@Xzoviac said in Knowledge System Harvesting:
Intresting I'm starting to think CHA necromancer bard will be a beast at farming
On top of that you can add luck bonus enchants and a rabbit's necklace.
@Xzoviac said in Knowledge System Harvesting:
Intresting I'm starting to think CHA necromancer bard will be a beast at farming
On top of that you can add luck bonus enchants and a rabbit's necklace.
I had a character with 6CHA and one with 18CHA. I might be mistaken as I didn't really keep a count on item drop, but my impression was that the higher the luck, the more loot you get.
Back to the topic, other than the knowledge system, the talent tree is not implemented yet. That could also bring harvesting bonuses.
There also reducing rendering, and other effects with a static camera, being able to keep object's semi 2D instead of having to fully craft ever side of a building and so on.
The game is made with unity's renderer and I guarantee you that everything is 3D and not 2D (isometric) sprites. It was obvious before, but if you weren't sure, the enchanting table texture bug should have settled this. The side of the building thing is not a big issue because you can pretty much copy-paste most of the content from the other side.
This doesn't mean anything bad about the game. The isometric view is a design decision and I like it.
what I would like if anything~ is the ability to extend the viewing distance to a bit south. that way I have sorta the same vision distance south as I do north.
If you tilt the camera forward, you will see more behind and less in front of you, if you tilt it backward, you will see more in front of you and less behind. It's always a tradeoff between the two with the perfect balance being a camera perpendicular to the ground (you get a 2d view, such as in GTA2).
edit: Another solution to achieve an equal top-bottom viewing range without changing the camera angle is to move the camera focus a bit down compared to the character. This would actually make sense because with the current camera, the zerg who is south has viewing range advantage.
Awesome to see such a high number of winners (which translates in high forum activity during the last week). Congratz everyone!
@Jetah
API means this https://en.wikipedia.org/wiki/Application_programming_interface
In this context they let you connect to the server and request some data (for example the price list of all items from a certain market). You can do whatever you wish with that data. This is an example: https://apidocs.camelotunchained.com/?version=latest
@Gothix To my understanding, each planet will have multiple islands such as the one we played in beta. I can see why there should be a time restriction when traveling between islands for the reason stated by you - which will most likely be passed by big guilds via alts. However, I don't think such a restriction should exist within the same island, considering that it would take maybe 20min to travel from one end to another with mounts.
@Shivashanti People will have bots to check the market prices. Having a single centralised source which interrogates the db a few times a day generates a lot less unwanted traffic than a bunch of discord channel having their own bots.
If town bots are illegal and the market prices can't be checked via website, then there will be a discord group where people can pricecheck.
Either way, people will use this kind of resources and you only put yourself in disadvantage by refusing to do the same.
@Gothix said in Angel? Angel Spells?:
Unless they convert to angels, to be able to enter Arboreus safe zones, but then they actually become good, once converted they are also stuck as angels (regression is impossible, not allowed by system), so they can never go back to being evil.
To my understanding, the whole alignment system is not only a roleplaying feature, but also a way to separate different types of players (pve carebears, pvp with flagging, hardcore pvp). Unlike lawfulness, karma is affected by your in-game actions. "Good" means you have positive karma. "Evil" means you have negative karma. Based on this, it makes very little sense that one can change from demon to angel and then gank and loot people non stop without karma repercussions on human planet.
-> enchating
Each reagent has 3 possible properties (body, fire, chaos, air etc), each with a different value. You can put up to 5 reagents to get a combination of properties which will activate an item enchant. For the first enchant level, each property has to be at level 2 (out of possible 5). The higher the enchant level, the more property value you need to enchant it. For example, if you want damage increase on weapon, you need to put up to 5 reagents which will get out these values: 2body, 2transform, 2chaos, 2 earth. One possible combination to get these would be: honeynail mushrooms (2body, 3 transform, 3 life), rabbit paw(3 chaos, 2soul, 3 energy) and woolfteeth (3body, 3destroy, 2earth). In total you will have (5body, 3transform, 3life, 3chaos, 2soul, 3energy, 3destroy, 2earth). As you can see, these 3 reagents together as enough to enchant your weapon with weapon damage tier 1. The problem is that you also have a bunch of leftover properties which activate other combinations (enchants) and you can't chose which one you want.
The above combination might fit the requirements for both weapon damage and item durability, but you can't select which one you want so you might end up with item durability instead.
You can find a list reagents and properties combinations in this thread: https://forum.fracturedmmo.com/topic/9927/enchanting-table-chart-alpha-2-february-open-playtest
-> bows
Bow and spear skill are not implemented yet, but I think they will be at some time.
Regarding arrows and poison: if you kill wolves/bears/deers, you get animal bones, out of which you can craft bone arrows with the same stats as the stone ones. At this point poison doesn't work on melee weapons. I don't really mind crafting arrows and poisons, but I see your point.
@Jetah If we will have free naked (no items on you or inventory) teleportation between the towns, spawning in the "closest" town and not in the one you wish wouldn't be a problem. But you bring up a solid point about the game: it's hard to tell if a certain area is passable or not based on the minimap. Unless you already know the map well, starting the journey to your body from the closest town could be a long and frustrating experience.
@Mr14taz
Hope you read the thread past first page. At some point the devs stated the guilds will have no limits and there's no FF, but this can change.
PS: Weren't you HolyDragonesse in the game?
@Shivashanti
Well, I think Albion has both a lot of good and bad things Fractured should learn from.
Anyway, when it comes to safe zones I don't see why you'd prefer to walk 15min back to your body after getting killed instead of getting up with a little protection from mobs so you can escape and recover.
@Yitra
The way he explained is also the case in all other PvP games, but I was strictly talking about full pvp zones, not the safe ones.
PS: In fact the Fractured system is a bit more annoying when it comes to safe zones. If you get knocked in a group of mobs, you will get killed and have to bring another set kill the mobs, get your items back. In Albion for example, when you die in blue zone, mobs don't attack you for a short time after you get up so death is less time consuming.
@Balderly Not all areas are equal. After a while you unlock all the skills you want so you'd rather farm a certain area for reagents and other mats. If you picked a bad spot as your home, doing a 40min trip every time you PVE stop being fun quite fast. Then you have to account for the fact that 2/3 planets will have open pvp (and ganking). Anyway, in the release we will have mounts and fast travel.
It's not really a moba thing. Most rpg / hack'n'slash games are like this. I'm used to it so it doesn't bother me.
game API - way too early to ask for this. We should have it on release tho.
playing on Linux - https://seegras.discordia.ch/Blog/windows-unity-games-on-linux/
@MonkP If you play mage, you have a huge slow and a root from giant spiders, the armor buff from black widows, a big aoe ball with 10sec cooldown from lich spiders and another big aoe ball from either wisps or goblin shamans can't remember exactly. I could kill 2 bears and a bunch of small wolves without taking damage, so I guess you can also do that to the direwolves. As melee with spear, it's harder, but if you have root you can aoe damage them from a safe distance. I need to know where this area is next time so I can test myself.
@Haughty I can't see the coordinates. Where is that place? If you are a mage it's easy to kill them once you unlock the spells from spiders. If you are melee, you could probably fight them with a spear and a lot of bandages once you unlock root and the buffs from goblin hills.