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    Best posts made by Znirf

    • RE: Are we going to know the town locations in advance?

      @Razvan said in Are we going to know the town locations in advance?:

      After reading a bit about housing and towns I came to the conclusion I'd rather be a hermit with a house close to some town because this way I can't lose my plot. Open world house plots are fixed.

      That choice depends on you, remember that in the beginning there will be only some main towns, others will be user-generated over time. So, choosing to locate your dwelling far from a city center could give you the chance to became the governor of a future town. 😉

      To my understanding this is also the case with town locations. Do we have a map with possible town locations yet? If no, are we going to have one prior to release?

      As soon as we will implement cities in the game we will also release an updated map.

      posted in Discussions & Feedback
      Znirf
      Znirf
    • RE: When will shop items become available ?

      @Yitra said in When will shop items become available ?:

      Now that we can buy gold, pets and decorations in the shop, I was wondering if we can use those in the upcomming alpha 2 test, or at a later moment (at live)?

      Yes, during alpha 2 you will be able to use all the things available in the store!

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Min/Max'ing and crafting/fighting

      @Roccandil said in Min/Max'ing and crafting/fighting:

      • By attribute cap, I meant total (natural + talents + armor + consumable). I remember 25 being mentioned, but that wasn't in Alpha.

      Yeah, the attribute cap will be 25. There will be no other ways to have a higher value 🙂

      • How many talent branches can you complete?

      Six branches, in each of these there are only two nodes that give you the attribute bonuses!

      @Jetah said in Min/Max'ing and crafting/fighting:

      Isn't the attribute increases a vertical system though?

      As I said, the only attribute increases come from talents, equip and consumable (the last two are rare to find). As you can understand the unbalance is minimal.
      Anyway, adopting a horizontal system doesn't mean that there won't be a little bit of progression, it's quite essential for a game!

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Critical strikes

      @asspirin said in Critical strikes:

      Just have some question regarding crits.

      So far Dexterity gives some minor bonus to crit chance and perception gives up to 4% (on per 18).

      Only Perception will give you bonuses to critical damage and critical chance.

      Will we get crit chance based on equipment (so far I´ve only seen crit damage on jewellery and helmet), through passive talents or buffs (spells / potions)?

      Yes, you will have crit chance based on equipment (some weapons will have more chance to crit), through your talent tree, with spells that will enhance your critical damage, enchanting and probably also with potions.

      Or will skills offer +X% to crit chance to crit / will every skill have its own chance to crit?

      For damage balancing logic, it will depend on the spell, probably quite all the"skill shot" spells will have a chance to crit (like the fireball).

      Also will there be way to reduce opponent´s chance to crit me ? It was stated, that dexterity should help, but in tables i´ve only seen bonus to evade. Will luck be involved in both crit chance and crit resist ?

      Evasion will increase the chances to dodge an attack (so also a crit one), luck works the same way. Apart from these statistic things, there will be some spells that will allow you to decrease/cancel the opponent's crit chance.

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Foundation skins

      @Xzoviac said in Foundation skins:

      Are the foundation skins going to be one use items?

      If I use the wolf skin on a bad mount and a batter faster mount appears am I doomed to use the slower mount if I want to use that skin?

      Or will skins be usable over and over again so as I upgrade I can swap and change between how I want to look?

      Hi Xzoviac,
      Once you unlock a skin it will be usable only on a particular type of item. So, if you have a skin for a specific kind of mount you will be able to select it whenever you want. 🙂

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: When will it be released?

      Hopefully the game will be ready by the end of 2021. Prometheus will post an updated roadmap soon 🙂

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Dont forget the RPG

      @Xzoviac

      Our idea is that, at least at the moment, NPC won't be a core activity for the game. We are thinking about a simple and basic storyline system.

      We will implement three kinds of quest:

      • Deities quests: they will have lore about conflicts between Gods and allow you to receive blessings at the altars.
      • City relics: These are unique items that could be found around the world, with an own story and that can be taken to have buffs for cities (for example special military or crafting buffs). They could be stolen, so, they could be one of the main reasons for cities raid and sieges.
      • Quest at the cities' NPC: by the Landlord or workers related to certain kind of activities (harvesting, storing resources or farming, etc..)

      We have other ideas but are still in an embryonic stage! We will update you as soon as they become concrete.

      posted in Discussions & Feedback
      Znirf
      Znirf
    • RE: Are we able to collect water from Rivers,Lakes,etc

      @Warlunhardt said in Are we able to collect water from Rivers,Lakes,etc:

      I’ve seen stream twitch but passing through river doesn’t makes it interactive.

      Hope this implemented on later date, that way players stop their thirst that way.

      For simplicity, we decided to rule out water as a resource; it is something that we will probably add in the future.

      @Kralith said in Are we able to collect water from Rivers,Lakes,etc:

      I am almost sure, they will think about swimming through water later on.

      You won't ever be able to scuba dive, but most likely we will implement the possibility to swim at the surface for crossing rivers. (It will also depend on what you're wearing).

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: The End of most Sandbox PVP Games-The losing side.

      Hello everyone, it is still too early to speak about this kind of things, we didn't have cities or sieges yet! 🙂
      Anyway, it is a tough topic to discuss, and we are aware that it will be one of the main things to care about in the future. From our side, we can say that our will is to maintain a balance between guilds, we won't give too much power to the biggest ones and we will try to avoid that. For sure, there will be bigger and stronger guilds, and we won't apply any members caps. Remember that spaces for city buildings will be limited, and if a guild decides to have more members than the city could host, it will be forced to have different settlements with following problems about communication and mobility (especially for resources transports). Another thing that will make things harder is the knowledging system and the "need" for exploring and discovering. Guilds will be tempted to reach different parts of the planet to be competitive (maybe conquering a crucial geographical point or a relic); in this way, having too many cities concentrated in the same place won't draw a critical advantage.
      Last, if a guild will succeed to conquest a settlement, it will force the losers to pay taxes and ONLY if they won't be able to do that the city will pass to the winners.

      posted in Discussions & Feedback
      Znirf
      Znirf
    • RE: Communication between the worlds

      @ROCKARMY said in Communication between the worlds:

      Will there or should there be communication between the different worlds, without actually travelling between them of course. What if you and your friend are on different worlds and wish to communicate with one another?

      @LilCassiopeia said in Communication between the worlds:

      I think the most you can hope for is a global channel which only applies to the world you are playing in.

      Probably we won't implement any global chat; it would be too chaotic and scarcely manageable. Instead, there will be the classical city, guild and group chats, and of course, you will be able to send private messages to the person in your friend list.

      @Xzoviac said in Communication between the worlds:

      Possibly it each race will speak a diffrent language and you will have to learn the language to speak to other races

      The possibility to have different race languages is quite impossible to develop in Fractured where cooperation, the karma system and guilds have a core role. For example, a new player won't be able to understand other guild companions unless they share the same race (It will force the creation of single-race guilds). So, language learning would represent a limit and a must to do for the majority of the in-game activities, and we don't want that.

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Animal taming and breeding.

      @Tuoni said in Animal taming and breeding.:

      Mounts are ofc used for traveling and transporting and cattle as part of farming and cooking. But.. I have been thinking, what kind of use those pets are actually planned? Utility, cosmetic, combat?

      Apart from mounts and livestock, you will have companions and pet.

      • Companions: they will have only aesthetic purposes.
      • Pet: they will be able to help you during fights casting spells, special abilities, or giving you buffs to protect you or your teammates.
      posted in Discussions & Feedback
      Znirf
      Znirf
    • RE: Min/Max'ing and crafting/fighting

      @Tuoni said in 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.. 🤔

      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?

      That image is purely for a demonstration purpose; the layout of the talent tree will be slightly different. Anyway, I confirm you that the spendable knowledging points will be 50 🙂

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Real Crafting

      @Farlander said in Real Crafting:

      Has it been decided how many stats will be incorporated upon an item?

      Not yet. But I can anticipate that there will be two ways that you will have to power up your armors/weapons..etc

      1. Through crafting, using different materials to customize the stats
      2. Enchanting system supported by a UI

      @Jetah said in Real Crafting:

      I dont remember the crafting spotlight. if it isn't out.. when?

      No, there isn't any spotlight about the crafting system yet, as you can see is a topic we still need to discuss and define in a better way.

      @Gothix said in Real Crafting:

      I'm personally hoping for some kind of system (regardless of the details) where not everyone can craft everything, at least not equally.

      I think that the search for the right materials will prevent that possibility. For example, if a specific kind of steel could be found only in Tartaros, the creation of the related piece of armor will become quite an undertaking if you are a human or a beastman.

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

      @islesofurth Yeah, Specter is doing a great job, he is here longer than me, and I (and all the Dynamight team) respect him and I'm thankful for this. Remember that I'm not only the Community Manager here, I have other tasks to do but, it doesn't even matter, your complaints are justified and again, I assure you that we are working hard to fix this timing problem. Now let's just focus on the testing weekends and to Alpha 2! 🙂

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Sparring/Duels

      @Farlander said in Sparring/Duels:

      I know from my UO days often players from the same guild would like to spar or practice pvp. Also in SWG there was the option to duel someone. So I was wondering if this option might be considered for Fractured.

      @Jetah said in Sparring/Duels:

      There's no inter-good karma PvP. But i do believe there should be duals.

      @Tuoni said in Sparring/Duels:

      Of course there should be duel option for everyone regardless of the race or planet you are playing.

      @Belligero said in Sparring/Duels:

      Dueling is a basic and old game mechanic.

      I would expect it to be in unless they have good reason for not doing so.

      Of course guys we will implement duels in the future! Don't worry 🙂 They obviosly won't affect Karma.

      posted in Discussions & Feedback
      Znirf
      Znirf
    • RE: Human passives

      @asspirin said in Human passives:

      @Xzoviac The fact they have more stats just gives them versatility, but with this logic beastmen are also versatile - you want tank? Go bear. Caster ? Deer. Dps? Tiger or wolf. And beastmen will probably have passives to even widen the gap. Does human race have any advantage then? Im not arguing, it only seems to me that human race will not be very versatile, just allaround lacking.

      Humans won't have passives, but they will have more points to spend on character creation. Another important human advantage is that they will be more resilient in other planets, so they will be able to stay longer with less debuffs.

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: Is there a specific date for Alpha 2 testing to start?

      @Bhan said in Is there a specific date for Alpha 2 testing to start?:

      But for real, any one got any ideas other than "sometime in November"?

      Right now the only thing that we can say is that it will be in mid-November. As soon as we know something we will publish an announcement in the forum!

      posted in Discussions & Feedback
      Znirf
      Znirf
    • RE: Lootable Corpse?

      @Saluko said in Lootable Corpse?:

      Not sure if I missed it or not, but will corpses be lootable in pvp ?

      Yes, you can loot an unconscious player but, most likely, it will affect you with the criminal status effect thief. In that case, most NPCs will refuse to trade with you and some city guards may decide to attack you.
      The only exception where stealing is not considered a criminal action is if the robbed victim is another thief or a murderer.

      posted in Questions & Answers
      Znirf
      Znirf
    • RE: How should shields work? WoW vs. Vermintide style

      @Dulu said in How should shields work? WoW vs. Vermintide style:

      I would like to see skill-based shields, that you have to manually block with, or at least can fully block attacks from a particular direction. I don't want to see shields become just another stat-stick.

      @Gothix said in How should shields work? WoW vs. Vermintide style:

      Remember, this is click to move, press skills game.

      Implementing skilled shield blocking seems not an easy thing do do in this type of game where there is no keyboard movement.

      Click to move plus active blocking plus targeting stuff on ground with your spells, sounds like major pain in the ass annoying thing to do, and not like something I would play.

      As the other pieces of equipment, shields will surely have passive properties and modifiers. Even if it is just an idea, we'd like to create a parry system with some action mechanics. An example could be that by holding on a hotkey and moving the mouse in a specific direction you can parry the damages received from that side. 🙂

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

      @asspirin said in Attacks speeds depending on armor ?:

      1. will it be only depending on your dexterity and buffing abilities /potions, or will higher types of armor (chainmail / plate / full plate etc.) slow your attack / move / cast speed as well (like in for example Pillars of Eternity)? 2)
      2. Will attack speed of autoattacks be always the same?

      Hello! Remember that since Fractured it's an action game you can't have too low attack speed. So, it will be quite high (the base speed will have 1,2 APS) and it will depend mostly on Dexterity (each point will enhance ATT SPEED by 1%) and on your weapon.

      There will be three range of speed depending on the type of weapon that you will use: slow with 0,8 APS (e.g. two-handed axes), normal with 1,2 APS (e.g. one-handed swords) and fast with 1,6 APS (e.g. daggers).

      Then maybe there will be other special items with attack speed modifiers like rings or amulets.

      Will armors have same special passives like helmets do, or will they differ only in resistances they offer and increased casting costs?

      Armors won't slow your attacks but:

      • Medium armors won't allow you to cast spells
      • Heavy armors won't allow you both to cast spells or move in stealth mode.

      And last thing - will weapons of the same tier have more versions?

      We will have more versions of the same tier but with different special properties (e.g. bashing that will give you a chance to stun the enemy).

      posted in Questions & Answers
      Znirf
      Znirf
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