@jetah Besides just nerfing cc duration, you can indirectly nerf something by buffing its counters. Presumably armor will be suited to different climates for survival mechanics. Those armors will probably be strong against corresponding damage types; so armor fitting for cold climates might be resistant to freeze/slow effects, desert armor strong against heat, etc. If cold effects become strong, you can buff cold resistant armor.

Best posts made by Target
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RE: The psychology of gaming
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RE: What is the punishment for death?
As far as I've seen, potentially losing the items on you is the only consequence. There are two "death states" because there are two health bars. Endurance is your primary health, it's what most attacks will do damage to. When you lose all endurance your character is knocked unconscious and will get back up after some time. When unconscious, your inventory can be looted by other players, but looting is considered a hostile action and is thus limited by the alignment system (good players can't loot other good or non-flagged neutral players, etc.)
You have a second healthbar (health), which is what gets damaged when all endurance is lost. When a characters loses all health, it dies and its inventory and equipped items can be looted, and the same alignment restrictions apply on looting.
PvE enemies also have alignment and follow a similar ruleset. Good aligned mobs won't kill unconscious players, but evil things probably will.
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RE: Future armor ideas
I always like the clothed armor style from Morrowind concept art. Maybe not too practical, but it looks really cool.
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RE: filter by language
You can go into each subforum and set them to ignore
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RE: hint for logout
@gothix said in hint for logout:
I would also add that you loose 50% of whatever resources you carry with you.
That might still be a better deal than risking leaving the planet manually. I think if you log off on a hostile planet(either Arboreus or Tartaros), the planet should kill your character. Could even have nice little animation and alert nearby players that someone just got killed logging out.
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RE: Will this game be P2W in the future?
Knowledge slots and increased knowledge gain increase the rate you can learn skills, and depending on how strict you want to define p2w, it might fit that definition, but I personally don't see it that way.
The way the skill system works is that there are 400 skills with 3 variations each and you pick 8 to put on your hot bar, and you can swap out these 8 skills every time you rest. Each skill's strength is determined by the attributes you set at character creation. To learn a skill, you have to go out into the world and complete tasks specific that skill. When you've completed enough, you take a tome and knowledge (which is Fractured alternative to experience) and equip that skill into a study slot which will start a countdown (that can be lowered through active play) which culminates in your new usable skill.
The reasons I don't consider extra knowledge or study slots p2w are:
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Skill progress is completely horizontal. You start out with a competent set of skills and can already compete with veterans once you've got a decent set of equipment (which is also completely horizontal).
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The main limit on the rate that you can learn skills is the tasks that are needed to begin studying them. From an example they've shown, the tasks are pretty specific and completing a large amount of them in a short enough timespan might be fairly challenging.
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Since you can only equip 8 skills, once you've put together a solid build, the only real reason to keep learning skills is to experiment or have alternative builds for different situations, and since your attributes are limited and unchanging, most skills are going to be irrelevant to your attribute distribution. Learning every skill isn't necessary.
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RE: hint for logout
@grofire When demons are on Arboreus, the planet is literally supposed to fight them off. When good characters stay too long on Tartaros, they're lit up like a beacon to all demons in the area. These places are not supposed to be welcoming to opposing factions, and it makes sense to me that you're not supposed to be logging out in hostile territory. Entering these places is not supposed to be something you do on a whim and expect to make it out alive. They should take planning, and an aspect of that planning should not include logging off and waiting out a timer.
Death isn't even a big consequence in Fractured. The most you'll lose is your inventory, and your gear, which is supposed to be easy to replace. In my opinion, death should be a regular occurrence with little drawback, and so far the design behind Fractured seems to support this.
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RE: Carpenter Cost...
I'm assuming building will require resources to maintain (most likely the same resources used to build). I'm hoping carpenters don't just automatically generate the resources; they should have to pull those resources from your storage. Carpenters should just be used to save you from having to perform the manual labor of upkeep (making them mostly useful when you plan to be away from your home for a long time or are going to take a break from the game).
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RE: July 24th Housing & Towns Q&A: List Your Questions
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How are house blueprints acquired and are they tradeable?
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Is there anything to differentiate metropolises and villages besides population/activity? (for example, special buildings or technological upgrades)
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Would it be possible for a small guild to build up to and maintain a metropolis by themselves just from prestige generating activity or is there a minimum population requirement for a metropolis?
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RE: Character Creation: ideal build analysis, and discussion of initial attribute builds
I've been leaning towards an illusion based crowd control warrior vampire with a stat distribution of: 15 str, 14 dex, 10 int, 14 con, 10 per, 20 cha. I might swap dex and int depending on how mana intensive the build is, but the evasion and lower cooldown on mobility skills from dex sound nice.
That said, my first character will likely be rerolled once I figure the game out. I might even have to give up on what I envision my character to be since we don't know what skills are in the game, which skills scale with which stats, or the extent each skill scales with each stat. We don't even know the full impact stats will have on different aspects of the game.
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RE: Character Creation: ideal build analysis, and discussion of initial attribute builds
@gothix Judging from this:
When chances between life and death depend on the throw of a dice, Charisma makes the difference, skewing the balance towards the best result.
I would guess that luck is a minor boost to all combat related RNG; so crit chance, evasion, accuracy. If there are damage ranges on skills, high luck might skew the RNG towards max damage.
Outside of combat, I have no clue. In a Q&A Prometheus said "we hate RNG", so I don't see them using luck to generate more/rarer resources.
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RE: The Lich vs. the Angel and Abomination
Liches are neutral in the sense that karma is completely irrelevant to the process of becoming a lich. They aren't champions of neutrality like angels are supposed to be champions of good. They can be any alignment. The only common ground liches share between one another is their willingness to sacrifice their bodies for their powers, regardless of the evilness or goodness of their motives.
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RE: NO tank mages
I think it might actually be possible to have tanky mages that do a lot of damage. Every school of magic scales off intelligence including the main defensive school of magic (abjuration), the main damage school of magic (invocation), and restoration. Intelligence in general seems to be a really strong stat that offers tons of flexibility.
It'll be interesting to see how the devs balance stats out.
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RE: Massive battles: will "big numbers" always win?
@grofire I don't see how that would help. The big gvg fights will take place on a guild's home planet because guilds can't conquer towns on other planets. Also your suggestion would lead to beastmen going to Syndesia and being able to kill everyone which goes against the intent of the alignment system.
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RE: NPC Strength
Based on this:
@prometheus said in A Delicate Question: Slavery:NPCs will play a big role in Fractured - guilds will be able to attract them to their villages / towns, where they can settle and start their own businesses. They'll have proper names, be more or less skilled in different activities and - to an extent - have different personalities.
I get the impression that attracting, collecting, and managing NPCs will be a significant part of town management. In regards to NPC strength, maybe the governor of a town will have to assign guard duty to the available NPCs that the town has acquired. Ideally you would want NPCs that are particularly skilled in combat as guards , but maybe the town hasn't attracted many suitable NPCs and would have to settle for lesser skilled guards (maybe buildings can play a role in the types of NPCs towns get).
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RE: A set of questions and suggestions/proposals.
@iamlejnd I like the idea behind your crafting suggestion (armor being more variable than the usual trinity system). I suspect armor variety will look more like your suggestion than a more classic armor system based on how armor affects survival. For example, wearing heavy armor in the desert will fatigue you much faster than wearing cloth designed for desert, which means tankier armor reliant builds will need armor that's both protective and diminishes the drawbacks of being in the desert. It's hard for me to imagine a classic armor system functioning along with the survival system without resorting to just "desert heavy armor, swamp heavy armor, etc". The Fractured devs strike me as a little more creative than that.
Your racial attributes suggestion is already kinda in the game, not as an explicit mechanic, but as an outcome of how the planets are different. For example, Tartaros doesn't have many naturally growing resources, but it's abundant in all sorts of monsters that can be slaughtered for valuable resources, indirectly making demons the main race for PvE combat grinding. Syndesia, being neutral and essentially the hub of all trade, will be the place crafters of all races want to be to have access to the widest range of resources, and humans will naturally have a foothold there. Humans also have more attribute points than other races allowing them to have a higher spread of stats, which allows them to craft a wider range of gear. Arboreus will likely be the best place to start a farm due to safe zones and being a naturally verdant planet, and beastmen get an edge in crafting some types of basic armor and some types of gathering by being able to use their claws and not having to rely on tools as much.
I'm not sure if any more built in mechanics are needed to differentiate races when it comes to crafting or gathering.
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RE: Fishing in Fractured
It'd be interesting if stats played into what kind of fish you can catch or at least make it easier to catch certain types of fish. High strength people can catch really big fish, dex can catch fast fish, con can catch very resilient fish, int can catch magic fish, perception can catch rare fish, and charisma can catch fish that are bait shy. Can even have fish that require combos of stats, like a fast big fish that needs dex and str to catch.
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RE: Power gap between r1 and r3 spells is too big (POLL)
@grofire said in Power gap between r1 and r3 spells is too big (POLL):
the developer promise no grinding too, but like Jetah said many times, it doesn't mean their will be no grinding for materials
Jetah and the devs are using different definitions of grinding. At least understand the context and meaning of what the devs are trying to communicate before assuming they're wrong about their own game.
why risk going demon planet? just build your character on t1 spells, since they have no upgrade
Because someone with an optimized build will perform better than you in both PvE and PvP. With the more horizontal system, any advantage you gain will be from your ability to construct a build, which is greatly more rewarding and interesting than pure numerical advantages.
Did you ever play Guild Wars 1? In two of the campaigns, you would hit max level by the end of what was essentially the tutorial island. At that point your main form of progression was unlocking skills. It was really fun exploring the world to find new skill trainers hidden away in remote outposts or hunting monsters that had skills you didn't. It's the most satisfying form of progression I've experienced, and I'm very happy Fractured is doing something in the same spirit.
you know that one need to feel the game before doing such drastic changes
The people who have "felt" the game, the devs, seem to have tested it and decided it's not the direction they wanted to take their game, and have changed it to align more with their design principles, which, up until two days ago, we've been assuming they've been following all along. This change isn't as drastic as you're painting it.
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RE: Character Creation
I'll probably make a vampire warrior that heavily uses illusion skills.
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RE: curious on thoughts for game
I have high hopes for the skill system. Three versions of 400 skills + attributes + traits + race + equipment sounds like a theory crafting dream.