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    Best posts made by maze

    • RE: Anoter great MMORPG called Haven and Hearth

      That through me for a loop.
      you posted about haven and hearth and linked to a super old video~

      Haven and hearth does not look like that anymore 😛
      http://www.havenandhearth.com/portal/

      Trailer for world 12:


      (older one but i think cooler since it shows a town):

      i've played the game for sometime...
      alt text

      I play it on and off and it's fking amazing.

      posted in Off Topic
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    • RE: So What is Everyone "Doing"?

      @GorTavaro Breaking the wiki takes all my game time :3

      posted in Discussions & Feedback
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    • RE: Player Professions and possible implementation idea

      I both agree and disagree with somethings in this thread.

      Namely locking people into a trades does not seem effective in games.
      People will make alts to get around mechanics- ie to do all the trades.

      It would defiantly be better if we had a system inplace where you would need to put time and effort into any profession you're doing.

      Research, Quest, Blueprints/recipes, protostypes, rare resources, and so on.

      posted in Discussions & Feedback
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    • RE: Playing with melee~ possible new meta

      the spear node "Pokearm mastery" Might include quarterstaff~ not sure yet
      But I was trying to only comment on the current alpha.

      Comparing 1h vs 2h weapons~ Shields does not have weapon damage bonus.
      The new bonus from wood- I admittedly didn't think of~ but would not give a larger boost either, at the most 30 damage.

      I would like to believe there is no overall best weapon, but at the same time that is unfortunately not true.
      During these current test there is so little to divide the classes into anything other then DPS.
      As for most one handed weapons are just subpar; you normally end up taking more damage since you can't burst the enemy down in 6-8 secs with spear/quarterstaff

      Dagger is my favorite weapon, it has been driving me nuts how under powered they are to everything else.

      posted in Discussions & Feedback
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    • RE: This Alpha needs a Second Kick Start Action

      This Alpha was to test talents and Citys~ But also to work out some bugs.

      We're missing a lot of things that make citys~ citys.
      A few more updates will come out this week and there is plenty of bugs the devs are still working thought.
      The game was not meant to maintain players atm.

      The best solution to possible even try would to put in very hard world bosses, or a dungeon/raid.

      posted in Discussions & Feedback
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    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      Deathmarks are already being added.

      Make sure to always visit (sleep in) the nearest inn to where you'll be hunting.
      The Valley of shadows is the hardest place and recommended group play~

      posted in Discussions & Feedback
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    • RE: Is Alt-Spamming even a bad thing?

      @Farlander I should have commented on this yesterday.
      A lot~ and I mean alot of people in TSE are married and playing the game together.

      It would be unthickable to disallow groups of people from playing from the same place in this day in age~

      posted in Discussions & Feedback
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    • RE: New Enchantment finder System for you.

      My spreadsheet and forum post will point to this link from now on~
      🙂

      I'll be helping maintain it thought my wiki updates~ Thank you for taking this off my hands Ostaff~

      posted in Discussions & Feedback
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    • RE: Power Gap Struggles

      I've always had a nitpick with "Solo" players in MMO games.

      Current testing phase "2.X.0" is meant for the roll out of Guilds, Town government, and PvP.
      So currently the games no set for solo play at all.

      Legends getting KP-Pages. they are gated to lucky groups who can kill the bosses when it spawns at random times. After what the Pages can be traded and sold. so at some point a solo player might get their hands on such items.

      As for towns, the permissions are far from done.

      • Mining rights
      • house renting (not needing citizenship)
      • guild werehouses in other player towns
      • Player Shops
      • a bunch of other buildings
      • you can use bench's at the correct shop, these will be taxed one day. so it might be best to rent your own shop later when the game allows it. Also I should point out THIS is why you can't have your own bench inside your house. Benches are tied to shops.

      The merchant's will likely be solo players while bigger guilds are pushing frontline content- complaining because your solo and can't kill the Dragon just sounds silly.

      posted in Discussions & Feedback
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    • RE: Game suggestions

      Normally before I make a post on the forums I talk to my guildies to flush out idea's.
      We had the same idea

      • Toggle combat. In combat mode trees fade / no lumberjack option

      They already have "combat mode" so when in combat mode disable the ability to click on trees and instead click though them.

      • When tree's are bellow you on the screen make them fade, 30-50% opc.

      This will likely happen at some point

      • Freedom in setting permissions example carts: Personal / Guild / Party / City same for chests

      The dev's already said this would happen. but from what i've seen with carts being littered everywhere, I'd like them to be more expensive and if you leave a cart in the wilds or outside a warehouse/ shop for more then 10 minutes it should lose all it's rights and become unclaimed.

      • Warehouses

      Planned feature and will be coming this week appenrlty.

      posted in Discussions & Feedback
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    • RE: Question about Immortal Package

      https://fractured.gamepedia.com/Kickstarter/Immortal
      -1 set of Crafting Stations to be placed and used in your plot of land

      Other players will be able to craft the crafting stations, but immortal pack will have them right away.
      It's the basic crafting stations and only one's that can be placed in homes.
      (no smithy in a house sorta deal)

      posted in Discussions & Feedback
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    • 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
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    • 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
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    • Deathmark

      alt text

      Death mark, is a very annoying skill to use.
      It was made to be an assassin skill I would assume as it falls under the assassins tree in game.
      I have some suggestions to make it feel better

      Apply the mark on Melee hit.
      reapply the mark on ever hit (it give enemy a de-buff) have the de-buff last 6 sec.
      have the de-buff count as a wound "weakspot"

      remove the "if un-toggled the mark is removed"

      Change it so the mana cost is not insane ~ 100 mana when toggled.

      Few other notes~

      Damage buff does not apply to all damage types currently. one to note is pure damage.

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

      I do both group and solo play. Currently 60 feels like I have to much.
      But I also don't like the current talent tree~ it feels to small and to little options.

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

      @Shivashanti said in [Feedback] Party Knowledge sharing feels bad:

      I see no point for leeching knowledge at all, I'm against being able to afk farm in any sort.

      Why I suggested such a feature is for a "Catch up", for the players in a party who came late. Many times I'd rather help a member catch up to me rather then all of us still getting the KP. Once you 100% a mob you still end up getting a split of the KP from what I've seen.
      I can't make an argument for people who might power level someone else, but I feel like that's a lesser evil then having a group of 5 people and 1 guy just not getting KP at all.

      @Shivashanti said in [Feedback] Party Knowledge sharing feels bad:

      For getting knowledge outside of the party I wish we could get a mixed system like first tag OR most dmg or something like that because first tag alone has it's flaws aswell.

      Once Legends come out, first tag will be dumb. in this case the party with the most DPS should win.
      if they choose to dimish their party KP to nothing by brining 40 people, that's on them.

      @Shivashanti said in [Feedback] Party Knowledge sharing feels bad:

      So at the end i don't think we need a system where you can choose a option for your party if the general knowledge gain is implemented with a proper system.

      I don't see any proper system. it's better to let players govern theirselfs in their own play styles. it makes people more happy. First Tag, and DPS are some people frav systems...I for one hate it.

      posted in Discussions & Feedback
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    • Concussive Strike

      Concussive Strike is a staple of the melee build. add that with new skills such as Relentless, it becomes insane.
      It far out classes any of the Critical strikes builds and assassins' skills. Can be used with any weapon, so heavy weapons are an easy choose.

      Concussive Strike has much more DPS then any melee build to date. doing a whooping 150-250 DMG + 150-250 Pure damage.
      The pure damage alone beats out any assassins' build. [shadow dance] alone needs 1000 stealth to do anywhere near the same pure damage.

      There is also a bug that seems to come with concussive strikes pure damage being unable to be avoided (test: ACC 90 vs 980Evasion)

      And lastly each hit with concussive strike leaves a dot that stacks.

      One, Concussive Strike dot should not be a thing. or if anything should only stack up to 3.
      Two, the dot should be unique. If 2 people use concussive Strike on one target. the target does not take infinite amounts of damage from the dot. it should just be ticked from the single debuff. all hits add to that single debuff for a max of 3 ticks.
      Tick meaning you take the damage each tick. 1 sec per tick for up to 3 secs.
      Three, Concussive Strike should not be able to critical.
      Four, Lower the pure damage. Are tanks meant to be the Pure damage class? with this single skill is currently makes them be it.

      posted in Discussions & Feedback
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    • RE: Suggested improvements from an addict

      @BECKFAST said in Suggested improvements from an addict:

      Events
      Other than the legendary NPCs which will come sometime this year, resource events such as meteor impacts, whereby large amounts of minerals are scattered around an area, but cannot be mined for a period whilst they cool down. This should increase the amount of combat between players, as they work to defend resources other than their own cities.

      This sounds familiar ...http://www.havenandhearth.com/forum/viewtopic.php?f=39&t=61933&hilit=Meteor

      @BECKFAST said in Suggested improvements from an addict:

      Further Character Development
      I may be alone in this one, but having crafting experience separate from the rest of the knowledge system would provide a good amount of crafting depth. Having separate crafting levels: weapon smith, armor smith, leather working, tailoring, fletching, mage craft, alchemy, cooking, etc... which provide quality bonuses to the item crafted based on the level of the crafter. Albion did this right (from my perspective, it is one of the few things they did do right), and it only hurts to ignore the good things done by previous games

      Something like this is planned, not sure how. just can say it's planned.

      @BECKFAST said in Suggested improvements from an addict:

      Enchanting
      Your enchanting system is awesome, and I can't stress this enough. I would like to see some changes in formulas, like critical strike chance, which is the same as many other different enchantments.

      I like the enchanting system myself, but I feel like it needs to be improved. I go over that in this in my post https://forum.fracturedmmo.com/topic/12224/enchanting-my-thoughts-hopes

      @BECKFAST said in Suggested improvements from an addict:

      An auto-run key, which toggles movement. This would prevent my hand from developing carpal tunnel when transporting goods across the world. Do this for our physical health, please.

      That makes sense. I already use a macro to keep my key down.

      @BECKFAST said in Suggested improvements from an addict:

      Change the way hauling coal/charcoal/stone/metal/wood works. Allow us to place them in our inventory, but have them weigh a stupidly large amount. Then, allow the carts/wagons to store any type of item (also increasing their movement speed and resource cost), without a limit to weight cap; carts and wagons would only be limited to the inventory grid size. Such a nice quality of life change.

      Agreed. this makes sense n the future too once someone might want to sell items in their own shop

      posted in Discussions & Feedback
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    • RE: Shouldn´t added damage to attacks be dps instead of dmg?

      @asspirin That's the point of light weapons. they have much lower damage then heavy weapons.
      [[Concussive strike]] is a skill that take the weapon damage into account and scales off it.
      While [[Strike wounds]] or [[shadow dance]] add damage to quick attacks that are already very low in damage.

      posted in Discussions & Feedback
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    • RE: General feedback

      I agree with pretty much a lot of this.
      Melee is in a weird place vs mages/archer.
      Melee players have a hard time catching mages/archers - but I don't think that's much of an issue, it will likely change in group pvp, what is the main focus.

      I do agree assassins' builds seem to be kind of lacking in damage - but I also blame a few skills not doing what they should. Shadow step should apply any preloaded strike skill or skills like bash. this would help deal archers more and assassins' would be able to catch them to apply cripple.

      I do have a problem with warriors that can tank forever and dish out more damage then most DPS. I think warrior skills need to have more mana cost. so they have to choose with either being a DPS with mana regen or a Tank with health regen and cheaper less damaging skills.

      I would love to see team fights, and have the meta evolve quicker as people try different builds to negate different things. but in order to do that we'd need a area that we could que for, 1v1, 2v2, 3v3, 5v5, 10v10, 25v25. and leaderboards with account board things to make people want to join into the fighting. I see a lot of the pvpers keeping their builds hidden because there no average to showing their builds currently with it having the possibly of getting nerfed.

      posted in Discussions & Feedback
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