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    Posts made by KairosVal

    • RE: What's your main gonna be?

      Currently planning maxed strength Hellfire demon with maxed INT (for a Hellfire Demon). Idea is to dive in with 2H weapon for a battle stomp, switch out unarmed for a fire-based AoE to thin the herd, switch back to 2H to smash face with slows and stuns, then switch back to unarmed for a long range fire-based finisher for anyone trying to get away.

      But will likely need a mage or two to keep my endurance topped up.

      Goal is to move fast and hit hard. Strategy is to find a town and a guild that wants a good front-line meat shield and party up.

      But of course, everything could change between now and release. Mage is hella fun in the test right now. πŸ˜‰

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      @NeroulGB said in Questions and observation on the lack of depth for people who like crafting to define their character:

      @KairosVal sorry i could do with upping my game where typing is concerned

      Greatly appreciate the formatting effort! πŸ˜„

      Also, I think Oxfurd's streams with Prometheus are all on YouTube now. If you had a dodgy connection during the livestream, you might be able to get something more stable from YouTube now?

      And yeah, I'm enthusiastic too. I backed on the Kickstarter at the immortal level. I'm invested. Want my Carpenter NPC contract damnit!

      Looking forward to getting killed by you on the plains of Tartaros! This is my first MMO where I'm going to be diving in straight away with a PvP focus. I'm expecting to hit some learning issues. πŸ˜‰

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      There are hot paragraph breaks in your area hoping to meet a nice young man such as yourself. Please consider letting them into your life, it'll make things better for everyone invovled. πŸ™‚

      Secondly: From the sound of it, I do think that the crafting aspect of the game is likely to be thinner than you'd like. But it's going to be deeper than the current alpha gameplay may indicate.

      That said, keep in mind that the crafting of the game is currently very very incomplete. We don't even have the alpha cut of advanced workstations yet, and they've already stated that the enchantment UI is getting an overhaul, and we have two whole planets worth of reagents to still be added to the game.

      There's still a lot left to go, so don't lose hope completely! πŸ™‚

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • RE: EVE Online players here?

      Former player. Hisec carebear though, except that I never really moaned about hisec ganks, just learned and adapted around them. πŸ™‚

      I come and go in Eve once or twice a year. It was a good game, but I never had the time to really play it properly.

      posted in Off Topic
      KairosVal
      KairosVal
    • RE: Suggestion: Holding down left click ignores interactables

      I'm glad to hear Prometheus has already acknowledged the need for a change here.

      Not sure what the best fix is. But it's annoying when you go to make a ranged attack against an enemy that moves behind a tree, only to start shooting the base of the tree instead of where the mouse is pointed.

      For me it's an in-combat / out-of-combat thing, but I'm sure there's more dimensions to it too that I'm not seeing.

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • RE: Your favorite Dailies, or what you would like to see them as.

      But I don't feel like daileys match the theme and feel of Fractured as I see and feel it. Bit too skinner box, not enough emergent gameplay.

      Doesn't really bother me though, I can always ignore them. No biggie.

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • [FRAC-1897] Mobs blocked by some fences but not others.

      I'm using a.2.2.1d on Windows 10 at time of writing.

      I have a house at -1539W -933 N. It is a Rustic 2x2 Patio.

      In a.2.2.1c I had an issue placing fences outdoors (fixed). I was able to place fences in some outdoor locations, but not in others.

      As of a.2.2.1d that issue seems to be fixed. I've filled in everywhere that was missing a fence, it's looking good.But I've noticed something odd.

      In a.2.2.1b and a.2.2.1c, mobs were running through all my structures. Seemed to be a known issue so I didn't want to reproduce.

      But as of a.2.2.1d, the mobs are pathing around the fences I placed in a.2.2.1c, but they are passing through the fences I placed today as part of the a.2.2.1d update.

      My player character paths around both sets of fences, but the mobs only respect the old ones, not the new ones.

      Interesting variation. Not sure if it's important or interesting, logging it just in case. πŸ™‚

      posted in Bug Reports - Closed
      KairosVal
      KairosVal
    • RE: [FRAC-1859] Ashes crafting text says bones but accepts branches.

      Still present in a.2.2.1d. Low priority tho. πŸ™‚

      posted in Bug Reports - Closed
      KairosVal
      KairosVal
    • RE: [A2.2.1b] No rights to loot Treant killed by me on my property. (Fixed)

      Fixed in a.2.2.1d

      posted in Bug Reports - Closed
      KairosVal
      KairosVal
    • RE: [FRAC-1864] Can't move furniture to desired indoor location. (Fixed)

      Fixed in a.2.2.1d

      posted in Bug Reports - Closed
      KairosVal
      KairosVal
    • RE: [FRAC-1868] Can't place fences outdoors. (Fixed)

      Fixed in a.2.1.1d

      posted in Bug Reports - Closed
      KairosVal
      KairosVal
    • RE: The community in Fractured is amazing

      Also note the following from CHARACTER CREATION, ATTRIBUTES AND RESTING:

      STRENGTH

      Strength is a measure of the raw physical power of your character, determining how hard it can hit with melee attacks, how much weight it can carry, its base armor rating, its ability to intimidate other creatures and to break objects. It also grants a significant bonus to maximum life, and is used as a requirement to equip heavy armors and weapons.

      Reaching a Strength score of 20 gives the character a unique powerful boost to melee damage.

      Strength is the main attribute for heavy melee hitters that want to deal the highest damage in the game, being able to double-wield large weapons or hold massive 2-handed ones.

      A character heavily focused on Strength wants to end a fight as quickly as possible with a small amount of devastating hits, stunning and knocking down its opponents, especially as it often lacks the physical and mental resources to sustain lengthy battles.

      And:

      CONSTITUTION

      Constitution is a measure of the physique and endurance of a character, determining its natural resistance to poisons and natural elements, how much it can carry and the response of its body to potions. It also determines its maximum amount of Life.

      Reaching a Constitution score of 20 gives the character the ability to slowly regenerate Life over time without external intervention.

      Given the impact of Constitution on the resilience of your character, it’s also recommended you don’t lower it too much, unless you’re planning to be able to defend yourself otherwise through magical means.

      Fighters willing to enhance their powers with alchemical concoctions also benefit significantly from a high Constitution score, which not only increases the effect and duration of most potions, but also grants the character a natural resistance to the negative side effects of the most powerful ones.

      To my reading there's some overlap between Strength and Constituion. That... Actually feels not-entirely-terrible to me.

      I'm planning my first PC to be a super-strong melee focused Hellfire Demon. Suppose that Strength was purely offensive and Constitution purely defensive. If I wanted to be able to get into melee range and not die instantly, my character would need to be very high in both strength and constitution. By having strength do some of the heavy lifting of survivability, it means that I can make a decision about whether or not to be (for example) a half-tanky fighter that picks up some intelligence for fire-based abilities (because Hellfire demon) or if I want to double down onthe benefits of high strength and high constitution. It gives a bit more flexibility and the "optimal build" is less obvious.

      But it's also worth noticing that potions/alchemy haven't really been implemented yet. No idea if it's been dropped on the cutting room floor or not at this stage, but even so: It's a little premature to stress about game balance between the attributes when not all the features related to those attributes are implemented yet.

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • RE: Angel Stats

      @FibS said in Angel Stats:

      @Hellstar

      It is my understanding that there are subtypes of Angel corresponding to each subtype of Demon. For instance, IIRC, the blood Demon becomes a healing-based Angel.

      That's in my head too. But I'm not sure if this is something that Dynamight has confirmed or if it's just community fan-fiction.

      posted in Questions & Answers
      KairosVal
      KairosVal
    • RE: Angel Stats

      What I'm hoping is that each Demon and each Beastmen subrace have an antithesis with the same attribute cap variations table, similar silhouettes in their model design (allowing for armor, weapon and animation asset reuse), and thematically similar mechanics.

      For example, Shadow Demons are supposed to get special bonuses at night. It would be thematically satisfying if their Angelic counterpart was a Light Angel that gets special bonuses during the day. Then if they looks kind of the same, wear armor in the same way, move the same way, fulfill the same niche as before - all just with different racial bonuses - then I'd find the symmetry there very satisfying. That sort of thing.

      But of course, we don't really know. I'm very much looking forward to an Angel/Abomination/Lich Q&A sometime in the near future. πŸ™‚

      posted in Questions & Answers
      KairosVal
      KairosVal
    • RE: To the Blessed Beasts and the Demonic Damned, are you going to strive to become their karmic counter-part?

      @FibS said in To the Blessed Beasts and the Demonic Damned, are you going to strive to become their karmic counter-part?:

      @SicariusAnatar

      To summarize:

      • Beastmen start out on Arboreus as good-aligned
      • Demons start out on Tartarus as evil-aligned
      • Humans start out on Syndesia as neutral

      • Beastmen who become evil become Abominations and are, in most regards, Demons
      • Demons who become good become Angels and are, in most regards, Beastmen. (What kind of Demon you picked determines what kind of Angel you are.)
      • Thanks to meeting a stretch goal, Humans can become Liches, but last I checked the exact system for this was not finalized

      Only two things to add in to that excellent summary:

      1. Making the switch in each case is likely to involve a quest line, probably a divine one from a god's temple.
      2. It isn't obvious if Angels will be restricted to either Arboreus or Syndesia, or if they'll have the flexibility to live on either one.

      But as FibS said, the exact mechanics for these transformations aren't finalized. We don't have a lot of official information outside of the 2018 Design Document about PVP, ALIGNMENT & CRIME. But even if we did have a detailed game design document for it, that document would almost certainly change between now and release anyway.

      Back to the OP: I'm planning to play a demon, and I'd prefer to stay a demon. Raiding Syndesia during an eclipse just sounds too damn fun. The only thing that'll change that is if Tartaros becomes a pit of griefers. PvP != griefing. I'm pretty sure that the city/town/guild system wil make cooperation beneficial enough that it won't happen too badly. But if it does become an issue that I can't fix by just relocating to a different town, guild or continent, then I'll do the redemption arc thing instead.

      posted in Questions & Answers
      KairosVal
      KairosVal
    • RE: Sorry for not being Present

      This is a marathon, not a sprint. Conserve yourself and keep your house in order. There's plenty of time to re-engage later.

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • RE: Housing Limits?

      If all players can get two properties, then most of us will - and towns will fill up all the faster for it.

      I think sticking with one plot per account is the right move in the short term.

      I'm a little torn over the tradeoff between having an out-of-town house that nobody can kick me out of on the one hand, or having a town house with access to NPCs and good crafting stations on the other. I think that's as it should be, tradeoffs should matter so decisions remain impactful.

      Planning to do Tartaros first, so probably going to aim for a town first in the hopes of some kind of mutual defense thing with other demons in the town. But it's going to suck if I need to take a 2-3 month break from the game and I get kicked out and loose all my stuff. Will have to wait and see.

      posted in Questions & Answers
      KairosVal
      KairosVal
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @Althalus said in Enchanting table Guide - Basic Mechanics - How to:

      oh god this seems complicated!!! Imma just have to let other people figure this out and just slot in the best items to min/max the enchantments... this seems like sooo many properties to play around with in terms of enchantment (not complaining) but this is giving me headaches just thinking about it...

      There's some planned updates to the enchanting interface to make identifying which reagents to use a bit easier. πŸ™‚

      But I like it. I've got three chests for my reagents: Animal parts, herbs and mushrooms, and rare reagents. I've been building up a larder of three stacks of 10 for each reagent.

      It's given me another reason and something else to do and keep track of while exploring. And those rare mats are crucial to certain enchanting builds. I'm pushing deeper into Heartwood lately and I've noticed the spawn rate of wild mandrake root has gone up. The solid magic that drops from wisps occasionally are great for enchanting too.

      posted in Discussions & Feedback
      KairosVal
      KairosVal
    • Spoilers: Gameplay narrative is working for me!

      The first housing plot I found was south-southeast of the starter area. I went mage. The area has a lot of wisps, and I just couldn't kill them.

      So I did a bit of looking around, and wound up in the goblin hills. When I stumbled on the fire shaman? Very happy, I really wanted the fireball and the totem spells.

      So I hung out in the area for a while. Unlocked the shaman and the normal goblin types, filled up my inventory with crafting reagents, then teleported home when I got cocky in a fight with a war chief and forgot to heal.

      Came back, and with fire totem, fireball, and some enchanted gear, I now had the missing burst dps I needed to take down a wisp solo - and the fire damage is making sprouts and treants a cakewalk where they used to be something I had to think about a bit to not get overwhelmed, so that was a nice bonus.

      Now I've got the wisp's arcane shield thingy to use against the wisps themselves. Suddenly, so long as I take care to only go in 1v1, they fall over like it's nothing.

      It wasn't that long ago that the wisps were kicking my ass 1v1 and felt broken unfair and unbeatable. I set myself the goal of getting strong enough to take them down, and it feels really satisfying to have achieved it!

      Great emergent little character arc. The system is really working for me so far. Feels good. 😊

      posted in Discussions & Feedback
      KairosVal
      KairosVal
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