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    Best posts made by maze

    • RE: OVERVIEW: SUGGESTIONS. (PvP) and some general observations

      @Zards said in OVERVIEW: SUGGESTIONS. (PvP) and some general observations:

      I also think that it was a mistake to enable the option to enchant armor in this Alpha, many players who did not know this, fought with people with enchanted items, who received no damage, and killed them easily, that was frustrating.>

      Enchanting is something I looked into a lot and would like to change myself. But as for the current enchants; magic resistance is the only damage reducion enchant in the game. all the other stats are like hp regen or mana regen. you can check Ostaff enchanting helper here for all the enchantment helping : http://theshadowempire.net/public_enchantments.php

      and how I think things should change :
      https://forum.fracturedmmo.com/topic/12224/enchanting-my-thoughts-hopes/3?_=1609955883512

      02 ) Be careful when dividing servers PvE (PvP/PVE) and PvP. MMO needs a good amount of players, the value of the game is not very accessible, especially here in Brazil and Latin America.
      You should create two large areas with NPC guards protection, in the two corners of the map, for pve players. Where Pks could not enter without being attacked by strong guards, who would do a lot of damage to them. However, these players should always pay an amount of gold to the crown for protection.
      I don't agree with a PvE-only server, I think the pve player deserves his right to build, collect, ,hunt, mine, build his house, without being attacked. But in a dungeon, he must have these risks, or else he is in the wrong game, he should know "The Sims".

      The planets are not going to be the end game.
      The end game will be asteroids that everyone can go to.
      The game is going to have objectives that will force people to focus on; a lot of pvp objectives.

      @Zards said in OVERVIEW: SUGGESTIONS. (PvP) and some general observations:

      03 ) As it is a game that automatically forces you to have many characters from different builds, it would not be interesting to launch a promotional value to the game, with the right to create only one character, and sell additional characters.

      Not to sure what you're saying here. Think you're talking about character slots? Devs "might" (not confirmed) sell more past the current 5 max amount. could even ask for them to up the amount we could have currently for test.

      posted in Discussions & Feedback
      maze
      maze
    • [Feedback] Rock, paper, stack evasion... and a list of other things

      This is such a mixture of thoughts and balance is so hard to do. I've tested and pvp'ed with nearly every possible build even tried early game builds and late game builds fully enchanted, none enchanted, types of points progression in the talent tree (30,40,60).
      These are some of my conclusions to how things should be balanced a bit, but I welcome people to poke holes into why or why not things to be change or add onto ideas of how to possibly balance something.

      One problem with balancing in this game is~ it's by no means 1 v 1 game. Balance should be around group pvp, and I sadly did not find much group pvp this test; BUT without a doubt there is things that need balance still.

      Currently I find Archer beats mage, mage beats Warrior and warrior beats Archers with 100% correct builds.
      Assassin's, MeleeDPS and unarmed beat nobody.
      when I say 100% correct builds, I mean currently there is a few builds that are king.
      Evasion stacking is always needed and unlocking the talent to dodge projectiles.
      Evasion is not the problem, lack of enchants and lack of skills are.

      Melee (light weapons + medium weapons) ~~~
      Melee Feels bad mainly for the fact that most melee attacks miss the enemy when they just walking away.
      Either telegraphs need to be better used for combat or click combat needs to hit when the attack is click on the enemy and your guy goes to hit them. (telegraphs seem more in line with the play style)
      Larger hit boxes need to be given to most melee attacks.

      Evasion and damage ~~~
      the current trend for armors is to stack evasion; This is not a bad thing. Enchanting your gear with full evasion + fox necklace you can hit 1000 evasion. 90ACC vs 1000EVA is 75% dodge rate.
      What ends up happening is Warriors can't hit each other and Archers have a MUCH harder time fighting tanks.
      Anyone not stacking evasion gets blasted away by high damage.
      I don't see any proper balance for this currently.....
      BUT I DO see a balance for enchanting to make heavy armors unable to stack so much evasion.
      https://forum.fracturedmmo.com/topic/13207/enchanting-system-changes-for-balance

      ARCHERS ~~~
      For archers are currently a little OP, it's mainly because anything other then a tank gets blasted away by them.
      They do much more damage then Melee DPS. It would be better to dial the damage down a little + give them more of a supporting role. Ideally (to me) archers should be quicker movespeed, low damage but able attack the backline putting pressure on healers and casters while also being the primary player who can kill people who are trying to run away.

      Nerfs they could use.

      -Do less damage the closer they are to the target.
      Archer would have to have a bit of distance to get full damage. if an archer hits an enemy at less then 3m it will deal that much less damage. (1.5m = 50%, 1m = 25%, 1cm=1%, ect)

      -Friendlyfire - This seems like a pain in the ass to deal with but would help with a few fights, also there should be more archer type skills that would allow for rain arrow type of shooting, fire arrow's and other hazard type skills.

      -Add arrow damage to arrows and lower bow damage (wood, stone, bone, metal); this will reduce no effort archers and give them more of a cost to use them at full build. (Stone = 50% less damage, bone 40%, metal 0%)

      Melee light ~~~
      Unarmed and light weapon users have a full list of skills they can use, but the damage from those skills are so low compared to heavy 2h great sword using concussion strike and archers.
      Melee light users using strike skills need their effects/wounds to last longer.
      Strike skills use up a lot of skills slots, for the little damage they do & miss a heck of a lot.

      Unarmed ~~~
      Unarmed needs to have a better clear defined use. Their talent is very useless (5% chance to bash). it would be better if unarmed had 5% chance to bash & 30% chance to cripple. atm Unarmed skills are most light armor skills, they do very little damage. I would like to see Unarmed develop into different paths.

      posted in Discussions & Feedback
      maze
      maze
    • Feedback on some mediocre skills & feedback on some other skills

      Last test I found a few skills mediocre compared to other skills and/or lacking information.

      Death Mark
      ec6f7e30-97fb-49f9-a940-701a139c430d-image.png
      Death Mark is a simple skill to mark a single enemy.
      It only works for the caster, what's not a bad thing! It's a solution to people who have low ACC.
      The problem is casting the spell, the mana cost and the range the person can go.

      To fix the casting of the spell: Push skill to apply death mark to the next person you click. or hold to toggle and death mark will apply to the next person you hit.

      to fix the Mana problem: 300 mana is a lot of mana for a non-mage, people who use Death mark will have invested mostly into PER. I have 2 suggestion for this.
      #1 the spell stays at 300 mana, but you can apply Death Mark to more then one person and they stay permanently on the person until they leave 50m.
      OR
      #2 remove mana cost, you can only apply Death Mark to one person at a time. It has a cooldown of 30 sec from once you apply it. the person has to move out of render distance from you to remove the mark.

      Bleeding Strike
      7dc75c6d-f83e-49aa-aee3-d0ac8065a9df-image.png
      I find the bleed spell lackluster. I mainly use it for the guaranteed hit + critical damage. a few fixes
      This spell is missing how much the bleed damage it does. it should be added to help visually see the damage.
      The bleedng strike should be like the concussive strike where for each successful Bleeding strike used the dot becomes more + last longer.
      Possible additions: Target hit by bleeding strike are wounded with bleed. Bleed dot deals 5 damage a sec and last for [PER0.6]. Bleed stacks up to 4 times, and with each stack of bleed bleed damage is increased by 5 and bleed time is increased up by another [PER0.6].

      Entangling web
      00d3a0a0-1b35-4e52-ab06-039acdcedb5a-image.png
      Needs the info on how long the person will be snared for.

      Paralyzing Touch
      53ea71aa-a14c-4cae-90f4-ed44b02d14db-image.png
      The sound for each hit this skill does needs to be removed or make nicer.

      Shadow Step
      69ce9af7-8c74-4faf-8bad-c34f18d63c57-image.png
      This skill can easily be the backbone of the light/dagger skill tree with a simple tweak.
      This skill needs to apply a basic attack, with all combat modifiers+ other skills that might be loaded up (such as crippling strike)

      Shadow dance
      b86a8bff-4f65-4ec5-b9a4-9e5ddff996cd-image.png
      Good skill just make sure it applies to all attacks when used, there is currently a number of skills/melee attacks that don't apply shadow dance skill damage.

      Eviscerate
      0c127077-353c-4d2a-b71f-1212657f6ea7-image.png
      Added the bleed damage: damage to the info

      posted in Discussions & Feedback
      maze
      maze
    • RE: [suggestion] Pvp zones

      @TheLichKing Citys and Plots should already be safe spots (ie green zones :D)

      posted in Discussions & Feedback
      maze
      maze
    • RE: Alternative to crafting and enchanting RNG headache.

      This is an interesting topic~ I have issues with the current state of enchanting + the current gear crafting...wont touch on that here.

      As for RNG while crafting equipment: @OlivePit used some great examples of very current MMO's with crafting systems. I'd like to list a few of the more notable MMO's or rogue-like games.

      Archage: a crafting system relied heavily on grinding mats then RNG to 'upgrade' your gear further.
      The RNG was getting the mats itself from open world, then dungeons then raids. At higher levels of upgrading gear (15/20) you have chances of lowering the grade up and down. (use to break the item).

      Path of exiles: a more gear drop game that relied on the RNG in gear drops + upgrade mats (more RNG). Crafting was mostly done for very end game players, most players never experience it. Normally if done right the gear always has value if you fail to attempt it being useful to yourself it's most likely still useful to someone else.

      Ragnarok Online: RNG mostly around gather resources and cards. Once you grinding the shit out of the area you were rewarded.

      Ultima Online: enchanting and crafting was mainly upgrading items with rare resources. failures could happen.

      ~

      Why these games? These games relied heavily on RNG back in the days for crafting and upgrading gear.
      Over the years they've all updated their systems because player backlash.

      What the games did to change? They removed hardcore failure mechanic (losing gear) and opted into losing the resource's when upgrading or the enchant just not working, at the worse your gear loses one tier but could be upgraded back again.

      Path of exiles is notable one that's doing this. The RNG in path of exiles has become to demanding that it gates 80% of their player base from ever reaching the final boss, let alone doing some mapping content( end game) (Harvest data league data: https://www.pathofexile.com/forum/view-thread/2916050)
      So in "path of exiles 2" their lookign to gut most of their RNG elements.

      So the point is wasted failures is generally not fun, maybe fun for the winners but not the losers.
      In this case when you craft one item, that's it. that's the end of the road for that item and it's grade.

      I agree with peoples point (like spoletta's) in here where a system to force higher grades would be ideal. Give a lucky chances for the gamblers but also give that 100% chance to those who don't like to gamble and rather grind it out.

      posted in Discussions & Feedback
      maze
      maze
    • RE: We're back, Baby!!!

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

      posted in Discussions & Feedback
      maze
      maze
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