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    Topics created by spoletta

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      Current issues with build diversity
      Character Builds • • spoletta  

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      Rife

      I agree with the OP post as well. I'd like to add in addition to the set bonuses, the native properties of the light armors also don't seem to be equal. For example, assassin armor set in total gives you about 8.5% crit chance, while scholar armor set gives you 11% mana reduction. This is simply not equal, 8.5% crit chance is way more valuable to have than a measly 11% mana reduction.
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      Different spell channeling requirements
      Discussions & Feedback • • spoletta  

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      Fi

      I like the suggestion—doesn't seem restrictive, but I also wanted to chime in to mention that the schools of fighting and schools of magic are not yet complete, so we may eventually see more abilities that do not require a weapon with spell channeling.
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      Repairing? Kind of.
      Discussions & Feedback • • spoletta  

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      Tuoni

      Speaking of New World... In that game salvaged items will provide materials which can be used to craft repair kits, which are then used for repairing gear pieces. That is interesting repair system which sinks items from the game at the same time.
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      Temperatures & Weather Feedback Thread
      Discussions & Feedback • • spoletta  

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      S

      Upon further experience with the weather system and its effects, I would like to propose an immunity to it for players under the young player status. Fractured has truly an astonishing amount of mechanics to learn for a new player, and getting chain frozen by a winter wolf because you didn't notice that temperature was a thing, could a bit too much initially. Also, new players have very few tools to combat the effects of weather.
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      Limited uses for recipes
      Discussions & Feedback • • spoletta  

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      S

      Here is my thoughts, remove the recipes as drops and behind a KP wall, in order to learn lets say Ranger Armor you need to have at least mastery 2/4 (or 3/4) for the tier 1 leather armor and then spend 5000 KP to unlock the recipe for that armor. This allow you to know which creatures you need to kill to get the resources need to craft the item, and the ability to craft the gear you want without having to wait for a random drop of a specific recipe. It is also a KP sink so you have to decide if unlocking the recipe for a tier 2/3 item is worth it to slow down your other progression. I would also increase the ingredient cost to craft the item at a higher mastery level, probably not for the primary ingredient like crystallized magic, but cloth & primordial dust could increase by 1 or 2 for each mastery level. You would still get master of all crafts eventually, but not until characters have levelled more and visited several planets to gain enough KP to spend them on armor and weapons they do not plan to use.
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      On the matter of economy (durability, masteries, gear drops, imbuing)
      Discussions & Feedback • • spoletta  

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      OlivePit

      Devs need to listen ! We keep talking about this ! https://forum.fracturedmmo.com/topic/15259/a-rant-on-crafting-and-market-economy-problems/4
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      Young player protection hour counter
      Bug Reports - Closed • • spoletta  

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      OlivePit

      Think of it this way: Prometheus -=Knows=- that Spoletta and I played well over 2 hours during the test and that we know about the new player protection. He sees that we could reason that they would use the new player protection counter to know if people played the 2 hours and that by not having one we might not get our titles. As such he acknowledges the mistake in not resetting the counter and then says that they have other numbers "old numbers" from the previous play test which they will compare to the numbers from this test to determine if the 2 hours were played. This implies that there is some counter that is continuous until reset and that they have a known point before and after this last test.. This is probably a huge hassle as they would have to check even the players who did not log on this test but who had worn out their status from last test. If they had reset it then it would be a much simpler check.
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      More accessible plots
      Discussions & Feedback • • spoletta  

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      GamerSeuss

      @DarthJafo They said in the past that the Cosmetic Blueprints available from buying packs would not even be implemented until the full launch. That being said, I anticipate some small previews of them when the launch window gets close.
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      Making the imbue system more accessible
      Discussions & Feedback • • spoletta  

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      OlivePit

      Have un-imbued gems give some basic mild bonus? I did not test imbuing this alpha weekend as I usually rely on my guild to collect the mats as byproducts of hunting trips. I dont remember it costing 500 for a chipped tier 1 imbue, if that is true then it is too much. 100 at most. Giving players one as part of the tutorial should not even be a big deal as their first weapon / gear will be replaced within 24 hours once they kill some animals with better skins (dire wolf / warg). I dont think that the gems need to be more common, I got plenty from just mining ore. If I had wanted more I would have put up a buy order for them at 5-10 gold each (chipped) and would expect it to be filled by people who get them and would rather have the gold. The problem would be locking players out of the starting town imbuing table after the tutorial is over... and making sure they can only use it for one enchantment... Tricky...
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      Mana regeneration issues
      Discussions & Feedback • • spoletta  

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      S

      This was an hot topic during the test. Now, I'll open this by saying that there is no issue with mana regeneration. Especially after playing for a bit, you will stop having mana problems, but that's for 2 reasons: You get a bit mana of regeneration bonuses here and there You learn how to fight effectively Now, the second point is the most important one. This game is very player based, including during "grinding". Knowledge is everything, and I'm not talking about knowledge points. If you know how a goblin cutthroath fights, it is very easy to kill him. If you don't know him, you will be out of mana and knocked down before even realizing what happened. Once a player (not the character) has knowledge, the game becomes easier. New players lack this knowledge. They don't know what they are fighting, and how to fight efficently. I rolled a mage to see what was the situation in this test, and could grind goblins non stop without ever going out of mana. Yet new players around me used all their mana for a single goblin. This is normal and I'll even say that it is good. The problem is in the fact that it is a big obstacle for new players. So how to solve this? I'd say, by applying more of the first point. Currently you start the game in either animal leather, or linen cloth equipment. These materials provide respectively fire resistance and shock resistance, which I don't think that players even notice. My easy solution to this problem would be to change the material properties of both these materials to +3 mana regeneration, for a total of +9 mana regen for medium armors (the wolf helm does not have this) and +12 for common clothes. This would provide a boost to the mana of those straight out of the tutorial, letting them go a little bit more trigger happy on those pesky bandits. More importantly, this has no effects past the first 3 days of playing, since those materials are quickly replaced with better ones. We change nothing of the game as we currently know it. In addition, we could add one more primitive item. Spider Eye amulet. Made with 3 spider eyes (which are found in the tutorial) and adds 5 mana regeneration. Edit: Oh and goblin enforcers are pure evil for starting players! It could be better to give them warcry instead of Second Wind!
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      Improvements to the tutorial
      Discussions & Feedback • • spoletta  

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      OlivePit

      This is one case where I think that an instanced starting area separate from the rest of the game world would, and only accessible from char creation, be useful. There the devs could give you access to wheat, cotton, crafting stations, imbuing, allow players to claim a house plot for 30min and build a basic crafting station, tame a horse, build a campfire, experience being knocked down, and death (with traps). You could have mob spawn areas with signs that show different elements or weapon types to cue the fact that you need to switch it up to fight this mob. Have those beginning mobs rank up really fast so that a player can see what a filled bestiary page looks like. Then when they are done they click on the harbor and choose the connecting harbor they want to arrive at on the continent of their choice which would make it much easier for new players to join their friends and at the same time disperse the population to reduce initial competition. If needed you could even have the characters die, loose all their loot, and wake up naked on the beach after a 'ship wreck' which would then give them the thrill of working up from scratch with no gifted stuff from the tutorial. This would mean that the cotton and wheat you find in the world would no longer have to be permanently blocked and players could go out and harvest it if they really wanted to. You could still have the player friendly 'starter towns' for basic crafting, banking, and market.. but after the first few weeks of game play they are mostly ignored in favor of player towns, so why really?. I would be in favor of having no 'starter towns' at all, requiring everything to be player built outside of the instanced 'beginning island'. But I know I am in the minority there.
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      Shrine bug
      Bug Reports • • spoletta  

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      Arcahem

      Thank you for your report Spoletta!
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      Cannot place wood buy orders
      Bug Reports • • spoletta  

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      S

      When trying to place a buy order for wood logs (tried Birch and Oak), when you press "Place order" nothing happens.
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      Bank - Right click sorting stopped working
      Bug Reports • • spoletta  

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      S

      Since the last patch, right clicking an item in your inventory with the bank open no longer sorts the item into the bank.
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      Shadow dancer - Working as intended but very exploitable
      Bug Reports • • spoletta  

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      S

      As it says in the tooltip, Shadow Dancer allows you to perform basic attacks without leaving stealth. This means that if you equip a short bow, you can kill mobs without them even noticing.
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      About Consumables
      Discussions & Feedback • • spoletta  

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      asspirin

      @spoletta I only own Adept copy of the game, so Im waitong for beta and much has changed from over year ago when I last played. Wiki is outdated too, so too bad Thanks for info. Btw healing from bandages and similar stuff shouldnt imo be instant; it 100% should stop bleeding, but not heal me instantly. Not only it looks like magic, but considering one doesnt need mana to heal with bandages, it should have some downsides.
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      Thick skinned talent can make damage negative
      Bug Reports • • spoletta  

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      S

      As per the title. That talents subtracts a flat value from the damage and if the source of damage is low enough, then you will see negative damage numbers. Didn't check if they actually "heal" the target or it is just a visual effect.
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      Illusionism tab missing from "Skills and Abilities"
      Bug Reports • • spoletta  

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      S

      If I remember correctly Shimmering Sphere and Mind Daze are from the new school of Illusionism, yet I can't find a tab for them.
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      Refining resources
      Discussions & Feedback • • spoletta  

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      GamerSeuss

      @spoletta Not bad, some notes: As Cloth generally makes lighter armor, it is okay that it has a few less steps than say metal. Cloth is easier to work with. Also, Leather has 1 more step you didn't put in your list, and although it is minor, it deserves to be mentioned. You do have to put the hide on a Beam to turn it from animal hide into 'raw' leather. I can definitely agree with adding a step between 'green wood' and wood ready for use. A drying station would work, as would a wood kiln. If you do want to add one more step to cloth and leather, that step could in fact be the curing/dying stage.
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      Mid test feedback
      Discussions & Feedback • • spoletta  

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      GamerSeuss

      I love this detailed feedback. Very constructive, and I agree with several points. I can agree with some of what my sister, @StormBug is saying too, but I still think there should be limits on how much can be put on a plot. I think no more than 2 refining, and 1 crafting station per personal plot should be okay, AND such plots should still require a house to be built first. Town plots can be set up by the governor for extra tanning tubs, chests, smelters, etc... if they want to use city space, but that shouldn't be what personal plots are used for.
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