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    Best posts made by Roccandil

    • More use for personal houses everywhere

      The last couple tests I haven't claimed a house plot (and I'm a governor), because it's useless to me, except for storage (which the bank helps with).

      I'd suggest reworking all decorative house items to provide bonuses:

      • First, sleeping in your own bed gives you a "well-rested" buff of some kind (duration and intensity modified by type/quality of bed)
      • Furniture and decorations (like mounted animal heads) may augment that with very specific buffs

      You'd have "slots" for those kinds of decorations, so only X per house.

      Ultimately, I'd like to see houses with furniture and decorations that match the playstyle of the toon, so an enchanter's house would look different from a smith's house which would look different from a mage's house, and so forth. 🙂

      This would mean that while players could go to distant taverns to adventure, their best work would be done from home. 🙂

      (All the same, I'd also like to see decoration in taverns work much the same way, but be balanced so that a home is still better.)

      For that matter, I'd love to see appropriate, buff-providing decoration options for -all- crafting buildings. 🙂 These wouldn't be based on sleep, but on auras: so while inside the building, you get buffs related to the crafting.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Add option to display debuffs over character

      Especially with debuffs like stun and freeze, it would be very nice to see that icon pop up over my character's HP bar, since that's where I'm looking during combat.

      As it is, it can be hard to tell if my skill didn't go off because I was disabled in some way, or if I'm (say) clicking on a corpse instead of the enemy.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Option to display buffs/debuffs in view under character name/health?

      Yes, please! 🙂 One of my biggest gripes with the interface is that when my toon gets affected by stun, confused, etc., I have no way to tell by looking at my character.

      To find out, I have to look away from the action, to the upper left, which is really bad in a fight.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Building crafting building on city area City of Akir. Free areas not usable.

      I've had a similar problem: some areas appear clear, but I can't build, while in others, I can build overtop trees/herbs/etc. Seems inconsistent.

      posted in Bug Reports
      Roccandil
      Roccandil
    • RE: Fractured Content Pills - Week 43, 2018

      @jairone said in Fractured Content Pills - Week 43, 2018:

      So my note is that BOTH of those problems need addressed, or the entire idea of a dark night and light sources becomes rendered nothing but something to abuse.

      As to abusable light levels, I'd consider making it easy for the player to see the screen/world in darkness, but the not the player's character.

      So, for instance, enemies simply wouldn't be rendered on screen unless the character could see them (based on skills/attributes/gear/etc.). That would mean adjusting contrast/brightness on one's screen would be irrelevant.

      posted in Minor Releases
      Roccandil
      Roccandil
    • RE: About Game Play

      @jetah said in About Game Play:

      Only for people that grew up watching YouTube videos to explain everything.
      Text is so much faster to read than someone speaking.

      Only if good paragraphing is used. 🙂 In my view, a "wall-of-text" is more than a lot to read: it's a solid block of words, with little to no regard for spacing or organization.

      But yes, I do prefer reading tutorials to watching them. 🙂

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Week 44/45/46 - Weekly Drawing Winners

      Thanks and grats! 🙂

      posted in News & Announcements
      Roccandil
      Roccandil
    • Importance of attributes triggering repetition?

      So, correct me if I'm wrong, but in reading up on Fractured, I've noticed the following:

      • Attributes are absolutely critical to good builds;
      • Attributes cannot be reset (though I see something about possibly a few free respecs).

      In my RPG experience, I never get the attributes right for my playstyle the first time. 🙂 So, I'm wondering if my experience in Fractured will be starting a new character, playing for a while, realizing I screwed up the attributes, and starting a brand-new character.

      For playing alpha/beta where the worlds will be zeroed anyhow, not a big deal, but if I were coming into a released game, I'd be worried about burning out after realizing my stat selections sucked.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Fractured Content Pills - Week 43, 2018

      @kralith
      So we get craftable sunglasses to compensate? 🙂

      Actually, the idea of (some) Beastmen being inherently nocturnal, and having their culture arrayed around that, is pretty cool.

      posted in Minor Releases
      Roccandil
      Roccandil
    • RE: About governor pack

      @kellewic
      True, but we get multiple toons from the Governor pack (six total?). Do you think those don't count?

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: State Of The Game #2 – On 2018, Alpha 1 & Unity

      Very cool update! 🙂

      I gotta tease you about this monster, though:

      "Warewolf"

      Where I come from, at least, that's usually spelled Werewolf. A Warewolf, on the other hand, sounds like a particularly aggressive used-car salesman (and thus doubly scary)! 🙂

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: Importance of attributes triggering repetition?

      @gothix said in Importance of attributes triggering repetition?:

      @roccandil said in Importance of attributes triggering repetition?:

      I see this attitude a lot, and don't understand it. Customer service matters, and a good business exists to serve the customer, not the other way around.

      Yes, but not to serve a particular customer (or part of customers) in such way that screws up other part of customers.

      Good company serves ALL the players, and not just part of players that cry about things.

      By serving those that cry (by nerfing stuff), company effectively screws up all the rest of players that want to play somewhat challenging game.

      And yet every company, one after another, keep listening to crying players on forums and then continually nerf things in game, giving those crying players protections, instant gratifications, etc.

      In this way, players that want to have a challenging game get screwed up over and over, and thus I consider all companies that do this (listen to crying players demands) an utter shit companies.

      Correcting problems for customers who never report them is difficult, while at the same time it's easy to dismiss customer complaints with which you don't agree as "crying".

      In this case, repetition != challenge (and is, in fact, much the opposite). The developers' apparent recognition of that is what attracted me to this game in the first place.

      The question here is not instant gratification, but the grind of repeating content while rerolling characters. Forcing players to do so to respec is, as far as I'm concerned, disrespectful to customers who have already invested time and money in the game, constitutes abuse of the players by the game, and will inevitably result in a smaller player base (and less revenue).

      Punish participation, and you will get less of it.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Fractured Content Pills - Week 52, 2018

      Can't tell: is the spear-tip stone or metal?

      Either way, since the tip is bound by rope to the shaft, I'm assuming it's a crude version. 🙂

      posted in Minor Releases
      Roccandil
      Roccandil
    • RE: Crafting and Gathering - What's the plan?

      @boogis said in Crafting and Gathering - What's the plan?:

      hey guys i hope you wont do anythink like Albion did - a very stupid system when you put 100 swords to craft and you have like a progress bar. i hope you will come up with something more smart.

      I hope it's not like Wurm Online, either, where you have an incredible amount of mindless clicking to do to advance a crafting project (additionally poisoned by RNG failures).

      I prefer meaningful crafting choices, and if I have to click, I want it to mean more than "do the same thing again".

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Weekly Drawings - Be Active & Win Foundation Points!

      @Specter

      I'd rather retain attention based on something other than a gimmick, though. 😕

      The awards for valuable forum contributions, for instance, has seemed to help encourage interesting posts.

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: Importance of attributes triggering repetition?

      @gothix said in Importance of attributes triggering repetition?:

      If people get to change their attributes, Fractured becomes just one more mainstream MMO where people read web, search cookie cutter builds, and change them as they wish. You have a zerg of clones of players running around all wielding same stuff.
      I certainly do not want that, and permanent attribute points is one thing that will prevent this. That is one thing i loved about Fractured when I read about this. If attributes will be changeable, Fractured just drops a huge deal in my eyes, and if more things in game get changed along like that whenever players desire so and ask for it, I already see what the game will become, and my wish to play it will just get extinguished.

      I respect that you have your own gameplay preferences. That doesn't mean someone else who prefers something else is somehow wrong or "crying". 🙂

      In this case, however, (as I keep pointing out), the developers have made a specific point of advertising that they are against grinding. Permanent attributes contradict that philosophy, and I don't see that as a question of taste. It's simply reality.

      Now as to cookie-cutter builds, which seems to be the meat of your argument, if you have to use permanent attributes to prevent them, you're doing it wrong. The real issue isn't cookie-cutter builds, it's game balance. If one build is what everyone wants, you've got a broken game.

      In your case, instead of actually balancing the game and making many playstyles interesting and desirable (and thus putting the burden of fixing the problem on developers, where it belongs), you're masking the problem by putting the burden on your customer base. They want unbalanced build X because the game encourages it (and that's not their fault), but you're forcing them through the frustrating and boring process of regrinding toons to get it.

      That's bad business and bad customer service, and in the long run, all you've done is limit your player base to the subset of the gaming population who are willing to regrind toons to get unbalanced build X.

      (I might add, if you then nerf build X, you're going to piss off a significant portion of that subset who spent time rerolling toons. Enter unbalanced build Y, and you've got a death spiral.)

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Fractured Content Pills - Week 20, 2019

      Ooh, farms! 🙂

      Thanks for update! 🙂 Buildings and spiders also look cool!

      posted in Minor Releases
      Roccandil
      Roccandil
    • RE: Guild Types

      @Jetah
      I hear you, but at the same time, I wonder if more alliance "packages" for players to choose from would be good. Players wouldn't have to use them, but they could also make things more interesting for those who do.

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Week 68 - Weekly Drawing Winners

      Wow! Thanks, and grats! 🙂

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: Why Magic users will be OP compared to physical users

      @gothix said in Why Magic users will be OP compared to physical users:

      @roccandil said in Why Magic users will be OP compared to physical users:

      @Gothix
      What exactly do you mean by "skill"? The definition can range from twitchy mouse moves to chess-like deep thinking.

      In context of this thread, skill as spell / ability. Healing grace, arrow volley, throw shield, vanish,...

      I'm lost. 🙂 I thought you meant player skill! (Specifically, regarding your aversion to rock/paper/scissors.)

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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