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    Posts made by Gothix

    • RE: Mounts - Mechanics

      My own personal opinion on the subject:

      #1. Will mounts be killable?
      -- killable no, lootable yes (items stored in your mounts inventory space can be stolen)

      #2. Can each character made on the account get a mount?
      -- forum reward mounts (account wide), in game acquired mounts (per character)

      #3. Can mounts be placed into a bank slot? be exchanged? are they bound to account? bound to character?
      -- no, no, yes, yes (with exception of forum reward mounts, and possibly cash shop mounts)

      #4. If you have a feral mount .. but lets say in the case of a tamed mount... and then give it to another character...
      -- you can't trade in game acquired mounts to another character

      #5. Can you be dismounted from a mount in combat?
      -- yes (you should be)

      #6. Are there shrink potions for mounts? Hitching posts? portable bags? How does one dismount? or "Stall" their mount?
      Are there locations for this?
      -- no, why not (if mounts will require food/water), (some) mounts will have own inventory space), by pressing appropriate key xD, stall? you stop moving by clicking on ground near your characterxD

      #7. Can saddles be upgraded? ones that 'enhance' animals abilities? speed? deflection? magic resist? so forth?
      -- depending on if it's something combat oriented or P2W (then no), see previous comment, i think all mounts will have same speed, i don't think mounts will have combat skills, or be upgradable in such way.

      #8. Is there mount armor? Bronze/Iron/So forth craftable?
      -- I don't think mounts will be upgradable combat wise

      #9. Can mounts be resurrected? Killed? spirit bonded?
      -- don't think mounts will be killable, they will only be lootable

      #10. Can mounts be 'healed' by bandages? magic? so forth?
      -- mounts will not be recieving any damage

      Above is ofc. only my personal opinion. 😉 We will see what we get.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      Hmmm now this poses interesting question... I didn't try it so maybe someone here knows. 🙂

      Lets say I have a house and then I decide to travel far away, and I like it there... and I never wish to return to old place... can I remotely abandon my house, to be able to build new one in new area...

      ...or I will have to wait a bunch of time for my house to deteriorate on its own, or spend ages to travel back to destroy my house (if that's even possible) ?

      Or can I remotely abandon it and build a new one on new spot? 🙂

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Week 116 - Weekly Drawing Winners

      @Kralith paintbrush skillz.

      posted in News & Announcements
      Gothix
      Gothix
    • RE: The community in Fractured is amazing

      @Kralith said in The community in Fractured is amazing:

      Yes indeed @Jetah
      Buuut on the other hand, we can do something to not to give them a too big voice.
      If we are strong, they will be weak 😉

      Someone wise once said, you can not break a stick in a bundle.

      So don't fight trolls alone! Group up on them. 😉

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Week 116 - Weekly Drawing Winners

      Grats everyone! 👍

      @Specter said in Week 116 - Weekly Drawing Winners:

      Please note: Drawing winners are drawn on Wednesday

      Specter, I noticed you never draw them, so let me help you out this week!

      Winners.jpg

      This weeks 12 lucky winners, drawn! 😉

      posted in News & Announcements
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      I guess you are right.

      I also forgot one additional thing... One can steal another mans gear while distant traveling, and switch. 😉

      I guess I'll just have to make sure my avatar looks good, to be able to find lovers in distant towns, and use their houses.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      @asspirin that depends on how complex and versatile skills we will end up in the end, "skill list" that would potentially be effective enough to negate the need for multiple sets of armor.

      It may very well work how you say. 🙂 But I doubt it, because gear/enchanting would become irrelevant then.

      Imo, we will have extremely complex skill system and enchanting system, but "strength" of those skills will not be as powerful, to make us able to withstand environment challenges on it's own (without the need of using appropriate gear/enchants), because that wouldn't make sense. 🙂

      So gear/enchants will still be very relevant and necessary.

      So if we are not able to carry multiple sets of gear with us, having our house storage close to us will be very necessary, and that will in some extent deincentivize more distant travel excursions, and incentivize people to, "in larger part", stick closer to their homes.

      I don't believe I am wrong with this one. 🙂

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      @KairosVal Imo. currently "gearing" mechanics are leaning towards promoting "staying in home zone" play style, because (among other advantages) having your house close by, also means you have storage close and other sets of gear close by for your use.

      These "gear management" mechanics are "less friendly" towards longer distance travel.

      Imo. longer distance travel should be better promoted, through various mechanics, because game is featured like exploration game, and my suggestion was just one of the suggestions how to help with that issue, through the aspect of "gearing".

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      I'm not talking about bringing 20 sets at once. 😄

      Just like 3-4, so you can make more distant journeys (further from your home) and still be able to change to fit more scenarios, without being overly limited by your (other items) carry capacity while doing it.

      If bag space is common, for everything, then I'll just stick to one set of armor, because I'll want rest of the bag free for other stuff, and that will definitely cut in on versatility that I can have while playing.

      I mean there is less point of having rich deck customisability if I will stick to one set / one deck most of the time due to these limitations.

      -- for people that will play in home zone, close to their home, where they store their other gear this isn't an issue. For travelers, this is more of an issue.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      It only makes sense that mounts can be looted as well. Otherwise everyone would just store stuff there to be protected.

      Personal inventory or mount invenotry... main issue still remains. If your gear and mats share same bag space then you are heavily limited in versality because you need to take less gear to be able to farm more mats.

      The way around it would be my suggestion with limitations explained.

      Gear branding could be used in many other game aspects as well, so it wouldnt be a feature solely usable in connection with gear inventory.

      So we do not need to know more about mount mechanics to talk about this. 😉

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      Hmmm in addition to the above:

      since liberal gear inventory (without further limitations) could be "abused" to go on "kill/loot spree" to steal a lots of other peoples gear and cary it all to home...


      GEAR BRANDING


      Lets say gear can be "branded"... you brand your gear only in your home using workstation. Only when gear has your brand on it, you can carry it in this special gear inventory!

      Gear you have stolen, still has someone elses brand on it (or it's unbranded), in either case, you can not put that gear to your "gear inventory" until you have transported it to your home and used workstation to re-brand it to your name.


      If this was implemented, you would be able to carry several (your brand) gear sets on you, which would allow you to exchange sets to be efficient in more scenarios on the field (granted you take the risk it will all be stolen from you if you die)... but you couldn't steal ton of gear from other people and abuse this inventory to loot it all because that gear you would still have to carry in your common bag (together with other mats, and consumables) until you transport it home and have a chance to re-brand it.

      Process of re-branding could be either simple (gear gets re-branded once it's placed in storage in your house), or more complex and require workstation and some other mats.

      Gear you have stolen would still be instantly usable (you could equip and use it right away), it would just be unable to be placed in your "gear bag" until its brought to home and re-branded to your name.


      Perhaps "gear branding" as a feature could also have some other effects and consequences, not connected to "gear inventory suggestion"? 😉

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      What I personally love is how original The Secret World did it. With the amount of customization of gear, and complexity of theory crafting for your decks, and the huge effect that different deck and gear had on your efficiency.

      (One thing though that TSW had is possibility to have enormous bag space, so carrying multiple sets of gear wasn't an issue.)


      Here, considering Fractured is a full loot exploration MMO, huge bag space wouldn't fit in, because it has to be limited, due to farming mats, carrying consumables, survival aspects....

      What if: "common bag space" was limited, but we had separate inventory, only accepting gear pieces, which would be a bit more liberal?
      (check additional explanation in the followup post, where further limitations are explained)

      This inventory could also be looted on death, so it would still be risk vs profit to bring a lots of gear with you, but carrying alternate gear wouldn't directly affect how much materials we can farm, because those materials and all other items would get stored together to the "common bag".

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Questions on demons and angles

      @SicariusAnatar said in Questions on demons and angles:

      why would a demon take the path of light in the first place?

      Maybe he fell in love with hot furball chick, and that's the only way he can move in with her.

      Love has been known to make men do crazy stuff!

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: FINISH HIM abilities

      @asspirin 1 vs 1 sure, but only if there aren't other people around. 🙂 if there are and you can't instantly re stealth, you're gone.

      Also if that target who you are trying to sneak, manages to resist / avoid your intial CC and counters with CC of his own, you're also probably gone. 🙂

      It's not a bullet proof build, it still depends on some factors.

      It can also work as you say yeah. That build is something like rogues work in other MMOs... have patience, wait, wait, wait... when opportunity is good, attack, nuke, try to survive the aftermath until you can re stealth again, and wait again.

      I never found such builds fun to play. I have no patience to just stand around and wait. I like constant activity. 🙂

      Also that build would be useless ain anything more than 1 vs 1.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: FINISH HIM abilities

      It's also important to ask how long will CD be on invisibility, and can you use it if already in combat.

      If you are glass cannon in "finish him" build, and you can not stealth, you are pretty much done.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Open Question to Developers.

      This game will be full loot MMO, and 2 of 3 planets are free for PvP.

      So basically even if many mechanics you can consider PvE (grinding materials, trading,...) there will be a lots of PvP around resources everywhere!

      Also on Syndesia, guilds controlling zones will be able to mechanically impose rules that are in action in this zones, so territory control will have great effect on trading and exploration.

      There will be GvG, sieges,...

      All in all, I wouldn't worry about PvP aspect here 😉 just take a note that much is still not implemented into alpha, so you can not experience it yet through testing.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Week 115 - Weekly Drawing Winners

      Congrats all folks! 🙂

      posted in News & Announcements
      Gothix
      Gothix
    • RE: WoW Classic is coming

      I'm playing it because there is nothing else interesting to play atm.

      First and foremost, Classic is not Vanilla not even close. Classic is much easier to play then vanilla ever was.

      There are so many differences that one can not even begin to describe, even in raid encounter mechanics.

      • many raid mechanics are different (just one example garr adds do not explode all at once if garr is brought below 50% before they are dead so you can nuke garr simply keeping all adds banished...)
      • classic is nerfed to hell and back compared to vanilla, for example some attacks during raid encounters do 90% less damage than in vanilla (300 instead of 3000 for example) so many attacks that one shotted you back in the day you can now just shrug off and continue as nothing much happened
      • many other differences

      Main issue why its like that is, because Blizzard took retail version of Azeroth world from Legion (which is extremely nerfed compared to vanilla, mechanically and by numbers), and then tried to tweak it back so it's little closer to how it was back then, but there are so many things to tweak and of course they failed to tweak so much of it.

      So basically classic, on the first look, looks like vanilla, but it isn't even close to it.


      That being said, its a nice game to pass the time while waiting for something more interesting. For a bit of nostalgia, and for social aspects.

      I'm playing (alliance) mage and a hunter (there is waaaay too many mages in all servers btw.)

      There is waaaaay more horde than alliance so if you want to do BGs, then go for alliance, queue times are MUCH shorter. But if you want easier life in open world, roll a horde.

      posted in Off Topic
      Gothix
      Gothix
    • RE: April 12 Player Cities Q&A Livestream - List Your Questions!
      1. Will there be any limitation in size of player cities? If there will be limitation in size, will it be by number of buildings, or by geographical area size?

      2. Will two different player cities be allowed to be close to one another, and will it be possible that they grow into metropolis if they both grow in size and connect? How will town leadership and borders be dictated in such scenario, will those two cities still be treated separately, or as one new city?

      🙂

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: If you buy BETA 2 access, can you play NOW

      Well betas are usually "open" for longer periods than "alphas".

      Alphas in MMOs tend to go down much more often for increased maintenance and updates. Generally as you come closer to release, play testing periods last longer and longer.

      posted in Questions & Answers
      Gothix
      Gothix
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