring you from doing basic things like "Sorry, you can't put this crafting station in your solo house, only in a city."

      Solo players are already inherently punished by the nature of playing solo. Groups drastically cut the time taken for build projects or resource farming, and are able to specialize each member to produce a flawless team. They can also have someone on in a wide set of time zones. Solo players on the other hand require hours to build anything permanent, are only available in one time zone, and (unless the game is a scrub game) can only be good at one thing with glaring weaknesses. Of course, if a hostile group finds a solo player, they will easily floor them assuming all characters are roughly equal in strength, as Fractured fancies itself to promote.

      That said, it is ridiculous to force all player cities to be usable by all players. That simply doesn't make any sense from either a gameplay or a logical standpoint. As brought up earlier in the thread, it lessens the reward from building or controlling a city (which is a large investment) and can even benefit enemies. Besides, if cities are meant to be guild-controlled city-states, why would they inherently be available to the general public? Would this apply to Tartaros as well, where there is no global society and everyone is everyone's enemy?

      This problem could be rendered moot by simply allowing solo players to do full crafting in their own solo homes, rather than forcing them to do it in a city for no apparent reason. Otherwise, there is no point to solo homes, as they are objectively wastes of time and resources since you can't convert any of it to a city.

      Fractured is too concerned with looking like it's different from other MMOs and not concerned enough with a solid design and good experience. If it works, do it. If it doesn't, don't.

      EDIT: Apparently, solo players can build any crafting station in their homes that their closest city has researched. This makes no sense, but okay.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Idea: PvP Is Determined By Which World You Choose To Play In

      Well, you can play as (most) races on any world... it's just each race starts on a particular world and has a lot of trouble moving to any other. You'd absolutely be able to take a Human to Arboreus or Tartaros, so far as I know.

      The main limitation is that Demons are innately Evil and can only make long visits to Syndesia during an Eclipse. They can't visit most of Arboreus at all and are expelled from the few areas they can reach within an hour. They would have to become Good, which implies they would become an Angel, a different race entirely.

      Beastmen are innately Good and, in order to persist on Tartaros, will need to become Evil / Abominations.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: End game?

      @GamerSeuss said in End game?:

      The main deficit that the newb will have in the battles is a lack of combat options, as they will only have unlocked the starting skills for their archetype in this scenario, and they will not have increased their Talent Tree abilities at all yet. Both of these things are nice, but neither by themselves is gamebreakingly going to set a character above the others in a Raid Group.

      No, either is a colossal disadvantage. It won't turn the tide of a group fight, but it will decide which characters make up the casualties.

      Talents not only can add to stats (which have exponential effects, especially past 20), but include perks such as complete immunity to poison. Talents combined with gear define leagues.

      The starter skills are completely laughable. Veterans will shrug them off with the myriad of heals and buffs available, especially in a group full of specialists. Words of Power are disproportionately strong and the only fresh character who can take them on is a tank build... which Fractured intentionally makes expensive and newbie-unfriendly.

      Progression is inherently vertical; what has "no vertical progression" has no progression. Knowledge Points are just experience points with non-static level ups.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: The value of Information

      Don't get rid of all chat. Get rid of wide chat - no global chat, no "zone chat". There's no faster way to destroy a fantasy game world than to include Twitter in it.

      Because that's what it is. Why else is my character able to hear every petty thing that every other character in the game ever says? Either I've got Twitter on my cellphone or everybody is yelling really, really loud like all the time.

      Wide chats are centralized and centralized = exploitable. That's why global and zone chats are full of 12yo trolls and spam bots. You don't see anywhere near as many of them when you remove wide chat, because they have to go to the 1 or 2 most populous spots to run their mouths. Fewer of them will do that because it isn't efficient, those that do can be easily avoided, and it's easy to moderate when you only need to check a few predetermined places rather than scour the chaotic storm of a global chat or scour the entire game looking for bad boys.

      Guild chat is acceptable for practical purposes, but it isn't strictly necessary, because any guild that would need it will be using out-of-game chats like Teamspeak or Discord anyway.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: City / Town Plots Removal

      Not being able to tear city buildings down or reappropriate land is completely stupid. It will be a massive detriment to the game if they don't intend to add that feature

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Cash Shop idea for the DEVS

      This is a fine pipe dream, but I don't see it happening, at least not until a year or two after 1.0. They simply won't have enough musical content to warrant it.

      Also, an addendum: the custom music is replaced with a generic theme during a raid. This is so that nobody can say some music is "pay to win" by being easier or harder to hear over.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Monkey Toe

      There's been a change of plans. Instead of becoming liches, humans now become monké.

      posted in Questions & Answers
      FibS
      FibS
    • RE: MMO Options till Fractured

      Elder Scrolls Online: Purchase of base game + most recent expansion(s) required, subscription optional but recommended. Plays mostly like Elder Scrolls, just not like Skyrim. You'll need to play in third-person for harder bosses so you can see the AoE tells under your feet.

      Path of Exile: Diablo-like, soft character classes, freemium (you're competitive after spending ~$15)

      Phantasy Star Online 2: Freemium, third-person action game, hard character classes (1 class + subclass), an awful lot of premium stuff can be acquired for free, MASSIVE BOOBS cosmetic

      posted in Off Topic
      FibS
      FibS
    • RE: Death Corpse Looting

      My ideal solution is in three parts:

      • Empty corpses don't register as interactive, so they don't interfere with non-empty corpses. You'll always click on a non-empty one or another and will get them all eventually.
      • If several corpses are close together, the ones that do not give you justice consequences to loot are selected first.
      • There should be a command to drop down a list of every overlapping interactive object and pick which one you want.
      posted in Discussions & Feedback
      FibS
      FibS
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