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    Ladyrowan

    @Ladyrowan

    TF#10 - CONSUL

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    Joined Last Online
    Location Arizona Age 54

    Ladyrowan Follow
    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by Ladyrowan

    • RE: Bit worried where the Kickstarter is

      There might be a bit of that because let's face it some people look to get around the system whatever it is.

      I think there are more that are just not sure of the game yet and are still on the fence on whether they want to invest in it. There are still outstanding questions on how the crafting and the towns and politics are going to work. They've said they will address some of those in their upcoming information releases so I'm hopeful that will pull more people to make the choice to join the kick starter.

      Personally: I decided to go ahead and put my support into the kick starter. I like what I've heard so far and even though I still have questions and I may not like all the answers I think it's a game worth seeing made and playing.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Why Magic users will be OP compared to physical users

      I don't think we know enough yet about the way the skills or horizontal progression will work since we haven't even seen Alpha game play yet to start calling something OP. I do get the concern that you bring up and can see how you've come to that thought. I just don't think we know enough to start declaring certain classes or skill OP at this point.

      While all the magic casting schools do have at least the INT attribute as a major attribute there are a few that also take a secondary attribute. In addition if those people want to craft or explore the world they are going to need to up their other skills as well to make that possible.

      To me at this point it would be like saying straight Warriors using strength attribute are going to be OP in crafting since the strength attribute determines how much you can carry which will determine how many resources you can gather at one time,

      Or Blood Demons are OP if they play a Musicianship/Restoration since they get a +3 to both main attributes needed and one is an affinity in addition to being a +3.

      I'm not ready to jump on the band wagon of the sky is falling until I see the game play in action.
      There is likely some balancing that will be needed but we'll figure that out in testing.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Suggestion - herb gardens and a spice trade

      I think it's an interesting idea and one that I can't think of an equivalent in another game.

      It would need to have a diminishing return based on supply and how easy or hard it was to grow and transport. Such as salt isn't nearly as valuable today as it was a couple hundred years ago when it wasn't available to everyone. I've read historical accounts where people would pay for goods/services with salt or pepper spices instead of cash and that wouldn't happen in today's market.

      It will also depend on how intricate cooking recipes are in the game. If it's the typical generic recipe random meat + water + carrot = sandwich then spices and herbs are not going to play a big part of the economy.

      I would think you would need to find the herb/spice or a deposit if it's mineral based in the wild before you could cultivate it. No one knows to grow carrots or berries in their own garden until they are found in nature and found to be edible. Or I guess if you come into the game after it's discovered you could buy seeds or seedlings from a supplier if you've gained the knowledge.

      I could see more of a use in Alchemy in potions or poisons than in cooking. But again I think you would need to learn either from other people or finding it in nature first. Like figuring out that poisonous frogs can be used to spike arrows or darts.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: [One Sentence] What turns you off playing a game?

      Toxic players and no crafting.

      posted in Off Topic
      Ladyrowan
      Ladyrowan
    • RE: Alpha 1 Please Line Up!

      Following Kellewic like a good minion 😈

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: So there will be a skin cash shop (part 2)

      @gothix I agree. I don't mind if the whole set is an option even at a discounted set price, but I'd like to have the option of just picking up the chest or the boots or whatever if I don't want the whole kit

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Small Guild's Sharing a Town

      That is a risk and there will be some strategy involved in who you approve to live in your town if you are a free town. You need the people in order to advance your town but there is a risk in losing the town if they vote in someone else in an election. I believe I read that if you are a free town any citizen of the town in good standing can call for a vote on an election. If the vote passes then it goes to an election to vote for a governor.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Will Animation Cancelling become a combat mechanic one day?

      I think I'm with those that would prefer not to see it. If the spell or attack move is designed to take .5 seconds then it should take .5 seconds. There was a reason the Devs designed it that way. Whether I know and agree with that reason or not is irrelevant.

      My issue with it is that I think it would lead to more you must have skills a,b, and c and you must enter them in a specific order to get the cool down reduced. To me that would take away from the game and having those 400 skills available to me. I don't want another game where someone tells me you must do it this way.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Talents. limit of 60 points.

      I don't think we currently see the full scale that is going to use the knowledge points. Right now we only have the talent tree and the skills.

      I'm also sitting on a bunch of points but my guess is those would be used in the future to get profession recipes or other skills not related to talents or combat.

      I would actually like to see the knowledge points for plants to work like the animals and other mobs. Instead of getting the full 600 the first time I pick a dandelion it would give just a small portion for that plant and it would build to 100% like the mobs. That way the knowledge book could be expanded for the plants and it would slow the knowledge point gain.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Elusive - Casual Beastman Guild

      @kellewic i'm following as well 🙂

      posted in Guild Recruitment
      Ladyrowan
      Ladyrowan

    Latest posts made by Ladyrowan

    • Unable to add stone to trading post

      Is there a limit on how much stone blocks can be added to the trading post?
      I get an error after adding 9 stone blocks that I don't have any in the wagon, but the wagon was full of stone.

      3e1952ca-494d-41d0-b1f3-7df64973e1b7-image.png

      378d3aa2-3d28-4822-8697-7982148707f2-image.png

      posted in Bug Reports
      Ladyrowan
      Ladyrowan
    • RE: [Ressources] Wood Logs sometimes not lootable

      Had several in different areas that were not interactable.
      I don't have proof but it seemed more common on the smaller hills in the landscape
      6fae7be2-a622-41a0-9a67-eae1dd09f92f-image.png

      posted in Bug Reports
      Ladyrowan
      Ladyrowan
    • [FRAC-2095] Magic Missile can hit own Totem

      Not sure if this is meant to be like this.

      If I cast Totem of Decay I can kill my totem with Magic missile.
      None of the other spells that I have seem to do damage not even AOE spells like earthquake.

      totem after missile.JPG

      posted in Bug Reports - Closed
      Ladyrowan
      Ladyrowan
    • RE: Scholar Clothes only accepts 6 tier 1 enchantments

      That is confusing and thank you for explaining it 🙂

      posted in Bug Reports - Closed
      Ladyrowan
      Ladyrowan
    • RE: Talents. limit of 60 points.

      I don't think we currently see the full scale that is going to use the knowledge points. Right now we only have the talent tree and the skills.

      I'm also sitting on a bunch of points but my guess is those would be used in the future to get profession recipes or other skills not related to talents or combat.

      I would actually like to see the knowledge points for plants to work like the animals and other mobs. Instead of getting the full 600 the first time I pick a dandelion it would give just a small portion for that plant and it would build to 100% like the mobs. That way the knowledge book could be expanded for the plants and it would slow the knowledge point gain.

      posted in Discussions & Feedback
      Ladyrowan
      Ladyrowan
    • RE: Vandiir Enchantment Calculator V1.2

      @Silynx I don't know that they do have differences. I havne't looked too much into the leather pieces yet.

      posted in Questions & Answers
      Ladyrowan
      Ladyrowan
    • Scholar Clothes only accepts 6 tier 1 enchantments

      The Scholar clothes tool tip shows 7 available slots for enchantment.
      I put 6 tier 1 enchantments and it shows 6/7 but when I try to enchant the 7th tier 1 I get the message "This item cannot be enchanted anymore"

      enchant 6 of 7.JPG

      posted in Bug Reports - Closed
      Ladyrowan
      Ladyrowan
    • RE: Vandiir Enchantment Calculator V1.2

      I have a suggestion and since you've already passed my knowledge of Excel programming 🙂 - I'm not sure how difficult it would be to do it.
      The information from what I've tested works just fine as is.

      I saw you have on the enchantment page whether an enchantment can be used for head, neck, feet, etc
      It would be nice to be able to pick the slot (head, neck, feet) and then only see in the drop down list the enchantments available for that piece.

      Again that is probably way more complicated than it sounds and there is the possibility that scholar feet and leather feet do not have the same enchantments which would make it more difficult.

      posted in Questions & Answers
      Ladyrowan
      Ladyrowan
    • RE: Do you need to go over 100% to finish creatures?

      Some of the creatures are going over 100%.

      Wisps if I remember right go to 103% currently.

      Skeletal Knights and Skeletal Warriors also go over 100%.
      I don't remember the others I'd have to check my knowledge book

      posted in Bug Reports - Closed
      Ladyrowan
      Ladyrowan
    • RE: Week 131 - Weekly Drawing Winners

      Congrats all

      posted in News & Announcements
      Ladyrowan
      Ladyrowan