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    Topics created by spoletta

    • S

      House restrictions
      Discussions & Feedback • • spoletta  

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      Knoxx

      I'm okay with restrictions on housing, but it needs to be more organic and realism. If this is going to be a sandbox game and someone wants to play a pure crafter, then I see no issue with them being able to craft everything. EVE Online is a good example of someone if they put in all the time and effort they could craft everything with one character, but realistically it isn't feasible as there is a lot of time and effort that is put into crafting so many different things. EVE's restrictions on the character are time based, so not as applicable here. Getting a bit off topic, but back to housing. I think housing should be size limited and I do like the idea of outdoor and indoor items. This makes it so you have to be choosy on what you place inside your house and outside your house. I do have one request though, can you please make the patio area of the 2x2 house considered outdoors? For example I built it, and I cannot place the smelter, skinning or tanning tub in my house at all. The patio is outdoors, it's uncovered, I don't see why I couldn't place those stations there.
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      The future of cities
      Discussions & Feedback • • spoletta  

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      S

      Horse stats don't have a meaning at the moment.
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      Mana overflow
      Discussions & Feedback • • spoletta  

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      MidniteArrow

      Can't test ATM, but something kept me from doing this in-game previously, and I assumed it was combat (since I was in combat at the time). Everything in the expanded action list (arrow on the action bar) was grey.
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      Let's talk Armor Sets
      Discussions & Feedback • • spoletta  

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      M

      I'd like to see more flexibility.. maybe add an extra enchanting-slot to the T2 clothes and only specific effects can be used there. E.g. this would allow to craft light/medium T2 sets with the slayer set bonus. Given that this is supposed to be a sandbox-game and we have no fixed classes.. consequently we should also be allowed to craft T2 armor sets in a more flexible way.
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      Frozen Status Effect
      Discussions & Feedback • • spoletta  

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      M

      As a new player who only started since last test I dont really see the issue with freeze.. The CC on the other hand was pretty big and being able to chain it. Still some outlying issues with it but better than last test & learning how all the resistances like fort, will , evasion interact with skills. Bigger issue is going to be explaining to new players how important those 3 stats are to reduce damage, stacks, etc Been dueling a lot since last play test plus this one and maybe can count a handful of times I was frozen if that. A lot of complaints seem to be coming from permafrosts massive stacks. Only done a handful of group fights but with most skills friendly firing you're not going to see massive freezing unless the group is coordinated. Also as usual high fortitude negates a lot of this stuff to begin with. Currently you have the 4 elemental shields that negate the secondary effects while massively increasing your resistance. You also have the elemental absorb shield that can mitigate the damage. I feel like its self balancing currently with the options available.
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      Quick poll results
      Discussions & Feedback • • spoletta  

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      S

      @grofire I don't know exactly how the devs will react to this. But IMO this results at least tell us that combat is no longer the Achille's heel of this game, but it is actually one of its perks. And this is huge.
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      Let's talk about recipes
      Discussions & Feedback • • spoletta  

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      M

      yeah, but there isn't much between the cheapest and the highest gear, yet we need more gear for more flexibility and i'd prefer to stuff be more horizontal than vertical in terms of gear-utility
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      A few spoilers
      Discussions & Feedback • • spoletta  

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      grofire

      @spoletta said in A few spoilers: No grind required is different from no grind. You can grind if you want. You don't have to, and what you gain out of it doesn't make you too strong compared to someone who doesn't. what does you have in the game that is not gated by much grind ? skill, items, talent - grind same creature for 30-100. the truth of the matter is that with no grind there is nothing to the game, and its very different from the original vision.
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      October 20, 2022 - The Arrival of the Blessed Guardians!
      Discussions & Feedback • • spoletta  

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      S

      The explanation was given in the last council. Adding these humans literally required to just draw the new hair types. Instead if you look at the other races, they have different animations on top of different skins. The animation is probably why we still don't have them, since we know that they have a long queue of work in that area.
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      Feedback on the new durability
      Discussions & Feedback • • spoletta  

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      GorethMolier

      I don't post much, but I feel this is a need. Regarding the durability, I have no issue with the knowckdown/execution increase. I think that is a needed addition, but the rate of durability loss when out in the world PvE is excessive. The grind for some armor (Tier 2 and metal armors come to mind) is just to high to have such durability loss. There is not much point to add Tier 2 enchants to armor and weapons if they will be gone in a day. True, the Beta where the items lasted forever was too much, but EA has swung the pendulum in the opposite direction. If you worry about PvP running around in Tier 2 all the time, then increase the equipment drop and start at 0 karma. But I feel you are penalizing your PvE players with a cheap fix for PvP.
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      AMA with Developer 23/09 - Summary
      Discussions & Feedback • • spoletta  

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      S

      Hmm, yeah I remember hearing that. Don't remember the answer though.
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      Gathered Feedback: Viability of Wood materials
      Discussions & Feedback • • spoletta  

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      OlivePit

      (note dead wood increased damage by 10% not 5%) I feel that of all the materials in the game, wood is the best designed. here we have clear uses for each material and none is clearly superior or inferior to any other beyond personal preferences. The only problem I have is the variety of damage conversion. All the types should have the same damage conversion unless the other modifying element is just so good that people would use the material entirely for that aspect (crit chance or crit damage for example) I feel that 60% is a nice middle ground. not so high that you are clearly doing a full damage conversion without bothering to use an elemental arrow ability, and not so low that it has no real effect (looking at you chestnut and maple). I could also easily be convinced that the elemental conversion should not be a property of the wood itself and instead an enchantment option. If the wood (or leather or fiber) did only one thing then it would be much clearer who was using what material for which build and thus allow the devs to make better targeted balancing actions. For all equipment I see a few enchantment or material properties: elemental resistance / weather insulation (which i argue should be the same thing) or damage conversion sub stat modification defensive (willpower, evasion, hp, etc..) sub stat modification offensive (accuracy, crit chance, mana regen, etc...) adding on more aspects just overly complicates the process of making the gear that works well for your -ideally unique- skill, stat, and talent build. while allowing players to mix and match gives flexability. I would argue that the material should -just- give the first category effects (elemental resist, weather insulation, or damage conversion) and the rest supplied by enchantments.
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      Feedback on Legends
      Discussions & Feedback • • spoletta  

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      StormBug

      @Logain said in Feedback on Legends: I'd like to provide an alternative suggestion and would love feedback. Now that fits! I like the notion of tying the prestige to the legends like you suggested, very interesting. Even if they don't go that route, however, the idea of using the summoning group's alignment to determine whether the Legend is announced before arrival is fantastic.
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      Gathered Feedback: Viability of Leather materials
      Discussions & Feedback • • spoletta  

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      StormBug

      I can deal with the encumbrance and heat or cold restrictions caused by some of the different leathers but I will never wear troll leather with the 60 point drop to poison resistance. Also with Dire Wolf leather having zero bonuses there is little point to it at all. Also, like OlivePit said, having a clear purpose for each would be very good.
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      Gathered Feedback: Viability of Cloth materials
      Discussions & Feedback • • spoletta  

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      StormBug

      @OlivePit While I don't play any characters that use cloth armor, I do love spider silk armor for farming. Lightweight and weather balanced it is great for harvesting. Thanks for the great post!
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      Gathered Feedback: Durability of walls and catapults
      Discussions & Feedback • • spoletta  

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      Junkie

      @LordSkykal Thank you for confirming. I was worried about that. /s
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      Gathered Feedback: Weapon selection feedback
      Discussions & Feedback • • spoletta  

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      Veeshan

      Would like to see a light 1h spell caster ranged weapon like a wand at some stage tbh added. But weapons definetly need a balance look
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      Gathered Feedback: Restrict buyers to only lowest cost items
      Discussions & Feedback • • spoletta  

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      S

      @Logain I think that you've hit the nail on the head. While the proposed system makes sense for resources and in general for items which present no variations, as soon as you start including items with properties attached, this gets a lot harder to implement.
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      Possible change to raids
      Discussions & Feedback • • spoletta  

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      Veeshan

      @TekNicTerror said in Possible change to raids: I have not been in a city raid lately, but if they made it if there it no equipment/gear loss on death in one; then that is actually a good thing. It will bring more players into them as they will be willing to use whatever gear they have without fear of losing it. If that puts a damper on the full loot pvpers, too damn bad, raid pvp and normal or general pvp shouldn't be considered to be dealt with the same way. All I can say is that if people do not need more than one set of gear saved up to replace lost gear, more people will do raids; me included (I have not been in one since I have not been playing the game for awhile, so therefore I am not even evenly equiped with most other players or have all the skills/talent points as them as well). Not to mention people would more than likely bring their best or better gears to them, which would bring more interesting battles in raids. I wouldnt be against if the drop rules was based on the guild owning the city alignment, so attacking an evil align city would be full loot drop, where neutral and good only be inventory drop. You risk more being evil alignment every day so having somone attack ur city risking the same as ur everyday i dont see being an issue since most players will be neutral or good i think it should be fine
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      Updating the enchant aspects
      Discussions & Feedback • • spoletta  

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      GorethMolier

      At this point, I have all possible enchanting combinations for the reagents currently in game. I'm talking 2.86 million for one recipe alone. I could analyze these combinations to see what is used the most and the least. There are definitely some properties that are used much more than others. Once I have it all in a database I can analyze it if anyone is interested.
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