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    Best posts made by Ostaff

    • RE: First Impressions on the new City System

      @LonelyCookie

      Totally agreed. There needs to be something done about the residential area, Cities need to have more influence over who can reside within their territory. Rather it be outright permissions on who can settle there, taxes on use of their assets, the ability to turn on/off pvp on residential plots, or the destruction of residential plots/property when the city falls.

      Otherwise...you will have ths scenerio.... a player will go to a top tier city, settle in a residential area outside, build all the stuff on their plot... and then help their "guild" to destroy the city while keeping everything.

      @Prometheus statement about "not good being in enemy territory" does not work well as you can not be killed on a plot or within the city... so the player only needs to plot hop until they get close enough to the city and then "relocate" or run to the city and vice versa. Also, this means that the city would have to post a 24/7 watch just to try to keep them from doing so. Another... and this is major... their spawn point is RIGHT BACK AT THE HOUSING PLOT! so... they can place their stuff in a bank if they see opposition and return later to pick it up. Not only that, but say the city is a 30 person guild, and a 20 person guild sets up camp outside of the city... that 20 person camp is in a much stronger position than the 30, since their stuff can not be destroyed or lost.

      I understand trying to cater to solo players.. but this IS a MMO. Solo players must make sacrifices to play solo. Being a citizen of a city is NOT a big sacrifice nor is having to support a city to be able to "use" what they built. Yes.. some of their maintenance "gold" goes to the city coffers.. but please...that's ridiculous... there has to be more cost to being able to live near a city and use all of its resources.

      Regardless, the devs will fnd that they will need to implement measures to keep "leeching" at a minimum, or the game will die out very quickly. At the bare min, have the housing plots be destroyed if the city is destroyed.

      PS. With all that being said.... I think over all the change they made to the city structure is awesome. They just need to fix a crucial problem with it is all.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: First Impressions on the new City System

      @Elex said in First Impressions on the new City System:

      a possibility of the guild that control the city buy all plots around the city to diminish numbers of enemies or unwanted players, and in my point of vision it will be done.

      Actually, we thought of that, as that is exactly what is going to happen. Large guilds will have their members own all the residential spots. 🙂

      At the same time, the smaller guilds that have alliance with each other, will also buy all their residential plots up near their city as well. After all, who is going to let possible enemies in their backyard?

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Deadliest spell combo( Try and beat it)

      @dj35

      Do fries come with that?

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Tame monsters and make them accompany you

      The Army of Cats will be a thing.. Mwuhahahahahaha! 🙂

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Alpha Date Coming Soon!

      So. it was officially announced that Spring alpha will start March 31st (at 11:59:59 PM) 🙂

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Tame monsters and make them accompany you

      <---- I shall be leading an army of cats! BEWARE!

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

      @Razvan

      You could have up to 28 in a stat thanks to gear like troll hide and heavy armor which gave you +1 stat for each piece worn.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Tame monsters and make them accompany you

      @PeachMcD

      The white rabbit's name is Humper and the brown/gray one is Thumper!!! 😛

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: More defences

      @LonelyCookie

      They can stay as long as they like, but its still not considered to be permanent cause they are unable to claim land on Syndesia.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Full Interaction Table Between Alignments and PvP Flagging!

      @GreatValdus

      Sorry, yes.. Evil does still have to flag. I think this is to keep them from injuring each other accidentially when PvE'n together. Had to get clarification on that since I have not actually played as an Evil player yet. So the flag is just to initialize the ability to damage other players first. Once a player has been injured they automatically flag.

      So the initiator of the fight must have the flag condition before starting the combat but the flagged condition of the victim does not matter as they will automatically be flagged once damaged.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Full Interaction Table Between Alignments and PvP Flagging!

      @GreatValdus

      GN(F) vs E = Damage taken.

      Remember, the flagged condition of the target doesn't matter when both are of opposite alignments.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: 3 Planets, 3 Different Games?

      @GamerSeuss

      Seeing that non-human races are Alignment bound and that the planets are alignment bound... I would think that the transformations would start to live on the planets that they are aligned for. Angel must be Good therefore they would need to reside on Arboreus, Abominations are Evil and therefore will need to live on Tartoros, Liches (at one point were suppose to be Neutral but with the removal of that alignment completely, they will most likely be Evil) will probably be able to remain living on Syndesia with no change.

      Of course, it is also feasible that all transformations would need to live on Syndesia since it alone allows all the alignments.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Attribute weight. Some are just too strong.

      @Radamenth I started with a character that had 18 CHA, and never saw any difference when playing with a later character that only had 6 CHA. Also, the INT did not seem to affect the knowledge either, which it was written to be able to do. So, just don't think they had a lot of the attributes coded properly yet.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: SUGGESTIONS

      I agree with your suggestions there. You covered quite a few of the ones I thought were needed as well as added some I think are quite logical that I just didnt deal with (ie. PVP). To add, I think they need to do some of the following as well:

      1. Remove Point and Click movement, or at the very least, add the ability to switch from point and click movement to Key press movement. Can't tell you the amount of times I found myself running out of the house cause I missed click on a chest by a millimeter and the system thought I was wanting to go outside. Or even worse, fighting in a forest with trees and clickables (corpses) everywhere that wanted attention when what I wanted to do was move. (Running through trees? ACK! horrible!)

      2. In expansion of your slash, pierce, bludgeoning aspect. I think they need to do with their materials what they did with their enchants. Have materials that give different amounts of slash, bludgeoning, and pierce damage (as well as magical) resistance which we can mix and match to get the numbers that we want. Meaning, instead of just choosing one type of material to craft with, we have several types. (ie. Instead of crafting with only Animal Leather, Warg Leather or Dire Wolf Leather, we can craft with a combination of those leathers and/or other materials along with leather for armor) This can reduce the weight of the item, the toughness of the item against certain damage types, etc. Have enchants do the major additions like adding non-armor related bonuses and have the material types used in crafting add the actual item related bonus)

      3. Increase the view span of the screen. Its a bit too narrow in my opinion.

      4. Have a skill that allows characters to see more within their mini map. (Ie. some that increases the distance of mobs to be shown or resources and types of resources available in the area. ) Always show party members and personal items such as carts and corpses but have learned tracking skills to also show other things.

      5. Reduce the number of "cook meat" portions of the cook tab and make it like the craft window where we select "cook meat" and then select the type of meat to be cooked. Otherwise, your cooking table is going to be outrageously long. You may even want to rethink your crafting GUI all together because it already getting long with just what little we have.

      That's all that I think needs to be adjusted from what has been added already. I know they have a lot more planned from reading the news articles so will just have to see how they implement them before making more suggestions since those suggestions are possibly already covered.

      My main drawback to the game so far however, is definitely the point click movement. I just don't see how you are going to be able to make the game flow smoothly with that implemented. It removes any quick reactions and any complex move and attack combos (specially for pvp)

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Aiming system and skills tree are bad , very bad .

      @Roccandil

      It is a very true statement that their targeting system needs some heavy work performed on it. As well as their movement system.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: For the curious Enchanters out there.

      @AlejoTheBear said in For the curious Enchanters out there.:

      ool idea. Not so great implementation. My eyes went cross eyed super fast with the formatting you used, or lack there of, to show t

      Actually, it was formatted with tabs, but they all got stripped when I posted them here. Also, when I added it to Maze's spreadsheet, we decided that instead of just blasting out all the available combos, that we would instead let you select some reagents and see all the available enchants you can have with them and at what tier, or to just show you the combinations that make only 1 enchant.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: [Feedback] Party Knowledge sharing feels bad

      Yes.. it is always a bad idea to base EXP/KP off of damage I think. It completely eliminates all the other builds. Everyone in a party that is near the mob should get the same amount of KP for a kill, as they all contribute to the kill. I mean, healers do NO damage but they will KEEP everyone alive and healthy before, during, and after a fight. So why should they be penalized?

      Yes.. people will use it to power level and leech, but there is just no helping that, however, leechers can be kicked from the party.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: [Feedback] Party Knowledge sharing feels bad

      I think the final tally is......... (drum roll).... the current method for distributing KP of killed Mobs just totally blows/sucks/reeks/stinks/(add explanative here) and must be changed. 🙂

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: no progression

      @insomnia

      Yes, this is a very major problem that they have with their current KP system. We are badgering them to fix it to a more reasonable method of kp gain on mob kills.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: The Trees are Our Enemy

      @GamerSeuss said in The Trees are Our Enemy:

      Putting in thought isn't the same as implementing something during an Alpha.;...they need to prioritize things and decide what mechanics to hot fix during alphas, and what mechanics can wait for the QoL tweaks that are to come later. In between Alphas, they have more leeway, but still, every thing that they do takes time to code to some extent, and thus takes away from another project, and that's not even counting how interactions can cause a cascading affect on the devs time.

      I do think they need to start heavily working on the QoL of the game however as the tests are getting tedious and will only become more so with more time-consuming mechanics and combat updates. The collision problem will be a very big factor in this next update since it is geared mostly toward combat so it definitely should be fixed.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
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