@spoletta Nah, few troopers as he said, with Enrage and Deathbargain will be able to take it down.
The Flag destroying shouldn't be a thing, it should be a capture mechanic.

Posts made by munch
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RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
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RE: Ingots, Leather and Theft
As Spoletta said, the fact that you need to spend some time to actually create a piece of gear or anything, gives value to that said thing.
Giving a time limit on processing things, makes a limit on how many things are created, therefore retaining things somewhat valuable.For example Plate armor or whatever, to get a set of plate armor you will need don't remember the exact number of ingots but lets say 15, and some more leather to make a set.
It took you sometime to process the ingots, to actually get the materials needed for it, and if you make it from high tier ingots even more so, making this armor valuable, and losing it will actually mean something to you, and this is what's needed in a game like this.
You want to rock good armor? sure, but you are risking losing it. -
RE: Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
@Kralith About the reward, its good that it took all of that from you, i am glad you said that.
I didn't want to report this here, because I wrote it directly to Promotheus as a bug, the truth is we didn't get anything at all for the siege it is bugged at the moment, so i couldn't know about the gold, but if the Attackers get 50k and the food for the siege, it makes it kinda worth it i guess.
About the palisades, and the location of the flag with the flag system as it is now, they contradict each other, and i will explain:
As of now, you can stay on the flag, and spawn on top of it almost, almost immediately re-gear and fight again, So why should you defend the palisades, if its a 30vs30 fight, all the 30 players can just wait on the flag, and never it let be captured or destroyed, and not care about the palisades.
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RE: About Consumables
@asspirin hmm i think CON is OP, but whatever...
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RE: About Consumables
@spoletta Agree 100%.
Using consumables is an essential part of the game even more with alchemy and herbalism like you said.
Adding additional slots for consumables only is essential i think. -
Thank you for everyone that participated in the Siege, some feedback from Criminal Hype.
So for someone who didn't participate in the siege, we quickly uploaded a video of the siege :
So our feedback goes as follows:
The idea is very good, the potential of sieges is fun.
But, and there are some buts:The Reward
So before we initiated the siege(raid) we didn't know what the reward would be, we just did it to test the mechanic and system of it.
But after the siege we were told that the reward would be 1 up keep worth of resources, so in our case 80 sacks of grains and 40 sacks of protein.
So let me tell you now, i don't think the reward is worth it.
You are paying 30k to initiate the raid, and you are only getting this much sacks.
And where are all those sacks of food are coming from?
If you are doing a system like that, it would made sense that the food should go from the Defender's Town hall, and if they don't have enough food at the moment, The attackers would get the food, but the defender's town will be downgraded.Spawn Time
Our experience will the spawn time, that it is too much.
There is no spawn time practically, and somebody can just spawn re-gear 3 seconds, and go back to battle almost immediately, it shouldn't be like that.
It's either you make the spawn time longer, or you make the flag with a distance from the spawn place, so there is some time before the person who died would be fighting again.Getting Knocked out
You should remove knocking down in sieges.
The mechanic of the knocking down may work in open world, but on sieges the knocking down doesn't make any sense.
Our experience was that we spent half of the fight ( yes it was a short fight, but it would be the same half of the time if the fight was longer) to actually finish the knocked out players, this shouldn't be the case.Flag Location and Mission
So the mission for the siege is to destroy the flag that is in front of the Town Hall, which is the respawn point.
As seen on the video and i counted the flag has something like 20k HP, and as seen on the video we destroyed it pretty quickly.
And one of the things that was said after the raid that the HP should be higher.
So our feedback is, is it doesn't really how much HP the flag would have, because few people will be able to destroy it naked with a weapon ( just taking Enrage and Deathbargain) and the flag is destroyed.
So we think the mechanic with destroying the flag should be abandoned, and instead there should be a Capture point, take for example Crystals/Arena/GvG in Albion, with the same concept, that you need to capture the location of where the flag is, And it will work like atleast 1 member of the attackers has to stand on the capture point without any defender in the circle for example for 5 minutes ( not straight but accumulative).
Because capturing shows dominance, and if you are the dominant team you will capture the flag.So this is our few cents on the matter, as i said already we are not big speakers, and i don't know to construct a feedback professionally or whatever, but i did my best to help the dev team.
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Inevitable Talent's first attack critical is buggged.
- Inevitable Talent's first attack critical is buggged.
Critical Damage doesn't affect this crit, it is if like the crit doesn't calculate the Critical damage in the equation.
- Inevitable Talent's first attack critical is buggged.
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RE: Charge Spell doesn't work with Roads.
@GamerSeuss Yea must bet he case.
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Charge Spell doesn't work with Roads.
There is a bug when you use "Charge" and you get 50%.
And while being on roads, which would give you 30% more, it will stay on 50%, with the buff. -
RE: Some Bugs from Criminal Hype
@spoletta Yes, Plus increasing the KP if you killed a mob as a solo or as a duo.
If i am not mistaken, killing a mob with a group of 6 for example, and killing it solo gives almost the same KP.
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RE: Some Bugs from Criminal Hype
@GamerSeuss The mana regen bug happens when you are geared as well, just not in Mana regen gear.
You will get 8 instead of 18, but when you wear an item that gives mana regen, it will be 22 regen/s and you will regen 22/s.
Yes the invulnerability is not the problem, the problem here is the fact you can abuse that by just opening chests, without ever killing the mobs.
For example on Ogre chests, which gives tons of loot, you can loot them without spending time on killing the mobs, it is in general bad for the game, and i am not understanding your point even to defend this.
The progressions overall is good, but i am talking in general about hard to find mobs, and highly contested rare mobs that progression on them is unreal.
For example Skeleton Knight, you are getting 1-2% each time you kill it, and you need 100% to get the Ward of Power:Stun skill from it, it is a very hard to find mob, and even with the most efficiency near the dragon spawn you can kill 4 of these every 10 minutes, which is 2 hours, it's kinda insane.
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Some Bugs from Criminal Hype
- Blue Talent "Mage Weapon Style" is not working.
- Mana regen is not working properly, when you have 18 mana regen, without any other regen bonus you will only regen 8 mana a second, but once you wear something with mana regen for example +4 mana regen, you will be gaining 22 mana a second.
- The loot table on Treasure chests is insane, we got 100 metal components twice.
- There is an abuse you can do with Treasure chests, you can die to mobs, and while you have 10 seconds vulnerable you can loot the treasure chest. A fix to this will be doing that you have to kill all the mobs in the camp to be able to open the chest.
- Ward of Power: Silence, removes all the working active skills like Mage armor and etc.
- The Silence will even remove the active skill even when you resist the Silence.
- When you reach full inventory, items some items will dissapear from Inventory ( lost 17k like that farming mobs)
- The progression is harder on this test, It takes too long to get new skills, you have to farm mobs for few hours to get a skill, its very frustrating.
- Thick Skinned Talent is reducing damage from spells as well, not only physical.
- Medium Armor shouldn't be able to cast "Poison" Spell.
- Treasure chest should only be available to be opened, once all mobs are killed.
There is an abuse you can do that you can die to the mobs, and then with the invulnerability buff you can open the chests.
Or even your friends can pull the mobs and you can open the chests.
I am not a big speaker, but if interested i can say more about every point.
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Some Bugs so far
- Blue Talent "Mage Weapon Style" is not working.
- Mana regen is not working properly, when you have 18 mana regen, without any other regen bonus you will only regen 8 mana a second, but once you wear something with mana regen for example +4 mana regen, you will be gaining 22 mana a second.
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RE: Concern regarding lack of communication and transparency
Yesterday Promotheus said that the update will be happening today.
Be patient.
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RE: How do i claim?
I think it will be only given when the game releases.
The title is Forum title, you can already do that in your forum profile.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@Esoba This is me trying to find a solution for the carebears so they will not ruin our game.
Because when the softies come, a game is always getting ruined in the end.
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RE: shitty game
@Razvan said in shitty game:
@munch @Roccandil
Fractured is much more forgiving than Albion when dying to PvE. After you died once, it's easy to understand what went wrong and how to avoid it. In Albion you lose durability, which lowers your IP and can be quite expensive to repair. I haven't played the game in 2 years now, but I remember how painful it was getting a bad party and dying in HCE.That's exactly my point, in AO you lose more playtime overall, because you will lose tons of money that you farmed for hours.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@Roccandil All they have to do, is implement a Spell, that will rise your Maximum HP( as remove the purple debuff), and will be used by a healer or something like that.
And thats it.
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RE: [Towns] Rank System with logical mistake?
Maybe you dropped down because you didn't have enough people to rank up.
Because one of the demands is how many people are in the city.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@spoletta There is no point of making reason with what this guy is saying, if you've read all this posts it the same thing all over again.
Like AO has the best system, and that losing all your gear in PvE is bad.
AO System SUCKS! it sucks because when you die you actually lost alot more playtime because you lose tons of money, which you farmed for hours + The point Spoletta mentioned.
In Fractured, it is actually very hard to die, you have to be really stupid to die.
Even reading this guys posts makes me facepalm my self all over.