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    Posts made by spoletta

    • RE: Bug ores locations

      The materials indicated for Blood Iron and Hepatizon are incorrect.

      The real materials for blood iron are:

      1 Iron
      1 Copper
      1 Vitriol
      1 Shadium
      3 Beast Blood

      The real materials for Hepatizon are:

      1 Gold
      1 Silver
      1 Sulfurite
      1 Vitriol
      3 Earth Essence

      posted in Bug Reports
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      spoletta
    • RE: Relaunch Pretest Free Play Event

      The free play has not opened yet @Aurel

      posted in News & Announcements
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      spoletta
    • RE: Let's talk about recipes

      @drakelow this was once proposed and discussed, but the players were very against it.

      posted in Discussions & Feedback
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      spoletta
    • RE: Let's talk about recipes

      I once proposed to remove durability on hit and simply apply a rate of decay on items equipped based on time spent in combat, but it was vehemently rejected.

      posted in Discussions & Feedback
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      spoletta
    • RE: Let's talk about recipes

      They already have more durability.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.6g (Free Play Event)

      They were also caused by the server borders, so I believe that they got fixed too.

      posted in Minor Releases
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      spoletta
    • RE: New to the Game.

      Welcome!

      posted in Welcome to Fractured
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      spoletta
    • RE: Let's talk about recipes

      Syndesia isn't really a pvp world. There's a few reds going around, but the penalties are harsh enough to discourage many from trying.

      posted in Discussions & Feedback
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      spoletta
    • RE: Feedback / QoL ideas

      For sure. Many of those are already part of the foundation rewards.

      posted in Discussions & Feedback
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      spoletta
    • RE: [Suggestion] Red players should not be able to suicide for ~10 seconds or more

      It is already like this.

      Players don't decide the bail out or the time.

      It is automatically calculated, based on the karma of the red player getting jailed.

      posted in Discussions & Feedback
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      spoletta
    • RE: Mana Regen dropping when going in/out of combat

      It is a bug related to toggles with mana cost and traversing of server lines.
      We are waiting for a fix.

      posted in Bug Reports
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      spoletta
    • RE: Relaunch Pretest Free Play Event

      @Marishka Sure, please do.

      posted in News & Announcements
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      spoletta
    • RE: There should be 2 slots for Bandage and Food.

      This topic has been discussed already during an AMA. The devs are against adding consumable dedicated slots, having a consumable on the bar should come at the cost of a skill slot, which is why eventually bandages and similar items will be unable to be used from the inventory.

      posted in Discussions & Feedback
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      spoletta
    • RE: Let's talk about recipes

      The current system though already favors big groups which can centralize the crafting on a single person to quickly reach a higher mastery.

      posted in Discussions & Feedback
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      spoletta
    • Let's talk about recipes

      Recipes have been an hot topic ever since their introduction, and they still are.

      The community discussion mostly focuses on 4 perceived issues with them. In order of importance they are:

      1. Excessively restrictive toward new players, especially for weapons. New players are stuck with primitive weapons for a very long time and this gets frustrating. This issue is even more perceived at the launch of the game when everyone is keeping recipes for himself/his guild and the few recipes being sold have huge prices. Armor sets are less of an issue, you can already craft the tier 1 version. It is fine to gatekeep the tier 2 version.

      2. The recipes once used have no more purpose to exist for that player. With the passing of the days, the recipes go from extremely expensive to trash loot, simply because they saturate the market and no one requires them any more. There will be new players which need them, but the current drop rate of recipes in the game will more than overcompensate this recurring need.

      3. A system based on crafting the same item multiple times to improve its quality is bad for the economy (flood of unwanted items) and not exactly fun or in line with the rest of the flow of the game. The durability gain is also not considered enough of a reward by many players, but at the same time this game can't exactly put vertical bonuses wherever it likes. Also, the fact that you de facto need maximum proficiency in primitive items before crafting the good ones to avoid "wasting xp" is kind of a noob trap.

      4. It doesn't really make sense for a bear to keep accurate notes on how to build a bow.

      Obviously the most critical issue is the first one. The first days of the game will have a large impact on the final success of it, so something that negatively impacts those very few hours has the highest importance. Fractured has an incredibly good crafting system, and many come try the game for it. Having these random piece of papers as showstoppers can leave a bitter taste.

      Now, I would like to invite anyone to speak their mind about this topic. Provide feedback and potential changes that you would like.

      Just as reminder though, consider that the more complex is the change you propose, the less likely it is to being taken in consideration by the devs.

      I will start by presenting what I consider could be a potentially good solution to these issues.

      It is a change with 3 possible levels of effort from the dev team.

      Low effort solution: Remove the need for recipes on weapons, leave it only for tier 2 armor sets. This solves problem 1 but makes problem 2 more marked since the recipes will become even less useful in the long run. Still, it would save a lot of frustration to new players with very few changes.

      Medium effort solution: Apply the previous change, and then remove the generical recipe drop that is currently present. In its place, increase the recipe drop from chests by a wide amount. This way we solve issue number 4 and at the same time we give a clear value to the treasure chests.

      High effort: Apply the low effort solution and then use for recipes the same system that is currently in place for orbs. Weapons are unlocked by default (like plate mails and leather armor), while armor sets require to be unlocked. After the unlock, you can use recipes to increase the quality of that craft, identically to how you currently increase your level in a spell school with orbs. Crafting the item again and again will not provide "xp" to it. The higher the quality, the higher the number of recipes you need to use to increase it. This change has several advantages. If the increase in quality is put on a dropped item, its value will be determined by the market, so they will be priced according to the perceived gain of the increased durability instead of it being tied to a certain amount of resources and gold. Also, a single player will be able to benefit from many more copies of the same recipe, and so the influx of new players will be more likely to prevent the saturation of the market. In short, it will resolve issues 2 and 3. Recipes will gain long term value, without proving to be a showstopper in the first days of the game. Primitive items will keep the same current system, no one has issues with them.

      posted in Discussions & Feedback
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      spoletta
    • RE: Same spells does not work at north iceland (terra)

      That area is currently plagued by a server issue, which interferes with the detection of skill collisions.

      posted in Bug Reports
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      spoletta
    • RE: wagon bug

      Known bug. It happens if you click too quickly when grabbing one from the wagon.

      posted in Bug Reports
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      spoletta
    • RE: Feedback / QoL ideas

      I believe that you already see who made a donation.

      posted in Discussions & Feedback
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      spoletta
    • RE: [Suggestion] Red players should not be able to suicide for ~10 seconds or more

      @guduffra20 said in [Suggestion] Red players should not be able to suicide for ~10 seconds or more:

      Taking advantage of this topic, I would like to say that the rate they place on accuracy is absurdly expensive!

      And understanding any character for 3 days or 2 is absurdly high.

      Put hours, not days!!!!!!!!!!!!!!!

      Sorry, I'm not sure I understood what you meant.

      posted in Discussions & Feedback
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      spoletta
    • RE: Truths need to be told!

      Nothing is fixed in stone, especially numerical parameters like that one.

      I'm also of the opinion that recipes have not found their sweet spot in the game's economy, but I don't know the devs opinion on this.

      posted in Discussions & Feedback
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      spoletta
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