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    Posts made by Target

    • RE: Why Magic users will be OP compared to physical users

      @dybuk said in Why Magic users will be OP compared to physical users:

      high on Int and low on Str will be very squishy

      Strength isn't going to make you tankier against anything that isn't directly doing damage to life. If you lose all your endurance then it probably won't matter how much life you have. What might be interesting though, is that strength will likely have synergy with skills that require you to sacrifice life, so strength might be important to builds using necromantic blood magic.

      posted in Discussions & Feedback
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    • RE: what do you like to see next from the developers?

      I really want to know more about the gear system, like what kind of stats can we expect on items and how your armor choice will influence your build. I keep seeing the sentiment that because gear progression is almost purely horizontal that "gear doesn't matter", and I'd like to be able to point to something concrete to prove that isn't true.

      Also, it's been a long time since the last sprint recap. It'll be interesting to see how they've progressed since then.

      posted in Discussions & Feedback
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    • RE: Planets and their own exclusive resources

      Tartaros will be the main planet for PvE resource gathering, and Arboreus will be the main planet for non-combat resource gathering (farming, mining, cutting trees, etc.) Syndesia will likely fall in between. It's probably safe to assume some resources within those realms of gathering will be exclusive to their planets such as materials that only drop from specific bosses on Tartaros or types of wood/ore/gems on Arboreus.

      posted in Questions & Answers
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    • RE: Other upcoming MMOs?

      . It's basically MMO Rimworld. You manage up to 50 AI that are always online that have their own unique quirks, skills, personalities, and relationships. The goal is to survive (permadeath) and build up a civilization.

      posted in Off Topic
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    • RE: Allergy to various types of food.

      @jetah said in Allergy to various types of food.:

      what if food doesn't give buffs outside of replenishing the "you need to eat" bar.

      It was confirmed in a Q&A that food gives buffs.

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: NO tank mages

      @therippyone said in NO tank mages:

      but can still be said to be no better than starting gear

      I've been thinking recently that this might be a slight misrepresentation of the gear system. All they've really said is that there is no huge powergap between gear. We know that there is primitive gear (that anyone can go out into a forest and quickly make) that will likely be slightly worse than items that have a more advanced crafting process, and we also know that items can be enchanted with gems (likely what the enchanting magic description is referencing). That leaves at least three sort-of tiers of gear (primitive, unenchanted, and enchanted).

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Settlements as a Solo Player

      @evolgrinz Towns have a minimum population requirement, otherwise they're hamlets. Solo towns aren't possible.

      posted in Discussions & Feedback
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    • RE: Why Magic users will be OP compared to physical users

      @mereni Int increases knowledge gain. Knowledge is used to learn all skills.

      posted in Discussions & Feedback
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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.

      posted in Discussions & Feedback
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    • RE: Biomes, Terrain & Climate

      It'll be interesting to see how terrain and environmental interaction affect siege dynamics. For example a siege of a swamp city could see the defenders loading up on electric skills and zapping the water attackers have to stand in. Fire skills are weaker in cold climates so building with flammable materials might not be a bad idea (assuming different building materials have weaknesses). Having a frost mage sneak an army over water for a surprise night time assault might be a thing we see.

      Trade-wise, I think frost spells will be end up being a requirement for traders because it will allow them to bypass bridges in dangerous areas, and generally allow them to take unpredictable routes over water.

      @therippyone said in Biomes, Terrain & Climate:

      Or, maybe there are "basic" roads, and people can improve them so they allow faster motion, or something.

      According to the latest Q&A, that's exactly the case. There are already paths between city zones that can be paved into roads, and these roads decay and have to be maintained.

      posted in Discussions & Feedback
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    • RE: There is some limit to the power of a character?

      @jozef said in There is some limit to the power of a character?:

      A character with lower strength will be able to use warrior abilities and blacksmithing recipes, but the result won't be as good as that of someone with maxed out strength.

      That's true for skills, but I don't think it applies to crafting. The impression I get is that certain recipes/crafting methods have a minimum stat requirement. If you don't meet that requirement, it's not possible for you to use that recipe, but everyone that meets that requirement will produce the exact same thing out of that recipe. If platemail requires 15 strength to craft, someone with 20 strength won't make better platemail than someone with 15 strength.

      posted in Questions & Answers
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    • RE: The Lich vs. the Angel and Abomination

      @logain The morality of using souls can fit within Fractured's logic for karma:

      If killing evil is considered an act of good, it would seem that using an evil soul would be an act of good or at least have no effect on karma. Killing neutral creatures probably won't be considered evil; using a neutral creature soul would be like killing a deer for its food or hide - an act of survival. Killing neutral players is considered evil and so would using their soul. And obviously using a good soul would be an act of evil.

      It gets iffy with aggressive or thief flagged neutral players, and the PvP spotlight doesn't make it clear if killing them is consequence-free (it just says you can hurt them without consequence).

      posted in Discussions & Feedback
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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.

      posted in Discussions & Feedback
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    • RE: Classes

      @therippyone Being an ambush predator, crocs make the most sense for perception. I would also guess that included in their powers would be some sort of first strike bonus and would combine well with your suggestion of invis while stationary, maybe a short speed bonus after exiting invis instead of being able to move/teleport while invis (without skills). Maybe they move slow outside of combat, and move fast when in combat? I like the idea of their powers being based on ambushing.

      I agree that lions will likely be strength, and their primal form would likely include a shout. I can also see charisma being a big theme for lions, and they could be naturally intimidating (don't know exactly what that means in the context of Fractured, but Warfare does include intimidation skills). Courage is another thing lions are known for that could manifest as natural resistance to mental based abilities.

      posted in Discussions & Feedback
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    • RE: Classes

      posted in Discussions & Feedback
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    • RE: Classes

      @therippyone Humans have access to technological augmentation. It could be possible (and makes sense) that liches would lose access to that.

      posted in Discussions & Feedback
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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.

      posted in Discussions & Feedback
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