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    Posts made by GamerSeuss

    • RE: Foundation rewards

      your new to the party, so you wouldn't have noticed but this has been clarified a few times over the years.

      Foundation rewards aren't implemented, and probably won't be made available until full game launch.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: October 20, 2022 - The Arrival of the Blessed Guardians!

      @Logain actually, no, because the other wildfolk races require additional artwork, if nothing else, while what they used for the wildfolk humans could have been alternate feature skins already developed and/or borrowed from other asset packs.

      Obviously the wildfolkkin humans are based around a different ethnic archetype is all, and thus much easier to quickly implement. It may have even been character customization options already planned but repurposed.

      They haven't done tge hard part for tge wildfolk yet, their primal powers, so all these humans really required was a slight attribute adjustment so far.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: October 20, 2022 - The Arrival of the Blessed Guardians!

      @Logain To be fair, they said pretty much since the very beginning that Stretch Goals would probably not be implemented until after release.

      Also, in regards to the new race, this is dynamically adapting to two of the main complaints of racial handling in the game, namely: PvE focused players (and groups period) who want to play in mixed race human/wildfolk parties from right out of tutorial, and a general complaint that there aren't any human subraces. (granted, the suggested "human" subraces were the Tolkeinesk Elves, Dwarves, etc... and not humanized wildkin with an ethnic feel like we got, but at least its an attempt to make some people happy that didn't cost much in dev time)

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

      @FahQ partly, as I don't think cloth needs as much time sink as metal, and as I said, I'd add a middleground metal and possibly leather option and adjust some, but I'm not going either extreme.

      Metal should be more intensive so starter characters without a support structure have to take a small amount of time to enter tge metal arena of play. This is because melee builds are gear dependent builds, and that gear shouldn't be dirt easy to upgrade to from leather/hide.

      With a support structure, sure...your friends or guild can outfit you, but on your own, it should take a minute to go from primitive to tge metal age

      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: Crafting considerations

      @grofire Solo doesn't mean not using cities. As was said previously, why most solos play MMOs over Single Player games is things like cities. The fact that, if desired, a soloist can participate/utilize some group activities/resources

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Crafting considerations

      @grofire

      Previously, Purples were removed at campfires. It was abused at minster spawns to cheese them.

      Going to a town should still be part of a game. Might take a group to make a town (which makes sense) but the Tavern is always available to remove purples unless you're Red(and that's a Red Punishment).

      There is also 2 default towns on each continent.

      Waystations/cabins in the woods were there before towns were introduced, but really, tech levels make more sense connected to towns. If anything, they will probably limit crafting even more by locking some of the stations currently available in houses to town buildings. Towns need prestige to grow in Tech that wouldn't work for an individual home. This means tgere is no incentive to build a house on personal property instead of just crafting stations and chests.

      Solo loot and gold is fairly easy right now. Solo crafting w/o city support is limited, but as a soloist can get by without higher tier gear until they accumulate enough gold to buy gear (or make some contacts to craft at their city stations)which are tge typical Multi-player benefits most Solo players play MMOs for.

      Groups over 3 take a KP penalty right now, points and % cleared, Larger groups have the additional "cost" if building/maintaining their cities or are in the same boat as solos.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: terrain bug terra

      @DarthJafo It is procedurally built once, as opposed to custom crafted. Then that end result is filled in with PoIs and mob spawn points, and then saved, it is not redrawn procedurally each time you open the game or anything like that. They use a procedural tool to more quickly, and easily generate a new, different map within the scale they want.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: terrain bug terra

      @DuRBaTuLuK actually, patch note said Some, not All.

      It's why I said it MAY be fixed this patch.

      Terra was procedurally drawn, so it's harder to change than just "deleting" an object.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: terrain bug terra

      @DuRBaTuLuK known bug, and as you may have missed it, possibly being fixed in today's patch scheduled to drop in 2.5 hrs

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: PvE & PvP Balancing Feedback Thread

      @Domoran traditionally, unarmed is an underpowered build. That's one of the tradeoffs for the playstyle.

      Also, in a equipment dependant game, where the biggest power gain is equipment based, you would doubly expect unarmed to be gimped.

      Finally, as with Bard, Summoner, and a few other builds, the focused skills for those aren't implemented yet really. You should see improvement, but not parity once more of the Martial Arts school is released into the game.

      All builds have never been equal in any game. FO allows a blending of builds to shore up some weaknesses, but that doesn't change the fact that certain builds are bound to out-perform others in games.

      All builds in FO for instance need INT or CHA for the mana and mana regen because every build uses mana-powered skills.

      Most builds us either Dex for evasion or Con for resistances and Health.

      Most need Str for health regen and carry weight.

      There aren't really dump stats in the game, but some builds can dump 1 or 2, that's normal.

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

      @Althalus yeah, that's Suicide

      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: Suggestion: Material Trade

      Although I never put it in these terms, I've been suggesting being able to bundle using tge packing stations to diversify tge various regional markets

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Communication is Key for Supporters

      @Taintedsteel

      Remember, for legal responsibility reasons, even 1 paragraph of explanation takes a Developer away from Development for as much as half a day or more.

      This is because anything they say in an official statement can be thrown back at them later.

      That 1 paragraph has to be reviewed, evaluated, discussed, and then looked over by an editor.

      Every one of these paragraphs suffers through this, OR they bring more problems than they solve.

      Also, we are the "test server". They have made it clear they intend for us to drive the development of the game, so little or no pretesting is being done. We're it!

      What would help the game development, then, would probably be to add a pre-test environment, and then invite several of the Alpha Access players access to this environment who have shown they are good testers by submitting good, usable bug reports and have spent sufficient in-game time to show their value in such a test environment.

      Jacopo has been the main one to take a break from Development and respond directly to us. There probably isn't a better choice around, as he's the CEO and Lead Dev in all this, but he is a Dev, and his time could be better spent at his work terminals.

      There are things the Devs could add to help, certainly. Things such as an "Unstuck" function in game, but again they need to code that and make sure that it's not abusable in-game as well.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Communication is Key for Supporters

      Actually, despite what a lot of people have said, I think the Devs have been pretty clear on what information they need from us.

      Bug reports
      Exploit Reports
      Suggestions.

      There really isn't much feedback that they can get from us other than that, and there isn't much feedback they can give to us. The fact is, finding bugs mainly means they need to know as much about a given bug's situation as possible to nail down what causes one. Everything else they are doing is stuff we wouldn't see anyway, so there isn't really additional information they could give us.

      They took down the Roadmap, more than likely to put up another one with adjusted timetables in order to keep us informed, but we have to let them get the new one out.

      They have had some catastrophic cascading bugs, but much of that was caused by the Wipe also wiping some of the previous hot-fixes, and the increased Server load they weren't prepared for, combined with a bunch of all new content (Terra) all at once.

      If we try to give the Devs as much info as possible, when a bug does happen, including things like how long you were online before the bug, what location in game you were at, what exactly you were doing before the bug happened, what were you doing when the bug happened, etc... these are the bits of information they need to tackle bugs.

      Yes, some of these bugs are the same ones we dealt with when Aehren came out, that's what I mean by the Wipe clearing out some of the Hot-fixes. Some of those need to be rebuilt, but made into more permanent fixes.

      They are also still working on new content (which likely does not take away from fixing bugs, as generally that's 2 different teams and skillsets)

      The big thing some people also need to realize is that just because we prioritize something, and they prioritize something, when it is a bug fix, they can't magically make it happen. It may be the #1 priority, but that doesn't mean that's what gets fixed first, simply because the worst bugs are the hardest to track down and fix.

      Example in point, on Terra, there are large rocks blocking some of the Tree Bridges. This map they already said was procedurally drawn, which means getting rid of these rocks is not a simple matter of just deleting an asset. They would either have to re-procedurally draw Terra, or they have to scrub through the end product code and find where that rock is drawn and reverse engineer it out of the code, replacing it with a clear patch of ground. Without knowing what their tool for map building is like, I cannot say how hard that is, but obviously it is not a simple fix.

      I know that Jacopo has called a 'meeting' of as many of the large Guild Masters as possible, this is more than likely to get more detailed feedback from them, as representatives of the biggest organized groups in the game. Possibly this is in regards to Siege Mechanics and Troublesome GvsG spells/skills/abilities. This is proof that Jacopo is trying to communicate his needs.

      Communication is absolutely key, but also remembering that not only aren't we seeing what's under the hood, also some of what's under the hood isn't to be shown to us anyway. Us knowing wouldn't help matters in this regard.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Forum mods

      @Xzoviac well, Spectra isn't CM anymore, so don't expect any responses there.

      Also, if these posts are from 2021 and the kickstarter ended a couple years before, the questions may have come up in the Dev forum after it was already abandoned as a failed endeavor.

      I don't know for sure, but that tracks. Who's to say?

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Forum mods

      How old are the unanswered threads?

      Just trying to track the issue

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Forum mods

      The Dev forum was probably discontinued for lack of utilization right after the Kickstarter ended.

      If such a perk goes unutilized, it makes sense to discontinue its use.

      I also checked with kicjstarter, and such Rewards can be freely discontinued not every reward level item is guaranteed (or any, for that matter) by kickstarters policies. Some development goals and strategies may change during the lifespan of a project that make certain elements no longer feasible.

      Case in point: one of the backing levels,allowed for bonus memory slots when memory was based on Int. Now that such slots are static at 15 for everyone, that perk was removed.

      In general the Devs have been attempting to stick to their goals, but if nobody was logging into the Dev forum, I don't blame them for discontinuing posting to it.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: We are a group of Chinese players. We need the Chinese version

      @AuroraBorealis a group of people ruining the game is something concerning.

      However, as soon as you use race/culture as your foundation of your argument you are practicing textbook racism

      posted in Welcome to Fractured
      GamerSeuss
      GamerSeuss
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