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    Best posts made by Razvan

    • RE: Knowledge System Harvesting

      @Kralith So we are slowly turning into Albion's <do this action 1000 times> to increase <this crafting/gathering/refining skill> and get some bonuses?
      I'm not disliking it as it creates specialised crafters, but a few months back when I suggested something similar people said it is against the "horizontal progression" vision of the game.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: How big should guilds allowed to be?

      @asspirin
      ZvZ can be fun once you get used to it, and individual players can make a difference. If you are very good (like KickinMachine in Albion, you will get your own kill team with pocket healer and buffer). The RNG CC might change the fights a bit indeed: one tank alone might not be able to delay a flanking group. However, when it comes to engaging and CC'ing the main group, I doubt it would be any difference because you'll have multiple tanks jumping in.

      PS: It's either a bug or some skills/mobs do damage to your HP (middle/red bar) because in the latest test there were situations when mobs killed me in the Creeping forest while having Endurance (top/green bar) way above 0, and life (middle/red bar) at the minimum.
      PPS: I played both games with rng combat and without, and I'd pick no-rng every time especially when it comes to CC chance.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Knowledge System Harvesting

      @Kralith I agree with that and I actually like games with deep character development (which end up being grindy). However, whenever I said something like that people came with the counter-argument that it goes against Fractured's horizontal progression^ since a new character won't be as powerful/effective as a seasoned one.

      ^ I am still not sure I understand what exactly horizontal progression means

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Extra races on Syndesia

      @Jetah said in Extra races on Syndesia:

      there isn't a clear pattern on how karma looks.

      From my understanding, this isn't entirely true and with time they will probably make these difference even more noticeable for balance. Right now each planet is linked with an alignment-type, and each race has a starting alignment. If you lose enough karma, you'll change alignment and get banished from your planet. Now, humans and furries get a debuff on demon planet. The gameplay-issue with evil furries and humans who live on the demon planet with all benefits but didn't change their appearance to lich/abomination is that as a demon you cannot estimate their power. On the other end, demons have to do a quest and change their appearance if they want to become good. This is how I understand it.

      a demon could approach you, a human, and you'd have to guess if they'll attack or help. it shouldn't be a 'omg that's a demon they're all bad, kill them'. after all how would someone recognize a human between the 3 karma groups?

      Other than what I said before, there will probably be a flagging system (in other words, if you are hostile on a planet/to a player, your name is red, with the exception of demon world where everyone not allied with you is red).

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Knowledge System Harvesting

      @Kralith @Gothix
      Ok, but that doesn't mean much since in reality the seasoned character won't try to gank "fair" by picking whatever skills the starter character has. And we don't even account for skill levels or talents (because they cannot be tested yet).

      How about crafters: if the benefits are good enough to make it worth creating a specialised crafter/gatherer/refiner, then we might fall in the situation when a new character has to do these services at a loss until they max out their skill (this pretty much happens in Albion).

      Again, I don't dislike the system, but I think it gives the wrong impression to the new players. It certainly did to me: I only become interested in the game after the first test, when I realised it would actually be a mmorpg. Prior to that I thought the character development is pretty much like a MP fps in which basically all progress is modding weapons. "Character progression by exploration" sounds like a more fitting name.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Best mmo features

      @maze
      I think it's pretty much confirmed that not all zones will have the same resources. Devs stated that a certain armor needs resources from different planets.
      I think it's also confirmed that there will be different metals (or possible metal rarities, can't remember exactly) in the game, which will also affect the colour of your metal items.

      edit: Found the source: https://forum.fracturedmmo.com/topic/8727/fractured-content-pills-week-25-2019/10

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: All abilities have chance to hit?

      Skillshots shouldn't have hit chance (and if I remember correctly, they didn't in the last test).

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Foundation

      There is another thread about this on the first page of General Discussions:
      https://forum.fracturedmmo.com/topic/10159/the-foundation-d-gold

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Attacks speeds depending on armor ?

      @asspirin said in Attacks speeds depending on armor ?:

      to topic - thinking about it, will armour progress as fast as damage ? It was stated by devs that the difference between in damage between Tier primitive and Tier 2 will be cca 20%. Will same apply to armour? Or will defence grow slower?

      This difference doesn't account for enchants. A primitive weapon with tier2 damage enchant and tier1 critical will have considerably more dps than a vanilla iron weapon. I imagine a fully enchanted iron weapon will have at least 50% more dps than a vanilla primitive. Also keep in mind that weapons only have 3 enchant slots, while armors have 8. On the other hand, it isn't really fair to form an opinion based on these alpha tests since the stats might be wildly different at release.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Foundation

      In my experience you end up doing stuff wildly beyond your qualifications in small companies. I can't say Dynamight is doing the same, but looking at their team there's only one software engineer. Unless they hired new people, or the others help (learning a scripting language is usually trivial), I don't think it's possible for one person to do all the work.

      These being said, adding a few more rewards on the website shouldn't take many resources (a third party may be involved tho, so it's hard to tell). On the other hand they already give quite a lot of skins and 15€ worth of gold to at least 100 - 600 people (someone who is exactly level 200 should have a better estimate). Only a tiny fraction of those people contribute with anything, the others just spam that "offtopic thread" or "welcome to Fractured" category (/forum). They even confirmed the foundation will expand to level 250 or 300. I feel like the rewards are amazing as they are right now. If I had a saying in this, I'd say the future rewards should be given more selectively to people who participate in tests and leave feedback, promote the game, or contribute to the forums in meaningful ways.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: I haven't gotten a Fractured Newsletter.

      I always get the newsletter with a bit of delay. I'd say just have patience a day or two.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Best mmo features

      @DevilsDog The problem with Albion's crafting is that it revolves around focus points and resource return rate. Thanks to this, crafting is only profitable if you are high spec, premium (for focus) and craft in a town (or BZ town, but not your island). If they remove the focus points (=the need of having premium on a lot of characters), they pretty much kill specialised crafters.

      I'm not saying Albion is bad, but I hope Fractured will come with a way of having specialised crafters without making it super grindy (in most games you have to invest some money to get your crafting to a decent level before you start turning a profit), and without premium being mandatory.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Dynamism combat

      I don't think OP is talking about the number or diversity of abilities, but rather about the joy of combining elements to create spells or combining spells to get bonus effects.

      I haven't played Magicka much, but if you remember an old game called Revenant - the exciting thing about its gameplay is how instead of pressing 1 to cast life-drain, you have to select death, life and soul. The cooldown is basically how fast you can get the correct talismans in the right order. The skillbar is basically how many combinations you do remember. This ads some immersion to the game. Of course, that worked 20 years ago, but nowadays people would just use macros instead.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Map clarity

      Haha, that's interesting. In the thread we were talking about grind you said that knowledge shouldn't give advantage because this is a horizontal progression game and now you say that knowledge should in fact give advantage. So how is it?
      ~~

      Anyway, there are some people who never played a full loot pvp game before yet come and give opinions about how stuff should be. No problems with that, but the thing is some of the suggestions translate in frustrating gameplay. Not being able to read the map is one. You see, I don't go to an upcoming FPS game forums and claim camera should randomly move to a certain direction to simulate how soldiers get scared in battle. In the same light, please install Albion (it's f2p now), play it for one month in the black zone and decide for yourself if some of the features you are requesting for Fractured are actually as cool as you imagined. With this occasion you will also understand how player dynamics work in these games: ganking, zvz, market-flipping, monopolies, how alts affect the game, why solo is not really a viable option, why you need to be able to dispute spots, how does the economy work, how would mounted combat affect the game, how much most of the long term players care about exploration and roleplay.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Attacks speeds depending on armor ?

      @asspirin
      I don't know, but we can find this out the next test. 😛

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Map clarity

      @Jetah
      Balance means an even distribution of something. Giving somebody an advantage without taking anything back without a good justification it's not balance imo.

      I played Eve Online. nothing will ever be as sandbox and gank heaven than that game.

      Then some of your posts here are even more interesting. I'm especially talking about the posts where you encourage features aimed at solo players. After playing a game which is basically the pinnacle of sandbox economy you should understand that regardless of what the devs do, locks most of the content will be locked from solo players. So, do you just argue with people for the sake of arguing?
      Anyway, going back to the thread - Eve online is very slow paced game, in which chasing and trapping targets in map obstacles are not a big part of ganking. By the impressions I got from playing Fractured so far, I feel it will be more similar to UO and Albion in this regard.

      ~~---------
      @Xzait
      You have examples where passages are not accounted for on the maps in the first post.

      ~~---------
      @Gothix
      First of all, read your own post.

      @Gothix said in Map clarity:

      Knowledge SHOULD give you advantage.
      Not only avatar knowledge, but "player" knowledge as well.

      This is contradictory to your HORIZONTAL POWER PROGRESSION posts from other threads. That's what I pointed out.

      Second, advantages comes in a lot of forms, not only in raw stats and player skill. Maps don't really help in pvp, but they play a big part in ganking. I think that being able to read maps quickly is a valuable skill (especially for gatherers). If your argument for not having proper maps is to buff gankers, then I disagree because ganking on the same map every day until you can navigate without pressing M is a big enough advantage, compared to their targets who have to periodically check the map (press M) while being chased. I don't think you need to further handicap the targets.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Attacks speeds depending on armor ?

      We can't form an opinion on that until we know exactly how damage will be calculated in release. If it's a flat amount of damage reduction with liniar scaling then armor is too strong indeed. On the other hand, if f(200armor) = 30% damage reduction, 700armor is 67% reduction and 800armor is 70% (think of a bell distribution for added damage reduction), then stacking armor is less powerful.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Map clarity

      @Jetah
      It makes sense to use a high mobility build if you plan to chase (ganking), escape (when transporting, and don't forget we have mounts and probably dismounting mechanics) or skirmish (solo-trio players; least common situation). In everything else, a disengage skill will be pretty much mandatory, but other than that high mobility means sacrificing other combat stat. Now, of course that holding a chokepoint will be a huge advantage in zvz, but zergs have scouts. Realistically, gankers are the group who get the most advantage from leaving maps this way.

      A lot of games are advertised as solo-friendly (including Albion), but good luck gathering or farming any high level spot not controlled by your alliance.

      PS: You also raised an important point - will the game have traps that we can place on the ground for ganking?

      @Gothix
      ... Again, what you said is pretty clear,
      "Knowledge SHOULD give you advantage. Not only avatar knowledge, but "player" knowledge as well."

      Anyway, as I said, I was just pointing out the funny thing in that post, I'm not interested in further discussion about this, so let's drop it. What I'm interested about is the bold part addressed to you in post 33, which you completely ignored. What are your thoughts on that?

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Master of all trades

      The attribute system limits the range of actions a character can do efficiently. For example, as a minmax'ed mage you need high INT but don't care about DEX. On the other hand, a minmax'ed thief benefits a lot from DEX. A tank will benefit from defensive attributes. A summoner/crafter/gatherer will benefit from high CHA and so on. Of course, you can create a 15 all attributes human, which will be decent at everything, but worse in individual roles than specialized characters.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Map clarity

      @Phylosophys
      As @Jetah said, we don't know.
      My assumption is that those are going to have short effects (2-5sec for CC, up to 20sec for walls) which will mostly help in ganks (by blocking paths offscreen) and in zvz (as a big aoe CC). Either way, in my opinion, unless they block a path for a very long period of time, these obstacles shouldn't be marked on the map.

      @Jetah
      You don't necessary have to plan a route in advance, as long as you get accustomed to reading maps you will be able to not get yourself trapped by pressing M from time to time. In fact, if they implement mounts gallop and autorun, being able to read maps on the go will pretty much make the difference between surviving and getting killed when ganked.

      i dont see how a mobility skill will sacrifice a combat stat. we have a limited number of skill slots but if you can't disengage or gap close then you'll lose most fights. there's the gif of the earth wall going to and the person jumping over it. i expect to see that a lot.

      In short, nuke+utility deals less damage than nuke without utility. I didn't say a mobility skill (and I agreed that even in zvz you will have one engage/disengage skill, most likely a speed buff tho); I said a high mobility build. Anyway, what scale of pvp are you talking about here?

      No map at all would be a game changer. I don't know how I feel about that, but t's probably going to be one of the top complaining reasons.

      @Gothix
      I already explained that I got it a long time ago, but I was pointing out your first reply was not in line with your others. We're over this. I explained what kind of players will be advantaged in what kind of situations by this "feature" (from my point of view) and I asked for your opinion 2 posts ago.

      @asspirin
      Thanks. I wonder how much they will last, how many traps a demon can set, either if the enemies will see them or not and if mounts will have gallop and skills. I wish the devs would talk more about features that explain their vision about the scale of this game.

      posted in Discussions & Feedback
      Razvan
      Razvan
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