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    maze

    @maze

    Wiki Editor

    Avid MMO gamer

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    Joined Last Online
    Location Canada Age 33

    maze Follow
    Wiki Editor TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL 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 maze

    • Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      Hello Fractured Community~!
      This spread sheet is no longer functional! It got to a point that to many users were using it and that means we needed an upgrade....A website. However I'm not really good at that stuff and that's here Ostaff stepped up and took over the project.

      Check it out: here https://forum.fracturedmmo.com/topic/12213/new-enchantment-finder-system-for-you

      As for myself: I intend to keep helping and giving guidance to the community thought wiki updates, pushing data to those who make websites (Ostaff website pulls from the wiki)

      as there is nolonger a need for this spreadsheet I'll discontinue it from this point on.
      Thank you for all the help in the last few test and I hope to see everyone continue and make this community great!

      posted in Discussions & Feedback
      maze
      maze
    • [Feedback] Party Knowledge sharing feels bad

      Feedback:

      Currently knowledge is rewarded to the best DPS on a creature. It feels awful for everyone else who gets no knowledge or 1%. I'm not sure if that's a bug or not, but it feels shitty.

      My suggestion is giving party's the option to chose how Knowledge is rewarded by a toggle in the party window.

      • DPS: reward based on dps on the monster.
      • Shared: rewarded to everyone locally regardless if they hit the monster or not.
      • Leech: gives all knowledge to the person with the least amount of knowledge on the current killed monster.
      posted in Discussions & Feedback
      maze
      maze
    • {Spell List} spell list of test: a2.4.2c (Dec 31, 2020)

      This is in game images of skills and their captions. A list like this is normally made each test by the wiki team to update the wiki. I'm posting this one here to allow people to use the images for their character builds and/or reference.

      Use "Ctrl+F " to find skills faster

      This list is currently up to date with patch: a2.4.2c

      Word of Power:stun
      alt text

      Death Mark
      alt text

      Bleeding Strike
      alt text

      Blinding Strike
      alt text

      Crippling Strike
      alt text

      Word of power: Silence
      alt text

      Word of power: heal
      alt text

      word of power: kill
      alt text

      Assassinate
      alt text

      Strike wounds
      alt text

      Enrage
      alt text

      Second Wind
      alt text

      Bash
      alt text

      Frenzy
      alt text

      Warcry
      alt text

      Inspire
      alt text

      Poison
      alt text

      Fireball
      alt text

      Cobweb
      alt text

      Entangling web
      alt text

      Magic Missiles
      alt text

      Ice spikes
      alt text

      Poisoning Strike
      alt text

      Chilling Touch
      alt text

      Paralyzing Touch
      alt text

      Blight
      alt text

      Heavy Blow
      alt text

      Mage Armor
      alt text

      Protection from fire
      alt text

      Protection from poison
      alt text

      Slow
      alt text

      Firebolt
      alt text

      Earthquake
      alt text

      Tectonic Outburst
      alt text

      Net trap
      alt text

      Concussive Strike
      alt text

      Totem of wildfire
      alt text

      Relocate
      alt text

      Frost Blast
      alt text

      Minor healing
      alt text

      Verdant Regrowth
      alt text

      Shockwave
      alt text

      Absorb
      alt text

      Shocking lash
      alt text

      Totem of decay
      alt text

      Infectious burst
      alt text

      Power shot
      alt text

      Ricochet
      alt text

      Shadow Walk
      alt text

      Shadow Step
      alt text

      Shadow dance
      alt text

      Shield block
      alt text

      Healing wave
      alt text

      deep freeze
      alt text

      Eviscerate
      alt text

      Shocking Touch
      alt text

      Ignore Armor
      alt text

      Acid Breath
      alt text

      Disrupting Strike
      alt text

      Static Discharge
      alt text

      Relentless Style
      alt text

      Resolve
      alt text

      Acid Shell
      alt text

      Double Shot
      alt text

      Acid Sphere
      alt text

      Acid Arrows
      alt text

      Boon of tenacity
      alt text

      Shatter Wards
      alt text

      posted in Character Builds
      maze
      maze
    • Enchanting - my thoughts & hopes

      Enchanting has been fun for me.

      I made a full spreadsheet for enchanting; and it's been linked around the community to the point that it became impossible to use at high traffic times.

      Many of the community reached out to me to make their own or to help me with the spreadsheets; Advising, helping, and research.
      And now a final product has come about that I can get behind @Ostaff 's Enchanting Helper.

      Why is this all important?
      In my research to collecting items, writing down reagents, scanning over aspects and seeing more items will be added each patch.
      #1 There will be duplicated reagent aspects values at some point.
      #2 There will always be "these items are the best way to get tier X enchant" with no point in throwing in other items.
      #3 With Enchanting helpers you'll know what items you'll need for the best outcome.

      The more items that come out this wont change, and enchanting becomes stagnate.

      My hopes.
      Enchanting needs to change, keeping current aspects system in place.
      add bonus and/or negative stat to Reagent items.

      ideally - example's:

      Fox tail -
      [when enchanted onto any armor {+1 armor}]

      Lavender-
      [when enchanted onto gloves {+1 maximum bow damage}]

      Goblin Tongue-
      [Unique: when enchanted onto trinket {-1 willpower, +10 damage to goblins}]

      not everything needs a bonus - ideally bonus would be saved for rare or uncommon items.
      and Unique bonus could only be granted once incase the same items are used a multiply times (ie 5 fox tails +5 def).

      Why?
      This both adds another variable into enchanting & makes enchanting more interesting.
      You'll have to sort out reagents for their bonus + enchant outcome.
      Adding an item for a bonus might add more enchanting outcomes; making a RNG process.

      again example:
      Enchanting Armor with [Magic Resistance]
      using either:
      1* Antlers, 1* bear claws, 1* Lavender
      The outcome is only [Magic Resistance]
      adding another item would normally make the outcome more
      Example: adding a foxtail into the mix would make the outcome [Magic Resistance], [Endurance Regeneration Bonus], [Mana Regeneration Bonus], & [Shock Resistance]
      Normally there would be no point in doing this; it adds the risk of getting an un-desired enchant.
      But it add risk and reward, opens up a new mid/maxing and a bit more progression.

      You don't need to risk it. but in this case you'd get [Magic Resistance] [1+ Def]

      Item bonus~
      These can range from small stats, have more effect if the item was common, uncommon or rare.
      Example: low grade foxtail, foxtail, High grade foxtail, exotic foxtail.
      Fox tail -
      [when enchanted onto any armor {+1 armor}]
      {exotic} Fox tail -
      [when enchanted onto any armor {+3 armor}]

      a system like this would add worth to high quality ingredients, make it worth grinding out some things, and not just be I need a foxtail...kill 10 foxs and be good.

      What do you guys think?
      any other ideas to that might make enchanting interesting?
      The basic enchanting right now is great, but it will definitely need more.

      posted in Discussions & Feedback
      maze
      maze
    • RE: When the Mod sides with trolls...

      he was not zeroing out just one person.
      So many recruiters have just been straight up spamming that is driving people nuts.

      Global chat needs to be refined, and muting needs to be added.
      Faction/ town/ guild/ party chats need to be also added.

      posted in Discussions & Feedback
      maze
      maze
    • [QoL] Dead bodys don't need "this body has no loot" and bodys that do have loot need to be highlighted when hovered

      Dead body's don't need "this body has no loot"
      Bodys that do have loot need to be highlighted when hovered
      Video to show how annoying it is looking for bodys in grass

      https://i.gyazo.com/1c492584465812aa9fd69c4e595acb89.mp4

      posted in Discussions & Feedback
      maze
      maze
    • RE: The Shadow Empire

      Shadow Empire is open and friendly~
      We have a large group but the group does not suffer from big group syndrome.
      The leaders and officers will actively take part, seek and meet each player in the guild.

      Since fractured is not currently up 24/7~ we've bee getting other games running within the group.
      Atlas and soon to be New World.
      Great ways to get to know people in the community.

      posted in Guild Recruitment
      maze
      maze
    • RE: Welcome to Bartertown

      I come here to think and tinker.
      Plants, rocks, weird parts from dead things; I need it all and where better then Bartertown.
      I work for science for the shadow empire!~ but what is a scientist without resources?!
      So I shall call Bartertown my home~ setup shop and deal with anyone who seeks knowledge.

      But don't get me wrong. Outside of Bartertown, you best not get in my way.
      I'll do anything for

      .

      posted in Town Planning
      maze
      maze
    • RE: Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      Update 2020-July-15:
      LittleMiss and I have been working on the sheets again~ and so have a few of the community members!
      I don't think we worked out anything solid to use. (Some of the code just made the sheets to slow or freeze).
      We've reduce the clutter, removed a few pages that we think (Character helper sheet's mainly) were no longer needed or used (maybe I'm mistaken?).
      We hope with the next test to update the wiki (https://fractured.gamepedia.com/Fractured) with a bunch of new information~ yay towns.
      and at some point we might buckle down again to work on the spread sheet.
      Again if anyone else feels like they wish to take the data from the spreadsheets and make their own. feel free.

      posted in Discussions & Feedback
      maze
      maze

    Latest posts made by maze

    • RE: We're back, Baby!!!

      Oboi, it's time.....soon tm

      posted in Discussions & Feedback
      maze
      maze
    • [Possible bug] with Assassinate and a few other skills

      While auto attacking with a dagger, if you press or even spam assassinate the skill will not use. you have to stop attacking press assassinate, and your character will try to path to the very center of the creature you're fighting inorder to use assassinate. if the creature is a bear, assassinate will glitch out and make your character flip out because it's unable to path to the center of the bear.
      I found this happens with a few other skills to sometimes as well. Auto attack will take priority over skill attacks and cancel the que of a skill. it should be the reverse. Autoattacking- press skill- auto attack is canceled and skill is used.

      posted in Bug Reports
      maze
      maze
    • [Starting classes 2022 Feb test] Create new character - the 4 classes

      The four starting classes are meant to give you a quick skill set to allow you to function in the game, all skills can be acquired regardless of the class you pick. So it's suggest to pick a skill set that would fit you during your early game days.
      Stats can also be rerolled, but only once! so I would suggest only picking your stats carefully based on your playstyle.

      if you're new new to the game, I always suggest 14 or 15 int

      please keep in mind the screenshots of skills with purple numbers means my stats are effecting them. I do not have the correct stats to mid/max the skills in the screenshots.

      The starting area
      Once in the starting area, after picking a "class", 3 skills become available around the tutorial town by killing creatures. These should be considered before leaving the town. [Magic Missile] from black spider hatchling, [Swipe] from black bear, and [Bleeding Strike] from young wolf.

      Gladiator
      [Execute], [Net Trap], [Lunge], [Second Wind]
      Gladiators skill set is mainly Auto attacking, using lunge to engage and stun, execute for damage. Net trap is good for kiting or running away and lastly second wind is a good heal for warriors with CON.
      Second Wind and Net trap can easily farmed from Goblins in goblin hills, while Execute and lunge can be farmed from bandits. All in all the skills are rather simple to gain from killing bandit camps around the starting area's
      alt text

      Bowman
      [Volley], [Power Shot], [Slow], [Chilling Arrows]
      Bowman class is a very good base class to start with, as 3/4 the skills are in a shadow valley~ the normal "2ed or 3rd" area to farm in for groups. I would suggest picking this set of skills if you plan to have heavy Dex or Perc or plan to fight mobs solo. Kiting with the Slow and Power will allow you to kill most mobs, but the difficulty is having to make tons of arrows. An another suggestion is to become part of a town and build a woodshop to make a short bow.
      8cd9dd72-cf17-456f-bc33-b6617b640d13-image.png

      Arcanist
      [Firebolt], [Fan of Flames], [Relocate], [Minor Healing], [Mage Armor]
      Arcanist is simple, you plan to be a mage? pick this set. But theirs another reason to pick this set over other sets. Mage Armor, Minor Healing and Relocate are extremely great skills to have early game, but only while using [light gear]. with 18 INT you will have 270 armor, much more armor then any light gear can provide and any medium gear (until you have full leather).
      bda38a47-d6d5-488b-80c6-d6302e8d812e-image.png

      Street Rat
      [Rend Armor], [Lunge], [Strike Wounds], [Assassinate]
      Street Rat, one of my favorite builds the dagger~ this is not that. Street rat is more of a support DPS then a main DPS. It does not have sustain or slows, so you'll be forced to face tank and use lunge as a kiting tool while spamming bandages non-stop. The skills Strike wounds and Assassinate can be found in goblin hills and lunge is not a difficult skill to obtain from around the starting area. The only trouble skill would be Rend Armor what can be gained from a Forest troll. my advise, only play street rat if you plan to play in a group with other melee's from the geeko. Pickup the skills Bleeding strike and magic Missile and use those for some extra kiting dps if solo.
      alt text

      posted in Character Builds
      maze
      maze
    • RE: Thoughts on Party Loot system

      First and foremost the system should be setup when the party is created and tell you when you join the type of system that is set. if the system is to change it warns everyone and everyone must agree "yes" to change the system, if anyone votes no the system does no change. This is to reduce toxicity with people who try to steal stuff last min from bosses.
      When setting up the distribution it should be 2 drop boxs, one for items, one for gold.

      Item distribution~
      Free for all = default
      Turn = Each kill is given to a player in turn. 1st body given to first party members. 2ed body given to 2ed player memeber.
      Party leader distribution = when someone loots the party leader will get a window to send the item to someone
      Roll = Need, green and pass rolling

      Gold distribution~
      Free for all = default
      evenly distribution = everyone near the body gets an equal cut
      Party leader = gold goes to the party leader
      Roll = Need, green and pass rolling

      posted in Discussions & Feedback
      maze
      maze
    • [Idea][feedback] working out the talent system

      fair warning~ I didn't proof read so grammar and spelling is a mess.

      It's been awhile! I always voice an opinion on the talent system, even when it's currently alpha. The reason being is~ I don't want to see the current system stick or built more. The size of it is rather small, making very cookie cutter for builds. The ability to use any talent makes it harder to balance, and lastly there is things that should be given more strength or easier to access but end up being left behind with the current tree (unarmed....)

      I do like to use examples of other games like Path of exiles, Diablo2, diablo3, Archage, WoW, boarderlands, ...ext.
      but going into great details of pro's and cons would make an incrediablely long post.

      No matter what tree, or skill system we use; a player will have to do research and testing with any build. so the excuse to keep the tree small to stop overload of information is not really an excuse, the same problem happens regardless of size; sure one is bigger then the other but end of the day it's still a web of information you need to go thought. The sense of testing and discovery is normally an upside with any community and those that don't find that fun are likely the people who wont like fractured in the first place; this is a bold statement but it's backed up with the very foundation of fractured discovery of skills and testing of builds. There is no point in giving one system everything while neglecting the other.

      Talents can be used in many ways then just "+1 str", "+damage to light weapons". Talents could be both simple and complex, "all elemental magic skills are now fire element only" or the reverse "all elemental magic skills are randomized on use between Fire, Lightning, Ice", "All magic skills are increased by 25% in size but cost 50% more mana", "20% of physical damage is converted into fire damage", "Assasin skills give a 0.5 sec of invisibility after use"
      Talents can be so much more.

      But to balance talents sometimes you don't want to give a class to much resource as another- a card talent system where you pick 2 or 3 cards would be ideal for balance. Each Card would have it's own Talent Tree/web.
      The basic cards can simply be pseudo classes "Brawler", "WeaponMaster", "Tank", "Ranger", "Mage", "Spell Weaver" "Spell Weapon", "Enchanter", "Priest", ...ext, again~ each having their own unique talents.

      Allowing you to pick 3 cards (IE: WeaponMaster, Tank, Priest) would catered you more towards the path you want. Keeping the similar idea of the current tree were we have INT, CHA, DEX, PERC, STR, CON.
      If we add the idea for cards + the current tree. We'd have a full tree catered to a design/class while still keeping some defaults.
      If we use the Weapon Master card/class as a example, the tree would not need the unarmed or range skills on the tree. These can be changed to more cater towards the ideals of the class, while we also sprinkle other talents with in the tree that we'd normally not want a mage to have unless they happen to pickup the class.

      More balance to the card system would be making talents a legendary talent (using this ruling from MTG) you can not have 2 Legendary talents of the same name. IE if you want to put a talent into 2 or more different classes but don't want the user to use X amount you can simply stop them.
      Another balance could simply be talents in this class is penalized by X% while not using X weapon's. IE Brawler class being allows to have higher physical damage or resistances while unarmed.

      Cards/class should be given at the start of the game but as well more cards/classes should be added thought out gameplay.

      Talents should also have multiply choose talents: when clicking on a multi-choose talent a little popup to pick the choose you want. IE resistance boost "Acid, Poison, Fire, Lightining" choose one +5% resistance.

      I still wish to flush out the idea and have limited time work thought the idea. but I have been working on the details in my head for months and have posted the idea before (https://forum.fracturedmmo.com/topic/11834/feedback-talent-tree?_=1643825209641)

      Life skills (IE mining, harvesting, woodcutting, ect) is having it's own talent tree system added at somepoint. But with a 3 card system, a card could be a life skill oriented talent tree. The idea behind this is to increase the difficulty of life skills while also giving a bonus reward to those who use the card during gathering. A talent to find gems more often, gain 3 ore instead of one, to be enable mining giant size boldere.

      posted in Discussions & Feedback
      maze
      maze
    • RE: General feedback + a lot of ideas of almost 2 years testing Fractured

      99% of MMO's is about grinding and you'll be at an odds end trying to find one that is not.
      So ignoring that fact the grind is always a must in MMO's, the question is what do we grind and what for.

      What are end goals for a player and a community?
      Right now fighting is the main focus of the game, building your character up.
      But there is only a few challenges to really over come- dungeons will be added later, a problem to be solved.
      Simply a compentiveness to complete these First can be added with server first achievements and speed clear boards.

      The town Problem of it being a crafting bench is indeed a problem; and the gameplay around crafting needs to be expanded appon into it's own gameplay. Normally crafters like to grind and I would like to use an example of mabinogi. Inorder to be a crafter in mabinogi you need to go into dungeons and areas mainly made for crafters to seek out enchantments and metals. I think in the future a system like mabinogis would work in fractured.
      As for the town bench problem; from playing many other games with towns this generally never changes. Towns will always feel like a workbench and storage.

      posted in Discussions & Feedback
      maze
      maze
    • RE: General feedback + a lot of ideas of almost 2 years testing Fractured

      I had a good read threw everything and I agree with some parts and disagree with others.
      The game is different from the other multiplayer/MMO's; but while it is different it should also take key notes from others.

      A lot of this post is dealing with current mechanics without considering the future mechanics that will be added- the rest of the post is a wishlist.

      I would say it would be nice if the Devs did some refinement and cleanup of the current game- UI and Bugs; but to be fair they clean up Bugs as best as they can, there is so many that is reported and hard to find.

      The game is nowhere near early release. if the game released today, I would likely quit by the end of the week.

      posted in Discussions & Feedback
      maze
      maze
    • RE: Mob Chests Bug

      Same problem.
      Camp was already cleared so I spent awhile trying to pick open a Goblin chest with wooden lockpicks.
      When the chest finally openned I could see the loot but not take it.

      posted in Bug Reports - Closed
      maze
      maze
    • RE: Fractured Tools

      interesting to see another Enchantment helper show up. Like the UI. 🙂
      any reason to keep tier 3 enchantments off?

      @OlivePit said in Fractured Tools:

      Presence of tools like this made by players is an indicator of where the devs could make major quality of life improvements in the game for players.

      Things like this are going to exist and be necessities for a quality gaming experience, so why not include them as part of the game?

      Thank you Tajger for making this beautiful user friendly version of a tool that exists in many forms in other places.

      I agree with this statement, it's one of the things I touched on back when I made my finder tool. I'm hoping the Dev's add something like this to the game with the known items the user has found.
      But I also wish enchanting to be more interesting then it currently is. it's very boring and simple in it's current state 😞

      posted in Discussions & Feedback
      maze
      maze
    • Changing stats from 1~25 to to a larger number for future possible growth

      Right now with the current system stats can go from 6 to 25.
      Player creation you can adjust stats from 6 to 18 then with talent tree and enchanting add more up to a possible 25 stats.

      This system works but I think the problem is the future.

      Change it to how much? Either 25 to 100 or 60 to 250

      Why 25 to 100? 100 is the common number of gaming, known at the max level. It's easiest to understand that once you've hit 100 you're at the top.

      Why 60 to 250? This would be the simplest change, just adding a 0 behind 6-25. the current talent tree each node would give 20 stats instead of 1.

      Why the change? With more stats to manage it allows for more fine tuning of character's and it allows for future possibility's to change the the talent tree's or the less impacts on some enchanting. Also possible future systems could be easier to manage if they instead to add stats from other sources (relics).

      Why not just decimal? It's pretty much the same~ decimal onto everything 6.0-25.0 and giving out 0.5 of a state.
      I just find decimal places can be messy for UI reasons.

      I just find the current scope of stats very narrow to work with and wonder what the future will be like 🙂

      posted in Discussions & Feedback
      maze
      maze