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    Best posts made by sephgamestv

    • RE: upkeep unrealistic

      Hello guys,
      I am playing fractured since this fall alpha was release, and I can say that for a mining town as any other town, the values of 4 to 8 protein sacks were ok up to rank 4 which was the first to require cereal. That would be specially true and fair for a small group of players who's starting out in the game and want to play more casually.

      But, after this patch and after reading all the changes to the city systems that towns will have in place in regards to how the Upkeep fee will increase and work for a possible full release in the future, I can assure you that not many towns will be able to survive on the game. At least not having a requiment of cereal right out of the gate. The first iteration tho, where you would only need cereal at rank 4 was totally fine and totally duable, and its was not an issue at all for a small group of players to keep up with the protein requirements. Sometimes playing solo and trying to keep up with the protein requirements, I was even able to come up with the amount everyday, not doing anything else other than going around and obtaining meat for the up keep. That alone would take hours do get done tho, and I am assuming that not many people would like to do that everyday, but in other hand, a town is not ment to be ran by a solo player so they would have to find a way to balance things out and make sure that it would NOT be possible for a solo player t hold a town for too long and strain the rest of the server on not having a chance on trading with that Town for the resources that the town in question would hold.

      For a small group of players, 4 to 8 players, keeping up with a town would be a constant of ranking up to 4, not paying ceral, downgrading to 3 and keeping up only with protein and paying the outstanding amount of cereal everytime they reach that, or even just not posting their protein to the board and having the rank stuck between 2 and 3 everyday. Thats totally possible to keep up and fine (if the amount of protein stays between 4 (rank1), 5-6 (rank2) and 6-8 (rank3). Which would related into NOT being so easy and possibly too boring for a solo player to keep up and they would eventually give on the town and allowing others to take it from them, which would be good for the economy of the game as a whole.

      Having the chance of testing all the City Systems and being playing for about 3 weeks now, I would say that a regular player would NOT have to own a town, or even being part of a town but ONLY IF, there was some way of obtaining the Metal Armor and Weapons from the Towns by traiding or doing some sort of reward system where the town would have a "Request Board", that i've described on my review. I will post it here for you guys to see how it would work.

      18. Town Bulleting Board: Proposal
      This is a proposal for a system that will allow players (citizen of a town) or governor/vice, to create a request for something they need. For example, a Town in need of specific consumables, such as meet, wheat, reagents, herbal medicine, etc… or weapons and armor pieces, could post a request, that can be picked up by other players from other town, and be filled up, receiving a reward on completion. This would create another level of demanda for items in remote places or towns that would be starting out or towns that will have a huge need for specific kinds of items. Also would create a good system to entice players to be roaming around, visiting different towns, looking for these orders to be filled up, and regular players would able to get on hold of items they would not be able to otherwise, such as Heavy Armor, Metal Weapons etc.
      I will do my best to try do describe this system bellow:

      • A citizen finds out that he needs a weapon made, but his town does not have any material or even a blacksmith or a woodshop to make it for him.
      • Citizen A posts a request for that item paying a certain amount of Gold, or effering some items in exchange for that.
      • Citizen B visits the town and see the order, accept it and go his way to complete it.
        Once the Citizen A post the order, all the items that would be used as a reward for that would should be in the Citizen’s A inventory and will be taken away from him, holding them as the reward that will be paid to the player who will fullfill it.
      • Citizen B brings back the item/items to the town and make a delivery on the Bulleting Board, receiving the reward that he agreed upon.
      • The order will then be removed from the Bulleting Board, and only Citizen A will be able to see it later.
      • Citizen A come back to the Bulleting Board and collect this item, removing the order from the bulleting board completely.

      So with this sort of system in place would be possible for any player in game to obtain what they want and look for towns in need of the resources to upkeep their towns, and count with regular/more casual players to help them in doing so, while the town itself would then produce items for other players (not their citizens only) and it would increase the interest of players as a whole to enjoy the game and play was they see fit.

      I think the Town system is very well implemented and the fees for upkeep will be in constant adjustments until it gets to a point of finding the perfect amount of resources needed to make it fair for large and small group of players, as well as taking into account that this game can become a very hardcore game, or a more friendly casual/having fun with friends kind of game.

      The way that the game is right now does not reflect how it will be in the future, and I believe that all the feedback will be very important to the devs in order to archieve everybody's reality when it comes to how much time people will realisticaly invest on the game everyday.

      We cant forget also that most of us had invested a whole lot of time at the first couple of days, some investing an unrealistic amount of hours into the game just to be able to test and see everything, but it will not be like that in the future, nor when the game launches. The hype is a big factor that we have to also consider at any launch and we will have a lot of more experienced players from previous alphas trying to get towns as soon as possible to retain resources and start working towards crafting the best gear as soon as possible, and in most cases, we will see what we are seeing now, having towns abandoned and not being able to keep up with their upkeep, which in my opinion is very good and needed in order to allow other players to take those towns and build them from scratch again, allowing them to enjoy the game as much as others had enjoyed at the beggining of this alpha test.

      I appreciate all the devs work and congrats boys, you are doing a great job! This was an amazing experience for me and I am looking forward to see what will be happening in the future. Keep it up!

      posted in Discussions & Feedback
      S
      sephgamestv
    • SephGamesTV: Feedback, issues and suggestions

      Hello guys,

      Once again I am working on a review of the game for this new test release, and man, theres a lot to test and not enough time to test it all, so I will be focusing on the main things that I've found would be important (player experience/combat mostly), some quality of life improvements as suggestions and some of the issues that I've found while playing and enjoying the game so far.

      Combat and Loot System
      #1 The main issue that I found on the combat system, that has not changed since I’ve first tested the game is that, once you attack an enemy, the auto-attack does not continue casting/swinging your basic attack. This is a big issue since forces the player to hold the left mouse button during combat, which is the same button used for traveling around. In other words, after playing the game for 2 hours straight, and more in a personal level opinion, my hand hurts and causes a stress on the hands that could be easily reduced by turning the basic attack on. Theres an option on the game settings to turn it on, but its not working.

      #2 Some fot he spells still fail when pressing the keybind on the button bar. This is something that is being happening since my first test of the game and still remains to this day.

      #3 When in combat, its possible to mouse over a mob which is on top of a corpse and it will open the loot instead of targeting the mob to attack it. Would be really interesting to make the loot of the corpse not being a priority when in combat, so I would not open the loot window on top of the mob and break the flow of the combat, having to press Escape or click on the X to close the loot and continue with the fight.

      #4 Multiloot is amazing and works great, but would be nice to open the loot windows in a cascade or side by side matter, instead of all over the place, since its causing the game window to be filled with loot from corpses and making it hard to just move away from the big pile of mobs sometimes.

      #5 For the corpses that still have loot on them would be nice to highlight them, just slightly to make it easier to identify if I am missing any loot or skipped some of the corpses.

      #6 The ability of changing the build at any time is amazing, please keep it on game so we can all test as many spells as possible, this was an amazing change and very appreciated! Thanks!

      #7 When using spells that would apply a debuff to the creature, its impossible to tell if the creature still hold that debuff (other than the floating numbers dripping from it) such as a small icon on top of the creatures health bar or a small icon on top of the mob’s head. Having these indications of the debuffs that are still on are important for the long fights, and even for the short ones, when trying to proc abilities that would take advantage of having multiple debuffs on the target as damage multiplier. (Rogue for instance have spells like that)

      #8 Not enough buttons on the bar. This one is simple, theres just not enough buttons on the bar to make some of the complex builds, support builds and debuff/based builds at the moment. Even using only spells on the bar, I feel that at least 2 more buttons would be nice to have to have those extra 2 spells while having 15 points to spend on spells.

      #9 Special buttons for consumables. This is a no brainer, I dont think I have to explain this one, but during combat I got used to use everything from the inventory, but the inventory itself cover a big part of the screen and sometimes even gets in the way while trying to navigate a large area filled with creatures. Having those extra buttons or making the inventory smaller, would be important. I found myself using 4 to 5 different teas, please bandages during this June 2023 test and I really think it would be a huge improvement having those extra slots of some sort of mechanic in order to have better access to that stuff.

      #10 Rank (Knowledge Rating perhaps ?). This is a change that I didnt understand at all, I’ve tried to ask around an find some more information about how to “spend” the Knowledge points or make use them in a way to obtain the Orbs for the specializations, but the only information I could find was that I needed to farm creatures at the combat rating 5 or above, to have a chance to drop the specialization orbs, or, drop them for the legends. So… the Rank is theres more as a way to show the progress but not to be related to any combat rating I suppose. Also having 100k+ knowledge does not really translate into anything other than maybe having explored and farmed a bit. So question, whats the Rank for ?

      #11 Combat Rating: The new combat rating is interesting and clearly shows the challenge that the player can expect by moving around on these areas, so good job there, and it clearly defines progression and makes the player to know they are progressing when they can move from a CR3-5 to a CR4-6 or CR6-9. The difference is really noticeable.

      #12 Loot all button. Could you guys please add a button “loot all”, thanks!

      Housing and Inventory
      #1 Bug Placing blueprints down: For some reason the House Building 2x2 (no patio) does not allow to build a station on the NW side (see picture). It does mark as placeable (blue) at the door location, but when right clicking it does not place the blueprint down. The blue siluet of the crafting station is shown on places that you would not be supposed to place then but not allow then to place them down, and would show as red in places that you are supposed to place them down, also not allowing you to place them down.

      #2 The inventory window is too big: when having multiple loot/inventory windows opened, they dont hold their position (once you close and open them again, or after logging out and logging back in), or show on top of other inventory windows.

      #3 Transfer the Hammer and Axe to a “Tool” belt slots feature on the Character window: Having the Axe and Hammer (as tools) on your at all times is a good indication that you have your tools with you but would be nice (and a suggestion) to transfer them to the character window, which would have those items equipped and being able to be seens and replaced as any other piece of gear, not using the slots on your inventory for those items at all times.

      #4 Cart Inventory, Crafting Stations and House Building process: Having the cart inventory open at all times now is amazing and really helpful for building a new house, crafting station or filling up the smelters (which are also a really good and welcome change if compared to the previous iterations). The only issue I have with the cart/collect/drop system is that its really repetitive for crafters who need to use the smelters, as well as for building your house. It requires a lot of clicking (it was a big reduction from the previous versions, since the inventory remains opened now) but still requires you to fill the cart, then drop the pieces 1 by 1 onto your house walls/foundation, or tools to craft them. The same is noticeable when pulling carts filled with ore and having to deposit them one by one onto your smelter. A suggestion would be having a “transfer” button to transfer all the mats at once from the cart to the crafting station (for smelters, wood processing, house building, etc). The change applied to the Tanning Tubes are a good example of how it could work, considering that are two different types of materials but following the same line bug having the cart to be more useful than just a 30 slot filled/unloaded 1 slot by 1 slot at the time.

      The solo play experience
      #1 Play as a solo player does not feel really possible on this release of the game. Unfortunately the recipes have a really low drop rate from the CR4-5, which hinders the progression feeling of the early game, forcing the player to find a group to find the higher CR spots, and directing those rare recipes to one player that will be pretty much relegated to be the crafter of the bunch. Being a crafter required a lot of effort and its understandable, as it should be, but in order to progress having access to the better equipment which is expensive and feels really unobtainable for the more casual/solo player. In this way I feel that the game would be excluding a big part of the player base that just want to play the game more casually and be able progress more slowly and consistently, having some odd times during the day to actually play the game. I found that the solo player would be forced to be using the primitive gear and stuck at the CR4-5 for a long period of time specially for some builds. As always if you’re not playing a mage early on, you’re not able to progress as fast and also would not have access to the reagents required to craft the higher end pieces, which would drop from creatures on CR5 and above.

      #2 Gear is replaceable, which means you need to keep grinding in order to replace the pieces of gear you have at any given moment, and also, when ganked by a group of players you would find yourself without any gear and replacing it all at once. Not having access to the midgrade/highend gear as easily will relegate the game to the large groups of players that will dominate the maps and camps and will hinder progression even more, demotivating a big playerbase that just want to spend a couple or hours a day to play and enjoy the game in a more accessible way. Or corse this player will not be the highest crafter on the game, but also right now this player will also not have access to basic stuff like, Rapier, Chainmail or other pieces of equipment that require special materials that will also drop from higher CR hotspots, just to craft the ingots that then will be used to craft the gear. The amount of time required to craft the base mats to then craft the gear pieces is tremendous right now, and really demotivates a lot of players in a long run. Thats when I feel that repairing the gear would be something viable, even if when doing so it would reduce the durability considerably, allowing solo players to grind for the gold, buy the gear then repairing it when necessary, knowing they will eventually have to buy it all over again.

      #3 Mobs dont drop any piece of gear, which is understandable but considering the topic above (#2) having some pieces of being dropped would allow a more steady progression and allow the solo players to try and venture out to the higher CR5-7, allowing for a slower but possible progression on the harder zones and opening access to the reagents required to craft the better gear.

      #4 “Teleport Crystals”: I’ve played for about 60 hours w/o finding a single crystal so far. Even having the tips from other players on how to find them, I havent found a single blue spot on the minimap that would indicate where the crystals are, forcing the player to having to buy them from the market place, and by all means, they are really expensive early on. If you’re not lucky to drop a good recipe early on, you would find yourself grinding for 2hrs to collect the 5k gold just to be able to afford a full trip to the other planet and back, and on these occasions it would not even worth it the amount of effort/gold spent just to be able to access the other planet.

      Quality of life

      #1 Allow the Town markets to consider your gold stored onto your global wallet, not forcing the player to withdraw the gold to the personal inventory in order to buy something. The sale of the items would send the gold straight to the global wallet, I would suggest the opposite should be possible as well, allowing money to be spent straight from the global wallet.

      #2 Buy/Sell orders could be filled straight from the town’s market’s, regardless of which town/plaet it is. This way the player will not be forced to go to different planets just for a specific recipe or piece of equipment they need. Maybe having a mail system for this would solve the inconvenience.

      posted in Discussions & Feedback
      S
      sephgamestv
    • Testing All Systems - Full Bug Report (updated 11/05/2020)

      Hello guys, I will be updating this topic with all my findings so far.

      Battle System

      • Attacking Target does not repeat the action
      • Targeting sometimes is dificult to keep up holding Left Mouse Buttom
      • Goblins Healing to 100% too often, impossible for new players w/o skills to kill them even slowly. (Require group or specific builds for killing the shielded goblins)
      • Gibling (big ones) aoe slow have a bigger range than it shows on the screen. Hits you from far far away

      Loot system

      • Even when ppl have desingaged the monster, other ppl kill the same monster engaged by other player and are not elligeble for the loot.
      • When people move on top of your monster, its impossible to target the monster to open your loot.
      • Its not possible to distinguish between a monster that has loot from a monster that does not have loot anymore. Suggestion: Make a glimmering light or sparkling annimation on the corpse to indicate that it has loot still.

      Map and Scenario

      • Game does not render when inside the huts from the Goblins
      • Movement inside the builds is buggy and sometimes while you're holding the left mouse buttom your chracter changes direction and starts walking towards outside again.

      Crafting

      • Allow character to craft using items from the bank
      • Pressing B does not bring the crafting options sometimes, it only shows Blueprints and not the crafting Tab on the top. Reloging on the game solves it.
      • Crafting multiple items should have some sort of skill level to allow to craft multiple items at once, in a big batch of items, so it would be nice to hit this level to be able to do that, or
      • When clicking on an item, which is a material for another craft, it will open the wrong window and not the item you need to craft. Example: Arrow heads. if you click on the arrow, then click on the arrowheads it will show a completely different window instead of showing the crafting window for the arrowheads.

      Items

      • Items are stackable up to 10, making items stackable up to 100 or 200 would not be a bad idea for inventory slot management, as well as bank slots available for storing materials.
      • When using the Bank, Cntrl+Left Click could auto stack the items on your bank, or auto storage them. Its a good quality of live improvement.

      Skills

      • Assassinate does not trigger correctly and theres no indication that the skill will be casted at any given moment.
      • Assassinate: in order for the skill to work, its required to stop holding the mouse buttom and click on the target again for it to go off. Im some situations, you end up attacking a different target or even missing the target completely.
      • Shockwave does not go off 50% of the times you want to cast it. Bug ? Intended ?

      Graphical Interface

      • On the Chracter selecion screen, the character is rendered on top of a platform, but if you leave it be, it will show as its floating moving the feet on the platform as well. (minor detail)

      Bugs

      • When you're out of energy and dies at a hotspot, your character will recover after 30s and instantly die again, it repeats itself until you hit 100% hp cap and are forced to teleport back to town. Closing the opening the game does NOT solve the issue.
      • On the tutorial, if you're still at the wheat part, its possible to collect a lot of cottom from the tutorial area with a slight limitation, but its possible to collect around 3 to 5 stacks of 10 cotton this way.
      posted in Bug Reports - Closed
      S
      sephgamestv
    • SephGamesTV - Bugs, issues and feedback

      Hello guys,

      I am excited to be part of this new test and I will writting all the issues, bugs and feedback about my experience on this new version bellow, in a way to make easier to track everything that I've found so far:

      Bugs:

      • Primitive daggers have the same stats as the metal ones: these daggers have the same attack speed, and attack range (min-max), as well as armor penetration and spell channeling effects as their metal counterparts. I think thats a bug, right? I understand that the metal based ones would have additional effects such as resistances, additional stat points, damage increase and so forth as well as having a chance to be crafted in better quality (using the town buffs) but wouldnt make sense that the metal daggers would have at least a bigger min-max damage range considering the amount of effort that's required to actually craft one ?

      Issues

      • Resistanced are not available anymore: Testing the talent tree for Resilient (Str tree) and Resolute (Int tree) I couldnt find any resistanced that would be possible to build as it was avaiable before on previous versions of the game.

      • Poison from monsters are hitting for 400+ dmg every tick: If you have aggro of a single creature, its fine and bandages and remedy will do the trick and help a lot, although, having multiple monsters aggroed at the same time will most likely lead you to die rather quickly, since removing poison becomes a real problem, having to manage Remedy + Bandages at the same time (spam usage of these 2 items) as well as the time to actually gather or loot remedy is not easy or time effective if we consider the amount of time that you will go through them. And since there are no resistances that you could build up (early game), it makes grinding a lot harder.

      • Corrosive debuff: As it was in previous iterations of the game, the corrosion aplies armor debuff (almost nulifies your armor) and ticks for a poison like damage. On top of that, you will most likely have multiples mobs aggroed on your which will lead to a quick death. And thats only considering the PVE aspect of things. If we consider Poison + Corrosive on PVP, the combination of the 2 are basically a guaranteed kill.

      • Stagger debuff effect: The stagger debuff, which is applied for a big variety of creatures and monsters, will reduce your attack speed to -10%, regardless or your attack speed. I've tested having 56% attack speed and my attack speed still went down to -10%.

      Feedback:

      • Magical damage reduction: Having a talent tree dedicated to reduce the physical damage recieved is fine and works, but I dont see any talents that would do the same in order to reduce the magical damage. I only found magical debuff duration reduction, but nothing in regards to reduce the magical damage. On previous versions was possible to build that damage reduction using elemental and poisoin resistances, but on the current version they are no longer available. My suggestion would be adding them back to the game, allowing for more customization, since melee will have a hard time against mages, as it actuall happened on previous iterations of the game before this last release.

      I will update this topic as soon as I get more information and results from testing, as well as more feedback from the community and friends who are also playing the game

      posted in Bug Reports
      S
      sephgamestv
    • RE: Cost/expenditure for metal armor vs. cloth armor

      Hey, whats up.
      I've written a few review and comparison between the melee builds and mage builds... and you're completely right... melee builds are way more expensive to run at this moment due to durability issues.

      Devs are for sure looking into this and they will come up with a solution soon.

      posted in Discussions & Feedback
      S
      sephgamestv
    • Loot being lost and not being sent to the inventory

      Hello all,

      This is an issue that we've found last night, while farming at the ogre camp.

      https://www.twitch.tv/sephgamestv/clip/TrappedAlertBatUncleNox-bdLJzI4tM2E7B8Tv?filter=clips&range=7d&sort=time

      On the clip its possible to see that when looting the item (and we made sure that I was the only person looting so we could split everything at the end), sometimes the loot gets picked up and sometimes the list gets shorter and items moved to the left as they were picked up but in reality they were not and ended up being lost and not sent to my inventory.

      The same issue happened to other items such as Metal Components and Metal Sheets.

      The issue:

      • When looting spamming the right mouse buttom from a list of 4+ items, sometimes 1 of the items gets skipped and disappers and never get sent to the inventory, closing the loot window and making the corpse to be empty and giving the message that it does not have any loot anymore, when checking the corpse again. Also, the item does not get sent to players inventory, which results in 1 of the items being lost forever.
      posted in Bug Reports - Closed
      S
      sephgamestv
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