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    Topics created by Prometheus

    • Prometheus

      Patch Log - b.0.8d
      Minor Releases • • Prometheus  

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      M

      @LordSkykal Black_Bear are also not agressive anymore
    • Prometheus

      Fall Playtest & Final Relaunch Sale
      News & Announcements • • Prometheus  

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      225
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      HolyAvengerOne

      Awesome, thanks for the update @spoletta! I think it's always a good selling point to be able to showcase your true player numbers on Steam stats and to have every player promote the game by default to their Steam friends list as they play, but I understand the concern you raise. By now (ie. compared to 6-7 years ago, when I was active in the scene) I would have thought Steam would have come up with a way to secure those keys by giving the option to tie in to an externally certifiable account. shakes fist at Steam/Gabe 🧂
    • Prometheus

      Roadmap To Early Access
      News & Announcements • • Prometheus  

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      13
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      171
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      Mudz

      Any updates on Martial Artist?
    • Prometheus

      The Mega Balancing Patch
      News & Announcements • • Prometheus  

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      168
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      P

      Nice news!!
    • Prometheus

      Server War PvP Feedback
      Discussions & Feedback • • Prometheus  

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      188
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      R

      need diminishing returns for being stuned over n over so it doesnt last as long each time
    • Prometheus

      Patch Log - b.0.7d (Server War Playtest)
      Minor Releases • • Prometheus  

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      Posts
      155
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      Nordwulf

      Glad to see the cart issue was fixed.
    • Prometheus

      Server War Event & Test Review
      News & Announcements • • Prometheus  

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      18
      Posts
      172
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      LordSkykal

      @DraxOakstaff No. Only Humans and Wildfolk.
    • Prometheus

      Patch Log - b.0.6g (Free Play Event)
      Minor Releases • • Prometheus  

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      209
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      S

      They were also caused by the server borders, so I believe that they got fixed too.
    • Prometheus

      Relaunch Pretest Free Play Event
      News & Announcements • • Prometheus  

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      280
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      M

      @Junkie I got around it in the end and was able to install, sadly i felt it wasn't worth the effort
    • Prometheus

      Patch Log - b.0.6f3 (Server Migration)
      Minor Releases • • Prometheus  

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      3
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      Posts
      207
      Views

      G

      Come to AWS services.
    • Prometheus

      Store & Launcher Download Ready!
      News & Announcements • • Prometheus  

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      13
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      209
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      DarthJafo

      user Powershell to install it. i just posted the how to in the bug reports. Launcher does not have digital signature
    • Prometheus

      Relaunch Pretest Start Day Revealed
      News & Announcements • • Prometheus  

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      241
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      Jimbolini

      Go go go!!
    • Prometheus

      The Data Transfer Is Here!
      News & Announcements • • Prometheus  

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      Posts
      467
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      S

      @Madkat contact me on Discord.
    • Prometheus

      PvE & PvP Balancing Feedback Thread
      Discussions & Feedback • • Prometheus  

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      GamerSeuss

      @Domoran traditionally, unarmed is an underpowered build. That's one of the tradeoffs for the playstyle. Also, in a equipment dependant game, where the biggest power gain is equipment based, you would doubly expect unarmed to be gimped. Finally, as with Bard, Summoner, and a few other builds, the focused skills for those aren't implemented yet really. You should see improvement, but not parity once more of the Martial Arts school is released into the game. All builds have never been equal in any game. FO allows a blending of builds to shore up some weaknesses, but that doesn't change the fact that certain builds are bound to out-perform others in games. All builds in FO for instance need INT or CHA for the mana and mana regen because every build uses mana-powered skills. Most builds us either Dex for evasion or Con for resistances and Health. Most need Str for health regen and carry weight. There aren't really dump stats in the game, but some builds can dump 1 or 2, that's normal.
    • Prometheus

      Patch Log - b.0.1g
      Discussions & Feedback • • Prometheus  

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      S

      Thank you for the patch.
    • Prometheus

      Patch Log - b.0.1f - IMS Zeuz Transfer
      Discussions & Feedback • • Prometheus  

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      93
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      LordSkykal

      In general, the game runs smoother. Less stuttering on the move and less desync in combat. (I want someday a revenge Spoletta for beating the crap out of me during our test. )
    • Prometheus

      Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)
      Discussions & Feedback • • Prometheus  

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      Tuoni

      The situation of the whole economy is a bit messy why it is hard to see that bandaids would help for that. Yeah some random gold sinks can be thrown here and there but those easily come with cost of player experience. Players play games for fun and if they feel that things are getting too grindy or some fees does not make any sense to them, they simply play something else. Players do not care how much a game needs sinks for example, they want to play a fun game with enjoyable systems. If players (like some people in this thread) do not see why they should even use crafting stations on their own plot or why to pay for crafting just to realize that items will not sell.. Is that players fault or a flaw in the design? It is reasonable to add gold sinks, with small fees, a little bit everywhere. However, the locations should be where extra fees makes sense and can be easily agreedable by the players. Player houses could be left out of extra gold sinks but in trade you can make better quality items in city stations, for example. If gold sink fees are getting too high in general, just to get enough gold out of the game, then there is a fundamental problem with the economy and it cannot be fixed only by adding new fees and raising the current ones. Taking a cut of profit, from an item which is sold in the market place, does not feel as bad as a cut during crafting process. Selling extra bank tabs, rerolls for talents, KPs, attributes are good places for utilizing gold sinks. Bank tabs could cost a good amount but rerolls can be much smaller because those are something what players can do over and over again. Every crafting station could cost a little in towns but the fees needs to be small enough so that players still feels their actions are benefical. Even a small fee can feel bad if the crafted items are useless or hard to sell, for example. Therefore, one important thing is to make most of the items relevant which are also easy to sell for profit. This part is not working properly atm either why in the first place even the smallest extra fees can feel bad. I am curious to see if any improvements will happen to the whole economy in general and the next real test awaits when summer content patch is released. Until then, popcorns.
    • Prometheus

      Patch Log - b.0.1d (Weather System)
      Discussions & Feedback • • Prometheus  

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      64
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      DarthJafo

      Very happy about the travel bug fix.
    • Prometheus

      Patch Log - b.0.1 (Bug Fixes)
      Discussions & Feedback • • Prometheus  

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      155
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      DarthJafo

      What happened to the hotfix for the travel bug and the adv smelters that was supposed to go out yesterday
    • Prometheus

      On Bug Reporting & Exploiting During Beta
      Discussions & Feedback • • Prometheus  

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      S

      @DraxOakstaff Bandages heal over time now
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