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    Posts made by Prometheus

    • Patch Log - v.a.2.4.2c

      Minor Changes

      • Members of the same guild can now loot the corpses of other guild members by default (for parties it remains off by default). This setting can be changed by each guild/party member in the guild/party menus.

      Bug Fixes

      • Fixed a major bug that made all players and monsters have a minimum of 50% Critical Chance, disregarding their attributes and equipment. This has surely screwed up the whole balancing of these first few hours, both PvP and PvE, so... apologies! Please note that you may still see 50% client-side for a bit (we have another client-only patch in the pipeline coming out soon).
      • The Generate Items button in the bank now creates all types of weapons and armors + a horse.
      • Switching to Aggressive no longer blocks interactions with world items.
      • Player looting rules are now working correctly (members of a militia can loot the corpses of members of other militias, Good players can loot Evil players, Evil players can loot everyone).
      • Fixed a graphical bug where the cooldown of bandages would remain at 0 instead of disappearing.
      • The Player Trading window now correctly displays the names of the two parties involved.
      • Spells in the Abilities menu now always show their Memory Cost number.
      • Several animations errors for 2h weapons have been fixed (e.g. walking with a 2h Hammer).
      • Fixed the missing description of Shatter Wards.
      • The description of Frenzy now correctly reports that having the ability active prevents the player from receiving any healing, including that from bandages.
      • Fixed a graphical bugs where projectiles such as arrows would not disappear after hitting an opponent.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Interaction Issues

      It's due to combat mode, which is automatically turned on when you switch from Peaceful to Aggressive too (shouldn't). Fixes / changes coming tomorrow.

      posted in Bug Reports - Closed
      Prometheus
      Prometheus
    • RE: Being in PvP mode disables the speed bonus from roads.

      Fix coming tomorrow πŸ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Long overdue, forgive me I’ve been enjoying VR - Some Gameplay feedback

      Thanks for the feedback! Just two remaks:

      @Scozzi said in Long overdue, forgive me I’ve been enjoying VR - Some Gameplay feedback:

      if you look at a game like sayPath of Exile, you do not actually need to click the target, hovering over the target (potentially including a small screen space hit box expansion) and clicking the spell is confirmation enough of a spell to cast and a target to aim at

      That's exactly how it works in Fractured πŸ™‚

      @Scozzi said in Long overdue, forgive me I’ve been enjoying VR - Some Gameplay feedback:

      just as people want a stomp/assassinate to speed pvp kills

      The possibility to Execute a knock-down player has been around for months now πŸ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Enchantment Finder System, City Planner and Character Planner

      This is awesome! Pinned and moved to the Alpha 2 section πŸ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: End Year 2020 Open Playtest

      @Logain said in End Year 2020 Open Playtest:

      Is there going to be at least some form of 'neutral zone' in the beginning towns @Prometheus? And can you ensure that there's a BIG RED WARNING saying this is explicitly a PvP test and not representative of the game?

      All claimed towns are safe zones, including the 2 starter towns! Personal land parcels are safe as well for the owner, co-owner and friends. That's not only for this test, it's how things are meant to work.

      @Razvan said in End Year 2020 Open Playtest:

      When you say "testing pvp" you mean that you wanna see if the karma system works as intended, or you start looking into balance?

      The focus is on balancing, The Karma system is missing a key component - bounty hunting and jails πŸ™‚

      @PeachMcD said in End Year 2020 Open Playtest:

      LOL @Kralith - I feel you, brother. I was just telling @Ostaff that I might have a shot at 'coolest land parcel' but I'd probably get murdered a million times trying to build anything.

      Your parcel is safe and so are cities. Just claim it in a city with friends who can protect you or in an isolated area in the wilderness πŸ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • End Year 2020 Open Playtest

      Hi & happy holidays everyone!

      You could spend this joyful time with your family and your loved ones. You could spend it eating and enjoying some (socially-distanced and responsible) partying…

      …or you could spend it playing Fractured, because on Wednesday, December 30, game servers will be opened to all registered users for a new open playtest!

      Check it out!


      Here's our very belligerent PvP gift to you!

      Enjoy Fractured! πŸ˜„

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Winter Alpha Spotlight - Criminal System

      @Logain said in Winter Alpha Spotlight - Criminal System:

      Can the attacker and/or the victim turn PvP mode off during the battle?

      They can, but that just prevents them from targeting / damaging their opponent(s). And yes, it is turned on automatically for all party members nearby if one is attacked.

      @Ostaff said in Winter Alpha Spotlight - Criminal System:

      You will always be able to initiate PvP through melee, just by attacking the other player.
      So in this sense, its not that you are in PvP mode, it is only that you are in "able to hurt your allies" mode.

      No, that's not how it works πŸ™‚ You do need PvP Mode to hurt someone with your melee attacks.

      In Fractured, melee attacks are all directional / AOE effects themselves. Some just hit the first valid target in front of the player (punches, daggers), others hit all valid target in a line (spears), others - most of them, in fact - hit all valid targets in a conical area. Left-clicking on a creature is just a convenient way to run towards said creature and aim your melee attacks towards its current position (just like left-clicking when holding a bow or staff really).

      @Ostaff said in Winter Alpha Spotlight - Criminal System:

      And your alignment only changes if you "execute" the player and not just damage them?

      Alignment (Good or Evil) is something you choose, the Good option being available only if you have positive Karma. If the question was "does your karma only changes if you "execute" the player", the answer is nope, as explained in the Karma paragraph of the post πŸ™‚

      karma [...] can quickly be lost when performing the following actions:

      Flagging yourself as Evil (karma drops to 0 if higher).
      Attacking / looting Good players.
      Stealing from carts / stealing carts.
      Killing Good players (major loss).

      @Extreminador said in Winter Alpha Spotlight - Criminal System:

      @Prometheus so, why not having a formula to set the jail time ?

      There is, it's based on your karma. Anything else is way too complex to track πŸ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: CON is way too overpowered for Warriors.

      @MorganReed said in CON is way too overpowered for Warriors.:

      I am a warrior main, and I was among to first to notice that high-con builds are insanely overpowered. Right now at 27 con with a full set of bronze armor, talents, and enchanted trinkets leads to a 1.2 second block cooldown, a 5 recharge on all warfare "strike" abilities, a 26 second second wind cooldown and a 27% increase in attack speed with frenzy.

      The fact you could get above 25 CON was a bug, just fixed πŸ™‚

      As for the rest, you are right that CON gives way too much offensive potential while it should be a defensive attribute. We're going to address that before the start of the Winter Alpha.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Winter Alpha Spotlight - Criminal System

      @BearRod said in Winter Alpha Spotlight - Criminal System:

      The bounty hunter concept is going to be fun to try out. Has there been a determination on the length of prison stay for players that are captured? Will there be a visual timer so that they know? And will it be in game time or real time for the sentences.

      We haven't decided yet, it could range from a few hours to a couple days. Real time.

      @Extreminador said in Winter Alpha Spotlight - Criminal System:

      @Prometheus so imagine a evil player (lets call her Harley, heheheh) steals a cart from from a good player. Can I has a good player do something to help the good player from retrieving is cart ?

      Yes, if a cart if listed as Stolen the owner or a member of the owner's party / guild can get it back πŸ™‚

      @boogis said in Winter Alpha Spotlight - Criminal System:

      so all good players will be collecting gold and eventialy become RED (evil) cos they have nothing to do with so much amounts of money.

      That's a pretty extreme conclusion πŸ™‚ Gold is used to claim territories and land parcels, pay for city and parcel maintenance, buy items on the (upcoming) marketplace, travel at harbors, etc. You definitely need it, for a lot of reasons. There may be inflation of course and that would make it easier for a PK to buy his way out, but I hardly think it will make everyone want to turn into a PK πŸ™‚

      @Ostaff said in Winter Alpha Spotlight - Criminal System:

      I had first read the article as toggling "Friendly Fire" on/off which to me would make sense and be good to have... but not turning PvP itself off or on. That completely goes against a Crime System where there is a penalty for attacking players who do not want to be attacked.

      I think you misunderstood what the PvP mode does, I've added a couple lines to the post to clarify that πŸ™‚

      Please also note that PvP mode exists only to avoid damaging potential targets accidentally with directional abilities / projectiles and AOE effects. Once you attack someone, your victim will enter PvP mode as well. Whether a player is a potential target or not depends only on your alignment and the other player’s alignment, as explained in the first paragraph of this article.

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Winter Alpha Spotlight - Criminal System

      @Jimbolini said in Winter Alpha Spotlight - Criminal System:

      Meaning , everything offered in previous tests will be available this upcoming? All buildings, towns, etc. (Nothing is premade)

      Well yes, of course, when did we ever remove features? πŸ˜„

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Winter Alpha Spotlight - Criminal System

      @Jimbolini said in Winter Alpha Spotlight - Criminal System:

      All this and previous town building, maintenance, farming in next test as well?

      Hmm what do you mean? We're going to introduce significant changes to maintenance and city ranks / management, it's also mentioned in the end of the post πŸ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Winter Alpha Spotlight - Criminal System

      @Blectorn said in Winter Alpha Spotlight - Criminal System:

      Friendly fire, yes πŸ˜„

      @Prometheus When will the lists with the top 100 players and top 10 cities of the last alpha be published?

      Soonβ„’

      posted in News & Announcements
      Prometheus
      Prometheus
    • Winter Alpha Spotlight - Criminal System

      Hi all!

      The Fall Alpha has ended a couple days ago, and we’ve had a blast looking at your cities grow and city-to-city commerce flourish!

      This time, we’ve decided not to publish a single roadmap to the next test, the Winter Alpha, which is planned to start in February. Instead, we’ll be splitting that into a series of spotlights covering all upcoming features in detail.

      While a lot of city content is coming to the Winter Alpha, PvP is undoubtedly its main focus. Let’s start with it then, and see how Syndesia is finally getting its proper ruleset!

      Read the spotlight


      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Damage bonus: it could be so easy

      @Blectorn said in Damage bonus: it could be so easy:

      In DnD on which Fractured is based on there are light weapons that have the ability finesse. Damage is increased by Dexterity for these weapons. This could fix the problem with the rogues.

      We've been considering "Finesse" for a while now, it's definitely something that could be introduced before the start of the Winter Alpha.

      @Blectorn the effectiveness of "mage" spells is already based on INT. Sometimes it's the damage that stacks with INT, sometimes it's a different effect (e.g. the duration of a status effect), but they pretty much always do πŸ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: KP for City Skills

      @PeachMcD said in KP for City Skills:

      I don't make a lot of suggestions about new features, but I would like to suggest that it would enhance joy and be very realistic if players got KP (and possibly creatively designed skills) for doing the work of keeping a city running.

      That'd be very hard to fit into our system I'm afraid. KP is not a currency you can spend - everything is calculated so that what you can gain from mobs, legends, and exploration allows you to learn all skills and unlock all talents with no points left.

      What we can and will add instead is harvesting and crafting proficiencies πŸ™‚ Not sure that's going to be in the Winter Alpha but it will come eventually!

      @Ostaff said in KP for City Skills:

      talking about upkeep.. I think it would be nice if any citizen could "deposit" the upkeep, and only VG and above could "remove" instead of only VGs and above being able to do anything with the upkeep.

      It should be working like that already, regular citizens can add sacks to the upkeep. If not we have a bug. Are you talking about adding gold to the treasury perhaps?

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Durability is depleting WAY too fast + Tanks are getting screwed!

      @Nekrage we definitely agree on this, durability loss is too fast now and indeed affects tanks only. We're likely going for a combination take damage / deal damage to trigger durability loss on armor in the future and slow down the deterioration of metal armor.

      @Esoba the issue with repairing is that it doesn't take into account the cost of enchantments, that's why it's likely that won't be an option unless we go for something like losing enchantments on repair.

      On a... related note, how do you evaluate the durability loss of weapons now?

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Bronze is STILL bugged.

      Fixed in va241c

      posted in Bug Reports - Closed
      Prometheus
      Prometheus
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