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    Posts made by spoletta

    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @grofire

      You literally said:

      "if a solo player got to a level he can do a boss then there shouldn't be a game mechanic that prevent that"

      A solo player will NOT get to a level where he can do a boss alone, specifically because THERE IS a game mechanic preventing that, called horizontal progession.

      Sure, you can grow in options and many fights will become easier, but those are fights that are in a scale supposed to be tackled by a single well prepared player.

      "Bosses", whatever we mean for these, are not something that falls into that category.

      posted in Discussions & Feedback
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      spoletta
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @grofire

      This is a game which is supposed to have an HORIZONTAL progress.

      In no case a player should become so strong as to do the work of multiple players.

      posted in Discussions & Feedback
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      spoletta
    • RE: Solo pvp areas

      I see the following issues with your idea:

      1. It is a real challenge to code correctly. Such an area is open to so many exploits that it would take a lot of work to get it right.

      But let's assume that point 1 is invalid and you can indeed do that.

      1. You talk about "Only a small area", but actually you need at least 27 of them. No less than 3 per continent, or you polarize solo players to a specific area/continent. The game doesn't like that. The game design assumes that solo players are equally distributed across the land, for many reasons than I'm not going to list here.

      2. What do you put in these areas? Surely you can't put all resources inside those areas, so you have to select which resources would be more accessible than others thanks to being in solo friendly areas.

      3. Those areas would be stealth ganker's heaven. An area where your friends can't help you? They would be unstoppable.

      4. What would be the purpose of such zone and so much effort? 1v1 PvP is better served in a controlled environment. It is a good idea as a specific city building for example. Fighting zergs? You do that by going all out on friendly fire mechanics. I don't want to discourage zergs because they artificially can't hurt me. I want to discourage zergs because if they make a mistake and I play my cards correctly, I go home with all their heads in my bag.

      posted in Discussions & Feedback
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      spoletta
    • RE: Feudal System could be an option to small group of players

      Hamlets depending on villages and villages depending on cities is already what happens with this system.

      Obviously if your guild is small, you will HAVE to join an alliance if you want to manage a city. There is nothing wrong with that.
      If you don't think that you can manage a city with multiple guilds, then let someone else do that. Being able to band together agains the bigger fishes is part of the challenges that this game offers.

      Personally I'm in a small guild and right now we are actively looking for allies for the next test.

      posted in Discussions & Feedback
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      spoletta
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @Nekrage

      Err... no? Where did I say that?

      posted in Discussions & Feedback
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      spoletta
    • RE: First Impressions on the new City System

      @Prometheus

      I do remember that being said in the video, but is there a limit on how many you can build per land parcel?

      As long as the true limiting factor in crafting becomes the processing step, and you can't just spam processing stations in the residential area, then this system could work. Owning a city should provide a significative boon to your production capability.

      Edit: I'm talking about regions which have that resource obviously. If you need to import that resource, then the limiting factor is the raw material.

      posted in Discussions & Feedback
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      spoletta
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @Nekrage

      No one said anything about solo players being able to do end game content or being competitive.
      Obviously you need to form groups to do that stuff.

      In the system I proposed, you can't do anything above a certain scale without having a city.

      posted in Discussions & Feedback
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      spoletta
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @Nekrage

      A game like this cannot live without solo players.

      I've made a suggestion here which potentially bridges the gap and makes owning a city desiderable without limiting solo players.

      https://forum.fracturedmmo.com/topic/13248/first-impressions-on-the-new-city-system

      posted in Discussions & Feedback
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      spoletta
    • First Impressions on the new City System

      I would like to share my first impressions of the new city system after looking at the introductory video.

      First of all, it looks like this change in design was made to make the game more friendly to solo players and small groups of players. In this, I think that this new solution surely is good. As much as we love our guilds and would like a game centered on them, a huge amount of players that approach a sandbox are usually organized in groups of 2-4 friends. Without them, this game has no future, so this change is surely a good step in the right direction.

      Now, this obviously rises some concerns from the those that prefer a guild centric system, and I find those concerns to be justified.

      In particular, the "value" of putting together a city has now dropped considerably. Right now the value of a city is represented by the crafting stations and the natural resources, which can be accessed only by the citiziens. If those are available to everyone, then having your own city or just being a resident of someone else's city, doesn't make that big of a difference. We could have a leeching problem. Sure, owning the city will allow me to steer the direction of the tech tree, and I will have processing facilities dedicated only to the citiziens, but many will just prefer not having to build and maintain the city.

      Also, if the spawn times of minerals are kept like the current ones, all big guilds will PK on sight anyone getting close to the mines. The minerals are too rare to be shared with other players.

      With all the previous considerations, I would like to share a proposal which could potentially solve some of these issues.
      The main point is to restore the "value" of owning the city and to lessen the impact that residents in your area have on your resources.

      1. Increase the spawn rate of natural resources, or make it client side. Right now the limiting factor in how much stuff you can craft per day, is the natural rate of resources spawning. If many players have to share them, this limit should be moved to something else (point 2). At the same time, increase the mining time required to turn a node into a resource. Extracting minerals should be a time consuming activity, so that the raw ore keeps a part of its value and so that you create a window of opportunity for potential attackers to raid the miners.

      2. Move the limiting factor to the processing step. Processing facilities (like smelters) inside the city as far as I understood are only for citiziens. Allow a resident house to have a limited amount of such facilities, so that owning the city comes with the "value" of having a widely increased resource production capability. In order to do this, we need all types of crafting to require a "processing" step. Right now only leather and metals have such a step. We need woodcutting and weaving facilities and relative processes. High level enchanting materials could also potentially be obtained with refining processes.

      This way, you can create this environment of big guilds and small groups coexisting in the same region, since you make them beneficial to each other.

      Having your own city allows you to produce many more resoruces (which, afterall, was the same concept of the last alpha test). This allows you to equip your guild with much more ease, making wars with other regions a more feasible activity.

      Players playing alone or in small groups can still access all content, and they can organize between neighbouring houses to put together small productions.

      The residents impact on the guild's resources will be a lot lessened, which makes having residents actually a good prospective. They provide you with additional population for the tech tree and with gold for your maintenance. They are also potential future citiziens.

      Cities will have a constant production or resources, which makes raiding them profitable. Right now the cities rarely stock resources, they are immediately used.

      Leeching off another guild will be detrimental, since if you don't develop your own city and try to live just as a group of residents, you will be crushed by the other guild's production capabilities (while providing them with your gold). If you want to be an enemy of that guild, you have to make your own city.

      posted in Discussions & Feedback
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      spoletta
    • RE: Idea: PvP Is Determined By Which World You Choose To Play In

      Demons cannot stay for long on Arboreus, but I think that as a human you can just travel to Arboreus at a certain point.

      posted in Discussions & Feedback
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      spoletta
    • RE: Guilds and new players

      @Gothix

      That's only partially true.

      If talents weren't so effective, I would agree.
      The reality right now is that a player with 60 talent points is completely on another level compared to someone with 20. That's not horizontal.

      The initial idea was that talents were there just to give an edge over other players, for those that were interested in min/maxing. Right now they are effectively a level system.

      Base stats should be higher and talents should be less powerful to achieve an horizontal progression.

      posted in Discussions & Feedback
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      spoletta
    • RE: [Feedback] Rock, paper, stack evasion... and a list of other things

      Archers do feel quite powerful at the moment. Probably too much.

      They are not even countered by warriors. It's just that in this test warriors were equipped with extremely advanced equipment which stops physical damage almost completely AND archers had their damage halved by wrong collisions AND the archer talent for bypassing armors isn't working AND mark of death isn't working.

      I shudder to think what archers could do without all those handicaps.

      Acid arrows is surely too good at the moment. It should be more tied to the Int/Dex build. The corrosion effect shouldn't go on every arrow, but should be a probability based on INT. Right now the difference between a DEX build and an INT build using that skill is minimal.

      Other concerns I have for PvP:

      1. Silence is too strong of an effect. It shouldn't shut down all schools of skills, and the power word silence lasts too long.
      2. As I said in another thread, poison is too binary. You are immune or you are death.
      3. Not enough effects have friendly fire. Friendly fire is the counter to zergs, and no one likes those. More effects should have friendly fire. Including arrows, yes.
      4. Minor heal on high INT heals really too much. The cooldown should be less dependent on INT.
      5. Consumables are fine if they occupy a slot in the skill bar. If you can use them from the inventory, it makes it a game of have/have not.
      posted in Discussions & Feedback
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      spoletta
    • RE: [FRAC-2394] Land parcels still have the old cost

      Update:

      The land parcel costs 200 gold, but requires 1000 in your inventory.

      posted in Bug Reports
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      spoletta
    • [FRAC-2394] Land parcels still have the old cost

      It still requires 1000 gold to get a land parcel. According to the news, they were supposed to be 200 gold for this test.

      posted in Bug Reports
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      spoletta
    • RE: OVERVIEW: SUGGESTIONS. (PvP) and some general observations

      A few answers to your points:

      "**I also realized that some mages use 03 strong spells at the same time, and can full damage all of the enemy's HP, this should receive special attention." - This is currently done mostly through the Ice Spike spell, which is already receiving attention and will be modified.

      "Piercings weapons could add the application of poisons." You can already do that.

      "Maces, A chance to provoke "Stun" with just a simple blow hit." They already do that.

      "Naked, take much more damage, this will solve the problem of opportunists players in a full lot game" They already do.

      "Magic and enchanted items, earning some extra bonuses, but that do not make anyone using these items to be BOSS, the skill should be worth over the use of items, a pvp based item is not viewed with good eyes if you want a more realistic immersion game." The items don't count a lot in the game currently. The enchants are important, but are also something that can be done quite fast by everyone. They are part of the build.

      "You should create two large areas with NPC guards protection, in the two corners of the map, for pve players. Where Pks could not enter without being attacked by strong guards, who would do a lot of damage to them. However, these players should always pay an amount of gold to the crown for protection." PKs cannot attack you in cities. All cities are already safe.

      posted in Discussions & Feedback
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      spoletta
    • RE: No Hunger & Rest Depletion In Towns.

      Indeed you are right, so I agree that it should be paused only while inside the inn.

      posted in Discussions & Feedback
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      spoletta
    • RE: Arbitrary Skill Restrictions

      @KingQuantum There is no repair. Which is why I was saying that heavy armors are kind of a special case. It takes the full output of 6 days of mines (considering both ore and coal) to crate an heavy set for a warrior, and it is gone in around 3.

      In the last alpha there was an overabundance of iron ore, since everyone founded city with mines, there was no pvp and the players to mines rate was higly unbalanced. If around 3k players are playing on that island, I expect an iron ore to cost around 3x- 3.5x of what we valued it in the last test. This means that even if you are highly efficient, a warrior with a plate will destroy it before farming back a quarter of its value.

      @LtKrunch These 4 days saw truly a lot of different builds. Only the heavy armor builds were limited. I'm more of the idea of keeping the current system, and increasing the amount of crossclass skills (Acid arrows, Shocking thouch, Power Words...). These are the ones that will create more build freedom in the end.

      @DCCCXIX The pure archer class is lacking in skills for now. In one of my feedbacks I too asked for more skills to be applicable to archers, especially to longbows. By the way, I'm not concerned by players overgearing in this case, since contrarily to other games, here you can't farm. The amount of materials to craft those armors is fixed and is a steady stream of resources coming from the mines. No matter what you do, you can't have more armors than the ones craftable with the materials available day per day.

      posted in Discussions & Feedback
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      spoletta
    • RE: Arbitrary Skill Restrictions

      Honestly right now both melee and ranged toons have an hard time between choosing between light and medium armor, so the skill restriction system IMO is working well and creating a lot of different builds.

      Heavy armors are an exception since they are not really part of the everyday game. They are more like items farmed by a city as a collective effort to give one of your players a significant protection, but it is not something that you wear regularly. If things stay like they are, "heavy armor builds" are a weird concept.

      By the way, we also have spell classes that can be used with every armor and spells allowed in medium armor. We just need to expand on those classes and there will be many more options and choices for mages too.
      I would also like to see a class of spells restricted to light armors but allowed with any weapon.

      posted in Discussions & Feedback
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      spoletta
    • RE: Crit system and speed

      Hmm, crits are already playing quite the role.

      Attack speed from dexterity doesn't count for much that is true, but that is a problem with Dexterity.

      Dexterity right now is probably the most influencing attribute.

      It gives stealth, evasion, attack and move speed. Obviously, the buffs to each single stat can't be huge or that attribute would be OP.

      Attack speed from other sources though are quite felt. It really makes a huge difference in a fight.

      Why did you have the impression that those 2 stats are not playing large enough roles?

      posted in Discussions & Feedback
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      spoletta
    • [Archer] [Assassin] [Mage] High flexibility build

      This build was meant to be as flexible as possible, to allow the player to switch role at his every whim.

      The build starts with really average attributes, and that's the core of it all:

      38511667-2d6d-4f80-959e-eca9273aaf4d-image.png

      4 average high scores, and no 6 scores. No perks, no flaws. This build is made to allow an unlimited variety of playstyles.

      The build can branch into many possible directions. The one that I tested the most, was the archer. The talents were done like this:

      734bd64a-c1c3-4b01-822d-2572931ef78b-image.png

      A little bit of durability from the strenght tree, a little bit of mana regeneration, as much accuracy as possible and obviously the Inevitable and Titan Fighter talents to maximize the damage.

      With this archer build, you are missing on the high dex and high perception of a full archer, but you have a lot of int, which gives you some neat tricks.

      This is an example of build:

      91e1cea7-ba58-4eeb-a267-cfd2ef33e7a0-image.png

      Acid arrows is a staple with such high INT. Double shoot stacks really well with it too. Then you start stocking on effects that allow you to survive. Your acid arrows are enough to down an opponent, you just need to stay alive long enough. For this, net trap, slow, power word silence and an heal are really good. Resolve will save you from being Power Word Stunned and Ice Spiked or shishkebabbed in some way. Be wary with slow, it hits you too, so you have to aim it really carefully.

      Alternatively, you can get verdant regrowth instead of slow or power word silence. This build allowed me to pvp on equal terms with most of the builds out there. For a build that isn't tied to any specific archetype, that's gold.

      All this assumes a medium armor and a shortbow, but if you fancy going more offensive, then out goes Verdant Regrowth and in comes Mark of Death. Your damage will rise a lot, but you will lack defenses. Good in PvE together with someone else, not so good in PvP.

      This same build though can go the way of the assassin, it has the INT necessary for the high cost of the assassin skills, but still has enough Str, Dex and Per to make full use of that set.

      I'm not going into the details of that build, but take any classic assassin build, and this setup can use it.

      Another build available to this char is the unarmed mage build. You don't have the constituion or Dexterity of the other builds for that? Don't worry, Mark of Death with your level of perception will more than make up for it.

      Want something else? Go full mage! Sure, you will not get to INT 20, but you will have high perception. Take the Inevitable talent and see what an auto crit magic missile with high crit multiplier can do

      All in all, it is a build that will allow you every morning to wake up and decide what you want to play. Completely different playstyles everyday, while keeping a good efficiency at whatever you do. The STR 15 will also allow you to conduct a confortable life with enough carrying capacity for your everyday needs.

      The price of all this freedom? Low constitution. You will still have a good amount of HP from STR 15 and the talents, but you have low fortitude and will need an answer to physical conditions in all your builds (Resolve or Boon of Tenacity). You will never be a tank with this build. Also, power word silence will be bad news.

      Your defenses in general will not be as high as you would like, so making use of your wide array of skills from different classes will be vital to correctly playing this build. It is a build that punishes your mistakes really hard and rewards you with a lot of satisfactions when you can avoid them.

      There is no problem that can't be solved with those base stats. You will see that apart from full tank, you can do everything the other classes can, because you will always have something less than them but also always some kind of lateral advantage over them. If you are not scared of having no builds made for you, and you want to challenge yourself every day with different combinations, then this is the build for you.

      posted in Character Builds
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      spoletta
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