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    Posts made by TheRippyOne

    • RE: Animal taming and breeding.

      Well, I'm pretty glad to see the taming goal got reached! And I'm pretty opposed to seeing "pets" have enough combat effect to require them, per say. Now, if they use similar mechanics as say, an undead or summoned minion, that is a different matter (including limits on personal party size). I do like the idea of punishing and praising behaviors to make a pet more active in certain activities over others, and I am rather taken with the idea of a pet doing out-of-combat things - the dog digging up a treasure seems handy, as does the "warning function" - maybe let a creature do both, but only 1 at a time. And you can issue a command, but the animal tends to revert to swapping between different types of behavior per it's training - so you can command "Attack!" and it'll start doing combat things, but if you've trained it as a Treasure Hunter, it may just attack once and then go wander off to find more loot, after.

      I'd also like to see a difference in choices - like, some are active combatants, while others don't fight, but instead stay away and buff you/your party - like, I'd like to see a spider combat pet mostly skitter around, dropping webs that slow enemies that walk on them, or, I don't know, a baby penguin that improves your odds of not Freezing, in addition to the Assault Bears and Tigers that seem more standard for a "battle pet".

      no one likes spam bots.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: How will being an angel work?

      We have no actual clue. There is some dev talk about going angelic/abominable will have a stat effect (+x to 1 stat, -x to another, when you change over), but we have the barest shred of a hint of a clue about other trait effects. It was proposed, as more or less a wild guess, that the evolution would have a relation to the original, but some how have it inverted or changed - A Shadow Angel would get different stats boosted in daylight (compared to what night boosts for devil shadows), or would boost ally stats in day light. Angelic infernals might weaken enemies based on how badly everyone in the party was hurt/how long the fight has lasted, or receive a stat boost based on how much a tagged person has been hurt (so, going from a tank sort of bonus to a dps bonus based on someone else tanking). How this would work for beastmen is even murkier - would Abom Udo get more powerful when there are a lot of enemies, or when there is only 1? Nhee Aboms...who the heck knows? their powers are so offensively-oriented already, making them even less friendly is a conceptually difficult task. Add poison to the claw damage, maybe, and give it an aoe risk each tick, so it miasmas out, to contrast against the more focused normal version? i dunno.

      posted in Questions & Answers
      TheRippyOne
      TheRippyOne
    • RE: Mounts

      I sort of guess, given how strongly the game focuses on survival mechanics and environmental effects, that mounts are going to need something - don't know if the devs will include cold weather gear for mounts, for example, but letting them eat, at least, seems like a thing that they'd contemplate, and environment affecting forage for them seems possible

      posted in Questions & Answers
      TheRippyOne
      TheRippyOne
    • RE: Labyrinth 2 soon ?

      @meninodeouro much woot and joy!

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Labyrinth 2 soon ?

      @gofrit Less than 400 now! 💰

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: The time has arrived.

      Don't
      Stop it now!
      We're
      having a good time ~
      (Having a Good Time~!)

      posted in Off Topic
      TheRippyOne
      TheRippyOne
    • RE: Labyrinth 2 soon ?

      And now we're under 1k away. EXCITEMENT~!

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Intemization system

      @eurav Off the top of my head, I don't think it makes much sense, either XD It was suggested, at one point, that becoming Angelic/Abominable would create a stat change (a +2 con, -2 Dex, or something like that), which might cause a stat go over 21...but that wouldn't come up as part of the creation table.

      As to your question of how someone hits 25 in anything, I'd tend to point at the temporary buff options - Alteration and alchemic potions of stat boosting. +5 has been listed as the soft cap on temporary bonuses (possible, but so difficult that +6 is functionally impossible), so if someone gets an 18 naturally, use a passive to +2 to 20, and then take all the possible temporary boosts, you get there, even as a human. Sure, it's not permanent, but it might last just long enough...

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Post Kickstarter Funding is Going Well

      @j4po Pre-alpha is, but I'm pretty sure alpha 1 isn't.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Intemization system

      @eurav Okay, so - we start with 100, or 120, creation points to make our characters. If you have gear gives +4 to a stat in total, and your stat was 10, it goes to 14 - a shift that would cost 8 points if done through the character creation mechanism. In a human, that's 8/120, ~6.6% improvement. if you get a +4 on top of an 17, that's a 21, that's worth 16 points, (and nets you the bonus for having a 20 or more). On anything non-human, 16/100, 16% boost. ergo, a range of ~6.6%-16% statistical bonus over a new player using starting gear.

      My point was, this seems like a significantly bigger advantage than I think is reasonable. Strength isn't just damage, it's armor rating, armor equipment, health, and carry capacity. Intelligence isn't just spell damage, it's mana pool, mana regen, it's magic resistance and spell cooldown. And the devs have established that a +5 (temporary) to a stat is difficult to come by - meaning it should also be noteworthy. To hand someone a permanent +4 seems...nonsensical, in that lens.

      Your point about an incompetent meleeist versus a ranged fighter who knows how to stay away from another person is reasonable, but not quite apropos - For one thing, I'm not sure how someone would get to the best gear for a certain stat in the game without having at least one trick to deal some damage to a ranged fighter - there's incompetent, and then there is "can't actually play the game." Also, it stacks the deck significantly in the new player's favor with factors that aren't skill-based - the scenario isn't "I played better, so I won," it's more "I'd have to actually screw-up in order to lose."

      My mental example is 2 players using similar ideas - 2 meleeists, 2 archers, 2 wizards, with the vet playing in a very blah sort of way - a tool kit full of damage, for example, with a set order of use - no imagination, no prediction, no response, just "do the thing and win" in essence, something that works against limited ai encountered in PvE; versus someone who knows how to pvp - how to predict opponents well, how bait them, and how to punish, who took some utilities and skills that, individually, aren't as impressive, but give flexibility and mutual support to the other skills in play - someone who knows what they are doing, and can actively capitalize on the opponent's moves and mistakes. Both are successful players, but it's clear which one should win in a direct fight, all things being equal "enough."
      And I don't know that a +4 in a stat is too imbalanced to fit that criteria.

      Now, I don't know if it isn't, either, of course - no hard numbers means we all cry at this point in the discussion. It's within the realm of possibility that +1 strength means a +10% life bouns, damage reduction, and damage bonus (or, +40% in total for each - aka, hella broken to have on a permanent basis) - something so one-sided that the new player can't possibly win. Conversely, it might be +1% per, which is more or less a non-issue (and makes anyone who takes a 21 in strength at creation a complete fool).

      Now, if we assume a creation point is worth the same, universally, despite the varied prices to up a statistic, we get the top end benefit to be something like 12.5-16%. To take the intelligence example - spells do 12.5-16% more damage, the veteran mage takes 12.5-16% less damage from spells, and can cast 12.5-16 spells to their opponents 10 (assuming all the spells have the same cast/cool down times), if you apply that benefit universally. On that basis, I'd say our new mage player is in a heck of a lot of trouble. Maybe not insurmountable trouble, but deep, deep trouble. would that be too one-sided, invalidating the premise of "skilled newb being able to take a talentless vet?" - don't know, but it seems likely. If it's more +16% damage, 8% resist, 4 more spells per 10, then it's closer to balanced, enough that I'd probably say it's within the limits of plausibility. @Gothix probably has a better feel for this sort of thing.

      And, of course, it goes without saying that, if we have more equipment that can give a +1 to a statistic - rings, boots, amulets - or if a stat boost can be more than +1, then all of these issues get so much worse. Statistics are powerful in this game, because they touch on so many aspects. The balancing factors would have to be truly heinous to match the benefits.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: The Hype is building; can you feel it?

      Not to put too much of a damper on things, but if pre-alpha has been pushed back as far as it has, then it's probable that alpha is also going to be pushed back, too - I'm not saying that they'll miss December, but it is probable to miss December 1st.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Intemization system

      Alright, I'm apparently an ijit. Sorry folks.

      Now, I will argue that even a +1 to a single stat on 4 pieces of equipment (hat, clothes, weapon, shield - a bare minimum of equipment) gives an effective 8 to 16 creation points, depending on the stat level, a ~6.6-16% increase over a created character - I don't see how that makes any sense in respect to avoiding having a veteran wipe the floor with a new player - but that's just me.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Intemization system

      @eurav said in Intemization system:

      But... there is no rng in the game, so it can´t work like this 👀
      When you craft a item you get certain stats, those won´t change even when you craft it 1k times.

      There is no "high level" gear, there is no such thing as quality, tear or whatever in the craft system. You have a recipe, you have materials -> you can craft it. Nothing more to it.

      EDIT: okay, Specter deep-6'd the tier levels more recently than what I was working from, statement retracted

      Also, there is some rng - there is no rng in drops, specifically - which is another reason people are guessing that most drops will be materials.
      there are some rolls, on things like damage, for example.

      The smithing idea was more or less a guess, as noted, based on needing something for a lv 3 crafting skill to effect, which also matches the low rng ideal by limiting rng through mastery.

      I'm not sure why you think that a particular gear can only have 1 particular stat array - that implies that we're going to have several thousand "different" recipes. Now, that isn't unworkable - a system like Elder Scroll's alchemy, where different ingredients provide different effects, and by using multiple ingredients, you can pick for a specific effect through common natures, comes to mind - and I wouldn't mind it, strictly speaking, but it does add a lot of complexity to creation, for good or ill.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: WASD or click to move only?

      @j4po I don't really like click to move, so much, but I will agree, it's probably the best method here.

      posted in Questions & Answers
      TheRippyOne
      TheRippyOne
    • RE: Post Kickstarter Funding is Going Well

      @logain agreed. as long as we continue to get some income stream in, the better I'll feel about the game's continued existence. we've slipped a bit on our milestones (worrisome), but the extra 10k means we're still afloat, balance sheet-wise, especially on a goal like Lab lv2 - no new systems to build, for example - just some set piece design, and maybe a tweak to the build algorithm from the 1st level.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Identifying Guilds...

      @gothix and now I'm thinking of some demented "weather" report that broadcasts the location of "Gothix Storms," including "storm" chasers that observe your group as they roam the land, so that others can stay away from your force of nature...

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Intemization system

      @j4po We know very little information in that regard.

      We do know that there is very limited item grading. Using wood as a base produces worse armor than using dragon scales, to spitball an example, but the differences, while apparent, aren't necessarily big. Again, the devs have said that a player, in their first minute, has some chance to fight a veteran and win, assuming the newbie is very skilled, and the vet is not.

      We do know that no equipment will provide a +x to a stat - given the hard limits on our statistics, that is far too broken a benefit. What we have had, as examples, are % bonuses to specific skils, skill types, and schools - this armor gives you a +5% damage to martial arts skills, to make up an example. We're also pretty sure that there will be trade-offs - that +5% comes with a -1 to defense compared to a comparable armor that just does defense (again, to just make up an example. each bonus' "weights" and "balances" aren't known, and are likely to be a major point of game balance). It has been suppositioned that derived stats - move speed, health and mana regen, conversation bonuses, luck, and carrying capacity, to name a few, may also be potential benefits.

      Lastly, we know that some objects can be enchanted, and then applied to equipment - gems are the assumed object, and that equipment will have some limit to how many gems can be applied. We do know that at least some of these benefits will be permanent. We supposition that these benefits will be similar to normal armor effects - if you can get +5% damage to martial arts via armor, you can get +x% to martial arts via an enchanted gem as well. We don't know if the value will be lesser, or come with a similar balancing weakness.

      There is some expectation, though no actual information, that most PvE drops will be materials, rather than equipment, with the assumption being that it's easier (And better for a player driven economy), to have general mats that anyone can use/buy/steal, rather than a lot of potentially useless gear clogging a very limited inventory space (not that the materials won't clog it up, too, just that they are more versatile).

      It has also been suppositioned that making armor at higher skill levels gives the maker better control over what benefits and drawbacks a particular piece of equipment gives - like, a gi may carry a potential benefit to 5 or 6 different things (only 1 of which will manifest), but a Master tailor can limit it to 2 possible outcomes - each outcome has 5 potential negative balancers, but a Master tailor can eliminate 3 of them. So instead of wasting time making 40 or 50 gi on average to get the right combination of effects and drawbacks, a Master needs only make 3.

      In total, we believe, though all things can change at this point, that while no particular equipment piece will be "better" than any other within grade, objectively speaking, that each piece will be better and more effective for a certain build and play-style, and it's up to the player to find/make the best armor for their needs.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Identifying Guilds...

      @jetah sure - you and I agree the armor selection (visually) is going to be small. On the other hand, I've seen a fair number of light weight solutions for applying patches to the limited selection in various ways - including "symbols" that have a bump map associated, letting you put all sorts of zany things onto armor for relatively low costs, processor-side. Further, we've seen some drawn ideas for skins for armor that have been pretty significant, even if they are only illustrations of intent at this point.

      I'm not saying I'm right, just that, given the demonstrated materials, a guild tabard is possible.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Pre-alpha invites!

      @kralith I listen, but then, I also agree. Pre-Alpha is a slog fest of bug finding. I just find everyone else's desperation amusing XD Is Evil

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
    • RE: Identifying Guilds...

      @jetah That, I can't answer - we'll just have to wait and see, I guess.

      posted in Discussions & Feedback
      TheRippyOne
      TheRippyOne
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