Surprised I won this time considering how little active I've been since the quarantine started, but it's a nice surprise. Thank you guys!

Posts made by Razvan
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RE: Week 117 - Weekly Drawing Winners
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RE: New Player Feedback
@Fibulator
I complained about ridges and the map in the past. They will be worked on until release.
Now, we have so many ridges because there's going to be a lot of ganking at release and people who can't read maps fast will get themselves trapped (and killed).
Trees do respawn, but it takes a long time.
What's your beef with the camera?
" "Professional games" are not a bar to aspire to for anything; they are merely a reference point for blindly ripping off existing popular games"
Funny how you say that, yet praise Minecraft in the first paragraph. -
RE: What's your main gonna be?
@FibS said in What's your main gonna be?:
@Razvan I'm not basing my main on meta (which will change wildly through beta and after release), but rather on what kind of character I'd be most interested in playing.
We have very little actual information about the gameplay at this point. If the game turns out to be aoe-heavy when most skills are implemented, then single target dps will be useless in zvz, which means it will be very hard to find a spot in a good guild as mdps (in a game where a big chunk of content depends on being in a good alliance). If the armor durability remains the same as it is now, financially it makes a lot more sense to play mage. If you can create awesome coop spell effects (combine spells with other people), then mage gameplay will be more interesting than melee or archery. If debuffers turn out to have interesting mechanics as well, I might play a necro instead because it might be the most fun and versatile class. It's not about meta, it's that we don't have enough information on gameplay.
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RE: What's your main gonna be?
At this point, the maxed-out INT mages are the most powerful class by a big margin once you farm spiders a couple of hours. I expect a lot of gameplay changes until release, so I'd say it is way too early to call a main. So far, can narrow it down to 3 possible choices: deer abomination nuker, hellfire/bear abomination mdps, human necro. Hopefully, the upcoming tests will help me decide what I like the most.
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RE: Questions on demons and angles
@Xzoviac
Spot on!PS: I'd say Drizzt is often overlooked because he's associated with a character played by edgy people. I feel that nowadays, Paarthurnax from Skyrim would be a more suitable example for why people would want to roleplay such a character.
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RE: Mounts - Mechanics
@Gothix said in Mounts - Mechanics:
#3. Can mounts be placed into a bank slot? be exchanged? are they bound to account? bound to character?
-- no, no, yes, yes (with exception of forum reward mounts, and possibly cash shop mounts)Why not traded and banked? Just like farming, there could be an animal husbandry profession which raises and sells mounts. Also, in my opinion every non-cosmetic item should be fully lootable. The mount skins should not be looted, but they should only change the appearance.
For example, let's say there's a mount called "unarmored wolf". If you have the "trained wolf skin", the only thing this item does is to change the appearance of your unarmored wolf to a trained wolf (so you need both items to actually ride a wolf). In case you get killed, your assassin can loot the unarmored wolf (mount), but not the trained wolf (skin). Obviously, this skin cannot be applied when you ride an ox mount (which is a different class than the wolf). -
RE: Your favorite Dailies, or what you would like to see them as.
As I said in the other thread, I don't want dailies, but I wouldn't mind seasonal or monthly quest(lines), especially if they are about in-game holidays and the rewards are mostly cosmetic. This reply comes from a person who can play 0-3h on weekdays, and considerably more on weekends.
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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)
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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.
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RE: April 12 Player Cities Q&A Livestream - List Your Questions!
@SatelliteMind89 said in April 12 Player Cities Q&A Livestream - List Your Questions!:
- Will guilds be able to control multiple cities and build something akin to a nation?
- Will there be any formal alliance system between cities?
Both are answered in the pinned thread, and the short version is yes for both.
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RE: Suggestion: Different spells have different armor requirements
@Gothix
Sorry for the late reply; I've been very busy these daysSince it's quite a niche game, I assumed that the target demographic of this game is people who used to play MMOs in early 2000s, which are at least in their 30s nowadays. But anyway, you bring a good point: who is this game aimed at? If it's hardcore players, I will have to quit it for the same reason I quit Albion (I don't have time for it).
I disagree with you on one point: your definition of "harder" is not actually harder, but "a bigger time sink". For example, if every armor blocks a different kind of damage type, when you get dove you lose a few sets. To recover your loss you need to put more time in the game. On the other hand, you can ramp up the difficulty without making it a bigger time sink by adding a bunch of bosses with different mechanics, strengths and weaknesses on a PVE path. Instead of having the tank carry a bunch of gear and change it after each boss, everyone in the party changes the loadout accordingly to what they fight.
Of course not everything has to be soloable, but there should be solo content with fewer rewards than the higher risk party content. -
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
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. -
RE: Suggestion: Different spells have different armor requirements
@Gothix said in Suggestion: Different spells have different armor requirements:
Player could then (if he can wear anything) mix and match, leather hat, cloth pants, plate chest,... And make his armor balanced for all, or he could min max cloth armor for specific magic protection for certain tasks, for example.
This would make tanking quite awkward both in pve, because they have to carry a bunch of sets and change whenever they reach the next group of mobs; and in zvz because if they have cloth, they get killed by archers, if they have plate, they get killed by mages, and if they have medium, they take too much damage from both. It's far easier to balance the way it is now, or if higher armor classes get damage debuffs, or if lower armor classes get damage buffs.
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RE: Skill change name -
@Gothix
My bet is we will have gathering skill trees as well: first screenshot here shows farming; then we already have mining, cutting trees, gathering plants. Hunting seems appropriate for a gathering skill tree related to fighting wild animals and the amount/quality of resources gained from them.
Besides, marksmanship is only related to ranged weapons. On the other hand, as you said, hunting also includes some melee weapons and traps. It makes little sense to have a skill tree which gives bonuses to bows and spears. I'd say OP is right that the name change is a bit weird. -
RE: Have you noticed also?
Well, application development life cycle changed a lot over the years; and since it was never a standard, you can't expect companies to act the same.
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RE: Skill change name -
@asspirin said in Skill change name -:
Imo statement "Hunting (formerly: Marksmanship)" means just change of name (so we no longer have Marksmanship, just Hunting). :
Ah damn, I don't know how I missed that and thought otherwise. Ok, I agree, it's kind of a weird name change.
looks more like crafting to me
Yes, but we will probably also have gathering trees (mining, tree chopping, farming, hunting - or whatever it'll be called).
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RE: Suggestion: Different spells have different armor requirements
@Gothix If movement and gap closers are scaled inversely proportional with armor class, then tanks cannot engage in zvz and melee are pretty much useless in pvp. From what I read so far and from what I've seen in other games (increase cooldown, manipulate mana, completely lock skills based on armor class, reduce damage, have different kinds of armor block different kinds of damage), in my opinion reducing damage is the most viable option.
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RE: Suggestion: Different spells have different armor requirements
I think @asspirin has a good grasp on the gameplay balance aspect of this decision. I've seen different takes in games that allow tanks to cast nukes, but imo the only fair one is to reduce damage.
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RE: Skill change name -
@Jetah
But it's the name of a school of fighting (so group of skills), as you can see here -> "Abilities & creatures" section. My take is that ranged weapons will be under the "Marksmenship" tree and they gonna make a hunting tree, which will be related to killing animals and gathering leather. -
RE: Skill change name -
Alright, but I still don't see what's the problem.