Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Mindark
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Mindark

    • RE: Your favorite Dailies, or what you would like to see them as.

      I love Orna's daily system. Basically, they're a bunch of "random" kill quests. Kill x amount of things, get y. Except there are dozens of them. I don't even know if it's the same for everyone or not...but they're just little bonuses you get as collateral for just playing the game. I would much rather a system like that. Throw more dailies at me than I can handle, but let it be so that I will finish them without even trying.

      I've rarely seen daily systems that I liked. I don't like feeling punished for not logging in, but I do like getting a little extra something (even if it's just a popup, yay, dopamines!). I want to do the things that I want to do. I prefer not to be told what to do.

      posted in Discussions & Feedback
      Mindark
      Mindark
    • RE: Concerns related to the attributes

      The cost per point increases by stat tiers. It does start at 1 attribute point/point. It just gets more expensive as you get above "average." Up to a maximum of 4? at the top end. I'm okay with that. Theory crafting is still pretty easy once you identify those breakpoints.

      I think rerolling attributes should be expensive. It should be a meaningful and "rare" choice that is made. I don't like the idea that every character should be able to do everything. Group play should be leveraged to fill in those gaps.

      posted in Questions & Answers
      Mindark
      Mindark
    • RE: So, what is the plan for "fun"?

      PVP, collecting everything to get, achievements? Possibly, if they're in that. Collecting more things. Higher numbers on a sheet somewhere. Building bigger. But none of this matters if I do it solo. As long as I'm doing something with friends.

      posted in Discussions & Feedback
      Mindark
      Mindark
    • RE: [FRAC-1895] "Relocate" lets you get into restricted areas :D

      I was able to get into that area without teleport. But it was also through a bug. The client wouldn't load in gates/etc. by the time I got there, so I was able to walk through it unrestricted. That area is scary with gates popping into existence in the middle of fights 😆

      posted in Bug Reports - Closed
      Mindark
      Mindark
    • RE: Daily Message posting

      DAILY POST

      posted in Off Topic
      Mindark
      Mindark
    • RE: Daily Message posting

      daily post

      posted in Off Topic
      Mindark
      Mindark
    • RE: Daily Message posting

      daily post

      posted in Off Topic
      Mindark
      Mindark
    • RE: Spoilers: Gameplay narrative is working for me!

      It's really fun finding the right abilities that work against the other mobs. As the warrior role, I did the same thing you did after the wisps were wrecking me. I found a mage with fireball and arcane missile to kill them for me 🙂

      posted in Discussions & Feedback
      Mindark
      Mindark
    • RE: HP loss

      Yes, bandage, bandage, bandage! Otherwise, you slowly lose your HP. And that takes a long time to recover.

      posted in Bug Reports - Closed
      Mindark
      Mindark
    • RE: Daily Message posting

      posting again.

      posted in Off Topic
      Mindark
      Mindark
    • RE: Coordinates wrong in negative W

      @TheBodo Like Manaia said, this is an X and Y coordinate system. X negative is west, X positive is east, Y negative is south, and Y positive is north. This is all from the center of the map, 0,0. And, of course, tilted 45 degrees.

      There is no "west coordinate."

      posted in Bug Reports - Closed
      Mindark
      Mindark
    • RE: Daily Message posting

      dialy post

      posted in Off Topic
      Mindark
      Mindark
    • RE: Changing autocast abilities breaks autoattack

      Thanks! I'll admit, I was lazy and only looked at the first page and the Known and/or reported bugs thread 😞

      posted in Bug Reports - Closed
      Mindark
      Mindark
    • Changing autocast abilities breaks autoattack

      My apologies if this has been posted, I haven't seen it yet.

      I've been focusing on strength based characters, and I noticed that, any time I change my autoattack ability (bash/heavy blow/etc.), it cancels the autoattack. Then I usually have to release LMB and start it again. Sometimes this only works for a single swing again before having to release LMB and click it again.

      For builds where multiple of these autoattack abilities are in their rotation, it becomes really clunky. And a...heavy blow to our enjoyment 😏

      posted in Bug Reports - Closed
      Mindark
      Mindark
    • RE: Would love to see mob loot drops tied to knowledge

      I like the idea of a knowledge-based loot system. It got me thinking, what kind of loot would I like to see? Should everything drop loot? Is farming creatures for loot (random or otherwise) what we would like to see in this game?

      I think little loot in the game is better. I don't want to farm things to get money, I want to do more meaningful things (what that is, I have no idea). I like the idea increasing the drop rates based off knowledge (including adding loot to the table/increasing beyond 0% chance to drop). But I would prefer all drops to be meaningful. Let everything be used for something.

      posted in Discussions & Feedback
      Mindark
      Mindark
    • RE: Daily Message posting

      Stay safe, everyone!

      posted in Off Topic
      Mindark
      Mindark
    • RE: Daily Message posting

      daily post

      posted in Off Topic
      Mindark
      Mindark
    • RE: Empty World

      I think the isometric view plays a large role in it. You can't have a dense forest while still being able to see anything else on the screen. You'd be eaten by a group of snapping turtles without even seeing where they are. And if you make the canopy see through, then...well, it doesn't feel like a dense forest anymore.

      posted in Discussions & Feedback
      Mindark
      Mindark
    • RE: Travelling is "complicated" to be mild

      I also wanted to point out that your opinion has already changed, perhaps you've curbed some expectations? 😏

      @PedroBillyMattos said in Travelling is "complicated" to be mild:

      Going from the spawn city to valey of shadows is a loooooooooong and boring task that took us over 30 minutes.

      For reference, spawn city is just west of Slithering Moors. Also, to note, this route is ~80% of the length of Myr.

      @PedroBillyMattos said in Travelling is "complicated" to be mild:

      I wouldn't mind walking for 10 minutes to get somewhere far but more than that is a bit much IMO.

      To make the trek from starting zone to the entrance of the Vale in 10 minutes would allow one to travel from tip to tip in under 15 minutes. Walking. I'm going to assume that would be a sub-10 min travel on a mount or roads. I would also argue that defining "somewhere far" is a function of the status quo time spent travelling rather than distance, and that it is literally impossible to travel "somewhere far" in less than 10 minutes.

      From the original post, I infer that walking from west of Slithering Moors to, I will assume, the entrance of Vale of Shadows should take around 10 minutes. Perfect. Those are solid numbers. But I get confused when...

      @PedroBillyMattos said in Travelling is "complicated" to be mild:

      From heartwood to shadows with mount and road speed bonus should be around 15 min.

      My confusion with this is that your ideal scenario, you are covering ~80% (napkin math) of the distance in 50% more time using the (assumed) fastest method of travel vs your initial proposal of 10 minutes to get somewhere "far."

      I don't think it's fair to complain about one of the longest routes you would take in this alpha is taking too long. My two cents. And probably the last two cents, as your opinions of these distances, speeds, and time spent seem to be changing.

      posted in Discussions & Feedback
      Mindark
      Mindark
    • RE: Travelling is "complicated" to be mild

      @PedroBillyMattos If you don't have 3 hours to play, don't make a trek that takes 3 hours. Do something within the constraints of the time you have. So, if you think that heartwood to shadows should be 15 minutes while mounted and on the roads, then perfect. Once roads and mounts are working, then we might actually be somewhere at that place. In that case, my "proposal" of 2-3 hours to traverse all of Myr is close to accurate as your heartwood to shadows.

      It sounds like you want travel to be quicker, and not the size of the map. Making things smaller (either by physical size or time) carries implications in a large world like this. Physically, resources will have to be more limited, so players will have a more difficult time doing things. Did you play in the last open test? After a while, there were no additional plots to claim. A smaller map will make that problem worse. As far as making travel speed faster, already we can see that the world isn't keeping up with our current travel speed. If we moved four times faster, then things might not spawn in at all (hunting for certain animals? good luck!).

      Also, the devs might want the game to be played based off time vs distance. Maybe they want you to spend an hour getting somewhere from a popular hub. Then, even if travel speed were four times faster than it is now, things will be spaced out four times as much. It would be naive to think that travel time is not considered in game design.

      Side note: my opinion and your opinion ultimately don't matter how the devs want to build their game. They should build the game how they see fit and not be swayed by a bunch of players that don't know what they want.

      posted in Discussions & Feedback
      Mindark
      Mindark
    • 1
    • 2
    • 3
    • 2 / 3