@mazikar
Never play the game... safest you can get.

Posts made by Jetah
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RE: Where do you want to live?
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RE: Some suggestions/questions/discussions
You know I people out first then execute them.
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RE: I want this type of 'environment interaction'!
@genobee
I agree but what I posted would be pretty epic to have. I know it won’t happen unless it’s a plug-in for their system. -
RE: I want the Newsletter please.
@warcraftman68
You can read them whenever but you need Internet not connnection so the website can verify you read it.If they were auto purged then you’re SOL.
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RE: Importance of attributes triggering repetition?
@roccandil said in Importance of attributes triggering repetition?:
The devs appear to have the following goals:
- Diminish or eliminate grinding
- Allow new toons to be nearly as capable as veteran toons
It seems like a bad idea to give new players the daunting task of selecting a mostly-permanent set of attributes without any experiential knowledge of gameplay mechanics, but the normal solution of giving everyone the same starting point, and having them grind to get attributes, doesn't seem to fit the dev goals.
With that in mind, I wonder about giving new toons the same base attributes (perhaps fitted to race, as suggested), and then including attribute augments with skills.
So, if enabled, skill A would add N to attribute Z. That means if you redid your skill build, you'd also redo your attribute augments. Any attribute customization would thus be handled organically by the skill customization mechanic.
Could make selecting a skill build even more interesting. (I'm assuming you get a starter set of skills that wouldn't be too far off the power of the best skills.)
My adjusting attributes idea wasn't grinding though as you'd be playing the game and the abilities you use the most would adjust your attributes. If you ever wanted to change from one 'class' to another then you could. You'd be weak at first but eventually would get your strength back. That'd never happen in a static attribute system, you'd have to start a new character.
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RE: Mouse / Keyboard control
@dcccxix
I linked showing WASD movement in an isometric game.
it's no different than playing any isometric game on a controller (which Fractured should support). -
RE: Information on Beastmen Gods
@dj35
Demons don’t need more than one. Babilis is the one true god! -
RE: Mouse / Keyboard control
@dcccxix
There’s a another thread from early this year that had more people asking for it. I would use it.I even found some videos of keyboard movement being used in a isometric game to show how it’s possible.
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RE: Importance of attributes triggering repetition?
@gothix
We don't know everything about the gear though. We could get something like it in a year after release or a few years afterwards. -
RE: I want this type of 'environment interaction'!
@dj35
to flood someplace?as a demon, I'll allow it.. however, land is above water. so you'd have to flood them from a spring near a mountain!
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RE: Importance of attributes triggering repetition?
@therippyone said in Importance of attributes triggering repetition?:
@jetah Everyone's max max stat is, I believe 25 (or 30? it's been 2 months since I looked). 18 is the limit of human base stats, and it varies with the others, but everyone can get temporary buffs to any stat (in theory), up to +5 (or rather, it's been described as being "very hard" to boost to +5 - I'm assuming that's a soft cap - you "could" go higher, but doing so is so difficult it's functionally impossible)
Bear with me here...
What if some gear has attribute stats, and there’s gear that increases the stat cap.
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One beautiful thing about this game is it’s being created. Sometimes an idea from the backers is great and is added but causes past statements to become null.
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RE: Newsletter Email
@brocki
The autodelete for spam might have been it.I assume you checked a recycle bin or similar to see if it was there?
I’m sure they’ll be more emails sent.
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RE: Newsletter Email
@brocki said in Newsletter Email:
The Newsletter Count increased for me after the last news, but i never got a mail. Now i'm not sure if i did something wrong or something in the system made a mistake.
Check spam or similar box.
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RE: I want this type of 'environment interaction'!
@zagzag
It’s possible for this type of system to be added later. We don’t know if this tech will become standard in MMOs at a later time. -
RE: Importance of attributes triggering repetition?
@therippyone
I'd say the ones you aren't using or use less of. A skill to use Strength as primary and Dex as secondary then your Intel, Charisma could go down.I read another thread and it mentioned gear that gave stats. So I went with it. There could be some that give it, but we really won't know until later in the development cycle. I wouldn't mind seeing gear that increases the top limit of stats. IE 20 is max for an attribute but a cloak might increase it to 21 maximum.
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RE: I want this type of 'environment interaction'!
@tulukaruk
that could work too. although i'd much prefer permanent movement. It'd allow those types of casters to setup defenses for cities or what not and it'd allow those casters to break it! maybe the melee could use tools to do the same thing. -
RE: Importance of attributes triggering repetition?
As per Spotlight #5:
STEP #2: ATTRIBUTES
Once you’ve selected your race, it’s time you decide how to set your main character attributes: Strength, Dexterity, Constitution, Intelligence, Perception, and Charisma.For starters, you’re given a pool of Creation Points that can be distributed among the six attributes – 100 if your new hero is a Beastman or a Demon, 120 if Human. Creation Points can be spent to increase your attributes from their minimum value of 6 up to their cap, which is normally 18 but can change according to the character’s race and family (as shown in the table below, which lists cap variations by race). If the value of an attribute is below 10, you’ll suffer maluses to all the statistics related to it – that’s why it’s convenient to raise each up to 10, particularly for inexperienced players.
I'm saying that a player shouldn't be tossed some numbers to apply not even have played the game. If every character had a base of 10 in every attribute (maybe adjusted 1-2 points for race) then they could play the game, figure if they're going to be melee, caster range or physical ranged before assigning attributes.
However, my idea has been that everyone starts at a number (decided by DS) then as they use abilities those attributes adjust higher. Quickly to 15 then slowly from 16 to 20 (specific numbers adjusted by DS of course). This allows everyone to start with a base character and change it as they see fit. This also prevents the whole "I wanted to be charismatic but my melee damage sucks. I need a free respec." Or any other type of QQ because the player didn't know how important those starting attribute points were.
We can still have gear that grants open attribute points so they can be placed anywhere and won't adjust unless the piece is removed. Or the gear can grant a static attribute points. IE you have a cloak that can grant you 2 attribute points to distribute as you want or you have a cloak that grants +2 to Intelligence.
If the attribute points don't adjust based on playing the game then DS should grant attribute points after the person is playing for a while. Either though quest or Knowledge point milestones. This prevent placing points into a stat which doesn't benefit your playstyle. (unless you want 20+ charisma because looking good is better than fighting good.)
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RE: Importance of attributes triggering repetition?
Outside of automatic skill adjustment how about a way where you start your character it don’t add in the extra stats till later.
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RE: I want this type of 'environment interaction'!
@zagzag
I need English. At work and on mobile so it’s difficult to translate.