If you check the wiki, you can see that death bargain is a magical buff, which means that there are a few effects that can remove it.
Posts made by spoletta
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RE: OP combinations of skills
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RE: Hi all !
There is indeed quite a lot to do for a guild in this game. Welcome to Fractured!
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RE: About ailments
By the way, quick answer.
Bleed hurts like hell and is perfectly fine to build on it.
It ticks every second for 3% of your health, within a range that goes from a minimum tick of 30 to a maximum of 90.
Poison is dangerous depending on the rank.
It goes from rank 1 (Simple) to rank 6 (Lethal).
Rank 1 and 2 tick every 4 seconds, higher ranks tick every 3 seconds.
The damage goes like this:
Simple - Hits for 4% of your health, minimum 40 maximum 100. It is the one you can craft
Weak - Hits for 8% of your health, minimum 60 maximum 200. Goblin Cuttrhoats drop this. Sometimes found in chests.
Strong - Hits for 12% of your health, minimum 80 maximum 300. Rarely found in chests.
Potent - HIts for 18% of your health, minimum 100 maximum 450. Available only as a spell.
Deadly - HIts for 24% of your health, minimum 160 maximum 600. Spider lichs have this.
Lethal - Hits for 30% of your health, minimum 250 maximum 750. Queen Xeretrix uses this. -
RE: About ailments
I'm updating the ailment page on the wiki. You will find all the info.
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RE: Economy Feedback and Suggestion
Yes, there will be more planets and continents, but all the calculations until now have been made on a basis of 32 cities. Which is Myr.
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RE: Economy Feedback and Suggestion
Your assumption is still wrong though. You are considering that 60x32 players have access to gold farming. That's not happening. There's enough for only around 50 players. There simply are not enough farming spots for more players. You can accomodate up to 150 probably, but with the same results as those 50, simply more contested. Remember that only a few types of mobs drops gold. Now, let's assume that all gold farming spots are grinded on respawn 24/7. Let's also assume 4k per hour, which is closer to what you can actually do. 200k per hour being grinded all over the world, 4.8m per day. This means that each one of those 3200 players, should sink 1500 gold per day. 150 are fixed taxes to keep your house, se we are actually talking about 1350 gold per day, which is much less than what you would spend in enchants per day if you wanted to keep your equip at +1 and with 1 socket. And this is the case with all spots being grinded 24/7 at full capacity. The real number is probably a third of that.
Regarding the heavy objects, I do expect many players to resort to leather and cloth, since metal will be heavily contested.
Wood will be in high demand in the first phase of the game for sure, like stone, but you will never get saturation of it, since the players chop down only what they need. The fact that wood/leather/cloth items have no real value due to too high availability is a point of concern of many, and there are many threads on it.I disagree that coal and metal will become saturated though. The number of players using them will tend to naturally gravitate toward the number that can actually be sustained by the mines.
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RE: Economy Feedback and Suggestion
I seriously doubt that we will ever see that kind of flagging, also because this test has actually run very smoothly pk wise. There were a few cases of PKing, but rampant PKing was hardly an issue.
Even if we don't consider PvP at all though, the game right now has probably too many gold sinks as it is. We've got the opposite issue. Gold disappears too fast, and with more players it will only get worse.
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RE: Epic Chat Spamming
This was fixed with yesterday's patch. Check the patch notes.
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RE: Economy Feedback and Suggestion
Ok, no need to get heated.
@munch yes, he is very wrong on many points, which are cristal clear to us that have played the game. That said, his feedback is still valuable, so let's correct him where he is wrong so that he can construct an opinion based on real facts.
@Daarknes you are making some incredibly wrong assumptions and logic jumps. I will try to point them one by one, so that you can decide what do you think about this game economy without being misled.
First of all, your biggest wrong assumption:
Depending on server balance, if the distribution is split, to give you the benefit of the doubt, 20/30/50|good/neutral/evil | no pvp/pvp light/full pvp, capped at a solid 60 per city, and 32 cities. If those 60 people hunted low level bandits for 2 hours, pulling 4k each, that would add 240k*32 = 7.68m
If those 60 people hunt low level bandits for 2 hours, pulling 4k each, they total something around 200k, not the 7,68m that you assume. That's because on this continent with 32 cities, there is simply no place where to farm gold for more than 150 players, and with anything more than 50 you will hit severe diminishing returns. This isn't World of Warcraft. The world isn't made to support a player base whose full playtime is supposed to be spent farming something. Most of the players will be doing a lot of different activities, only a small amount actually go around hunting gold dropping mobs.
And that 120k gold you spent...where did it go? Taxes? To the auction house? Just how exactly did it get REMOVED from the game?
Completely removed from the game. That's how the enchanting system works. Pure gold sink. It goes puff. Then your weapon breaks and those golds may have as well never existed in the first place. And that's only one of the many gold sinks a player encounters.
If they each filled up just a single horse drawn cart with heavy goods, (603230) 57.6k objects being added into the game.
I didn't count them, but I estimate around 500 mining nodes in the map. They have an 8 hour respawn time. 1500 ore minerals added to the game each day in the ideal case where all nodes are mined on cooldown. That means around 220 ingots (each ingot takes 5-9 minerals, depending on the required heat). Each player wearing metal, breaks around 1 weapon every 4 days and one armor every week. That's around 2.32 ingots per day. The full capacity of production of all mines can cover less than 100 players wearing metal.
Leather/cloth numbers are completely different and indeed there is a problem there. We have many threads on the matter where you are welcome to partecipate.All of this, without even taking pvp into consideration.
So, given that those are the actual numbers, do you still believe that there is a problem of inflation?
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RE: Corpse disappearance
Hmm, how much time did it take you to come back to the corpse?
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RE: Class/Builds
I went with a luck based mage/dexer.
I wanted to try something different from my usual archer, and I've got to say that it was a fun build that worked very well.
My default setup was:
Sea troll leather armor and Yew Quarterstaff, Rabbit Paw amulet
Warcry, Strike wounds, Crippling strike, Acid Breath, Verdant Regrowth, Assassinate, Wildfire TotemThe damage between acid breath and strike wounds was good, and it is deceptively hard to take down.
Average evasion, with block chance and stun chance makes for a lot of chances. Luck improved on all of those. It is a char made to roll a lot and be lucky at it. In the end it was quite hard to deliver damage to it.
Also, since my stats were 10 15 15 15 10 15, I had no low save rolls. At least 300 in each... enhanced by luck.Since it didn't wear any metal at all, it was really easy to maintain my equipment.
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RE: UX Design and Second-To-Second Gameplay
I confirm that targeted spells like my assassinate often return a "Invalid target" or similar errors when used. I have to press 3 or 4 times for it to go off.
As @GamerSeuss explained, WASD was discussed at lenght and it is not going to be a part of Fractured.
The left and right click interactions got better with the tests (you can no longer chop tress while in combat for example), but they still need some work. There are still a few elements/plants with which you can interact even while figthing.
Secondary UI Tabs have indeed made a lot of new players confused. They should be made more obvious, or the tutorial should tell you about them.
I would love to be able to take the third slot out of the TAB rotation.
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RE: Economy Feedback and Suggestion
I farmed around 50k in this alpha.
You know how much gold do I have right now? 500g.
There are truly a lot of gold sinks right now. You can never hold on your gold for long. -
RE: Economy Feedback and Suggestion
There are quite a few gold sinks ingame already.
First of all the city upgrades, which cost a lot of gold.
Then you have the plot purchases and taxes.
Then you have harbors.
Then imbuing and enchants.One thing I would like to see though, is a 6% tax applied to marketplaces. 3% gold sink, 3% to city coffers.
This way you are rewarded as a city to make your place a succesful trading hub. -
RE: Question regarding crafting on plots outside a city.
@Dax a resident gets access to all the technologies of the city. You don't need to be a citizien. As a solo player you can craft anything.
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RE: Newcomers - Asked and Answered
I would also add another one which is very confusing.
Where can I get blood Iron?: You DON'T need blood Iron. Blood Iron is a very advanced material and is definitely something you shouldn't bother with, at least for a while. All the recipes that ask for Blood Iron, ask for it just because it is the ingot that comes first in alphabetic order, but if you click on the Blood Iron Ingot in the recipe, it will allow you to switch that material for other types of metals.
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RE: Auto attack bug with certian skill/suggestion on magic combat improvement
Yes, the animation playing without any actual effect is a real issue.
I think that it happens when you cast the spell while still in the wind out part of the attack swing animation. -
RE: Newcomers - Asked and Answered
You forgot the most asked question in the chat.
Where is the flashing beam?: It's the wooden pole right outside the shop indicated by the tutorial waypoint.