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    Best posts made by Razvan

    • RE: Heavy armor specific skills?

      @GorTavaro said in Heavy armor specific skills?:

      Maybe you will have to wield shield to use them. It should work too, right?

      Iirc, shields only offer passives*. Even if they had actives, 2h tanking should still be an option. My stance on this is that as long as it's not broken and it doesn't make balancing a mess, it shouldn't be restricted. I'd rather have Archeage's system where the vast majority of combinations are weird and useless but often fun, than too many restrictions and closer to the old MMOs with few fixed classes.

      *hmm, I think this is outdated. If I remember correctly there was a shield active in the latest patch.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Suggestion: Different spells have different armor requirements

      @Shivashanti said in Suggestion: Different spells have different armor requirements:

      the system is fine how it is atm, armor is ONLY defensive stats and not offense, and with the enchantment stuff you can get that defensives you want as it works for now πŸ™‚

      Agreed, but people were talking in the context of this thread where it is advocated that tanks should be able to use nuke spells. If this change ever occurs, then there should be a major drawback in doing so.

      @Gothix
      The point of this game is to make tanking as awkward as possible by having them lose multiple sets when getting dove, change gear every few group of mobs and be melted before any engagement in large scale pvp? ... What can I say? I'm glad the designers don't share your view.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      I was thinking more like 2h tank weapons having slightly increased CC duration or landing chance since they sacrifice defense by not having a shield.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Suggestion: Different spells have different armor requirements

      Mounts will most likely have a big influence over the inventory system (or at the very least increase your carry weight), so it's hard to talk about inventory unless we know more about mounts mechanics.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Question about enviromental damage/effects

      @asspirin said in Question about enviromental damage/effects:

      Also why wouldnt dude in cloth be able to pull himself to a tree - its easier in a shirt than in 15 kg chainmail πŸ™‚

      Because, of course, mages don't have grappling hooks in their backpacks, but rogues do. πŸ˜„

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Suggestion: Different spells have different armor requirements

      @Gothix said in Suggestion: Different spells have different armor requirements:

      It only makes sense that mounts can be looted as well. Otherwise everyone would just store stuff there to be protected.

      Sorry again, I can't be very active in Fractured in these troubled times. 😞

      Yes, mounts should be looted but my point is that if you want different pet categories*, then they will impact inventory space and carry weight. If they don't, everyone rides a fast mount. Also, how is the player dismounted and what happens with the (overweight) player and <pet inventory> on dismount? When, how long it takes and in which circumstances can the player resummon their mount? These questions heavily impact each other and the mounts class balance, which, in turn affects the inventory system. If mounts will play a significant role (in transporting goods and traveling), we should know more about them before being able to talk about the inventory system.

      *the usual categories: transport mount (slow, but lots of inventory spaces and/or carry weight and/or armor), all purpose mount (balanced speed, armor and carry capacity), war mount (increased defense while mounted, no carry capacity), chase mount (increased mobility, no armor / carry capacity)

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Question about enviromental damage/effects

      @Ostaff
      Going to the most 3 basic archetypes in RPGs (warrior, rogue, mage), the rogue also has great use of environment interactions. On top of my head, they can find secret passways and chests, blend in the night/grass, use and detect/disarm traps, pass difficult terrain*.

      *probably not really applicable here since they use the d&d system where athletics is an STR check

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      Iirc the game will have a talent tree that is not implemented yet. I hope this system will give an edge to dedicated crafters / refiners / gatherers.
      image

      @Phylosophys
      Because one of the main selling points of the game is the full loot pvp. Ganking a trade caravan or a player wearing top notch stuff and not being able to loot them is kind of a boner killer for me tbh. Besides, 1/3 of the game isn't as harsh as the human or demon planet.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Camping?

      Imo hermit houses should be safe for co-owners everywhere, but you shouldn't be able to put the whole guild as co-owners. Ten* is a reasonable number.
      How about abusing this immunity: on the human planet people should lose immunity on their properties when flagged for pvp. I assume the game will have "in combat" rules, so you can't root someone, summon your horse and run away. On the demon planet, co-owners should have immunity on hermit plots as long as they are not in combat.

      *assuming your alts are co-owners by default

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Whats the probability this game will actually see beta and a release?

      @Xzoviac said in Whats the probability this game will actually see beta and a release?:

      If you want a non biased answer this is probably not the right forum to ask on.

      This pretty much sums it up. People who visit the forum frequently at this point do so because they believe in the project.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Is Fractured going to be as grindy as say Wurm On-line?

      "What’s the Natural Score of an attribute? It’s the sum of your basic score, defined at character creation, plus points coming from talents. Indeed, each branch of the Talent Tree contains talents that grant a total of +2 to a specific attribute. So there you go – even a poor Human who enjoys no cap modifiers can score a 20! "
      source

      And talents are unlocked using knowledge.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: What kind of game do you hope Fractured will be?

      The MMO I played the most is Lineage 2. Back in the early 2000s, if I started a party I'd find a bunch of DDs instantly, but finding tanks, healers and supports was a pain. If the tank or healer left, the party was over. This pushed people into multiboxing characters and eventually starting "constant parties" and sharing accounts. For any big content you needed to talk to the other CPs in advance to be sure the guild had the right people online.

      Last MMO I played was Albion. At first, I was one of the core members of a small guild with about 10 online players at any time of the day and we pretty much did everything together. I'd find a spot instantly to whatever the guild was doing. If the puller, tank or healer left, they'd pass the gear to someone else and we basically had no downtime. Then we merged and I decided to move to a crystal guild, which opened the possibility of zvz for me. For any big content, people would call a CTA in alliance, parties were created and the class balance was done on the spot with a downtime of about 30min.

      It's worth mentioning that Albion has a quite grindy passives system, so a dedicated healer will be better stat-wise than a last-resort healer. Another aspect would be how meta changes and the nerfs/buffs between patches, which are the reason Albion added the respec points. Basically, if your character is built around a skill or mechanic that gets nerfed too much in one patch, it becomes borderline useless.

      tl;dr: I prefer flexibility because it saves people a lot of time, and I believe it doesn't necessarily have to kill the RPG aspect.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Caster offhand

      I don't really like the idea of an offhand which increases the damage/effectiveness of a certain magic school because it will make it even more obvious what kind of build the person you're fighting with has. It doesn't really matter when you find someone and fight them, but it might make a big difference in small scale pvp and diving -> one person scouts the enemies and rest of the group takes builds which will negate the enemy nuker as much as possible.

      These being said, I can see non-shield offhands being a thing: magic artefacts that give mana, cdr or damage. Horns which give very short but powerful buffs to the whole party. Flags that give small buffs and act like auras in Diablo2, but don't stack. Bucklers, which give a small passive bonus to both offense and defense. Parrying daggers, which can reset all enemy cooldowns.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: What kind of game do you hope Fractured will be?

      @Manaia said in What kind of game do you hope Fractured will be?:

      @Tuoni Another thing about most sandbox games is they only allow you to have the single character. Fractured allows many alts to fill other niches in the game that makes rerolling attributes less required. This is how I'm thinking about it; if they limited you to one character only then I'd be all for being able to reroll attributes, though still at a cost.

      All the Ultima-esque games (and sandboxy MMORPGs) I am aware of have multiple character slots. It's not about attributes, but mostly about traveling limitations, which will also be a thing in Fractured. If you're in a big guild with influence over a large area, having a zvz-ready alt is a very good idea. Having the gathering professions spread across multiple alts also makes sense because different node-types are found in different areas, so you waste less time traveling. Having some alts on a different account is better tho because you can scout, craft, or flip the market while playing on your main.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Hitboxes depending on size of player characters ?

      @Yitra
      It's not really about having trouble targeting mobs, but about the difficulty of hitting away targets with skillshots. I guess the dragons or huge world bosses won't have the same hitbox as the rabbits.

      @Kralith
      Projectiles should stop in the first collision box they hit. I don't see anything wrong with that and it's a legit tactic for zvz: tanks stay in the frontline and protect the dps by body-blocking skillshots. Anyway, to my understanding, Fractured will have character collision, so 2 characters won't be able to stand on the same tile but imo this only adds more problems, both technically and gameplay-wise.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: May 3 City Progression & PvP Q&A Livestream - List Your Questions!

      @Kralith said in May 3 City Progression & PvP Q&A Livestream - List Your Questions!:

      How i can imagine Town Sieges?

      I wanna know this as well. Will it be Albion-style (5v5, 20v20) where only selected few can join, but small guilds will have a chance against big guilds or basically a zerg?

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: NPC organizations

      @Gothix said in NPC organizations:

      Like "church of Babils", and then you have NPCs around the world (maybe even other planets), that give you some extra vendor / interaction options if you "belong to Babils" as well.

      To my understanding, everything we get in the game (with the exception of raw materials) are supposed to be crafted by players. NPC factions don't really make sense in this game.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Sieges: And how to make those a whole guild activity

      In Albion, everyone contributed to the territory attacks, especially in big guilds, but in more subtle ways. I quit the game shortly after it became f2p, so my information might be outdated, but this is how it worked: every month it was the reset (invasion day) in which everyone lost their territories and you had to claim them with a raid party protected by a big zerg. After the reset day, starting from the war camps (which couldn't be owned by anyone), every tower could launch an attack on a certain tower. So basically, alliances owned whole biomes and you had to start with the war camps. Every day at a certain hour each war camp could either be pacified or used to launch an attack, which resulted in guilds having daily ZvZ around war camps hours. If an attack was launched, the gvgers had to move their gear to the tower the attack was launched from, which often required being escorted by a zerg. The cost of the gvg gear depended on the zone (because of the IP cap), but in end-game zones it was very expensive. Because of this, guilds had dedicated gatherers who donated % of their mats and dedicated crafters who donated focus to supply this gear. Albion has a lot of detailed logs, so you could reliably tell if the gatherers donated the agreed percent.

      The gvg (20v20 for towns, 5v5 for towers) was the last step in territory control, but as you can see there was a lot of work from the whole guild in this process.

      And then the towers could be leveled, which opened the whole cgvg scene. The best part in cgvg is that, especially in big guilds with lots of towers, new teams could get gvg experience without spending much or affecting the guild negatively.

      This also concludes why I quit: all that activity not only takes a lot of time, but also requires people to log in at a certain time every day. Then you also have season-related stuff (mage def, mage raids, maybe castles). If you play about 30h/week, you have no time to do anything other than guild-related stuff and if you're in a bad guild, a lot of content is locked from you. If Fractured turns out to have the same model, I'm not sure this is the game for me.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Hitboxes depending on size of player characters ?

      @Gothix said in Hitboxes depending on size of player characters ?:

      And it also partly helps against fighting the zergs. It would definitely be harder to fight them without collision mechanics.

      How exactly? If there is a collision, aoe spells can only hit so many people on both sides. If there's no collision, a properly coordinated tank pull + DPS aoe can take out an entire group regardless of size.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Sieges: And how to make those a whole guild activity

      Would this kind of model sound better than what it is in the Albion?

      I guess the answer depends on how much you can play per day. If you have a lot of spare time and you wish to dedicate that to the game, then Albion's system is good. If you have other obligations, then you'd probably opt for a more relaxed atmosphere. I'm not saying they have to do it my way, I'm saying that it would be nice to know in advance what kind of players is the game aimed at.


      @Tuoni
      The problem with crafters/refiners in Albion is that there isn't much in it other than being limited by premium (focus points) and the horrible grind. Eventually, some guilds realised that it makes more sense to have your own crafters instead of investing in someone who might eventually leave the guild. Still, you can only refine that much even with a full spec'ed character and in the guilds I've been, donating focus was a thing.

      @Gothix
      I know people in Albion (from my last guild) who merc'ed on their alts even for enemy alliances and they made good money from it. I don't really think there is a good solution for this kind of behavior, unless all the sieges happen at the same time (or split them in 2 timezones, EU and NA). On the other hand, merc'ing should be less of a problem in Fractured thanks to the size of the sieges.

      @Farlander
      One suggestion is to have multiple phases and objectives spread across the map for each phase (outskirts -> wall -> keep). Each phase could have 5 objectives. Whenever a faction controls at least 3 objectives in the same time, the timer goes down for them. When the timer for a team reaches 0, the siege either ends (if it's the defending side), or advances to the next stage (if it's the attacking side).

      PS: My beef with the other planets is that they are not necessarily less hardcore (you can hardcore pve if you wish on Arboreus), but have completely different gameplay. Basically, if you want unrestricted pvp, demon planet is the only place you can do it.

      posted in Discussions & Feedback
      Razvan
      Razvan
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