Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Razvan
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Razvan

    • RE: Opening inventory during fight ?

      @Xzoviac said in Opening inventory during fight ?:

      Dunno if DS will have much control over price , if its all player driven unless they do what BDO does and have a range of prices things can sell for and depending on the demand depends on the pricing of the item

      If the potions are made from a small number of common ingredients, then they will end up cheap. If they are made from expensive or a large quantity of ingredients, then they will end up expensive.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: This game will it be free to play someday?

      @Jetah
      I don't have any objective proof. However, in most f2p games I played I could see more gold-selling related spam (and more bots) than in the sub-based games. The number of gold-selling spam messages also increased in Lineage2 and Albion* when they went from sub to f2p.

      *I know Albion was technically b2p with optional sub, but really the game was basically unplayable without premium

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: This game will it be free to play someday?

      Honestly, I prefer games with subscription because there's less trolling and gold sellers (unless the game becomes very popular).

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Opening inventory during fight ?

      @Xzoviac said in Opening inventory during fight ?:

      just make them so you have to make them or buy them, cant spam them if you cant make them, and cant spam them if you cant afford them

      Ok, I don't think this is a healthy way to handle consumables. They should be affordable to everyone.

      Special consumables slots vs taking a spot in the skillbar; cooldown for each consumable vs a potion toxicity meter. It's all the same to me as long as they not spamable as in hack'n'slash games and everyone can afford them.

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

      The new update comes with some info about guilds -> source

      Guilds
      Unlikely parties, guilds are persistent social structures. They allow players to

      • Share a private global chat with other guild members;
      • Share access to houses and house items such as containers;
      • See the location of other guild members on the minimap;
      • Form alliances with other guilds;
      • Wage war to other guilds.

      We have no plan to limit the amount of players that can be members of the same guild, but this is something we might reconsider in the future.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Opening inventory during fight ?

      @asspirin said in Opening inventory during fight ?:

      Like many things this is also matter of personal taste

      It's also a bit about balance because if the game ends up having a variety of potions, the person who can afford to die with a bunch of expensive potions will have a huge advantage in pvp. Imagine fighting someone with 7.1/8.1 poison, gig, res, regen and invis potions in the same time in Albion. Not so fun eh? Even 1 of each of these poisons adds up to a reasonable amount of silver.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Is this game using these Unity Asset Store assets and why?

      @Xzoviac
      I know and I'm on the same page with you. I was addressing the fact that some ways of dismissing other people's concerns on this topic are not exactly healthy and can raise questions for the newcomers.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Is this game using these Unity Asset Store assets and why?

      @tulukaruk said in Is this game using these Unity Asset Store assets and why?:

      The whole Unity is a ready "asset" πŸ˜‰ In old days they would have to code everything from the ground. No point in reinventing the wheel.

      No, Unity is a game engine. Writing your own renderer alone takes a lot of time and it won't look as pretty as an industry-standard engine, so it makes sense to use one. On the other hand, when it comes to assets (the ones that will be in the release), you want a homogenous graphics style, which is kind of hard to achieve by gluing together cheap assets from unity store.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Opening inventory during fight ?

      @Gothix said in Opening inventory during fight ?:

      I havent seen a single mmo where you cant open your bag and use consumables during the fight.

      Thats the point of having consumables.

      I know one, Albion. In order to use consumables you have to equip them and you can't change your gear (including consumables) when you are in combat.

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

      @Vortech said in How big should guilds allowed to be?:

      So food is also used to feed territories and buildings in AO. Food in relations to territories are valued by their nutrients per weight as the have to physically be run to the tower. Food in regards to buildings is all about the favorite food multiplier.. In AO food running is a strategic thing, managing the resources, the farmers, the cooks, and the distribution are pretty serious at the higher levels.

      Ah yes, I forgot about that. However, I disagree with your sentiment about how important the food is: territories generate a lot more energy (silver-wise) than what you'd pay for to feed it, which means that literally they pay for themselves (ignoring the other advantages they give, like protection and SP). The problem that remains is the fact that you have to transport the food and it's heavy. The guilds I've been in have weekly trade run CTAs so players can safely transfer their gathered resources from territories to Caerleon. Well, on the way to the terries you are empty anyway so you can pick food from Caerleon to feed the towers. All in all, I think the tower feeding is more about creating a huge need of food to keep the economy running than anything else.

      Regarding silver, the point would be that it becomes unprofitable.. Larger guilds can generate more silver but if the cost outpaces the production then you have an indirect form of cap not some artificial cap. The larger the numbers, the higher the costs.. Is the juice worth the squeeze?

      So, at this point why not have a hard cap because it's the same thing, but your idea can be exploited.

      AO already has cooldowns to prevent guild, alliance hopping.

      Yet gvgers still merc a lot.
      It's hard to compare this system to Albion due to their map limitations, but let's say Albion's guild system changes so a guild is profitable up to 40 members and there's FF inside alliances but not inside guilds. I can imagine MG asking their alt guilds members to drop guild and join the main 2 days prior to the reset day. Why would people stay in the alt guilds? For the same reason they do now: a chance to be in the top guild when a spot opens.

      PS: I haven't played Albion since august, so my information is 2 seasons old. I heard that now SP is shared among alliance guilds. Did this break the big alliances? πŸ™‚

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Does anyone know how the in game economy will work?

      @Chrisgopher
      I haven't played either of those games, but here's how I understand Fractured will work: each town has local marketplace and local warehouse (if you want to sell things to town A you have to travel there and set up the sell order on the marketplace, and the buyer must also travel to town A if he wants to buy your item). Items will be crafted in facilities located in towns, but raw materials can only be gathered outside of the towns. When you are outside of a town you can get killed by other players and lose everyone you have on you. This, paired with the fact that items lose durability and mobs don't drop full items creates a never ending need of crafters.
      Also, there are 3 planets with different resources and thematics (no pvp, pvp with flagging and unrestricted pvp - more info here). For some items you will need resources from all the planets.

      posted in Welcome to Fractured
      Razvan
      Razvan
    • RE: How big should guilds allowed to be?

      @Vortech
      It's not correct to compare food in Albion (20min buff, everyone can grow the raw resources safely on their island and it takes 5min/day) to that in Fractured (you die when you starve).
      How about silver - the result is taxes being raised by 5% or so. Instead of putting an artificial limit where it becomes unprofitable to maintain a big guild, better have a hard cap because the first scenario can be cheated: a big guild (think BA in Albion) can have multiple alt guilds whose members only join the big guild on important events.
      Also, again, FF between party members / guild mates is a very bad idea. Hard cap on number of players is the best scenario.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: How big should guilds allowed to be?

      @Roccandil
      Ah, I see. I haven't played since July (so the last 2 seasons). Glad to hear they finally make improvements in this regard.
      About the realm-gate: I understand that in Fractured we can fast travel within the same planet* (but without items), so as long as you keep sets in multiple locations it will be alright. Imagine Albion being played only in the royals, but without blue and yellow zones - that's how I imagine it.
      *source -> last point

      @grofire said in How big should guilds allowed to be?:

      do not forget that, not like albion, there will be FF on human and demon planet, so doesn't matter what the size of the guild, too many people and they will lose.

      That's a very stupid idea for a full loot pvp game which will bring a lot of frustration (in both pve and pvp). I mean, imagine being the tank and not only having to deal with whatever the mobs throw at you, but also dodge DD's skills. And I doubt that the biggest zerg will lose because the top guilds will soon figure out it's better to send people in waves.
      In fact even in Albion you'd send people in waves because the maps had cap of 300 players -> https://i.imgur.com/jj8nwgo.jpg

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Is this game using these Unity Asset Store assets and why?

      @Basileus said in Is this game using these Unity Asset Store assets and why?:

      I really don't get what the problem is with using pre-made assets. I'd rather the focus be on the actual gameplay mechanics, rather than trying to make some fancy UI when a good one already exists. Opportunity cost is a thing after all.

      If you wonder why people have trust issues with devs that use unity store assets, it's because there's a long history of of indie games (often crowd-founded) who did this and in the end they either failed to deliver or were borderline scams. After checking Fractured for half a year and actively participating in discussions for a month now, I came to the conclusion that Dynamight are passionate about Fractured, but I can understand why people who just discovered the game take this as a red flag

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Life leech on spells / enchants / buff abilities

      @asspirin said in Life leech on spells / enchants / buff abilities:

      At least CC should be devided into soft CC (slows and such that only limit your movement/fighting capabilities) and hard CC (stun, petrify, being turned into chicken and similar ones, that leave you fully helpless).

      No-stackable hard CC as you name them sounds like a good idea.

      PS: @Shivashanti is right. Maybe we should start a thread about CC.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: New Quest Rewards Needed (Forums)

      @Xzoviac said in New Quest Rewards Needed (Forums):

      maybe some forum/in game player icon boarders would be cool as a cosmetic to go with the titles

      Yep.
      I mean we get like 15€ worth of gold and a bunch of skins just for spamming the forums.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Life leech on spells / enchants / buff abilities

      I don't really agree with the statement that attack speed is the more important stat because usually the auto attack characters have both high attack speed and damage. If the game allows burst damage dealers, then characters who can 1combo someone are viable. If you scale up the combat (lets say from 5v5 to 20v20), then attack speed becomes a lot less relevant. Either way, I feel that this discussion is more of a subjective thing that reveals our class preferences and doesn't lead anywhere so maybe dropping it is for the best.
      -/----------/-

      @asspirin said in Life leech on spells / enchants / buff abilities:

      Thank gods Fractured has saves and disables donΒ΄t stack.

      That's 3 different CC being used there by the tank: pull, stun and root. In this sense, I hope they stack because it would be weird not to be able to stun someone while they were slowed.
      Then, in Albion there's the knight helmet, which gives a short aoe immunity buff to push and pull.

      @asspirin said in Life leech on spells / enchants / buff abilities:

      However in such zergs aoe damage attack with lifeleech component might be potent (if caster is at least little tanky).

      Casters with tanky armors are not very good at doing burst damage, which is important when healers can do aoe burst healing. πŸ˜›
      I don't think life leech would make a major difference in this kind of fights because as a backline, if you are being CC'ed and the big aoe damage is coming your way, you won't make it alive regardless. Other than that, you have healers to top you off.
      In small skirmishes however it will be hard to balance, reason why I think passive life leech on spells shouldn't be a thing (life drain is an active spell).
      Another thing worth mentioning is the reflect on aoe spells. Imagine throwing a high damage spell in a bunch of tanks with reflect buff and getting insta-suicided.
      PS: I really hope Fractured won't be as aoe-heavy as Albion tho.

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

      I completely agree with @Shivashanti.

      In Albion the limit for guilds is 300people are there are no limits on alliances. The result is a few huge (~3k people) alliances that control vast areas. Basically there was almost no risk in gathering and farming in a zone controlled by my alliance.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Primitive weapons

      @Jetah said in Primitive weapons:

      the developers put that claim out!

      Touche!

      ... but what it says on the front page leaves some room for interpretation.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Life leech on spells / enchants / buff abilities

      @Manaia
      Well, I got carried away with it for some reason as well. What exactly do you have in mind when you think of pvp in this game? I think of

      for smaller scale. MOBA-style auto-attack builds are not ideal for this kind of combat and in general attack speed / life leech is irrelevant.

      posted in Questions & Answers
      Razvan
      Razvan
    • 1
    • 2
    • 29
    • 30
    • 31
    • 32
    • 33
    • 34
    • 35
    • 36
    • 31 / 36