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    Posts made by OlivePit

    • RE: [Client Memory Leak] Client doesn't seems to unload stuff from memory

      I have noticed this as well, Will post a pic of the resource monitor next time it happens.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Sea Trolls static discharge bug

      The sea trolls also can hit you with it when you are 10+ m away despite it only having a 3m range : /

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Bounty Hunting & Jails - Official Feedback Thread

      Yes ! @GreatValdus
      The idea of having to 'work off your crime' is interesting, but how to implement?
      A 'jailed' character is given 'convict' label which prevents them from equipping any armor/weapon (other than stone mallet) and they must meet a quota of 40 ore/stone before loosing the label?
      While a nice idea it would be very hard to implement and way too punishing.

      A scaled time/gold system would be my vote.
      Also have karma be account based to prevent alt abuse.
      The lower your account karma the higher the penalties for all your characters.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: unbalanced pvp - unarmed naked mob griefer.

      Reminds me of Everquest and the terror of 'TRAIN' being posted when you are mid way in a dungeon.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Deers are "imortal"

      Get goblin trapper net skill.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Tanks get 0 Exp in groups

      be in smaller groups? As one of three people I get plenty of XP as the tank. I think it only is really punishing when you are in much larger groups.

      posted in Bug Reports
      OlivePit
      OlivePit
    • RE: Daily Message posting

      3 more days...

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

      City claims done, now 6 days to test... duldroms.

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: Int and Cha required stats? = Unbalanced?

      @Xzait you are forgetting the +10 boost (+200 after multiplication) from reaching 20 CHA.
      Each stat gives a special boost to some derivative stat if you have a 20 (including talent boosts). My math is not off. I already, earlier, noted this to TSE as a missing aspect in their character planner. Thanks for interacting with the question however.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Been a while since I've played, questions.

      2: yes you can farm materials if not a citizen, just lower concentration and spawn rate of nodes.

      posted in Questions & Answers
      OlivePit
      OlivePit
    • RE: Int and Cha required stats? = Unbalanced?

      Ah yes, things that are not on the wiki and I have no experience with... sigh...

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: The current stats system is a turn off for the non dnd players.

      TLDR; Stats are not what make your character unique or special so do not focus on them, instead start average and enjoy the process of growing your character as you play the game.

      One big benefit to having few directly manipulatable stats which effect a number of derivative attributes all of which interact in variable ways is to decrease the ability, and desire, to min/max characters into dead ends and instead just build fun concept characters that all work about the same but have their own personality.

      If players had direct access to each individual factor (crit chance, detection, each resistance and avoidance, hp, move speed, etc...) then there would be huge perceived reward in building some min/maxed monstrosity which seems great for single purposes but impotent at all else requiring more characters and more number crunching to create 'the best build for x' this week which will only be replaced by Y next week or worse; nerfed by devs. So while you may be able to get exactly what you -think- you want now, you are more likely to find it to be not what you want as the game play advances or new content arrives; at which point you have to go back to the drawing board and start all over with a new character.

      The philosophy here, which I agree with, is that by making a more convoluted interacting stat system players are told that if they make an average character with one or two higher points then they will be able to have the most rounded and fun long term game play. Any deficits wont be significant and can be easily remedied by just one companion or investment in the talent tree. Yes people can still do some min/maxing but when compared to joe average their strengths still wont be all that much higher such that joe might not even notice the difference except over a long drawn out interaction.

      The difference between characters is one more of ability, talent, and gear choices, (all of which are easily changeable in game) not of stats. So in that respect the stats are not as important in this game than they might be in others.

      I entirely think that non-DnD players might actually have the most fun with the game as they are more likely to start with a balanced stat build and discover the joy in adapting their abilities, talents, and gear to the play style they want that day knowing that just about any choice they make will be well supported by their solid foundation of average stats.

      TLDR; Stats are not what make your character unique or special so do not focus on them, instead start average and enjoy the process of growing your character as you play the game.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Int and Cha required stats? = Unbalanced?

      @Xzait
      20 cha gives 450 luck, (-250+20*35) according to wiki.
      Charisma talent tree has 3 bumps of +30 luck bringing the total to 540.
      I would be very interested in finding out what other sources exist to bring you up to 1k although the difference that extra effort would make in pvp is the question at hand as any pve success is mute when you get ganked and looted. Which is the expected outcome to be guarded against. I am glad to hear the CHA focused build was as useful as it was for farming, but also consider that a trial in a vacuum compared to when the game is live and the only place where that build is sustainable is on the pve world. I would like to think that a high CHA build with stun would allow for escape and survival from potential gankers, but find that un likely considering all the move speed and dashes available to the attackers which would make it into some sort of arms race which I think is something no-one wants.

      @Razvan
      yes, thanks. I made my own chart off of the equations supplied in the wiki from which I derived my generalization.

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: WASD movement.

      Ewww, yea.. I do not want to see bot play.. hmm. hard balance there... I will have to see just how bad the game is for clickyness...

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: Int and Cha required stats? = Unbalanced?

      @Xzait
      Using the formulas given on the wiki and other posts I was able to determine that 20 CHA only gives a +10% boost to -most- luck based things (so 40% chance to avoid effect becomes 50%) provided the primary stat they are based on is at 10 or above and the competing stats (dex vs pre for example) are not too far apart, it gives less at the lower and top ends for each due to the nature of math and exponential curves. I am not sure if that translates to 'immensely noticeable' or more of a 'why didant I just spread these points out to the stats I actually want higher'
      It is interesting to hear that you had no problem working with a low int, did you do much pvp?

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: WASD movement.

      @dallonz88 said in WASD movement.:

      At last, you can use a macro software and map WASD to left-click few pixel off the center of the screen (where character is) in the correct direction...

      Good, not gold...

      Please tell us more about how to do this. I am ok with clicking but your suggestion would be great for long distance travel !

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

      slow day...

      posted in Off Topic
      OlivePit
      OlivePit
    • RE: The city of many names

      Or no-one is really looking at this forum until the next alpha is announced.
      I mean, this post has only been viewed 63 times (4 times by me), so who knows how many individuals have seen the post and how many of them are people of action and decision instead of passive viewers?
      I would wait before giving up hope until right before the next alpha starts.

      posted in Town Planning
      OlivePit
      OlivePit
    • RE: Int and Cha required stats? = Unbalanced?

      @GamerSeuss said in Int and Cha required stats? = Unbalanced?:

      @Eurav said in Int and Cha required stats? = Unbalanced?:

      STR - Health, Armor (meele damage and carry weight are not really generally necessary stats)

      In most games, you would be right about Carry Weight, but in Fractured, as I stated above, with having to carry everything from place to place, not being able to share your bank, plus the weight of things like rocks and sticks for campfires, carry weight actually does have more impact. If you get encumbered, your speed goes way way way down, even if you have a pumped up Dexterity, which could majorly affect you in PvE or PvP, not to mention, part of the reason for PvP in this player driven economy is to walk away with all the loot, and you want to be able to carry that loot safely to your own stash spots.

      Is that not what mounts and carts are for?

      posted in Discussions & Feedback
      OlivePit
      OlivePit
    • RE: 100 or 120 build points for next server?

      Huh, and here I thought that the balance between demons and humans was alright given the affinity discount could easily be 20 points on that one stat if focused in for pvp and reducing the pool below 100 for them would make very lopsided rock - paper- scissors character types. Of course that is assuming that reducing the human pool means that the other groups will also have their pools reduced. You could just make humans categorically -worse- than everyone else...

      posted in Questions & Answers
      OlivePit
      OlivePit
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