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    Topics created by maze

    • maze

      [Possible bug] with Assassinate and a few other skills
      Bug Reports • • maze  

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      ELPerro

      this problem remains still unresolved. it is very annoying to try to play assassin this way. any updates about it?
    • maze

      [Starting classes 2022 Feb test] Create new character - the 4 classes
      Character Builds • • maze  

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      Tor

      Cool thanks for the information on where to pick these skills up! I like the addition of the lunge ability, the battle jump was not fun.
    • maze

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

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      maze

      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.
    • maze

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

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      Logain

      I think you misunderstood @maze. It seemed like he wanted more fine grain control, not a higher power gap. That said, I like the fact that they are using 'low' numbers.
    • maze

      [suggestion] Pvp zones
      Discussions & Feedback • • maze  

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      Farlander

      I always thought the human planet was going to have pvp zones. Areas you knew you would be pvping if you crossed into it. These were part of SWG as well. They were largely unused but people knew they could go into them and what to expect. Another system everyone seemed to love was the ability to throw up an outpost for your faction ie rebel or imperial. News go around the server quickly that one was up and both sides would rush to the area. Destroying it was great reward for the attackers. It cost alot to put the outpost down for the defenders and was hangout complete with faction vendors if I remember correctly. These were rare so they were camped by the defenders 24/7. Since it was server wide it wasn't a problem finding players to sit around the clock. These could be bounty hunter camps or outlaw camps for this game. I don't like "crimes" being allowed in a game world because there is no real crime/punishment system implemented that serves true justice. Punishments become simple annoyances for the perpetrators.
    • maze

      [Skill] Detect, for the solo players
      Discussions & Feedback • • maze  

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      maze

      @Logain said in [Skill] Detect, for the solo players: Could you elaborate how you think this would work? the 5/s mana cost is from "Mage armor" it was just a base template and was not really the has to be mana cost;. but while on the subject you should have a base of 14/s mana regen at 6INT. what should not be a bad cost I honestly don't think the spell needs a mana cost at all. )
    • maze

      [Graphical Error] Small clipping graphical error of ruins
      Bug Reports • • maze  

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      Shivashanti

      Have you found the way to Pogwart?!
    • maze

      [Bug] some area's picking plant does not work.
      Bug Reports • • maze  

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      maze

      Video - https://i.gyazo.com/0e3f6b38ad689a9fd7274aa44de21a3a.mp4 area: [-1311 W -1047 N]
    • maze

      [bug] unable to Crafting Mage staff shaft
      Bug Reports - Closed • • maze  

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      Shivashanti

      Yeah it's pretty easy to miss and everybody thinks the stations are bugged.
    • maze

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

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      GreatValdus

      @luminos77 I agree with @GamerSeuss on the loot all capability. Loot all makes sense when loot is assigned to a specific player, but when the loot is contested it's way better to have to click on the items, so that you make that little more competition on loot. If you switch to assigned loot, then loot all can be good to avoid time wasting on a now trivial action.
    • maze

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

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      Razvan

      @Ostaff said in Feedback on some mediocre skills & feedback on some other skills: I believe bleed is a status effect that only does a fixed amount of damage each round that it is in effect. If this is the case, then it would be hard for them to "stack" its damage, though I would think they should be able to "increase" the duration of the bleed status. It's hard to say what this status will look like in Fractured at release. If we go by the way people usually implement bleeding in D&D sessions, the options are: -fixed (pure) damage over time. Reapplying resets the number of rounds or/and increases the effect level. Most games have it this way. -extra damage that can only be healed when resting. it basically reduces your max HP. Very strong if burst healing will be a thing here. -bleeding characters do a check against CON each round. On success, the bleeding effect gets down by a level, on failure, it goes up by a level. Damage scales with status level and can be cured with a healing spell or various items. Makes sense in a d&d session, but not really a good idea in a PvP game. Depending on the enemy, it could be either utterly broken or very weak. -nothing in particular, but depending on the bleeding status level some spells/abilities have extra effects on the target -the d&d wiki version nobody I know uses, which would be horribly OP in a PvP game -> https://www.dandwiki.com/wiki/Bleeding_(5e_Disease)
    • maze

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

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      S

      Archers do feel quite powerful at the moment. Probably too much. They are not even countered by warriors. It's just that in this test warriors were equipped with extremely advanced equipment which stops physical damage almost completely AND archers had their damage halved by wrong collisions AND the archer talent for bypassing armors isn't working AND mark of death isn't working. I shudder to think what archers could do without all those handicaps. Acid arrows is surely too good at the moment. It should be more tied to the Int/Dex build. The corrosion effect shouldn't go on every arrow, but should be a probability based on INT. Right now the difference between a DEX build and an INT build using that skill is minimal. Other concerns I have for PvP: Silence is too strong of an effect. It shouldn't shut down all schools of skills, and the power word silence lasts too long. As I said in another thread, poison is too binary. You are immune or you are death. Not enough effects have friendly fire. Friendly fire is the counter to zergs, and no one likes those. More effects should have friendly fire. Including arrows, yes. Minor heal on high INT heals really too much. The cooldown should be less dependent on INT. Consumables are fine if they occupy a slot in the skill bar. If you can use them from the inventory, it makes it a game of have/have not.
    • maze

      Enchanting system changes for balance
      Discussions & Feedback • • maze  

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      maze

      One of the current problems of the enchanting system is that's hard to balance. To make it easier to balance and better to understand, enchanting should be enchanted onto a middle man then onto a item. An enchanting rock. The enchanting rock can then be placed on a bench with a item and enchanted onto the item. The Enchanting rock would tell you the tier (1,2,3,4) and what it can do. Armor enchant - Accuracy bonus Tier 2 Light Armor - +50 Accuracy Medium Armor - +40 Accuracy Heavy Armor - +30 Accuracy if a possibly of different out comes happen the rock can say that Weapon enchant - Multiple (8) possible bonus enchants Tier 2 Enchant possibility's: Acid Damage, Cold Damage. Damage Increase, Fire Damage, Magic Damage, Poison Damage, Shock Damage, Spell Damage. Light Weapon - +50 Medium Weapon - +50 Heavy Weapon - +50 This can then later be used with my other idea to fix and make enchanting system more interesting https://forum.fracturedmmo.com/topic/12224/enchanting-my-thoughts-hopes?_=1610991865741
    • maze

      [bug] Cooldown reduction on necklace
      Bug Reports • • maze  

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      maze

      Cooldown reduction on necklace does not work.
    • maze

      INT from the talents does not give extra memory.
      Bug Reports • • maze  

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      E

      Afaik that is intended.
    • maze

      [bug and feedback] unarmed fist + daggers melee fighting
      Bug Reports - Closed • • maze  

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      maze

      @Prometheus Possibly another problem or same bug? https://i.gyazo.com/0e9dfe52cecf5c43860c105459718549.mp4 Hit box with rapier wont hit the skeleton or close enemy's sometimes.
    • maze

      [Archer] Overview of the Archer
      Character Builds • • maze  

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      PeachMcD

      @maze said Things I would like to see added to Archer skills. Rain arrows (classic AoE) Cone Arrow (a skill like Ice Spike but for archer) Elemental Arrow (a much more mana heavy version of the chilling touch, shocking touch skills, Acid Arrow was a good example) Smoke arrow (applies invisibility to everyone inside it and until they leave it) Wall of fire arrow (lays down a line of fire arrows, adding a dot damage to anyone who walks thought it) I love all these ideas! Props to anyone trying to run an archer as a solo player at this point - seems like it would be the hardest to pull off, but I'm not too experienced in a sandbox setting. I loved my ranger in D&D but always worked with a crew.
    • maze

      Shadow Dance
      Bug Reports • • maze  

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      maze

      Shadow Dance does not apply true damage to bow attacks. Shadow dance also does not receive the bonus damage from using Deathmark.
    • maze

      [Balance] word of power: heal
      Discussions & Feedback • • maze  

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      maze

      This is not a big issues other then "heal's all wounds" It would be better to have it heal only 1 wound per 5 CHA. CHA5 - Heals 1 wound CHA10 - Heals 2 wounds CHA15 - Heals 3 wounds CHA20 - Heals 4 wounds CHA25 - Heals 5 wounds The only reason to this is to disallow it being used as a get out of free jail card while fighting "wound type fighters" who already have a hard time putting any damage on the current gameplay.
    • maze

      Spiderling using magic missiles after death
      Bug Reports • • maze  

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      PeachMcD

      Watching this a couple of times, it looked like the spell might've been cast just as the spiderling died and hit you afterward. That IS something to be aware of for spells that cross distances. Thanks for posting!
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