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    PedroBillyMattos

    @PedroBillyMattos

    TF#8 - GENERAL AMBASSADOR

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    PedroBillyMattos Follow
    TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by PedroBillyMattos

    • Enchanting table Guide - Basic Mechanics - How to

      So I've struggled to find good source of info on this topic so after a lot of research and experimentations I've come up with this guide that should help you understand this cool new feature of Fractured, as well giving some optimal recipes for tier 1 (T1) enchantments. Feel fre to use this as base to replicate the knoledge for our community

      I'll be referencing to some amazing spreadsheets put together by incredible community folks! You rock! =D

      Here @Soaryng took the time to creat a spreadsheet compiling the reagents and their stats! Great work!
      https://forum.fracturedmmo.com/topic/9927/enchanting-table-chart-alpha-2-february-open-playtest
      https://docs.google.com/spreadsheets/d/13771_4U2ndR7yOPvCg091V8mN7fs4m7-n08-DI1ykyM/edit#gid=0

      Here @maze and Cross I belive, went even beyond and made an interacting spreadsheet with many functions
      Just Outstanding (If you know the author exactly, let me know in the comments)
      https://docs.google.com/spreadsheets/d/1UkAU9BUR5CEG7edgzvIhkZx35LS0h1UMAB_9TBBxYq8/edit#gid=1172436953

      But let these spreadsheets aside for now or they won't make much sense.

      First up there are 3 tiers of enchanting. The highier the tier, the greater the bonus to the item. (Duhh!)

      We have diferent categories of items to enchant. Each has it's own enchanting options. These categories and their enchanting options are:

      • Weapons
        Damage increase
        Crit. Chance
        Crit. Damage
        Spell Damage increase
        Accuracy bonus
        Luck Bonus
        Durable

      • Armor(chest, head, hand, feet)
        Endurance regeneration bonus
        Mana regen. bonus
        Armor increase
        Evasion bonus
        Accuracy Bonus
        Fortitude bonus
        Willpower bonus
        Ice/Fire/Shock/Magic/Poison/Acid Resistances
        Luck Bonus
        Durable

      • Neckless (in the future I believe rings will fall in this category too)
        Bonus endurance
        Endurance regeneration bonus
        Dexterity/Perception/Charisma/Constitution Bonuses
        Damage increase
        Crit. Chance
        Crit. Damage
        Spell Damage increase
        Evasion/Accuracy/Willpower/Fortitude/Stealth/Detection/Lockpicking/Luck Bonuses
        Ice/Fire/Shock/Magic/Poison/Acid Resistances
        Lower Mana cost
        Cooldown reduction
        Durable

      • Shield
        Evasion/Fortitude/Willpower/Luck Bonuses
        Ice/Fire/Shock/Magic/Poison/Acid Resistances
        Durable

      How many enchantations can an Item recieve?
      This amount depends on the Magic affinity of that item ![alt text](0881d69d-7862-452c-9a1a-af4d383317b0-image.png image url)

      Above you see my armor that recieved 3 T1 enchantments, so it went from 7/7 brand new to 4/7 where "4" indicates the number of slots available.

      The chest armor has the most with 7 "slots".
      The Primitive Mage staff for exemple has Magic affinity of 3, so in other words, 3 slots for enchanting.

      A tier 1 (T1) enchantment takes 1 slot. A tier 2 (T2) Enchantment takes 2 and a tier 3 (T3) takes 3.
      (I'm not completely sure here on the T3 one so if anyone can confirm this info in the comments I can edit later)

      Once you use one enchantment you can no longer do it again on the same item. For exemple:
      Say I enchant my neckless with Inteligence bonus Tier 1 (T1). I will get +1 inteligence but it will take one slot in the Magic Affinity indicator changing from the original 7/7 to 6/7. Now I cannot enchant it with the same armor T1 again. You can however put Inteligence bonus T2 on it. The tier 2 inteligence gives 2 inteligence and it won't Stack up. So if you put T1 first and T2 afterwards you still end up with +2 inteligence from the T2.

      How does it work?
      when you get to an enchanting table and place the item on the center of the pentagram, it will display the enchantments options available, and each has 4 element "bubbles" that you will have to fill in order to be able to apply that enchantment.
      ![alt text](ca9b0a26-9f48-429a-beef-1533bdd74086-image.png image url)

      When you insert reagents on the five slots you apply the reagent's stats. Althoug there are several Elements and it might look confusing at first, there is a good logic behind it, and whoever came up with this system is either a 4d chessplayer genius or a madman hahaha but don`t worry I'll help you understand it and it gets easier when you pass the initial confusion.

      There are 19 elements on enchantation with cool names and nice symbols to them. Each reagent will have 3 different elements to it and you can see them hovering the mouse over the item so for exemple :
      ![alt text](27c4fed7-3234-4dcb-8d22-4efb442cca04-image.png image url)

      Above we have the spider gland Droped by the big spiders. It gives 2 Transform, 3 Life and 3 Order.
      Tranform, Life and Order are 3 of the 19 Elements I mentioned.

      Now here is what happens when I put it on the wheel:
      ![alt text](![b9d23abf-c6cb-422f-9fc0-15a58c3092af-image.png](232f88ad-bf68-41a2-9af0-9b406510d9b0-image.png /assets/uploads/files/1585326007509-b9d23abf-c6cb-422f-9fc0-15a58c3092af-image.png) image url)
      (You can hover to mouse over the simbols to see what element they represent)

      Here we see that except Luck, all the other possible enchantments use either Transform or Order. Let's look only at Critical damage for a sec

      ![alt text](9c16fb82-bf71-4745-94c5-cd1c643e6d8b-image.png image url)
      The Spider gland gave it 2 ticks of Transform and 3 ticks of Order.

      So what is the minimum requirement to be able to Enchant?

      First it's good to note that you dont need 5 reagents on the wheel in order to do that.

      For a Tier 1 enchantments you need a combination of Reagents that grant at least 2 "ticks" on the four elements like you see here:
      ![alt text](b157e9af-e1c6-4bdc-bef7-a2b4a4334027-image.png image url)
      When the condition is met, the line lights up like you see above for Critical chance and luck bonus.

      (note that here there are two options of enchantment. There can be several at once depending on the combination of reagents. In this case the game will randomly select one of the lit up lines. Because of that whenever possible you want to find a combination that isolates the enchantment option you desire)

      For tier 2 enchantments you need a combination of Reagents that grant at least 5 ticks on all four elements of the desired enchantment.

      At this stage in Alpha this kind of combination is not yet possible for most enchantments since we have a limited number of monsters and reagents. The curently limited available reagents have low stats, but in the future with more content there will be more reagents. They can be hard to find and rare or have better stats.

      Our Bright developers can play with this in order to make Tier 2 and 3 enchantments something very desirable to give you a significant edge over your opponents and at the same time make the gathering process something to stimulate us to go to a diferent planet, hunt certain monsters or bosses, and even create a nice economy around it. We have to remember that items have durability and if there is no repairing tool, you'll have to keep recreating your "perfect set" from time to time and this gathering and enchanting may be a great deal in the universe of Fractured.

      For Tier 3 Enchantments you need a combination of Reagents that grant 10 ticks on all four elements of the desired enchantment. ![alt text](40c8d470-da75-4719-9f53-a2d0bbc24c19-image.png image url)

      Above you can see the different collors on the "ticks" in the element "bubble". This one is the Energy element. The first 2 ticks are blue for Tier 1, the next 3 are purple for Tier 2, and the last 5 are Pink for Tier 3. Very Smart, very cool! Congratulations to the Devs =D

      I can already see a great challange being the isolation of the desired Enchantment. Reaching a High Tier combination is already a challenge, now when you have multiple lines lighting up, that means you have one in two, one three chances of getting what you want. If you want to combine 2 or 3 different enchantments than it becomes an estatistic nightmare!!! That can be a real pain! so unless the Devs balance this in a way you have unique combinations for the various enchantments with 5 slots on the pentagram, 19 elements, 3 tiers and countless reagents.... getting those specific enchantments is going to be no more than a gamble... and more often than not, sadly, you won't get what you want.
      Edit 04Apr2020: In the AMA @Prometheus clarified that RNG should not be an issue and that it should be easy to isolate the specific recipes!!! Great news!!

      Here are some recipies of T1 I've come up with by experimenting thanks to the spreadsheet of @Soaryng. I've tryed several combinations and came up with the ones tha not only isolate the desired enchantment but also use the most commonly and easily found reagents.

      ![alt text](d90cc16c-48f9-458d-a903-dd0cd07e3ac3-image.png image url)

      Increse armor by 8%

      ![alt text](614f3212-7349-4bd5-be72-720bc75488c8-image.png image url)

      Increase Durability by 50%

      ![alt text](4e48127d-12ca-4433-9296-93b032225323-image.png image url)

      Increase Crt. Damage by 15%

      ce0ce2b2-727f-45be-ae4e-39239036b059-image.png

      Increase Crit. Chance by 1,5% Here I could not isolate so it's a 50% chance to get it right which suck because the rabbit paw is hard to get. (rabbits respawn in the same place so if you find one close to your house try to memmorize it's location and keep coming back for it =D)

      ![alt text](ddf7ead1-aaf3-4ebc-9a18-b4f2fbe6ef33-image.png image url)

      Gives +1,5 something Mana regen

      ![alt text](d53c093c-1fd9-421c-93a6-080c5913b88b-image.png image url)

      ![alt text](28b98b8d-d4ca-45c1-9b8c-460505e832e1-image.png image url)

      Tier 2 Inteligence!!! gives 2 inteligence

      Conclusion:
      Enchanting seems daunting at first but it eventually starts making sense. Like many other features of the game I'm very impressed with it. It looks like this will be a big part of the gameplay and it gives back meaning for hunting certain monsters and gathering stuff on the way. I noticed that after you discover all the knowledge of a monster, and accuire it's abilities, hunting it loses purpouse. But with this in place some hunting will get a whole new meaning and I'm excited to see how this is going to create an economy around it.

      Enchanting is like a puzzle where you try to find the perfect match with various pieces and I enjoyed it a lot! I hope my efforts can help others not so inclined to experiment get a faster result out of it. If you control the wiki please use this info!! and a shout out to @Vengu If you could add this to the "A compilation of everything we know about Fractured." page that would be great!

      Leave a comment if I got something wrong or if there anything we can add to it and this can be a post to help people understand this tricky cool new system!

      As a note for the Devs: Thank you so much! Your work is fenomenal and I love it! xD

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Enchanting questions

      Level 2 enchantments require +5 ticks on all 4 elements
      When multiple are higlighted the game randomly selects one
      Chaos has only rabbit paw and Dandilion, but in the future we should have more reagents and that should be solved

      For that and more about echanting I`ve made a guide take a look
      https://forum.fracturedmmo.com/topic/10306/enchanting-table-guide-basic-mechanics-how-to/2

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: New and wondering if worth it?

      @r6G4596Y7G9AwD0TzJTxFSZx Sorry mate you miss the point here...

      We're not paying 90+ 150+ euro to consume something. That aperently is your mentality right now at least. We're donating funds for the development of a game that we believe can be awesome. In the meantime we get the priviledge of testing it, contributing to it, helping the devs with feedback. so on and so forth.

      We fell in love with the concepts of the game and made an investment on something with potential.

      It's not a purchase, it's the very funding of the game we will play and enjoy in the future.

      And guess what, being a part of it makes it that much more special!

      Might not be for you and that's ok

      You can learn all of that in the main page of the game and in the forum... if only you look for it

      posted in Questions & Answers
      PedroBillyMattos
      PedroBillyMattos
    • RE: What sets Fractired apart from other MMORPG’s?

      For me the strong focus on dodging/eliminating/avoiding the grinding is one of the main diferentials on this game!

      Other then the isometric camera, it is nothing like diablo dispite the comments above.

      The focus on long and risky expeditions to accuire resources without fast travel also sets it appart for me.

      I love the three worlds three gameplays in harmony proposal!

      The fact that gear is not going to set you appart from the crowd, instead its your skill and knoledge of the game that might give you the upper hand!

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • Gobblin Enforcer can't be killed by solo mage

      With the basic mage skills (firebolt, magic missiles) killing the enforcer is nearly impossible.

      So I climbed a rock that is unreacheble to the enforcer gobling and even fireing everything on his huge life combined with his insane healing skill makes it impossible to kill it! I ran out of mana and couldn't kill it.

      It would be nice if his life and healing were adjusted to make it possible for a solo player to kill

      Edit I noticed that with the implementation of mana potions killing it would be more possible but I still believe it is a bit overpowered specially considering the large population of gobblins together

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • Travelling is "complicated" to be mild

      Disclaimer: Full flaged fan here this is my constructive criticism not an attack or anything stupid and mean like that.

      I remember when back in a day (far back) @Prometheus talked about how travelling would be diferent in Fractured and things would actually be far and going from A to B would not be so simple and there should be no fastravel or something on the lines of that. So on and so forth

      Well having said that and having played the game a couple of times..... I'm not a big fan of how this is turning out to be. Going from the spawn city to valey of shadows is a loooooooooong and boring task that took us over 30 minutes I believe. Without the auto run buttom (That we desperatly need! Dev team please help!). Right now this task literaly hurts the fingers! to keep pressing down for so long is not fun.

      I remember He also saying that we would get speed bonus for travelling on the roads which I Don't believe is yet implemented and if it is it could use a buff for it's unoticible. And I must also consider that we should see mounts comming on the future of the game. Those two should hopefully bring great improvement to that aspect of gameplay!

      It's important to note that I see a lot of people complaining about this issue in the chat.

      Now, since it's only Alpha and we barelly have content, there`s only a hand full of interest places, or diferent biomes you can visit on Myr but they are spread in the vast ramndomly generated Map. When you get to areas where the Devs have put some work into like the spawn city, heartwood, the last part of the valey of shadows when you pass the bridges. Those places are stuning and varied! it's great. But to get there you go through extensive and endless distances in only 3 maybe 4 different biomes all looking the same. Like I said it's not fun.

      I wonder If the devs made it this way to give room for future content or if it was just to show how big the map could be.

      Anyway I hope they adress that in the future and make it better some how! I wouldn't mind walking for 10 minutes to get somewhere far but more than that is a bit much IMO

      Keep up the great work the game look beautifull! I'm very happy about it!

      (Edit): Not advocating for fast travel teleporting style but more of a balancing of travalling times. In a manner that gives the atmosphere long travelling times anable like very well point out by @Kralith , without being to extreme to the point it becomes anoying that's all

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

      There are also another big points why these fast travel is not good for such a game:

      • PVE: very fast travel options lead to less player interactivity, its a bit like in real world, where you take a seat to your car in your garage, drive to your work/supermarket/cinema where you just place your car into the underground car park, take the elevator and vice versa at the evening if you want to go back home.

      • PVE: just teleporting to the POIs lead to not to look to left and right, but to be able to tell everyone after 2 weeks of the game "I am done with the game, because i played it through."

      • PVP: no preparation time for defenders, because the offender just can jump to your place and fight you down.

      We are in a big open world, where it matters, what you want to do and how your plan your travels. It would take much atmosphere out of the game, if we just be able to jump from A to B on the other side of the map.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: [Alpha 2] General Suggestions

      @r6G4596Y7G9AwD0TzJTxFSZx hahaha Hey man at this point I'm not sure if you are a troll or just a hard person to deal with.

      But assuming you have good intention behind you, please allow me to give you a sugestion that whould change the way you look at factured entirely. I'm not being mean nor I want to diss you. It's a humble sugestion from the bottom of my heart.

      https://fracturedmmo.com/news/page/11/
      ☝ Here you will open the main page of the game, more especificly on the oldest page of theAll news* TAB. Please read the journals. That will clarify a lot of the conception you have and don't have from the game.

      Then in the videos tab if you're still interested, whatch the Q&A videos.

      If you do that I GARANTEE you'll change your approach twards Fractured beacause you'll actually understand the project and it's current state wich is Alpha By the way.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Valor Do Jogo No Brasil. E Custo Beneficio.

      E tem outra, se for esse preço muitos players não vão comprar pq parece cultura no BR não pagar pra jogar ou pagar pouco e isso vai afetar muito o numero de jogadores e a popularidade do jogo... A grande maioria dos MMOs começa comprando pra jogar e comforme a população do game vai caindo eles abrem free for all e aí volta a crescer... Vamos ver como vai ser!
      E outra cara, vc tem 3 anos pra juntar 130 pilas kkkk ctz que não será um problema pra vc! é só guardar 3 reais por mês até lá =D

      posted in Discussões Gerais
      PedroBillyMattos
      PedroBillyMattos
    • PvP loot, an yet unasked question and diferent POV

      I´ve searched all I could about it but there´s this particular aspect of it that I feel has not been answered. this especyfic for Demons but aplies to the rest too!

      When you die wether is pvp or pve it is said By @Prometheus "you loose everything", or in other words, you drop everething if you can´t get to your corpse before it gets looted by other players.

      What is unclear to me and my question is:
      Does your gear like Armor, sword, helmet. etc drops in full too everytime you get killed or is "everything" related to everything in your inventory/Backpack?

      Could it be that you drop everything in your inventory BUT your gear is treated slyghtily diferent: you have a chance of losing some of your gear, lets say 15 to 20% on each item.
      In that cenario maybe you drop your sword, maybe a chest plate, maybe both, or even maybe with some luck no gear is lost only the inventory/Backpack content.

      I ask becouse usually in an MMO, end game gear can be quite expensive or hard to come by. I´ve played other mmo´s with lootable PvP and for me and many other players this is one of the coolest features in Fractured.
      But from that experience I found that droping all your gear on death may not be Ideal and it hurts the gameplay. The harder it is to acquire a good powerfull gear set the more this becomes true.

      Enchantment/Blessing
      Another feture that could be used to help in this is the enchentment/blessing of an item, something like a Divine quest, preferably a hard one that would either grant an one kill protection imunity to an item or just decrease the chance of dropping it on death, but it gets consumed in the next death.
      After that you could regain that "Blessing" by re-doing the quest and it could be a diferent one this time for variation/anti-grinding pourposes.

      I know it means more content and more work for our dev team but it is a very interesting feature to be taken under consideration even if for post realease updates!

      The killed one should be afraid of dying and losing hight end gear and the killer should have the estimulus and expectation of the valuable loot, but all in a balance.
      I´ll leave a poll here to see what the comunity feel about it!

      Hope @Specter or @Prometheus or any dev could speak on this! =D

      posted in Questions & Answers
      PedroBillyMattos
      PedroBillyMattos
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @Whisper said in Enchanting table Guide - Basic Mechanics - How to:

      I feel like the game needs the RNG a little bit. Once you got the skills and knowledge for killing a certain creature there is little to no other reason to ever touch it again. If we are allowed to choose among the choices we get then no one would ever touch the majority of creatures in the game. They would get their skills/knowledge and then farm only the very best area and pick the perfect enchant every time.

      The way the system works now it would be wise to get a wide assortment of items so you can mix and match as needed. People from certain areas might even trade with people across the map for regents, and trade with people from other planets and so on. It promotes exploring the world, and trading I count that as a huge win in my book.

      This effect you are talking about of estimulating people to gather reagents hunting does not depend on RNG.

      Like @Roccandil put perfectly:

      @Roccandil said in Enchanting table Guide - Basic Mechanics - How to:

      We'll still figure out the best recipes that remove the most RNG, and farm only those ingredients. All the RNG does is increase repetition and frustration, and waste players' time.

      For me, that's a huge loss. 😞

      The enchanting system looks so good I don't think it needs to rely on RNG to provide an illusion of depth and complexity. It really is complex. 🙂

      As long as there is no repairing gear mechanic you will have to recreate your set from time to time and that on itself will cause people to be constantly hunting the mobs that drop the reagents they need which will be many!!!

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos

    Latest posts made by PedroBillyMattos

    • RE: Enchanting table Guide - Basic Mechanics - How to

      @maze Hey man Thank you for the great work on the spreadsheet! Prime stuff!

      As for the devs, I believe they are too busy building the game to better explain stuff at this point, so It's still a bit early for that!

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Critical related to spells?

      That's an interesting question because I havn't noticed crits on spells but I'm sure they happen on the normal attack, both melee and magic with the staff

      posted in Questions & Answers
      PedroBillyMattos
      PedroBillyMattos
    • RE: Would love to see mob loot drops tied to knowledge

      Wow That's a really good and interesting Idea! but I believe that knowledge influencing by increasing the drop chance is great but the 100% thing doesn't look good. @Whisper has a great point

      @Whisper said in Would love to see mob loot drops tied to knowledge:

      We already ignore most creatures in the game because we don't need to kill them. Right now if you see a fox/rabbit it is exciting because you might get a tail/foot and is probably one of the more sought after kills. 100% drop and they would just be another creature people ignore.

      The idea of an imerssive gameplay sounds nice but we must remember that aditions taht dramaticly change gameplay may be impractical given that the game is already headed a certain way and coding it diferently may not be possible or worth it.

      So the increased loot chance seems to be something easy to implement and a good midway!

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Angel Stats

      @Hellstar So far we don't have much info on Angels, Liches and Abominations but they will definetly have diferent Buffs and debuffs on the diferent worlds than the normal versions.

      Prometheus said in the last Q&A that these guys deserve a Q&A just for them so hopefully we will get more on that!

      posted in Questions & Answers
      PedroBillyMattos
      PedroBillyMattos
    • RE: Travelling is "complicated" to be mild

      @Recoil said in Travelling is "complicated" to be mild:
      (because not everyone has 3 hours to spare irl just to travel across the map to meet up with a friend, nor should that be expected).

      alt text

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @PeachMcD Hey man Great to know that! made my day! =D

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @Whisper said in Enchanting table Guide - Basic Mechanics - How to:

      I feel like the game needs the RNG a little bit. Once you got the skills and knowledge for killing a certain creature there is little to no other reason to ever touch it again. If we are allowed to choose among the choices we get then no one would ever touch the majority of creatures in the game. They would get their skills/knowledge and then farm only the very best area and pick the perfect enchant every time.

      The way the system works now it would be wise to get a wide assortment of items so you can mix and match as needed. People from certain areas might even trade with people across the map for regents, and trade with people from other planets and so on. It promotes exploring the world, and trading I count that as a huge win in my book.

      This effect you are talking about of estimulating people to gather reagents hunting does not depend on RNG.

      Like @Roccandil put perfectly:

      @Roccandil said in Enchanting table Guide - Basic Mechanics - How to:

      We'll still figure out the best recipes that remove the most RNG, and farm only those ingredients. All the RNG does is increase repetition and frustration, and waste players' time.

      For me, that's a huge loss. 😞

      The enchanting system looks so good I don't think it needs to rely on RNG to provide an illusion of depth and complexity. It really is complex. 🙂

      As long as there is no repairing gear mechanic you will have to recreate your set from time to time and that on itself will cause people to be constantly hunting the mobs that drop the reagents they need which will be many!!!

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

      @Mindark said in 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.

      That is just indiference twards something that is a big bummer for a lot of players. And than I understand the way you think but I firmly dissagree, especially on the following

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

      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.

      Even though I believe devs should be carefull as to have some firmness and exercise leadership on the game design choices, ultimetly we are the consumers and there must be a balance in that and they should listen to the playerbase. Their goal is mostly to please the playerbase. If they don't, they fail. That's why I said If there is a majority in the playerbase that does not apreciate the lenghy travelling. they they should change it.

      This is what DYnamight has to say about it:
      "By being part of it[Alpha], you’ll have the unique occasion to be able to shape the foundation of the game through your feedback!"
      Source: https://fracturedmmo.com/development-roadmap-from-alpha-to-release/

      Like you corectly noted I'm not arguing for small maps but for shorter (not short, I said shorter) travel times, not overall movment speed, TRAVELLING speed, with mounts, ON the roads.

      The key thing I want to point out in this topic is that travelling for long times is boring and this negative aspect should be heavily taken under consideration. I don't like and I'm not the only one.

      On a diferent side of a diferent subject, talking about the size of the map. I don't think it's a good idea to have a huge map UNLESS it's filled with density of content in the future. The point being that a vast area of low content density is actually a bad thing.
      This principle is very well discussed in this video:


      Why Cyberpunk 2077's SMALLER MAP Is Actually A Good thing

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Coming from CoE

      Hey Sky! Welcome!

      I've been following Fractured for over 1 year now. Back then it was just a promising concept. What I've witnessed of the Studio and the Devs is:

      They are a small italian team, they are active on the forums, they put out roadmaps and do their best to stick to it. They have a sober aproach on what is possible and are responsible in getting to the roadmap milestones.

      There's been a few delays and that normal for any development but they've aways been transparent about what was going on and what was wrong!

      Very good in my opinion. I was an early pratreon and I'm very happy on what has already been delivered.

      If you are considering to buy a founder pack or something like this I strongly advise you to go to the main page and read the articles on the news tab in chronologic order. Then watch the Q&A videos on the tab videos. I Garantee you'll have a good idea of what to expect!
      https://fracturedmmo.com/news/page/11/

      posted in Welcome to Fractured
      PedroBillyMattos
      PedroBillyMattos
    • A2.2.0 Healing Paste+Magic Missile animation+Chest+Fireplace

      I cant use the healing paste at all. Tryed "equiping it" on the action hotkeys bar, couldn't. tryied right clicking it from inventory and nothing. Am I doing it wrong or this a bug?

      On the MM
      Today whenever @Oxfurd used the fireball ability, if I used Magic missile on the mob, when the purple missile animation entered the Fireballs Flame/Cloud animation, they would get visualy messed up. I couldn`t Screen shot but I'll do my best to use photoshop to try and recreate what I saw.

      MM.jpg

      it was something very close to the image above and the white square would follow the missile like a tracker on it's trajectory. As if the cloud was revealing something from the "back end" I wasn't suposed to be vizualyzing. A glitch.

      Chest

      The only chest I use is one on a house I'm a Co-owner. Every time I try to open it, the chest window pop up and instantly closes then I press use on it again and only on the second time the chest window stay open.

      Fireplace

      there's also a fireplace in the house and It's the only "tool" of the house I can't use. When I hover the mouse above it the cursor changes to the hand but the rest/cook options don't show up. When I click to use it nothing happens. My friend has given me access to it but it won't work.

      a couple of days ago before the patches implemented I could actually lay dow but nothing else happened just the lay down animation. once a funny glitch happened in which I would move lying down, I couldn't get back up so I loogged out and back in.

      posted in Bug Reports - Closed
      PedroBillyMattos
      PedroBillyMattos