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    Best posts made by Tuoni

    • RE: What part of the game is most intriguing to you all

      @Kalez Feel free to ask, no worries. ๐Ÿ˜‰

      Three planets, three races and three playstyles. That is the #1 thing, which got my biggest attention. No matter if your playstyle is casual PvE or competitive PvP or any possible variation between these two extremes, there will be equally content for everyone.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: An option to NOT choose a deity?

      @Azraelius said in An option to NOT choose a deity?:

      @Esher Where is it mentioned the divine quests are only for demon to angel progression? as far as I have read it will be available to anyone who gets enough favor with said God

      I think you are right:

      DIVINE QUESTS
      Divine Quests are missions obtained at shrines and temples that must be completed by anyone who wishes to become the Champion of a God. Fulfilling them triggers changes to your Karma, pushing it towards the Alignment of the God in question. By becoming the Champion of a God, you are granted a unique blessing in the form of a permanent status effect, plus the chance to use one or more Divine Abilities that donโ€™t have to be memorized. The number and power of said abilities depend on the deityโ€™s favor towards you and how well your current Karma matches the Godโ€™s one.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Whatโ€™s the point?

      Fractured feels quite traditional sandbox MMORPG where lore is more like the frames and players write the stories. Lore is present in world creation, places, factions and such things. Player progression is not lore-driven like many games with quests.

      I am always interested of lore in games, because it many times explains why we are fighting against these specific mobs for example. So I do not mind if we see more lore what can be expected.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: ETA on developer forum?

      If developers are not sure how players would feel like of some ideas/features/mechanics, maybe they could discuss of those kind of things with players and ask their opinion and experiences.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Let's borrow some ideas from other games!

      @Farlander I am really open minded what it comes for market system as long those stays local like it is planned. However, I agree with you that centralized local marketplace would be more QoL feature than several separated stalls.

      I was wondering, that could there be different market/shop options? Maybe larger marketplace can be unlocked after town has grown big enough and/or maybe this is also a matter what towns actually choose to build.. ๐Ÿค”

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Becoming an angel

      @Gothix said in Becoming an angel:

      Good characters can attack all flagged characters (murderers, thieves) at will. Not sure about unflagged evil characters, perhaps even them.

      I have understood it like this as well. Good alignment character can always attack other characters, which status are thief, murderer or evil without any karma losses or consuequences.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: What albion did wrong- not a bash thread

      @Xzoviac said in What albion did wrong- not a bash thread:

      @Tuoni I think the biggest issue most can agree on is the inability to solo, not everyone wants to be in a big guild or has lots of friends who play the same game as them..

      True. I hope we can see more solo and small scale content in Fractured. ๐Ÿ™‚

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Roccandil This can give you some information:

      "The Talent Points you have โ€“ up to 50 โ€“ can then be assigned to the nodes of your Talent Tree. The latter is divided in six branches, each focused on one of the main character attributes: Strength, Dexterity, Constitution, Intelligence, Perception, Charisma."

      Talent tree

      Feature Spotlight 3

      posted in Questions & Answers
      Tuoni
      Tuoni
    • Steampunk Technology: What we can expect to see in Fractured?

      What are your personal expectations and/or wishes related for steampunk technology?

      One reason why I am interested of humans is their access to steampunk technology. This is also uncommon feature in MMORPGs what makes it interesting at first place.

      I personally expect us to see bionic body parts and weapon upgrades like in this picture:
      SteamHunter

      Maybe even siege weapons/vehicles like these steamtanks:
      Steamtanks

      Zeppelins for fast traveling:
      alt text

      What about monsters?
      Moster

      Mounts would be really cool:
      Mount

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      Few notions from my last post ^^. In the text is said that 50 talent points is the maximum, but in that talent tree picture there is 24/60 points unlocked.. ๐Ÿค”

      It seams that some talent nodes costs only 1 point and some 3 points. However, I was wondering does those cost 3 points at once or is there 3 tiers and you can spend 1, 2 or 3 points on them?

      Anyway to @Roccandil 's concern. We can count from there how much we can spread our talent points. There is 25 points in each branch and 150 points in total, so if we have that 50 points in use, then we can cover 50/150 ~ 33,3%.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Steampunk Technology: What we can expect to see in Fractured?

      I would actually like to see a scientific NPC faction, which lives in Syndesia. Maybe their experiments and researches related for technology have gone too far and we can see weird tech animals with bionic bodyparts. It would be easy to build open world areas and dungeons around this theme.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Where is the news of the next test phase...

      Well in that context the word "deadly" does not even mean killing or threatening. It means that his words are much more harsh, because he is a customer. Anyway, this has nothing to do with the whole point so lets forget about it.. ๐Ÿ˜… ..Imho OP had few valid points and concerns, but how those where brought up was inappropriate.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Steampunk Technology: What we can expect to see in Fractured?

      Those people who are concerned about mixing middleage fantasy setting with steampunk theme. Have you ever played WoW? There was a lot of steam and mechanic technology involved with high fantasy. Did that felt weird? To me, no, and I do not remember any complains from other players either. Maybe in Fractured this can be somehow similiar. At least this can be close enough comparison what came up my mind. ๐Ÿ˜Š

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Dual Wield / Fist Weapons

      @Jetah said in Dual Wield / Fist Weapons:

      @Tuoni said in Dual Wield / Fist Weapons:

      @Jetah said in Dual Wield / Fist Weapons:

      @Tuoni said in Dual Wield / Fist Weapons:

      @Jetah said in Dual Wield / Fist Weapons:

      @Tuoni

      It would be the same damage over a minute but not the same DPS.

      Calculating damage / second (DPS) is a really standard way to measure damage in MMORPGs and actually generally in games. Reason for this is simply because fights are usually short and/or damaging is not constant, and rather fitful.

      Actually, I have never heard of Damage over minute as a damage measure system, and for reason, it is not practical at all. ๐Ÿ˜‰

      min-max take into account 15 minutes to get an average per second. there are hunters and some rogues in WoW that can burst to 30k dps but after that burst they only sustain 5k until their CDs are up then they can burst again. (numbers are guesses but it's to show a point). that dps may be closer to 8k once averaged out. then you have moments where position and movement could impact dps.

      Yeah so? Speaking of WoW, how those weapon damages are presented? Thats right, with DPS.

      the weapon damage is presented per attack. the addons represent it in dps but in raids there's a few. one is dps. the other is dps averaged over the fight. again a burst class/spec will see very high initial dps but it'll lower until the next burst can happen.

      Firstable leave classes, addons, raids and other unrelevant things out of the discussion. We are talking about weapons and stats in those.

      In WoW for example, if you check a weapon's tooltip, you can find damage (range), (attack) speed and DPS. That DPS is there to show players what is the avarage damage so it is easy to compare different weapons between each other, or otherwise people should everytime try to calculate the effectiveness by themselfs. In addition, DPS helps a lot when devs are doing weapon balancing, because with DPS you get the average result what actually matters.

      You can use Damage / minute in your own games, but lets use DPS in the real ones.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Random hidden dungeons by map.

      @Roccandil Unlocking content based on players actions. Absolutly fantastic idea! ๐Ÿ™‚ ๐Ÿ‘

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Concerns related to the attributes

      @Manaia said in Concerns related to the attributes:

      @Tuoni said in Concerns related to the attributes:

      Like I already answered for Mudz, this a sandbox game not a themepark were rerolling characters should be a core. Think all the new players who have not tested the game in test phases and how much mistakes they will make at the character creation stage. They do not have the knowledge what would be the best solution or what they will actully end up to do in the game. And if I think this from my personal point of view, lets say I have used most of my points for strenght and constitution, and then I want to reroll for a caster after a year. I am quite sure that I do not want to start a new character just because of that. SBI did this mistake in Albion Online where it was made too hard to change the "class" and role or at least it was behind a long grind. Now they have made a change where you can drain the progression from a spear for example and move that to another weapon. This was a pure quality of life change to prevent players to quit the game because respeccin was made too hard.

      My biggest problem with free availability to reroll is you lose character identity and choice and just have a blank template. To me, that breaks a big part of any RPG. If you can just apply a blank template to any character, why have more than one character at that point? Or why have more than three if you want to try one of each race? Choice -should- matter. If you want to be a jack of all trades, put 13-14 points into every stat and you'd be perfectly able to pull that off WITHOUT breaking character identity. But if you're rolling around in full plate mail, sword and board, and the tankiest dude ever - you shouldn't be able to be in full cloth and the รผbernuts caster in 10 minutes.

      Of course, just my opinion of an aging gamer that doesn't need instant gratification/change because of a choice I made earlier ๐Ÿ™‚

      Even from RPG point of view we are talking quite small problem when compared how much QoL the attribute reset will offer to the players. If someone changes his/her attributes no-ones butt is hurt and those who want to roleplay are not forced to do so. So who loses here? That is right, no-one.

      In Fractured players can not instantly change from class to another and they still need to unlock the proper skills. Therefore, it would be quite nice to use all the skillset you have unlocked and not just those which goes fine with your character creation attribute lottery.

      I would say that in most cases that three characters is more than enough. I guess many people wants to test out humans, beastmen and demons. Some people might want to play in different guilds or they have a character with good and bad reputation. I can imagine that I will have a criminal alt which I use for ganking and other open world activities even my main character would be a law-abiding citizen (in Syndesia ofc). However, even I can imagine how some people uses multiple characters I would personally prefer just one, like New world will have only one character / realm / account.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Steampunk Technology: What we can expect to see in Fractured?

      @grofire said in Steampunk Technology: What we can expect to see in Fractured?:

      @Tuoni there isn't, i hate when games mix timelines, it always looking to me like there was a lazy writing, "if you can't put cool stuff in your main timeline, just make several timelines - that should be cool." and i do not like this thinking.

      Oh well, we all have our affections and it is hard to argue about those. I guess mixing different eras and themes comes always with a risk of failure, but in other hand, it can create something new, fresh and interesting. It is all about how it will be implemented. Combining different ages together have not been a big issue for me personally, it is the result which matters most.

      Moreover, if we think our world and our history. Nations and cultures have basically lived in different advancement stages all the time. Good example is the British empire and how they were the most advanced nation in 1800s. Reason for this was industrial revolution, which was about fast development of coal based steam power solutions. When some other europen countries followed short behind, rest of the world was easily few hundreds of years behind the top progression. Now in Fractured I can see a lot of similarities for what happened in real life, so there is nothing weird about human technology and steampunk theme. I hope this gives at least a little bit different kind of perspective to the whole steampunk case.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Concerns related to the attributes

      @FibS said in Concerns related to the attributes:

      First off, please stop saying "theory-crafting", that is the cringiest lingo possible to say you're planning ahead, that's number one.

      Theorycrafting!

      • It is impossible to have any un-spendable leftover points given the current cost tables. If I'm mistaken, then it occurs only in a tiny minority of stat spreads and is easily fixed.

      If you do not know this can happen is it smart to say it is impossible? It is not reasonable from game designing point of view to leave such possibility in place.

      And no, being able to alter character stats after creation does not undermine the gameplay experience.

      Possibility to change attributes after the character creation is a QoL feature.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Steampunk Technology: What we can expect to see in Fractured?

      @grofire said in Steampunk Technology: What we can expect to see in Fractured?:

      @Tuoni but you said it, the UK ruled over the world, that what a better technology do

      Actually I did not say they ruled over the world, I said they were the top nation in technology progression. However, yes we can say they were also the most powerful one, but it was not a total domination. Competion was very tight between several European nations.

      so I do not understand how they will mix steampunk theme with medieval theme, and balance it.

      It will be balanced with supernatural powers. Humans have technology and Beatmen/Demons have special supernatural abilities.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Concerns related to the attributes

      @KairosVal said in Concerns related to the attributes:

      @Tuoni said in Concerns related to the attributes:

      Perhaps the human-readable part can be camouflaged behind skins, but if we have option to inspect then it does not really matter.

      Still reckon there's a big difference between seeing it at a glance and having to click open an inspection menu then move it out of the way of combat then read it all while fighting and trying not to die. ๐Ÿ™‚

      Not sure if an inspection option is planned, but if implemented, would be interesting if the level of information revealed was linked to the perception attribute.

      It is true that fast inspection can be hard especially to casual players but those who play at competitive level this is most likely not a problem at all. However, we have to take account that we do not know how the sieges will actually work. If those are just 'fast paced chaotic pew pews' perhaps then there is not enough time to do any inspections. However, if the fights have at least some level strategy and waiting then it won't be a problem to check what the other team has to offer. It is also not a problem to top teams change a strategy in the middle of the fight based on what they have seen what their enemy is capable of (what abilities they use and what they wear).

      Even you could not react to the other team in the middle of the fight next time you do and most likely will know other teams too because streams and videos will take care of that. I am not sure how familiar you or any people here are how things really works at competitive levels and especially in games where two team are figting for each other for any reasons. I have been part of hardcore and semi-hardcore guilds in Albion where territory wars is the end-game content. Even I have not fight myself in those competitive GvG fights I have followed quite close how the things works, helped with territory war logistics (gathered, crafted, transported) and participated to ZvZ actions. When you can follow so close what the top players are capable of it is actually amazing, something like reading the enemy via inspecting or through their actions is so damn easy to them.

      Like @Razvan I have also some burden from Albion which can twist the vision how the sieges in Fractured will work. However, actually I expect sieges in Fractured offer something more than GvGs in Albion, still the base idea is the same. Moreover, some top guilds in Albion are already awere of Fractured and interested to hop in when the real action for them starts, perhaps already in beta, or maybe for the launch, will see.

      Your idea of link perception to inspection is interesting and something what could be concidered if it could be implemented way that it really offers extra value for the game.

      posted in Questions & Answers
      Tuoni
      Tuoni
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