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    Topics created by spoletta

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

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      Re1ent1ess

      The system looks to have a very dynamic aspect to it. I definitely look forward to the ability to test this.
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      [FRAC-2394] Land parcels still have the old cost
      Bug Reports • • spoletta  

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      Update: The land parcel costs 200 gold, but requires 1000 in your inventory.
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      [Archer] [Assassin] [Mage] High flexibility build
      Character Builds • • spoletta  

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      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: 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: 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: 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.
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      The poison situation
      Discussions & Feedback • • spoletta  

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      As many of the players that played during this test had way to notice, currently poison is in a strange place balance wise. On one hand, it is extremely powerful. Being hit with poison once can be enough to kill you many times over, especially the higher grades of poison. On the other hand, it is kind of an all or nothing skill. You can get immunity to it from a talent, or simply have an herbal remedy on hand, making it all void. Since poison tends to be a topic which is dear to many when making a char in an RPG or similar game, I think that it should be given a little more depth. In particular, I would propose to reign in a bit of its effects, making it less damaging overall, but at the same time also mitigating the effects of its counters. In particular the effect of both the talent and of the remedy should be to lower the grade of the poison, not to remove it outright. I think that having a powerful effect with extremely hard counters makes for a binary and uninteresting meta of have/have not.
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      Legends not spawning
      Bug Reports - Closed • • spoletta  

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      Prometheus

      @spoletta said in Legends not spawning: Legends are currently not spawning. Checked Lord Eoron, Groover and Zephyr locations. They are indicated on the map with the red exclamation marks, but they are missing. This has been like this since yesterday. Thanks for reporting, this will be fixed in a restart in 15m!
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      Power shot skill not inflicting extra damage
      Bug Reports • • spoletta  

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      The power shot skill is correctly crippling and penetrating targets, but the damage inflicted seems identical to that of a standard shot. Also, not sure if this is intended or not but it is not being counted as a projectile for the purpose of acid arrows.
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      Inevitable talent not working
      Bug Reports • • spoletta  

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      The Inevitable talent from the Perception tree isn't working. If the first strike after 20 sec is a melee one, it will add an exclamation mark to the damage, but apart from that it will be a normal hit. No armor penetration and no critical damage. With ranged weapons and spells it simply does nothing. This talent used to work before the crit hotfix.
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      [Major Bug] Weapons with low range cannot connect
      Bug Reports • • spoletta  

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      Fighting another player using low range weapons like a dagger or fists will result in attacks not connecting, even if you click on the other player name and even if he correctly sees you next to him. If both players move around a bit and try many times, it is possible to find a position where the attacks start connecting. This sometimes happens also with arrows. They will be shot, bump into the target and nothing happens. This occurs both in PvP and PvE.
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      Mark of Death bug
      Bug Reports • • spoletta  

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      Update: Tested also if the additional damage from chilling/shocking touch gets amplified. It doesn't.
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      Trade no longer working
      Bug Reports • • spoletta  

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      After the last hotfix, the trades are no longer possible. When you ask someone for trade, he receives a notification. If he accepts, the windows will open for him, but not for the one proposing the trade.
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      Being in PvP mode disables the speed bonus from roads.
      Discussions & Feedback • • spoletta  

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      Prometheus

      Fix coming tomorrow
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      Silver weapons still not working on incorporeal creatures
      Bug Reports • • spoletta  

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      Got that talent too, but I still missed. Also, I tried hitting them for many minutes, they simply dodge. I tried the same with chilling touch and unarmed attacks, and that works. They still dodge 4/5 of the attacks, but at least you can connect some. It is only silver that doesn't work.
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      Feeback after first week of play
      Discussions & Feedback • • spoletta  

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      ---- This post is in double language---- --- Skip to the end for the Italian version--- I wanted to share my first impressions of this game. I didn't play any of the previous alphas and didn't read anything about the game before starting, so that I could make my own mind about it. So here it comes: First of all, the overall impression I had of the game is more than positive, it really went beyond my expectations. Let's start from the things I really liked and move down to things I would like changed/tweaked: The enchantment system is simply perfect. It works well, offers multiple options and gives meaning to a whole load of resources around the world. 10/10. Blacksmith and mining is well done. It has the correct amount of depth, the right amount of time invested and promotes a nice economy between cities. It makes metal items really feel like something precious. The world feels decently large and well characterized. I appreciated noticing that the kind of plants that you find around change with the area. Starving and fatigue effects are not too intrusive but also don't allow you to forget about them. While playing with my brother's mage though, I noticed that he is getting fatigued faster than my warrior, so I guess that it depends on constitution. That is fine, but considering the rate at which he had to rest, maybe dropping the campfire to only 5 small stones could help. Travel times and transportation: I do understand that fast traveling in this game would be a bad thing. I do appreciate that to get somewhere you need to invest time, at the same time though if the travel times are such a big factor, then the game requires a bit more depth in the transport department. Right now the only "depth" is the dex stat of your horse. I would like for horses to be faster by default, but be limited by their own fatigue stat. Once the fatigue kicks in, they start going slowly. Fatigue is recharged when the mount is not equipped and the rate depends on the mount constitution stat. The fatigue would decrease based on your weight and the mount's strenght. This creates a system with mounts good for short travels (high dex), and mounts good for long travels (high dex and strenght). There should be the right horse for the right job. Another issue is that right now horses are ethernal, and in a game of this kind nothing should be ethernal. I suggest that a small part of the fatigue lost is permanent, so that at a certain point you should just turn your horse into meat and get a new one. This creates a market for horses. Tanning and tailoring compared to blacksmithing are really bare bones. I read on the announcement that mining and blacksmithing were introduced in this alpha test, so I will just guess that those 2 other crafting methods were not yet fully fleshed out. The tailoring is a straight mob resource to final product kind of process, it doesn't really offer much. The tanning process is the same, just with an added time required. I would appreciate the tanning process to require some chemicals for it, like the ones obtained from Oak wood or generically from Stone (to give it a more long lasting place in the economy). Right now processing a hide has no cost and doesn't interact with other resources. Resource availability is fine for metals, meat, wheat and wood. Hides of all kinds are too abundant. Here I would suggest to make all tanning tubs require 8 hides but only produce 4 processed hides. Hide armors should be cheaper than metal armors, but right now they are definitely too cheap. I will not comment on silks because I'm just assuming that what is there is simply a placeholder of the real process. Durability in general seems fine, with a weapon lasting around 2 hours and an armor lasting 5. At least, those were my measurements. I've seen reports of weapons lasting only one hour though, which would be bad. What I didn't like though is that I noticed the same mistake that plagued Legends of Aria. You are allowing offensive bonuses on armors and defensive bonuses on weapons, which is a design mistake IMO. An item should provide its bonuses at the same time when its durability gets affected. An armor with bonus damage is providing you bonuses when not taking a durability damage, same for a weapon defending you. Armors should only have defensive effects and weapons should only have offensive effects. This prevents a lot of unwanted situations later on. One of the first and most obvious effects is that ranged players will tend to have better armor equipments on average, since those will get them the useful bonuses while lasting for a long time (they take few hits). Also, I seemed to notice that mage weapons are not degraded when casting, but only when auto attacking. For the same reason that would be an issue, since the staff is likely empowering the spell. The logic should always be that if you use something, you are degrading it. Finally, lets come to my biggest complaint. Progression. This game is sold as an "Horizontal progression" game. I started on day 1 without being able to fight a dire wolf, and now I can kill a mountain troll without any effort. This looks quite vertical to me. The issue is in the talent system. The bonuses provided are too major, especially for warriors. If I understood correctly, the talent system was meant to give a bit of vertical progression which was meant more for optimization of builds for those that cared about the +5% side of life. Right now I could 4v1 my char of 1 week ago without a problem. I seriously think that you overdid it with the effects of talents. They should be scaled back by quite a bit. If this means that the average strenght of the characters is reduced, then that is a good thing, because right now the world ceased to be dangerous. There is nothing I can't fight alone. Some mobs should always require a team of 2-4 persons to hunt. Final note for solo players. Currently the game for a solo player is quite limited. I don't care much because I like to play in big groups, but I guess that many players will instead care. I would suggest allowing personal houses to have a little bit of facilities. A single field, a mini tanning tub which loads only 2 hides at a time, a mini forge, an enchanting table which can only provide tier 1 enchants and so on. Also, the stone nodes that are found randomly around the world should sometimes spawn as a metal node, without a repeatable pattern. This isn't enough to make solo players autonomous, but at least gives them access to a lot more content. There should also be a rent system for facilities. A governor should be able to add a player to a "Renter" list. Those players would be able to pay a gold sum at the city hall and be allowed to use the facilities for the next 2 hours. This creates an interaction between city players and solo players. Solo players would gain gold by providing the cities with products from the land (meat, hides, reagents...) and be allowed to spend this gold to make quality items. Managing material storages though could become tricky, external users shouldn't be able to use city resources. Sorry for wall of text. This was my full feedback on the game. ------ Italian Version --------- Faccio questo post per convidere le mie impressioni sul gioco ad una settimana di distanza dal mio primo log in. Non ho giocato in nessuna delle alpha precedenti e non sapevo nulla del gioco prima di iniziare, di modo da potermi formare un'opinione mia. Innanzitutto vi faccio i miei complimenti, l'impressione generale del gioco è ottima, ben oltre le mie aspettative. Andiamo in ordine con i miei commenti, dalle cose che ho preferito a quelle che mi sono piaciute meno e che a mio parere richiederebbero aggiustamenti: Il sistema degli enchantment è perfetto, non potevate farlo meglio. E' profondo, vario ed offre uno spazio nel gioco a tantissimi tipi di risorsa. Complimenti. Il sistema di mining e blacksmith è ben fatto. Richiede i giusti tempi ed ha la giusta rarità di risorse. Promuove il commercio fra città e dà il giusto valore agli oggetti metallici. Il mondo ha una buona dimensione ed è ben caratterizzato. Ho apprezzato molto il fatto che i tipi di risorse floreali che si trovano in giro varino con la zona. Fame e fatica sono ben bilanciati, non romponono troppo le scatole, ma devi comunque tenerli sott'occhio. Ho notato però che mentre giocavo con mio fratello, che ha un mago, lui si stancava molto prima del mio guerriero. Immagino dipenda dalla costituzione. Considerando tutte le volte che doveva fermarsi, forse sarebbe meglio che il campfire richiedesse solo 5 pietre. Tempi di percorrenza e trasporti: Ok, i tempi di trasporto sono lunghi, e questo fa parte del gioco. Aggiungere più metodi di fast traveling danneggerebbe il tutto. Però se i tempi di spostamento sono così importanti nel gioco, occorre che ci sia una maggior profondità nei mezzi di viaggio. Al momento, l'unica "profondità" viene dalla destrezza del tuo cavallo. Preferirei un sistema in cui il cavallo è più veloce, ma ha una sua fatigue. Questo valore di fatigue scenderebbe ad un rateo basato sulla forza della cavalcatura e sul tuo peso e si ricaricherebbe nel tempo ad una velocità dipendente dalla costituzione della cavalcatura mentre questa è nell'inventario. Esaurita la fatigue, il cavallo andrebbe al passo. Questo creerebbe un sistema con cavalcature buone per piccoli tratti (alta destrezza) e cavalcature buone per lunghi viaggi (alta forza e costituzione). Inoltre, al momento i cavalli sono eterni, ed in un gioco di questo tipo nulla dovrebbe essere eterno. Una piccola parte della fatigue persa dalla mount dovrebbe essere permanente, ad un certo punto il cavallo andrebbe macellato e sostituito. Questo crea un commercio di cavalli. Tanning e tailoring sembrano ben poco sviluppati in confronto a blacksmith. Siccome leggo che il sistema di blacksmith è uno degli obiettivi di test di questa alpha, immagino che gli altri semplicemente non siano ancora completi. Il tailoring è solo un processo diretto da mob a pezzo finito, non aggiunge nulla al gioco. Il processo di tanning anche, ha solo un investimento di tempo passivo di mezzo. Non interagisce con altre risorse. Si potrebbe aggiungere nel tanning tub la necessità di mettere i reagenti del processo, come ad esempio Oak Wood o genericamente qualcosa ottenuto triturando la pietra (così da dare uno scopo duraturo anche alla pietra). In questo momento non vi è un costo legato al processare le pelli, non è una scelta. La disponibilità di risorse per metalli, carni, frumento e legno mi pare buona. Le pelli invece sono troppo abbondanti. Va bene che le corazze in pelle devono essere più economiche, ma al momento si esagera. Propongo che nel tanning tub si inseriscano 8 pelli non processate e se ne ottengano 4. Non mi esprimo sui tessili in quanto immagino che lì sia tutto in divenire. La durabilità degli oggetti mi sembra corretta. Secondo le mie stime, un'arma mi dura circa 2 ore ed un'armatura 5. Ho visto però gente che riportava una durabilità di un'ora per le armi, che non andrebbe bene. Quello che non ho gradito però, è che ho notato lo stesso problema che ha avuto Legends of Aria. State permettendo di avere bonus offensivi sulle armature, e bonus difensivi sulle armi, che a mio parere è un grosso errore. Un item dovrebbe esprimere il proprio bonus, nel momento in cui la sua durabilità viene intaccata. Un'armatura che offre un bonus offensivo, lo fa senza subire effetti alla durabilità. Stessa cosa per le armi con bonus difensivi. Per questa ragione le armature dovrebbe dare bonus solo legati alla difesa e le armi solo bonus legati all'offensiva. Altrimenti si vengono a creare situazioni antipatiche a lungo termine, come ad esempio la tendenza delle classi ranged ad avere armature mediamente migliori perchè tanto ne traggono benefici senza rovinarle. Mi è anche sembrato di capire che le armi da mago non degradano lanciando spell, che di nuovo non va bene. Se sta facendo qualcosa di utile, allora si deve degradare. Arriviamo alla mia più grossa critica. La progessione. Il gioco è pubblicizzato come un gioco a progressione orizzontale. Io al primo giorno col mio guerriero dovevo faticare per buttare giù un dire wolf. Una settimana dopo non faccio alcuna fatica a tirare giù un mountain troll. Questo mi sembra decisamente verticale. Secondo me il problema è nei talenti. Offrono bonus davvero enormi, sopratutto per i guerrieri. Mi era sembrato di capire che lo scopo dei talenti era quello di offrire piccoli bonus per ottimizzare i personaggi, per quel tipo di player che vogliono min/maxare tutto. Al momento col mio guerriero vincerei un 4v1 contro lo stesso personaggio di una settimana prima. Penso che abbiate esagerato con gli effetti dei talenti, andrebbero notevolmente ridotti. Certo, questo avrà l'effetto di ridurre la potenza media dei personaggi, ma questo non sarebbe male. Al momento non vi è nulla nel gioco che non posso eliminare da solo, il mondo non è più pericoloso. Certe classi di mob dovrebbero sempre richiedere un gruppo di 2-4 giocatori per cacciarli. Nota finale per i giocatori solitari. Al momento, il gioco offre molto poco per loro. Non mi interessa particolarmente, visto che a me piacciono i gruppi numerosi, ma a tanti altri giocatori probabilmente importa. Suggerisco di permettere alle case private di avere un singolo campo coltivato, un mini tanning tub da due pelli, una mini forgia, un tavolo per incantare fino a tier 1 e cose così. Inoltre, i nodi di rocce in giro per il mondo ogni tanto dovrebbero spawnare come metalli, secondo un pattern non ripetibile. Questo non è abbastanza per rendere i giocatori solitari indipendenti, ma gli darebbe accesso a tanti contenuti in più. Sarebbe inoltre utile un sistema di rent delle strutture. Una persona potrebbe arrivare in una città, pagare una somma in gold alla city hall, ed avere accesso all'uso delle strutture per un paio d'ore. Questo creerebbe interazioni tra giocatori solitari e giocatori di città. I giocatori solitari di contro potrebbero fare soldi vendendo alla città tutte quelle risorse che si ottengono in natura, come reagenti e carni. La difficoltà in questo la vedo nel gestire gli storage dei materiali per evitare che gli esterni usino le risorse della città. Questo è tutto. Scusate il muro di testo, ma volevo dare un feedback completo.
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      Cobweb skill prevents interaction with items on the ground.
      Bug Reports • • spoletta  

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      Ostaff

      @spoletta Quite sure that is as intended, as the webs are actually "holding" those items in place and thereby keeping you from picking them up or interacting with them.
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