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    Topics created by spoletta

    • S

      Wrong area discovered
      Bug Reports - Closed • • spoletta  

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      S

      When I went to this ogre camp , it told me "Shadow Goblin Camp Discovered", and on the map it discovered me this location.
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      Mobs are not affected by debuffs on attack speed
      Bug Reports • • spoletta  

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      S

      Tried with Slow and cobweb. All those effects reduce the attack speed for characters, but seem to have no effect on mob attack speed. This is probably due to the fact that the slow effects slow down the animation of the attack, and characters are in a constant attack animation when at full attack speed. Mobs instead seem to do attack - wait - attack - wait. Slowing their attack animation wouldn't impair their attack speed if it doesn't affect the "wait" part.
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      Totems and collisions
      Bug Reports • • spoletta  

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      Another update: A spider lich could hit the totem in melee, probably due to chilling touch. So I guess that for some reason the totem is incorporeal.
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      City level exploit on research points
      Discussions & Feedback • • spoletta  

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      GamerSeuss

      @spoletta I actually like this and consider it a feature. That being said, I do think that they may need to put certain 'necessary facilities' in as prerequisites to town upgrades. I just don't know how much of these should require spending those valuable tech tree points. As @Kralith said, with things like this, you get towns that are highly focused and specialized around certain things, and you also get towns that are more balanced. A town may want 3 or 4 Village level tech choices, and not want to wait until surpassing the Village level and spending the points they get for higher levels on those extras.
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      Not sure if bug or not: Poison charges
      Bug Reports - Closed • • spoletta  

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      Prometheus

      @spoletta said in Not sure if bug or not: Poison charges: Items poisoned right now are depleting a charge on every attack, not only the ones that actually trigger the poison. Not sure if this is intended. It is intended You can use a talent to make this less likely to happen!
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      Banks asks for global wallet research
      Bug Reports • • spoletta  

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      Which one? Can't see it on the tech tree.
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      Totem of Decay tooltip
      Bug Reports • • spoletta  

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      The tooltip on totem of decay seems weird. 0 damage and 1 meter aura?
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      Interface bug on Woodworking Table
      Bug Reports - Closed • • spoletta  

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      Prometheus

      Fixed in patch a260h
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      Wrong area name
      Bug Reports - Closed • • spoletta  

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      Prometheus

      Fixed in va260e
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      An opportunity to phase out equipment in pvp with the new loot rules
      Discussions & Feedback • • spoletta  

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      OlivePit

      I agree that sinks need to be robust to keep player engagement. I would like to do some testing to see how fast armor/equipment degrades normally in pvp activity. If, say, by the time you shoot me down your bow has lost 1/10th of its durability and my armor has lost 1/10th (from damage taken) then that may be considered a slow degradation rate and may be warranted to be increased -shrug- Having equipment that a player was using become unuseable at death sounds like a tricky thing especially if there are different ratios if a player dies to mobs or pvp. You could see pvp and train activity combined to 'farm' players more effectively. But not giving some reward to the pvp er -other than removing the opponent from the immediate area- is going to be a sticking point as well. I agree that this is an important ballancing act and that your idea certainaly has merit. I would like to see, and do, more testing and data acquisition to help find that sweet spot. At the moment I pve farm with 8 items - 4 armor, 1 shield, 2 weapons, 1 tool. I generally use lower quality materials in these than in my 'top' set but still enchant them. I hope to gather/farm/hunt the materials to replace them by the time the pieces are at 2/3 durability as that way I should be able to produce a surplus of materials with which to trade or benefit my guild. Sadly I did not keep track of this data last alpha : / . Having 1/4 of my items lost (through drop and proposed breakage) should not be a huge issue as I still have a net gain -if smaller-. Loosing 4 times (50%) would he a huge loss -but- if the above ratio is still sound then I would still be making a net gain on the long run -just much less and possibly frustrating which might encourage me to go hunting/gathering/farming with guards or friends = playing scheduling roulette. I like the idea, lets test what the system currently is in the new alpha, pretend we are loosing the proposed amount, and see how it affects the economy ballance.
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      Additional penalties on death for bounty hunters
      Discussions & Feedback • • spoletta  

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      Jetah

      @Farlander you have the option to pvp during an invasion, which means you can do pvp on your terms (well when the invasion happens). even the pve beast world will have some pvp via these invasions.
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      Slow effect not ending on mobs
      Bug Reports • • spoletta  

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      S

      If you cast slow on monsters, the visual effect lasts as long as expected from the tooltip, but at the end of it the monsters do not recover the original movement speed. They are slowed permanently. Tested this on a player and there seems to be no issues there. Also, could be correlated, but after casting a slow on monsters it seems that you can't mount the horse. The charge bar runs until its end but there is no effect.
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      Disalignment between tiers of materials, enchants and talents
      Discussions & Feedback • • spoletta  

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      S

      I know that this is an alpha and something like this is low priority right now, but making a thread on this issue can't hurt. Right now the tiers of perks are all over the place. Let's give a bit of context for those who don't know how the tiers of effect work. Every non tier 1 material that you use to craft an equipment, comes with specific bonuses, and those bonuses are ranked in tiers of bonuses. For example, an armor in Direwolf Leather gives you +120 cold resistance. This bonus is ranked as a tier 2 bonus, which means that it is equivalent to performing a cold resistance enchantement of second level on that item. Usually a tier 2 material has a tier 2 bonus, a tier 3 has a tier 3 bonus plus one tier 1 and a tier 4 has one tier 3 one tier 2 and one tier 1 bonus. Now, there 2 are problems with this right now. First of all, a couple of materials seem to be acting differently from the other ones. In particular, the mithril is sporting two tier 3 bonuses as a tier 3 material... wow! The other one is the Yew, which is a tier 4 item but has only 2 tier 2 and one tier 1. The biggest problem though is that those tiers of bonuses are completely disaligned with the effects of talents. For example, look at mana regeneration. One talent point in it provides +3 mana regeneration. Now, one tier 1 enchant in mana regeneration provides +1. Going by this, it would look like a talent point should be around 3 tier 1 enchants. Let's look now at the Resilient talent. 1 talent point +80Hp. The equivalent tier 1 enchant, provides +40 health. So in this case 1 talent point = 2 tier 1 enchants. And now let's take evasion. 1 talent point = 20 evasion. 1 tier 1 enchant = 30 evasion. So now one talent point is worth two thirds of a tier 1 enchant. Damage? Talents are worth half tier 1 enchant. Luck? 1 talent = 1 tier 1 enchant Accuracy? 1 talent = 2/3 of a tier 1 enchant. As you can see from this quick analysis, perk tiers are evaluated completely differently when given by talents or by enchants. You go from 1 talent = 3 tier 1 to 1 talent = half tier 1. A one to six difference. As I said, this is low priority, but when the time comes for tuning, this should get a good look at.
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      Net Trap Bug
      Bug Reports • • spoletta  

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      S

      Net trap can be used with an heavy ranged weapon equipped. The tooltip reads melee/ranged(Light/medium). Either the tooltip is wrong, or the skill is bugged.
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      [Suggestion] Make cities unable to be self sufficient
      Discussions & Feedback • • spoletta  

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      Alexian

      @Harleyyelrah said in [Suggestion] Make cities unable to be self sufficient: If the point of the game is to have interdependent cities, then these proposals may work. Perhaps that may be useful for inter-city interaction on Arboreus. Personally, I've always interpreted Fractured's intent as systematically-enforcing cities/regions and guilds to have relationships with one another for commerce, diplomacy, and politics. Otherwise every region/city would have access to the same variety and volume of resources. The fact that resources are disparate in composition and quantity was, to me, clearly intended to deter regions/cities and guilds from trying to be literally self-sufficient. These features seem to drive regions/cities and guilds to interact with other regions/cities and guilds to meet all their needs. However, I don't think that inter-city cooperation is exactly the intent for Syndesia or Tartaros, especially when city sieges are a main feature. I can say that the PvP groups started this alpha test with the intent to build up their own cities, seeing each other as "enemies" and therefore trying to be as self sufficient as possible is part of the game. I think Syndesia, in particular, is meant to be a nexus of city cooperation and competition. They're not mutually exclusive on Syndesia, much like the real world. States both rely on other states to meet specific needs for commerce and resources while also seeking to conquer or dominate other states for various reasons. It makes sense that PvP groups would want to be as self-reliant as possible and, if given that option, I think all cities/regions will aggressively pursue that path of least resistance because that's just how people are. However, if Fractured systematically ensures that no city can meet all of its internal needs as an isolationist state, it will force them to interact with others via commerce or conquest and that's a good thing IMO. Forcing inter-city reliance would likely just lead to huge guilds absorbing smaller guilds and claiming multiple cities for themselves rather than any cooperation. Only if Fractured fails to make city management extremely complex and time consuming. If cities run on auto pilot like in Albion Online, then it will definitely incentivize guilds to roll over as much territory as possible. Hopefully, city management will be so challenging and intricate that it will deter most groups from trying to directly conquer the world.
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      Let's talk business! (And the lack of it)
      Discussions & Feedback • • spoletta  

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      PeachMcD

      @Kralith said I also suggested to change Marketplace Tech. Give all towns the old Marketplace as a basic building, where towns can buy/sell heavy materials, that what they need for the first ranks. Then change the Tech for Marketplace to "Player Market" as an upgrade where you add Market Stands to the Market where player can sell/buy their own stuff. This is a really solid idea that gets around pretty much all the issues people have with the current set-up. Ye Olde Towne Markete Squaree (buildable from day one) could be used to traffic only in the sorts of materials that one carries in a wagon or cart - not a backpack, so no crafted items, just heavy mats and bags o' agricultural products. The advanced tech could open a more robust, individualized trading option - where crafted, enchanted, or specialized items are traded by individuals at the 'Squaree' in a 'Shoppe' with a small % to the city as stall rental. What say ye all?
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      Not sure if bug - Acid Arrows on Incorporeal Targets
      Bug Reports - Closed • • spoletta  

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      Xzait

      reguardless of what you use with a bow, it is hitting incorporeal creatures.
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      Skeleton archers are humans too!
      Bug Reports • • spoletta  

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      Skeletorn archers are registered as humans in the lore, they should probably be in the undead category...
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      Cannot close the friend list on the cart
      Bug Reports - Closed • • spoletta  

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      Prometheus

      Fixed in v.a.2.5.0c
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      Issue with ingots/boards as light items
      Discussions & Feedback • • spoletta  

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      GamerSeuss

      They could make it to where you load such materials directly from a Cart/Wagon instead of the Piles. Citizens would have the option to use either, non-citizens, the Pile option would be disabled.
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