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    Best posts made by Xzait

    • Enchantment Issues

      I was trying to enchant a wolf teeth necklace with tier 2 dexterity, but with the rss to make that possible, it allows for 5 different enchantments. I can't pick which one to enchant it with and it keeps giving me everything except the only one i am after... Like... it could at least go for the enchantment with the damn highest amount of the circles filled. what is the point in trying to enchant your necklace for dexterity when you get magic damage up? At least let us CHOOSE what we want... so, what? i need to make 10000 necklaces till i get one with the 4 enchantments i want? and have my old descent one break before i get to make a new descent one, even tho all i am doing is farming for materials for the necklace?

      Enchantment issues.jpg

      My character has 6 intelligence for a reason... I don't want more... same for cooldown reduction... who cares about that when u almost never use skills?

      My charisma is at max... like, that's what luck is for isn't it?

      posted in Bug Reports - Closed
      Xzait
      Xzait
    • RE: People who buy a founders pack today get more than yesterday

      @islesofurth if not for the daily post, i dont think i would be active in the forums at all. i am sure alot of other people are the same. at first, i didnt post much stuff and alot of my posts were in the daily post, but for quite a while now, i have avoided the daily post thread. i try to post stuff that is useful and the devs sometimes think it is, or i wouldnt have won a few of the weekly draws... all because there was soneyhing pushing me to post in the first place.

      all the people that post in dail post and spam will be losing out, because they will never have a chance to win bonus points through the weekly reward things, coz they never post anything useful.

      sure, it isnt good there are people that never commit properly in the first place, but there will be people like that regardless of what u do.

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: Dรนath port town of Arboreus

      sounds rather interesting. I might consider joining your side, despite being a pretty reclusive person and player alike!! perhaps i could be a hermit, but still provide support every now and then ๐Ÿ™‚

      living on my own in amongst the wildlife could prove fruitful for rss gathering to then sell to the merchants or craft into powerful potions!!

      posted in Town Planning
      Xzait
      Xzait
    • RE: Week 72 - Weekly Drawing Winners

      oh, woww ^c^ thanks. i wasn't expecting to be a winner in one of these any time soon ๐Ÿ˜„

      posted in News & Announcements
      Xzait
      Xzait
    • RE: [Client Memory Leak] Client doesn't seems to unload stuff from memory

      @Prometheus I have been running round the map for a while now. Screen is a bit jumpy as I move. I remembered this post and took a screenshot of task manager for you.

      jumpy screen.jpg

      jumpy screen 2.jpg

      This is also only the early stages of the screen jumpiness. It only gets worse and worse the longer you keep playing. Seemingly exponentially. I will leave my game running, get some dinner, then continue. Will post a screenshot after it gets real bad.

      posted in Bug Reports
      Xzait
      Xzait
    • RE: Mount conundrum....

      @PeachMcD said in Mount conundrum....:

      I can't even imagine riding a gorilla, tbh. They are intelligent beings like dolphins. Unless it offered me a ride, I would never.

      I'll probably keep my mount as a companion and just not ride her unless under duress. I'd imagine Wolflings will have decent stamina and speed on foot. Or I might come up with a backstory that would make her conveying me believable. I just wanted to raise this as a question cuz it's a funny mental image to see a wolf riding a wolf.

      to be fair, some people treat their mounts as companions. Treat a mount well, and it will treat you well... Treat it poorly and it will run away as soon as it gets the chance. Horse riders are a great example. a lot of people i have met that ride their horses absolutely love them... feed them, water them, brush them, give them plwntly of room to run around and sometimes even play with them.

      posted in Questions & Answers
      Xzait
      Xzait
    • RE: The Data Transfer Is Here!

      Woot!!

      Glad it is back in DYS's hands!!

      The transfer seems to have gone through and all my purchases are there. The only thing I wish I could do, that will hopefully be fixed in the near future, is being able to view the contents of my pledge pack (from way back at kickstarter)

      posted in News & Announcements
      Xzait
      Xzait
    • RE: [EU] Legends of our Time

      ๐Ÿ˜ฎ So Legion of Akir WAS disbanded (in effect)!!! no wonder I couldn't find you guys anymore!!. Can you please message me privately. I would like to resume our alliance if possible @Dreamcraftwd ^c^

      posted in Guild Recruitment
      Xzait
      Xzait
    • RE: People who buy a founders pack today get more than yesterday

      @Jairone said in People who buy a founders pack today get more than yesterday:

      @Xzait Glad you opened up to join the community on a deeper level! ๐Ÿ™‚

      i am too. Has certainly made the game alot more interesting, despite not being able yo play it unless an alpha is up. Rhe community is wonderful and we all have fun chatting about all the updates and potential mechanics! ^c^

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: Attacks speeds depending on armor ?

      @Jairone said in Attacks speeds depending on armor ?:

      Further, it's actually realistic to run at about the same speed. Especially for trained warriors. The idea otherwise is tied pretty heavily to being outrun over long distances, which remains true... but that's best represented not as a maximum speed, but a limited time for going full speed.

      That is not true at all. No matter how well trained someone is in a full plate mail, they would not be able to keep up with someone that is running away from them in light armour that weighs literally 10x less. It is the same for weapons. A master Greatswordsman will not physically be able to swing a large greatsword faster than someone swinging a rapier.

      A greatsword is designed for great physical power, as a heavy armour is designed for a formidable defence. Using a rapier sacrifices brute power for speed and piercing. Light armour sacrifices a large amount of defence for agility and manouverability.

      Running at the same speed in all armour is in no means realistic at all.

      posted in Questions & Answers
      Xzait
      Xzait
    • RE: Buildable items for plots

      @Xzoviac oo. the idea of damaged trophies is interesting... maybe they deteriorate over time like the house does if you dont maintain it... so you can only have a trophy if you have killed the difficult enemy rescently. Like, in the last 6 months for example (not sure if that is too long tho tbh, with the rate of which houses are planned to deteriorate).

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: How is bow build viable? seems underwhelming...

      @Prometheus does bow damage stat off or PER? it's hard to tell how its' damage goes up looking at stats, as there is no mention of bows in the character creation. Perhaps there should be a tip put into it in future updates? I got my str to 15 this test in case bow damage statted off of that, but it doesn't seem to have helped.

      I have been trying to do a bow build from the get-go in this game, but the lack of info does make it difficult. I havn't read up much on the news, because i like to discover things for myself instead of be spoiled for info and not have the excitement of discovery, so it is probably my fault... BUT, when the game is eventually released as open beta or a full game, New players with no background knowledge (like I, in effect would be testing as) NEED to be able to find out how they need their build on their own through wit and the descriptions of the different stats before them.

      To add to this, my suggestion would be to add some kind of 'advanced descriptions' to the game. Have the basic description of everything that u do now, but then an extra button to open up more detailed notes on EXACTLY what each stat does for you in-game. Of course, this probably can't be done until all the stats are fleshed out completely and are exactly what u guys want, but I hope to see it implemented ^c^

      posted in Questions & Answers
      Xzait
      Xzait
    • RE: Bardikens' Compendium of Suggestions Part 5: Entertainment/Fluff

      @PeachMcD lol. you can sleep with the wolves and giant spiders outside instead of the cutw mice inside if you really want ๐Ÿ˜‰ The tavern could be a 'safer' place to sleep rather than a cleaner one. ๐Ÿ™‚ i really like the idea of this. maybe you could get a minor debuff if you slept outside on the hard ground. Not enough to be dangerous, just a minor hinderance.

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: Would love to see mob loot drops tied to knowledge

      @Roccandil I think RNG should still have a part. Artificial extensions to games make them longer, and grinding becomes less mechanical. I reckon you have an amazing idea, however, I personally believe that removing RNG isn't an option. When I got to this test, i was happily surprised that trees didn't give 5 twigs every time, regardless of tree. Variation makes the game more fun.

      However, I believe, coming from your idea, the knowledge system should give a higher chance to drop rarer loot, such as rabbit feet. For example, at 0% knowledge on a rabbit you have 5% chance to get a rabbit foot, at 25% knowledge, you have a 10% chance, at 50% you have a 15% chance and at 100% you have a 20% chance. Considering how fast your knowledge goes up, and that rabbit feet are SUPPOSED to be rare, even 20% is a bit high potentially, but it's a rough draft ^c^

      As much as i know some people hate RNG... for the most part, it keeps the game interesting. Seeing the exact thing over and over gets stale very quickly. RNG is the staple of most games today and it adds major replayability.

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: Dexterity giving speed bonus might be an issue

      I think one thing you are all missing is that you don't really want to have less than 10 of any stats unless u r min maxing. So assuming no1 min maxes, everyone will have at least a move speed of 110% which, in effect 120% provides only a 9% move speed over others at the cost of sooo many stats at the very beginning. Most classes are capped at 18, instead of 20 points, which means they are only 7% faster than someone with 10 points in dex. Some classes are capped at 17 or 16 dex, lowing their speed over your reasonable minimum even more. If skills have a cast time, mages are gonna have to stop to attack u, giving you time to catch them. If an archer is shooting you from range, hide behind a boulder, so they have to come closer or run away in a zig-zag pattern so they waste all their ammo to almost never hit you. Use your environment.

      Have a look at this link for more info. Keep in mind, some stuff may have changed already, or be changed in the future.

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: Int and Cha required stats? = Unbalanced?

      @GreatValdus said in Int and Cha required stats? = Unbalanced?:

      @GamerSeuss I see, so I suppose it's really to early to understand if there actually are must-have stats at all.
      Except for CHA that we know is currently dumpable... ๐Ÿ˜›

      It depends. if you hinder your cha, you will have lower drop rates for loot from monsters. everything has a major penalty somewhere; Charisma directly affects luck, which has an effect on almost all RNG. Your crit damage, drop rates, evasion and hit rates. Dropping your Cha can have much more of an effect than people seem to realise. I was capping my luck last full test (that lasted a month), because i was farming for materials... the impact of having 1000 luck vs having 200 was immensely noticable.

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: City / Town Plots Removal

      I am definately hoping the ability to remove buildings is implemented by full release. For now, it may not matter too much, due to lack of total players, being an alpha. But what happens when full release happens and there is a flood of noobs that don't know what they are doing and build 5 blacksmiths so everyone can get armour quickly, only to realise they have completely fucked themselves over, when everyone is geared up? Or they fill everything with farms, because they don't have a high soil fertility city and think they need to fend for themselves, instead of buying food from another city that has high soil fertility,, running out of room that they didn't neccissarily need to use for what they used it for?

      @GamerSeuss It might be all well and fine for you. But you have been Alpha testing since the beginning (or at least very close to, if not). You already have the knowledge. There will be hundreds of people that don't later on down the line. Not being able to edit the cities will be of detriment to the game. People will start playing and fck up their city. Being unable to fix their own mistake they will just give up and leave.

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: "Town controlled area" doesn't exist - how will that work in future?

      @OlivePit said in "Town controlled area" doesn't exist - how will that work in future?:

      Not bad. although that would eliminate the possibility of claiming a city location before the game starts... Which I am not opposed to at all.
      I would love to see all players have to choose a port to start from and then have to wander a map hidden by fog of war until finding a spot camped by monsters that they need to clear before building a town and getting access to anything other than their default crafting menu.
      Have the starter towns be off the map locations that once left can never be returned to.
      Instead of locking out resource nodes of areas not in a cities region just make them camped by monsters (that give no gold). If a city exists then the monster spawn of that region is reduced.
      It still would heavily encourage large group organization, communication and cooperation.

      There is one MAJOR issue with this though. Some players spent LOTS of money, purely to become a governor and claim a town from the very beginning. Doing this would rip a lot of the worth of some people's pledge packs. This is especially true for the highest tier pledge packs.

      governor rights.jpg

      posted in Discussions & Feedback
      Xzait
      Xzait
    • RE: [Urgent QoL Suggestion] Chat Feature "Stop Scrolling" (+ add mute)

      Have a blacklist, a working chat scroll lock and the ability to turn off specific chats would be amazing!!

      posted in Discussions & Feedback
      Xzait
      Xzait
    • Basic Attacks with a Bow

      I have been shooting enemies as much as I can with my trusty bows, as I always do every test. For some reason during this test, the game seems to think that enemies are either stone pillars or sentient trees (not splinterlings though), because the arrows will hit the enemies, only to deal zero damage. I have even had a few situations where goblin trappers were shooting me and endlessly dealing no damage at all, while i stood there thinking they were a scrub, only to have it happen to me attacking the next goblin trapper XD. This can occur with any enemy at all, even Deer.

      One thing i noticed though... when it would hit an enemy to deal zero damage, despite clearly hitting them... if there was an enemy behind them, it would sometimes deal damage to that enemy, instead.

      posted in Bug Reports
      Xzait
      Xzait
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