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    Best posts made by GamerSeuss

    • RE: Resource requirement for gear is too much

      actually, there is an overabundance of resources out there. Right now there's a huge competition for it, but there really is more resources than most of us know what to do with once the game gets more stablized.

      Remember, the game is designed to have certain time-gates to make the game last longer. Your not supposed to speed to t2 full armor in just a few days, although it is possible.

      Once you start getting situated in the game, you should have excess ingots to make replacement armor as you go along. The original thought process I believe was a set of gear was supposed to last about 2 weeks, afterall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: PvE is Extremely Broken....

      Unfortunately this is pretty standard in old school type games, which is the feel that FO is going for in a lot of ways.

      In EQ, there were many mobs that were constantly camped by groups so nobody else on a server can get their rare drops. In this case, it is just camping them so nobody else can get the KP.

      Anytime a mob can be attacked by multiple groups (not exclusive to the first group that scores a hit) you get this kind of thing. This is pretty much industry wide for these kinds of things, and not exactly something you can punish, as it isn't 'bad' behavior per se.

      Grouping to attack spawns, and camping spawns has been around since MMOs have. Right now, in a group, as long as you get a hit in, you get %, but if your outside the group that mainly kills a mob, you get nothing. At least that's been my experience. Your options are go join their group, or wait until they 100% that mob and go elsewhere.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Town Issues/Discrepancies & Bugs

      @Junkie I thought so, thanks

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • Suggestion for Enchanting System

      My favorite part of Fractured is the Enchanting System.

      That being said, the system does need an overhaul and some rebalancing (which I'm sure is in the works) but I thought a suggestion thread about what some of the Players think might be good things to include in that overhaul might be.

      My Thoughts and Observations:

      I was recently told there are 5 categories or levels of reagents, Very Common, Reasonably Common, Rare, Legendary (5th one wasn't detailed) and that VC have 4 total aspect points, RC have 6, Rare have 10, and Legendary have 15 (again, 5th wasn't mentioned to me)

      Given this, we find reagents like Mandrake and Angel's Trumpet count as Rare reagents, with a total of 10 points. At the same time, Elemental Essences have only a total of 6 points, getting only 3 in their actual Element. This seems counter-intuitive to me, so it is definitely one I would possibly work on.

      Any Reagent that is A. Not a Mob Drop, and also B. Doesn't only show up in 'Dangerous' areas should probably not be classified as Rare. In addition, Mandrake at least, is one of the single most useful Reagents in the game, showing up in a lot of recipes, as it has 5 Mind and also has Energy, 2 of the most common Aspects.

      Elemental Essences, on the other hand, should probably have one of the highest scores in their given element, even if they only had 1's in everything else (although at least a 5, I'd think, so maybe 2 and 3 in the others to get to 10 and keep with the current pattern, or maybe 4, 1, 1 if they stay as a Reasonably Common)

      The other major observation, and I know its a beta and not everything is balanced or implemented yet, but there are entire aspects that aren't being used in enchants at all. This makes said reagents that have them seem completely superfluous in the game, I figure they will probably be part of either Alchemy or Rings, but right now, they mean nothing in the game.

      Suggestions:

      Rebalance and reclassify reagents, taking into account Commonality based on how dangerous it is to farm them, and how readily available they are in the world. Personally, I would also spread some of them out more, and make them more biome specific, so that they breed more regional trade, but the maps aren't exactly huge for that. I know some are going to be planet locked, of course.

      Second suggestion is to give more weight to the Classification of the Aspects. Right now, the Reagents list "Universal" and "Primal" and "Manipulation" next to the aspects, clearly classifying them, but we don't really know what else about them. Some have 3 different classifications, some have 3 Universal aspects, and it would be nice to be able to figure out how that relates eventually (not asking to give it to us, but hoping there is a reason)

      Final suggestion for now from me is to try to make at least a couple enchant recipes for each current Aspect on the Reagents we have, or possibly reclassify some aspects as "Alchemical" aspects so we know they are going to be more involved with that system.

      Just my 2 cp worth. Of course I welcome other discussions.

      Note also: I'm fine with not having recipes for enchants in the Wiki and things like that, I like the whole "build your own recipe" feel of enchanting, where you give us the ingredients and their aspects, and we find out how to make it work.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Home recall

      They specifically don't want easy fast travel holding any inventory so the only way to home recall is suicide.

      Otherwise, the home teleport could be exploited to get around the goods transport limitation

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Home recall

      @Althalus yeah, that's Suicide

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Crafting, and "long term goals" of community/devs

      I voted option 3.

      I'm okay with a meet in the middle approach where metal is still detailed and time locked, but maybe less ingots per suit or shave some time off smelting, but add mayhap a little to smiting.

      As for wood, leather and cloth, t1 is fine for cloth as is (and t1 metal is definitely one that needs a quicker grade) but t1 leather could possibly use a quicker option. Hide might be okay, but maybe a middleground between hide and leather. Like studded/reinforced hide that might use an ingot to make studs/reinforced pieces.

      T2, cloth especially needs a time sink. More than just the bonus reagents needed because let's face it, Crystallized Nagic is tge most common t2 Armor rare, used on the cheapest(time-wise) armors.

      Cloth for t2 armor should maybe need a pretreatment of ground chipped gemstone or something, that takes an hour or 2.

      T1 wood weapons are easy, t2 should probably go with a wood quality grade o. Logs as Spoletta often advises. Either special trees need to drop mostly Hardwood or something, and 1 to 2 of their special woods, or drop 2 different qualities of that wood, with lesser quality wood either having lower durability when crafted, or maybe needing a lacquer or pretreatment to improve their quality.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: NPCs needed in all towns even Player run towns.

      Although I'm mostly for no NPCs, there are some roles they could fill without overly belaying tge spirit of what FO offers.

      Hired farm hands to automate some crop watering chores.
      A town Cryer to make town/guild level announcements.
      A minder for town level work-benches keeping track of who's mats go in and out.

      I don't want NPCs selling even basic supplies. All sale items should still be player gathered/crafted. I'm ok with NPCs tgat may buy certain items, especially ones tgat become obsolete later. (Extra Recipes for instance or captured armor/weapon pieces w/o full durability)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Mana for physical toggle skills?

      @MidniteArrow also remember tge number of character slots at release is unknown. We just know a couple of the packs include extra slots, but at release, I'd be surprised if more than 3 are available (so one per planet us possible on base accounts)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: MONSTER NAME

      not showing a name on mouseover for monsters is an intended mechanic I believe. This is so you are encouraged to attack and explore attacking all mobs. A compromise though would be once you reach a certain % of knowledge of a given mob, the nameplate showing up. Even if it waits until 100%

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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