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    Posts made by FibS

    • RE: Suggestion : Good idea that most MMO's Lack.

      First, I'd like to say I'm definitely not tired of mining / foresting / herbalism at all. That's like saying you're tired of drinking water and looking at trees, it makes no sense.

      Anyway.

      Archaeology is rarely implemented because it rarely has a point; there are absolutely no useful materials that would reasonably be found in or, more importantly, unique to Archaeology. Also, your suggestion for Archaeology amounts to randomly generated and otherwise ordinary dungeons / raids whose entry key is a shovel. Snooore

      The thing is that Fractured has an extensive reliance in its basic design on discovery and knowledge, and knowledge is the entire point of any real-world activity that could plausibly be called archaeology. (That and Nobel prizes.) Ergo, it would make the most sense for Archaeology to be predominantly a knowledge-based profession while the others are material-based.

      Many fantasy and especially sci-fi settings rely on archaeology uncovering a quest objective (e.g. "EGYPTIAN GODZ WR RELLY ALIENZ GO FIND DEM"). Fractured just so happens to have quest objectives for ranking up skills / spells / actions, and using Archaeology as a gateway to discover particular skills' quest objectives would make a lot of sense, especially if those skills were discovered thru Archaeology to begin with, e.g. you dug up an ancient religious site which had a profane power to commune directly with or even attempt to command a god or other spirit but you need to find more sites (and complete the discovered objectives) in order to complete the spell.

      Archaeology could also uncover recipes / formulas to enable crafting of pre-modern culturally-themed items. For instance, Beastmen may already easily be able to learn modern Beastman architecture or weapon design, but Archaeologists are needed to discover and teach older / primal Beastman styles. You could combine this with the "profane power" idea to discover how to make ancient unholy weapons that rival and offend the gods and were buried long ago as Powers Not Meant For Man.

      If each trade has its own tool, the Archaeology tool should be an entire kit in single-item form. Archaeology requires both WHOMP tools like shovels and pickaxes, and delicate tools such as brushes to clean off relics without damaging them.

      It's quite reasonable in a fantasy context if Archaeology sites occasionally have skeletons, zombies, ghosts, etc. that need to be cleaned out to properly study the area, but it should not be the primary purpose of the profession or else it has nothing to offer that isn't better found elsewhere. In fact, you should make it so that the Archaeology site is damaged if you're not careful when you fight the residents (Fractured emphasizes terrain effects from spells etc.), which lowers the reward you get from it, and the goal is to keep it as pristine as possible.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Suggestion about hunger/thirst

      I just want to reassert that I despise death directly from the food system and would prefer a starving "status effect" that made your character weak in combat but didn't directly kill you.

      Of course, you should be able to forage for base food ingredients in most game areas too. Obviously if you're going through frosty mountains like the Donner party you won't have as many options other than maybe hunting.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Suggestion about hunger/thirst

      @jetah said in Suggestion about hunger/thirst:

      In that spotlight it didn't say it was required of them to eat though. Only that they can eat.

      That is a completely silly implication.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Rewards

      You get loads of rewards for keeping active as it is, we don't need a Leaderboard thing =p

      2 more levels and I get my sexy wuff mount. Then I'm set lol

      But the flaming fox pet is super cool too

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Suggestion about hunger/thirst

      I would prefer to see a buff/debuff-based food system and not one where you just straight up die if your food drops too low. Instead, you get super weak and would be wise to avoid all combat until you fixed it, but could continue to play in this grossly debuffed state.

      @jetah said in Suggestion about hunger/thirst:

      Then you believe the gods themselves also are required to eat?

      Of course they are. What they eat is another matter entirely - most settings have gods rely on faith or worship to sustain them, but the fact remains that they need something. More human-like gods are even depicted with very healthy appetites for mundane food (Kid Icarus), and even today offerings of meat and other foods are offered as tribute to particular gods.

      "Supernatural" demons often follow the same logic. Their inherently violent and malicious nature implies they may have a Highlander system, i.e. they consume other demons (or meat/blood in general) to absorb their strength.

      Spotlight #2 says that demons hunt wildlife for most of their food, though. It's probably normal food in order to keep the playable races on the same page and not have wildly different systems for something as global as keeping food stocked.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: How do you feel about transmog system for fractured?

      That's not a transmog system. A transmog system is a stupid one where you have to already have two items and then you consume one to give the other one its appearance, which I find pointless.

      A wardrobe system is great so long as it has sane limitations. As @muker points out, complete unlimited "look like anything" systems are terrible because a Death Knight in 1000 pounds of metal can put on a cloth armor skin or just go around naked. This destroys any sort of immersion and grossly unbalances any form of PVP.

      Dark Souls actually does this intentionally - if you perform an incredibly good run in one of your NGs, you can get rings that make your weapon and shield invisible.

      A wardrobe system should classify armor by weight and allow you to choose any armor piece of the same weight. The basic armor classes in most games are:

      • Light - Mage clothing
      • Medium - Mostly leather with some metal here and there
      • Heavy - Full plate over gambeson

      This usually doesn't apply to the hat - generally you can wear any or no goofy-ass headgear as a style.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Ingame Arenas In Example Boxing

      @jetah

      Gambling is legal (and taxed) in Italy.

      They would also have to follow the law of their server host's location, mind you, and that could end up in the US or China for all we know.

      All I'm saying is, if Fractured were to include an ingame gambling hall, this wouldn't violate any gambling laws as Fractured's dev team does not facilitate any conversion of ingame currency to real world money. It could, however, allow prosecution of RMT services and could consequently be an advantage in fighting bots.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Getting Antsy!

      I'm sure Fractured will come along fine, regardless of all the silly arguments and player conjecture on the forums.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Instanced Dungeons/Raids

      Oh man, the idea that non-instanced dungeons "help players be more social" has me dying. How can anyone know so little about what they're talking about?

      First off, if you want to handle dungeons "socially", you queue party / raid for them.

      Secondly:

      [Instance] BROverlord69: @(!@%ING KILLSTEAL HACKR. crawl back up ur moms peehole
      [Instance] AZNLover4: wow ?? i know u hate urself and every1 else ?? but u dont have 2 take ur mommy problems out on me ??
      [Instance] BROverlord69: i been camp weeks for a boss
      [Instance] BROverlord69: #(@$ u
      [Instance] AZNLover4: get better at the game ?? lol nub
      [Instance] BROverlord69: fking &#@*$
      [Instance] ejjffgf: @@@@@@@@@@@@@ FRACTUREDMUNMUN . COM 1 MILLION MUNMUN FOR $5 FAST DELIVERY GUARANTEED @@@@@@@@@@@@@
      [Instance] BROverlord69: omfg shut up bot

      That's the kind of "socializing" you'll get from forgetting to instance your content, causing the game to devolve into a mess of killstealing and ganking and wonderful ad spots for gold bots.

      Someone pointed out that people can still camp at entrances or exits to instance dungeons in order to gank players. This can be solved by semi-instancing open fields too. Just randomly divide wandering players into one of several channels / instances of the same field - repeatedly zoning will swap the player to a randomly chosen new instance, thus reducing the effectiveness of camping because what are the odds of every single channel having campers on the same dungeon at the same exact minute.

      The number of instances per field would depend on how PVP-orientated the field was (more PVP = less instances) and how many players were on the field at the time (more players = more instances). As an exception, most Arboreus or Syndesia towns would have very few channels or even just one channel to facilitate "socializing" (spam, arguments, scrub brawling, and racial slurs).

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @jetah said in Enemies with immunity:

      @fibs

      What if Foren is top DPs and people just follow that meta?

      Why have immunity at all. They can give mobs high resistance so people can play their way.

      I watched an anime (I know but listen) and the main character beat a fire efrite with fire even though. The main character just used hotter fire.

      Now if weapons can be changed ooc and they can embued with elemental damage then I could changes mine a little. I still think full immunity is bad game design for a MMO.

      Full immunity is only "bad game design" if you want your MMO to be played single player, in which case it is not an MMO.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Anime

      I've avoided anime for much of my life because it's a very saturated medium full of a lot of total garbage. You have to do a lot of sifting to find the good stuff.

      I dislike most of the "popular" anime like Dragon Ball Z, Naruto, One Piece, etc. Super crap. Dragon Ball Super is great tho. Sword Art Online is just a really shitty dothack fanfic.

      The original three Slayers seasons (Slayers, Slayers NEXT, Slayers TRY) are really good. The newer ones (Slayers Revolution, Slayers Evolution-R) are terrible thanks in no small part to Pokota.

      posted in Off Topic
      FibS
      FibS
    • RE: Instanced Dungeons/Raids

      Nothing ruins a game faster than going through a long quest where you investigate a secret necromancer cult and find their hidden base that allegedly nobody but you knows about, then entering and having to compete with fifteen other characters named stuff like Swings-His-Schlong and XxXNaruto420XxX for the quest objectives and boss.

      (Elder Scrolls Online has few to no instanced dungeons and it completely ruins the game.)

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      +1 on occasional fully-immune enemies within reason. My caveats:

      • Immunities should be consistent / predictable for the same enemy type, e.g. a guy made out of fire should be immune to / healed by fire.
      • You should be able to equip weapons or jump thru other hoops that partially bypass immunities. For instance, in Elder Scrolls, ghosts are susceptible to silver weapons. (Gold should work too - both are holy metals.)
      • Bosses should primarily get "random" immunities and other persistent buff traits on optional challenge difficulties. These should not be actually random - they should still be hand-chosen.

      Those of you complaining that you specialized yourselves into a corner ("ALL I HAVE IS FIRE AND HE'S IMMUNE TO FIRE!!! NERF PLS") are fools inventing your own problems. You have simply made a shitty character and that's that.

      Always get one talent outside your specialty for insurance and/or bring a party specifically so that others can make up for your character's weaknesses.

      You simply don't get to be a Mary Sue. Make a better character next time.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: protecting your settlement

      I expect an Ultima Online-inspired system where you can build houses "anywhere" as long as there's space for the initial plot. The area must be marked as house-enabled, which in practice was more or less anywhere that wasn't a city, alongside a special residential district in Luna.

      Houses themselves are indestructible and all doors are automatically locked, but if you forget to lock down furniture it can be picked up and taken out of the house, and if you forget to secure containers they can be looted. Fractured would most likely adjust all locks to account for players' thievery skills.

      posted in Questions & Answers
      FibS
      FibS
    • RE: Talent Tree, Armor, and Stats

      It sounds completely pointless to me.

      You're already taking a "debuff" to whatever stats you didn't max out - stats also have increasing returns, dramatizing the gap between near-max stats and not-near-max stats.

      It makes absolutely no sense for one stat to directly damage another stat due to the basic nature of what stats represent. If all other stats remain the same, increasing any one should be a raw improvement with no drawbacks. To do otherwise is, frankly, completely stupid if not insane.

      We don't need another superfluous complication to take up development time and make it harder to balance the game for no benefit. =/

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Ingame Arenas In Example Boxing

      This topic has way too much rambling about wild alternate universes that aren't happening and not the actual game we really have.

      Gambling with ingame money isn't an issue and, at least in the US, would not be illegal even if players were buying cash shop items to trade for ingame currency. Our real life casinos bypass most gambling laws simply by trading money directly for gambling tokens and then gambling with the tokens and trading them back to cash. As ingame currency is not traded back to real life money by Fractured's development team, they are even less culpable and thus not responsible for any gambling that occurs. The only people who would be susceptible to prosecution are gold bots and their customers, which is a good thing so far as the game is concerned.

      The entire argument that it becomes real life gambling is a massive stretch of logic, and in the rare event it does become a problem it can be fixed by simply applying the Locked system to ingame currency - i.e. all currency earned by selling cash shop items is not usable in the gambling hall(s) or in player trades. Problem solved

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Hi there! ^_^

      Hello! Hope you have fun! πŸ˜„

      posted in Welcome to Fractured
      FibS
      FibS
    • RE: Enchanted resources.

      @33hp said in Enchanted resources.:

      I would like to offer the idea of enchanted resources.
      First, these resources rich in mana will be extremely rare, as they will give a good boost to the characteristics of the product being manufactured, or provide some buffs.

      That sounds fine! Many games have super-quality versions of crafting ingredients.

      Secondly, these resources do not differ from ordinary resources either - they also stack with the usual resources.

      That won't be possible. Even if you did convince the game to stably compress multiple non-unique items into a single item spot, how would users intuitively know when glancing at a single stack how many enchanted and not-enchanted they had, or choose which of the items to use in each given craft?

      In the third, these rare resources can be calculated only by means of identification, the higher the level of the resource - the higher the perceptual characteristics you will need.

      I don't quite understand what this means. Do you mean you'll have no idea how much enchanted you have in a stack without an identification power?

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: πŸΊβ“‡β“β“‘β“˜β“”β“’ ⓐⓝⓓ πŸ¦‡β“‹β“β“œβ“Ÿβ“˜β“‘β“˜β“’β“œ

      @jetah said in Rabies and Vampirism:

      VPN can bypass that though.

      Then you can just ban proxies like 4chan does!

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: πŸΊβ“‡β“β“‘β“˜β“”β“’ ⓐⓝⓓ πŸ¦‡β“‹β“β“œβ“Ÿβ“˜β“‘β“˜β“’β“œ

      @benseine said in Rabies and Vampirism:

      If you go down that path everyone will make healer alt/2nd account to get rid of deceases as soon as you get it.

      not if you only accept one connection per IP

      posted in Discussions & Feedback
      FibS
      FibS
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