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    Posts made by Roccandil

    • RE: Engame Changer - Objectives Preview

      @Prometheus said in Engame Changer - Objectives Preview:

      After Endgame Changer: drink potions and catch new mounts with revamped mounts stats (the best are very rare!). Each type has a unique ability, but they all must be replaced when they die of old age (RIP mount).

      I'd rather have the existing mounts that never die, than shiny ones that decay like everything else. 😕

      If it's just going to vanish over time, I don't care about rare anything.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Patch Log - b.1.0h - Revert & Rebalance

      Relocate was a lot of fun in PvE. 😞 I really wish Terra had a separate rules system, so that our builds and playstyles weren't constantly being wrecked by PvP rebalancing.

      posted in Minor Releases
      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: Patch b.1.0g - Economy, PvE & PvP Balancing

      Another issue is the nerf to solo play. If you want people to play in groups, better support for it would help, including and especially loot splits.

      I note that if killing Ogres in groups were more gold-efficient per player than solo, you wouldn't need to do a solo nerf.

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      Divine Reward drops are now 25% higher for players of Neutral alignment on Aerhen (e.g. 8% becomes 10%).

      Why not consider making Neutrals the only players who can participate in faction-v-faction warfare, or at a minimum prevent good players from participating?

      Seems like FvF should be the real draw both to Aerhen and to being Neutral, not a lore-dubious bonus that diminishes PvE on Terra.

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: Punishment for Reds

      Local reds should be punished on Syndesia, since it's (ostensibly) for faction-v-faction war, not ganking.

      I'd go so far as to punish any city on Syndesia that has reds as citizens. From a faction perspective, that's like a nation harboring pirates, bandits, or terrorists.

      So, I'd consider things like the following for cities with too many "Red" points on Syndesia:

      • Debuffs during sieges
      • Increase upkeep/crafting gold requirements
      • Divine reward drop penalties for all citizens of the city

      Ideally, reds on Syndesia would be from Tartaros during invasions, not local cities, and Tartaros reds wouldn't be debuffed. If you're a peaceful Syndesian out gathering during the invasion window, your blood is on your own head.... 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Review after 80 hours

      @Wargfoot said in Review after 80 hours:

      There are many PvE titles that do just fine - for decades...

      How many have non-repairable gear?

      As for PvP adding to the longevity of the game, you cite Albion, yet in chat many people here are former Albion players.

      I'm a former Albion player, and for me, Albion was fun much longer than Fractured. If someone's looking for an MMO, and hasn't tried Albion, I'd recommend it over this one.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Review after 80 hours

      @Wargfoot

      PvE markets are already killed, because PvE content is one-shot. Once you have all the knowledge, abilities, orbs, and legend runs you want, what else is there to do?

      Forcibly introducing a "cycle" into PvE via durability may stretch out the content, but that's like watering down beer. 🙂

      PvP is ultimately what drives a market in a game like this, and Albion's PvP-driven economy is far better, for several reasons:

      • Gear only trashes on PvP kills. This means the player who died doesn't care if an item trashes, and the killer is happy to get any loot.
      • Crafted items can be studied and consumed for more crafting exp. No glut of "training" crafted items.
      • Items are crafted at player-owned crafting stations, so the currency paid to do the crafting is still part of the player economy, not siphoned off to invisible, immersion-breaking NPCs.
      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Review after 80 hours

      @PoorSoul said in Review after 80 hours:

      I understand and respect that the game needs a resource sink to stabilize the economy. But this can be done without giving the player a permanent feeling to deterioration.

      I agree. 🙂 I liked how Albion did it, where gear was only trashed in PvP combat.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Review after 80 hours

      @PoorSoul said in Review after 80 hours:

      Item durability is a good resource sink. But it will also make this game commercially unsuccessful. It is just a bad solution for a standard MMO problem.

      I tend to agree. I've mostly ignored gear because I can't repair it, and so don't enjoy it, which locks away probably more than half the game mechanics.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Armor and resource suggestions

      I'd definitely like to see some kind of repair mechanic. Because there isn't one, I avoid using gear as much as I can (I see them as expensive consumables).

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: How to make gold?

      Farm knowledge, pick up anything that drops, post it for sale. You'll figure out what sells pretty quick, and you can post 20 (non-VIP) or 40 (VIP) stacks of items per city.

      Farming knowledge is basically finding mobs you can kill, getting abilities, and with the new abilities, finding new builds allowing you to kill new mobs.

      As a cryo mage, I suspect you could kill most bandits (including the pyromancer, but watch out for the cyromancer). They drop a good amount of gold plus other useful things (including divine rewards). You can find them in the yellow combat areas.

      Anything you get from divine rewards will either be gold, or something you can try to sell.

      Note that as a mage, you don't need a house or anything beyond primitive gear to farm knowledge solo. I'm not sure how far you can go without gear, but I'm rank 30+ and naked. 🙂 (I consider finding ways to win without gear an interesting challenge.)

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: WTF!!

      @Yalah

      I didn't see any coins. Is that in-game gold, or something else?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Roadmap To Early Access

      Will Kickstarter backers and package holders get a Steam key?

      posted in News & Announcements
      Roccandil
      Roccandil
    • RE: Land / Plot Upkeep

      @spoletta If first house were no upkeep, but subsequent houses had increasing upkeep, I could see that.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Land / Plot Upkeep

      @GamerSeuss said in Land / Plot Upkeep:

      Fractured is purposely designed around finite housing plots

      How? What would be impacted if there were unlimited housing?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Mana for physical toggle skills?

      I agree. I think there should be a stamina resource for non-magic users.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Land / Plot Upkeep

      I'd make instantiated housing in the world: say at underground openings (Syndesia) or large trees (Arboreus), where it's logical it's an entrance to a much greater space.

      The non-instantiated housing is immersion-breaking, if only because the map (even Arboreus) looks like a suburban housing development project, with everything staked out and dirt roads in regular squares around unclaimed plots.

      Upkeep mechanics pushed me away from cities, and will probably push me away from my own house. I'll just be a wandering hermit. 😛

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Move unclaimed plot graphics into separate map mode

      Would be more immersive if the unclaimed plot graphics, both on the primary view and on the minimap, were moved into a separate map mode.

      Then the world would feel more like an untamed wilderness. 🙂 (Would still need to do something about all the dirt roads, though.)

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Server War PvP Feedback

      @Tor said in Server War PvP Feedback:

      tune down pvp damage overall.

      This is a good point. I remember in Albion, the longer it took to do damage in PvP, the more interesting it was. One-shot mechanics that remove you from the combat also remove the content.

      I might add that CC plus huge burst damage may be good for ganking, but are bad for PvP war.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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