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    Topics created by Roccandil

    • Roccandil

      Would love to see mob loot drops tied to knowledge
      Discussions & Feedback • • Roccandil  

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      Tuoni

      I would like to see some kind of gathering progression system where some animals would need higher gathering skill level to get more and/or better resources from them. Perhaps this gathering skill would be called skinning and the actual skinning needs a proper skinning knife as well. Also getting better with skinning and with a specific animals could be nice feature. That would explain why you get at first zero or just one rabit leg, and later when you are getting better you mess less with the skinning part and you have a chance to get more. I would also like to say that skinning a rabbit is a very different thing than skinning a bear and that shoud be taken account somehow.
    • Roccandil

      [FRAC-1769] Shield prevents mage spells, even if two-handed mage weapon is selected
      Bug Reports - Closed • • Roccandil  

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      Prometheus

      Fixed in v.a.2.3.0g
    • Roccandil

      [FRAC-1897] House walls do not block aggro or melee combat
      Bug Reports - Closed • • Roccandil  

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      Xzait

      @Roccandil said in House walls do not block aggro or melee combat: @Xzait I meant I saw a player attacking a bear with the house wall inbetween them. ah, i see. I guess this has become 2 bug reports then instead of 1 :3
    • Roccandil

      [FRAC-2742] Can shoot through south walls of houses while inside them
      Bug Reports • • Roccandil  

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      Roccandil

      Noticed that I could shoot through the south walls of houses, after they "disappear" for visuals sake when I enter a house. I could not, however, shoot through the solid northern walls.
    • Roccandil

      Enchanting questions
      Discussions & Feedback • • Roccandil  

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      Fibulator

      +3 chaos on Primordial dust: Drops from... primordials. I have 5 stacks of it. ^_^
    • Roccandil

      Dire wolves aren't dropping dire wolf hide
      Bug Reports - Closed • • Roccandil  

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      Kralith

      @Shivashanti I guess for the Head we will get options later on. There are many resources that have no use yet. I am hoping for a very detailled Crafting later on. But as for the Direwolf skin, i can confirm that too.
    • Roccandil

      Not unlocking all creature data at 100% knowledge
      Bug Reports - Closed • • Roccandil  

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      Prometheus

      @Roccandil said in Not unlocking all creature data at 100% knowledge: Noticed that even when I finish getting knowledge on a creature, some data is still hidden. Is that intended? Nope, it's a bug, thanks for reporting
    • Roccandil

      [FRAC-1792] Still can't adjust attributes
      Bug Reports - Closed • • Roccandil  

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      Prometheus

      @Roccandil fixed in a220h
    • Roccandil

      Thoughts from playing as mage
      Discussions & Feedback • • Roccandil  

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      kellewic

      Fighting near anything on the map you can click on is really bad, a right-click-to-move option that ignored clicking on anything on the map would help a lot This was completely infuriating to me in the Heartwood where clickable objects is very dense. I just gave up since every time I tried to kite something or run after it, I'd end up gathering branches or some other plant. Also the chat box needs an option for hiding it, since it too gets in the way and covers the entire lower left corner. Oh, same for the stuff in the upper left (life, mana, etc) - can't target through it.
    • Roccandil

      Null Treant knowledge
      Bug Reports - Closed • • Roccandil  

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      Tero.Kaze

      @Roccandil said in Null Treant knowledge: I haven't seen a Treant yet, but somehow it's listed in my bestiary under NULL, and its knowledge progress seems to be tracking my knowledge of wolves. FYI they are in Heart Wood but can be tough solo since wisps are usually with them.
    • Roccandil

      Idea: fiefdoms on Syndesia
      Discussions & Feedback • • Roccandil  

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      Gothix

      Yes, but in between different guild members friendly fire would exist, and this would prevent brainless zergs, which would be the main point. And without placing hard cap on guild member number. However for this to be viable, friendly fire would need to exist for good aligned characters as well, when they are travelling though Syndesia and Tartaros (Arboreus can be excluded from friendly fire, since no zergs there anyway, since no PvP).
    • Roccandil

      Can each of our account toons have a house?
      Questions & Answers • • Roccandil  

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      Gothix

      This sounds good. So basically 3 per account, 1 per planet.
    • Roccandil

      Happy 4th of July!
      Off Topic • • Roccandil  

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      D

      Happy Fourth of July. The day we Americans celebrate our Treason and terrorist actions taken during our war against an oppressive regime that wanted to take away our weapons, our money, our freedom and our lives. May we always be willing to do what is necessary to keep our lives and liberty.
    • Roccandil

      Gear cost of PvP
      Questions & Answers • • Roccandil  

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      Gothix

      Economy wise, materials are what will be expensive, not by type but by place where they are sold VS where they were harvested. Tartaros materials will be cheaper on Tartaros, but expensive on Arboreus. And vice versa. Also gear customized with Tartaros materials will be expensive on Arboreus. And so on, you get the point. Cheapest will be Arboreus materials, sold on Arboreus, because it will be world full of PvE players grinding in peace. RISK FREE. Tartaros materials, sold on tartaros will be more expensive than Arboreus materials sold on Arboreus. Gear progression will be horizontal. You will need multiple gear pieces for different situations, and if you loose fore example your fire resistance gear and you are human or beast and you require Tartaros materials, and you wish to buy them in Syndesia or in Arboreus you will pay more expensive (or if you are buying directly FR gear on those 2 planets). Economy focus will not be on crafting and selling, it will be on TRAVELING, because crafting isn't risky... you can craft in safety of your home. TRAVELLING is what is risky. In travelling you can lose everything. So if you want to get rich, you will have to risk a lot travelling with goods through open PvP full loot world. Do NOT be mistaken, there will be no riches in risk-free activities. I just hope DS sticks to their word and does not make all materials available on all planets (not even in low quantities), because that would outright ruin the game completely. part of materials needs to be unique to particular planets there should not be alternate materials on own plaent, that can replace materials that exist only on another planet. This means if you wish to craft a certain item, and it requires materials form other world, there should be no way possible to craft it with alternate materials. You should either pay for those materials more expensive to someone that risked bringing them to you, or you should go take a risk and travel yourself. There should also be no alternate items that are craftable with materials from own world, and offer more or less same thing as that item that requires materials from another world.
    • Roccandil

      Reading the newsletters?
      Questions & Answers • • Roccandil  

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      Roccandil

      Ah, found them. Thanks.
    • Roccandil

      Can guild towns exist on Arboreus?
      Questions & Answers • • Roccandil  

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      Specter

      @roccandil Of course. Guild towns can exist on all 3 planets.
    • Roccandil

      Bought the Governor pack
      Town Planning • • Roccandil  

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      Tuoni

      @Roccandil said in Bought the Governor pack: @Tuoni Ya, with nine toons available, that shouldn't be difficult (in theory). Well that is quite a lot, and for me three is certainly enough. I have planned to test out all planets, but only time will tell, which planet I will be playing most. I guess Syndesia, but you never know.
    • Roccandil

      Importance of attributes triggering repetition?
      Discussions & Feedback • • Roccandil  

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      Jetah

      @roccandil said in Importance of attributes triggering repetition?: The devs appear to have the following goals: Diminish or eliminate grinding Allow new toons to be nearly as capable as veteran toons It seems like a bad idea to give new players the daunting task of selecting a mostly-permanent set of attributes without any experiential knowledge of gameplay mechanics, but the normal solution of giving everyone the same starting point, and having them grind to get attributes, doesn't seem to fit the dev goals. With that in mind, I wonder about giving new toons the same base attributes (perhaps fitted to race, as suggested), and then including attribute augments with skills. So, if enabled, skill A would add N to attribute Z. That means if you redid your skill build, you'd also redo your attribute augments. Any attribute customization would thus be handled organically by the skill customization mechanic. Could make selecting a skill build even more interesting. (I'm assuming you get a starter set of skills that wouldn't be too far off the power of the best skills.) My adjusting attributes idea wasn't grinding though as you'd be playing the game and the abilities you use the most would adjust your attributes. If you ever wanted to change from one 'class' to another then you could. You'd be weak at first but eventually would get your strength back. That'd never happen in a static attribute system, you'd have to start a new character.
    • Roccandil

      Hey, everyone!
      Welcome to Fractured • • Roccandil  

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      Pepix

      Hello friend
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