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    Posts made by Zori

    • RE: Solo playing became extremely difficult.

      I sort of agree/disagree, in some sense it did kind of needlessly got difficult by adding an unnecessary stipulation of having to be a city member just so you can use certain crafts.

      At this point in time it's not entirely necessary to have those equipment (although they do help a lot) but in the long run, if this ideology of only having access to certain craft/trades by being a member of a city could potentially put off many people. For one, cities are typically reserved for established guilds already, which would push newcomers off to joining a guild straight away just so they can gain access to those trades, this means that players generally don't have the breathing space of deciding which one to join.

      Sad part is, once you're a member of a city, you'd find that you don't even need to be in the city or in your home a vast majority of the time, yet you're somewhat tied to the idea that 'you need to come home cause your inventory is full'.

      To break down some of the issues that I found, and i do acknowledge that this is coming from a place of ignorance as I do not know what the future features are;

      1. There is an emphasis that cities are the only ones to have access to certain processing/trading utilities, i.e; tubs, weavers, work table, etc. which puts a gate/barrier for everyone.

      City governors typically would not open up these services to the public, especially not tubs considering the 16 hour wait involved in processing those materials.

      So what chance does a player who has not decided which city to join would have? if you're a new comer and all you're experiencing is the not even the very bare bones of the game, and in-order to experience a 'richer' content, you're then forced to join a group of people when you barely even know what's available out there for you. Imagine governors/guilds looking at their application list and going "who the hell are these people in the first place?" naturally they'd prioritise who they already know (guild members).

      I'm predicting that you'll have a lot of players abandoning cities/guilds as they experience the game more as they begin to learn or understand what they want out of their gaming experience, would this lead to a productive/positive longevity of a guild/city? I'm leaning on no.

      2. Cities are supposed hubs for trading, spawn points and NPCs where players can group/gather.

      Yet somehow, only 'citizens' (typically guilds) are the only ones that would be allowed to access much of its amenities, perhaps this will change over time and that these cities would allow for their services to be more open to public, and thus allow for more people to gain access to it, and thus enticing more people who do not live in city to use its amenities but at this point in time where every one of those things are gated, it just doesn't do anyone any favour. This brings me to point number 3.

      3. Houses are practically useless at this point.

      Other than a spawn point (which can easily be covered by Taverns) and a storage unit (which from my understanding at this point in time, can be covered by a bank), i just don't see the point in building your own home.

      Some might comment that perhaps with the implementation of farms and animal husbandry, a house will be more useful, but if you've seen the size of plot of lands allotted in cities, i dont think theres much space for said projects. I don't even see how a 'palace, castle, or manor' could fit in any of those lots, let alone house animals and farms.

      From my perspective, starter towns are essentially the model for 'city structures', and at this point in time i don't even see a need for players to build their own city as majority of player needs are covered in starter towns, perhaps the novelty of city building or the exclusivity of having your own semi-public tanning tub and carpenter is the only thing that's requiring people to build a city.

      but if a carpenter/wood workshop can only be used in a city, is it really necessary to disallow private lands (both city and non-city) to not have access to their own personal tanning tub, worktable, and weaving station?

      it's kind of unnecessary from my perspective. Cities themselves would have exclusive NPCs already, i just dont see the need to gate the most basic things out of 'solo' players, not even 'solo' players at this point, any person with a plot of land for that matter.

      4. Having a house in a city actually feels more disadvantageous at this point than having any benefits.

      From my perspective, the most 'ideal' thing for a person to do is to sign up as a member of a city but build your house outside of the city (if that is possible).

      That way, you as a player would have the opportunity to choose a much more strategic spot for a 'storage dumping ground' and not feel tied to a certain location. Travelling back and forth from one end of the map to the other just so you can deposit things is indeed quite tedious.

      But if you're a member of a city but have your house built elsewhere, you still have access to the city amenities whilst still having your personal strategic location outside of it. Not only that, if you feel the need to relocate, you can just abandon that lot and set up a new one.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Sudden drop in stamina

      @Sativo said in Sudden drop in stamina:

      I notice this error (repeatable) behind one of our Tanning buildings (in the city Garden of Eden) There used to be a dire wolf that spawned right behind the building. But the last day or so it has stopped spawning. I used to kill it every 15 minutes or so while building structures in the area. It seems like it has spawned under the ground now because every time you run past where it used to spawn you take a hit of endurance. Like a stuck mob hitting you as you run past it.
      Might not be the reason, but it sure fells like it could be. Maybe there are more mobs stuck under the ground attacking as we run by.
      Wish we had a combat log.

      i know that spot... it's right behind my house lol

      Yeah that was a good observation, perhaps the random drops in movement speed and endurance are brought on by the monster-respawn issues.

      I've also noticed that a lot of mobs respawns in curious spots, meaning they dont move or do anything but once you've 'triggered' them, they dont attack you, they just run to where their supposed range is and not even fight back, once they've reset thats when they attack you again.

      posted in Bug Reports - Closed
      Zori
      Zori
    • RE: What is the point of having your own plot of land?

      On second thought, there is practically no need for people to have their own plot of land if you're a member of a city.

      Need storage? the bank is now private, and one person can just build a house and have shared storages in it then that's it.

      I find it more useful to have a house outside of a city lot that i can just relocate to whenever i find it necessary. In theory, cities are great but the implementation atm definitely needs a lot of fine tuning.

      This entire 'Tub' series of 'stolen leathers' is another issue, if players have the ability to have their own processing furniture in their home, then I can see the need to have your own house and would definitely eliminate a lot of the unnecessary problems.

      Cities/Towns would have NPCs after all that out-of-towners wouldnt have, that's distinct enough for a city life vs wilderness life.

      From my perspective, players having the option to have all of these furniture in their home might actually entice people to visit cities more so than just using it as a way point for their travels.

      dont get me wrong, cities have definitely made travelling a bit more bearable this time around, but after it's built? theres nothing left to it other than a way point. The 'complex' social structure that it would supposedly bring didn't actually provided anything other than group of players building up a city then going off to travel.

      I understand that this is an alpha state and not all features are implemented but right now, this is my feedback on what i've experienced on the state of cities/towns.

      tldr; make homes more useful other than just a 'very far away storage area'.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Bow info screen bug

      @catraccoon said in Bow info screen bug:

      This happens over unfinished buildings. It's not a bow problem.

      2.jpg

      I had no unfinished buildings in my location when my bug happened.

      posted in Bug Reports - Closed
      Zori
      Zori
    • What is the point of having your own plot of land?

      On the last test we were allowed to build tubs, weaver, crafting table, etc. on our plot of land but now it seems that having your own plot of land is just a place to have your own personal storage.

      I have slept at fireplaces in other places more so than my own and the only reason why i'd come back to my own house is just storage.

      If NPCs are going to be 'town only', and that reason is one of the key defining features of choosing a city house vs an out of city house, whats the point of not allowing players to have tubs and other crafting furniture in their own home?

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Road Speed Buff Bug?

      I had also noticed that cart movement speed doesn't change at all, regardless whether you're in a paved road or not.

      posted in Bug Reports - Closed
      Zori
      Zori
    • RE: Bow info screen bug

      UnityClient@Windows_TXSlSvZXor (2).jpg

      some funny UI issue as well. Some of the descriptions even persist if you hover over an icon with its window info display and use the hotkey to cancel it. The display info won't go away and even move around the screen.

      posted in Bug Reports - Closed
      Zori
      Zori
    • Several UI feedback and other issues/bug

      UI Feedback

      1. 'Drag and drop' on chest storage and lack of auto-stack makes storing feel like a tedious process. This can be remedied by a 'right click' store, much like how picking up items work.
      2. Certain buildings in the city doesn't show on the minimap (Woodworkshop and others (1A)
      3. Lack of descriptions on debuffing effects on player icons, i.e; Necrotic disease, Death Mark, etc. etc.
      4. Buildings does not have names/identifiers other than their physical appearance, over time this will not be a problem but the lack of name would certainly help out newcomers.
      5. Players can add the same items on the enchanting table and still get the same bonus/benefit - not sure if this was intended (1B)
      6. Lack of chat tabs isolation - Guild/Local/Party/World, etc.
      7. Lack of combat log to test out stats/effects.

      Combat System/Character stat feedback.

      1. Delay on the recognition of stats and effects i.e; putting on a weapon grants its partial stat buff from talents, then enchant effects. Taking off the weapon does the same thing, i.e; removing the weapon first removes the enchant effects, 5 seconds later it then removes the talent effect.
      2. Skill 'Concussive Strike' harms user (1C)
      3. Skill 'Frenzy' Randomly turns off

      Other feedback:

      1. Random carts everywhere - Players abandoning blueprints, and carts in random places.
      2. Animals/monster can run through buildings, i.e; a deer/fox/rabbit being chased can walk through a building while players have body collision against it.
      3. Walking with a cart has no difference on paved road vs unpaved road.
      4. Mobs can have a 'funny' spawn site which renders them unable to move/react to players around them, i.e they don't defend themselves or react to melee/projectile yet they still get damaged.

      1A (Refer to physical location and minimap) https://imgur.com/rS3zgky
      1B (4/5 of the items used were the same item) https://imgur.com/HQjBdMT
      1C (Refer to the death log) https://imgur.com/ULpYPAa

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Full Endurance Executed and Frenzy move speed bug

      @Shivashanti said in Full Endurance Executed and Frenzy move speed bug:

      you died because of the necrotic desease debuff, because your hp ran out 😉

      This, I also feel like there should be icons on the character itself, or that the 'debuff' icons underneath the HP bar should be a bit bigger to make them more visible.

      Another thing is certain debuffs (death mark, is an example) doesnt have description on debuffs.

      posted in Bug Reports - Closed
      Zori
      Zori
    • RE: Problems with Akismet.com

      Minimum of 3 characters needs to be added/removed to not trigger the anti-spam.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Race cohabitation in player cities?

      @maze said in Race cohabitation in player cities?:

      @Zori Per account. All your characters can access your houses.
      You can only have one house per planet.
      Anyone in the demon world gains negative karma over time for just being there.
      Demons are unable to enter the beasts world.

      I think any race can build a house anywhere, even in citys.

      @kellewic said in Race cohabitation in player cities?:

      @Zori said in Race cohabitation in player cities?:

      @kellewic said in Race cohabitation in player cities?:

      @Zori said in Race cohabitation in player cities?:

      No, not unless it's one of those "Angel - Beast-Kin" or "Demon - Abomination" thing.

      You can't live in other planets, only visit them so by that logic, you wouldn't be able to cohabit with other races.

      However you did raised a pretty good point as there are things called "Asteroids" in which sort of acts like another planet that players can visit. If these mechanics are open to all races, then it would be interesting how it'll pan out for house/base building as claiming a plot would be possible in Asteroids.

      You can have one house per planet per account depending on your alignment. It stands to reason there would be multi-race cities.

      If you start as a Beastman (or Demon) and change your alignment to Neutral (on your way to Abomination/Angel), the only possible place you can live is Syndesia. Evil humans (or any evil character like Abomination) can live on Tartaros. Angels are a bit weird in that it was never decided if they can live on Arboreus, but they can live on Syndesia.

      Per account or per character? cause from my understanding if you're not native to a certain planet, you cant stay long in it. I don't see how a non-x race would be able to cohab with another race if they cant live in the same planet?

      Last I saw it was per account per planet.

      The ability to stay on a planet is alignment-based, not race-based since karma can change.

      A Beastman on Syndesia can change their alignment to be Neutral which allows them to commit criminal actions, but if they lower karma too much they can't change it back to Good and will not be able to go back to Arboreus (i.e. on the way to being an Abomination).

      For Demons it's a bit harder to get to Neutral, but the same applies.

      Arboreus is the more complicated planet in that even Good-aligned, non-Beastmen players cannot stay permanently. There was some discussion a while back about allowing Angels to live there permanently.

      Thanks for the info, i'd definitely be curious to see how much will be changed cause it seems like theres a lot of conflicting ideas that would clash with this '1 house' policy thing

      posted in Questions & Answers
      Zori
      Zori
    • RE: Race cohabitation in player cities?

      @kellewic said in Race cohabitation in player cities?:

      @Zori said in Race cohabitation in player cities?:

      No, not unless it's one of those "Angel - Beast-Kin" or "Demon - Abomination" thing.

      You can't live in other planets, only visit them so by that logic, you wouldn't be able to cohabit with other races.

      However you did raised a pretty good point as there are things called "Asteroids" in which sort of acts like another planet that players can visit. If these mechanics are open to all races, then it would be interesting how it'll pan out for house/base building as claiming a plot would be possible in Asteroids.

      You can have one house per planet per account depending on your alignment. It stands to reason there would be multi-race cities.

      If you start as a Beastman (or Demon) and change your alignment to Neutral (on your way to Abomination/Angel), the only possible place you can live is Syndesia. Evil humans (or any evil character like Abomination) can live on Tartaros. Angels are a bit weird in that it was never decided if they can live on Arboreus, but they can live on Syndesia.

      Per account or per character? cause from my understanding if you're not native to a certain planet, you cant stay long in it. I don't see how a non-x race would be able to cohab with another race if they cant live in the same planet?

      posted in Questions & Answers
      Zori
      Zori
    • RE: Race cohabitation in player cities?

      No, not unless it's one of those "Angel - Beast-Kin" or "Demon - Abomination" thing.

      You can't live in other planets, only visit them so by that logic, you wouldn't be able to cohabit with other races.

      However you did raised a pretty good point as there are things called "Asteroids" in which sort of acts like another planet that players can visit. If these mechanics are open to all races, then it would be interesting how it'll pan out for house/base building as claiming a plot would be possible in Asteroids.

      posted in Questions & Answers
      Zori
      Zori
    • Common misconceptions of "Alpha Testers", and expectations?

      This is most likely a 'newish' trend when becoming an "alpha tester" became more accessible to many people due to kickstarter programs/crowd funded programs, maybe perhaps the 'alpha tester' approach or mentality also needs to change but I find it quite surprising how a lot of 'alpha testers' are clueless about their role. This isn't exclusive to 'Fractured MMO', i've seen this trend in so many other games on their Alpha testing phases.

      You'll also notice that I'd be using "Alpha Tester" instead of "Alpha Player" cause for some reason, people forget the "test" part on these things and just focus on just "play".

      What I mean by this is...

      1. Testers not knowing the difference between a 'feedback' and a suggestion is.

      So when they write up a post or to share their experience, they focus on what they want for the game instead of discussing what their experience was on the game.

      This was quite prevalent on the last alpha test as there were so many threads from people suggesting things instead of providing feedback on their experience of the game.

      2. Testers not understanding what they are meant to be testing and pro-actively goes out of their way to 'test out' what isn't intended/implemented yet.

      This is also tied to point 1 as a lot of testers would then provide a feedback based on something irrelevant for the test, while their 'extra-curricular' activity provided some valuable insight, but it is quite often irrelevant as their tests would be finely tuned in their intended focus anyway.

      Another example of players not knowing what they're meant to be testing, and thinking that they are meant to play the game as if it's already on release happened a few months ago.

      A few players asked me about this game and someone joined the conversation as they have also played during the 'stress test', they complained so much that they couldn't log in, or that it was too laggy, and deemed the game 'unplayable', when it was clearly and outlined that it was a stress test. So on a developer standpoint, it tested out what it needed to do, yet players complain that they 'cant play the game.

      3. Privileged expectations.

      As I mentioned before, this isn't exclusively a 'Fractured' MMO thing, and I am not singling anyone out but some testers can have a mindset of 'I came in here before it was cool' therefore, they try to approach it as if they have some degree/sense of superiority on new comers, which inevitably brings toxicity into the game, luckily this isn't so much the case here in Fractured, but I hope that it stays that way as the player base gets larger.

      4. Testers not doing their research about the game or not reading things that were already discussed.

      Again, not singling anyone out and this can easily happen to anyone. Some testers who have only heard of design concepts of the game or have read info about it assume that they already know quite a lot and are quite eager on sharing their 'suggestions' based on their frame of reference.

      So they come to the game and bring up topics that were discussed hundreds of times already, yet they present it as if it was a completely novel idea, or even push it as if it were a 'suggestion', more so than a feedback.

      Not only that, they ask questions repeatedly that could have been answered by a simple scroll through the "News" section.


      With that being said, what are your expectations as an alpha tester? or perhaps what are some of the misconceptions that you have had as a tester, or some of the things that you've learned as an 'Alpha Tester'?

      Personally the worst case of a misinformed 'Alpha Tester' I have seen was a dogmatic one and could not/would not call a spade a spade, which inevitably stunts the growth/development of the game they 'support'.

      I'm hoping that this thread would clear out some of the 'not so useful' feedback after the upcoming test.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Lich

      3 things with that, 2 really but to answer it...

      1. Only humans can be played at the moment.
      2. We haven't had the opportunity to test out lichs due to reason 1.
      3. The main aim of next test is city building.
      posted in Welcome to Fractured
      Zori
      Zori
    • RE: so what is everyone looking forward to this alpha ?

      idk why people are so pumped up about the PVP when 1) It's not the aim of the next test, and 2) every PVP mechanic is broken atm as it's not the intended area of 'testing'.

      but to answer the Q, it's to see what the foundational outline of the city building of the game would look like.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Daily Message posting

      @Zori said in Daily Message posting:

      @Zori said in Daily Message posting:

      once upon a time, there was a

      bird that soared high in the sky.

      this bird was not like any other

      posted in Off Topic
      Zori
      Zori
    • RE: How solo friendly do you guys think this will be? I don't always have friends online, so I was curious.

      @AlejoTheBear said in How solo friendly do you guys think this will be? I don't always have friends online, so I was curious.:

      I think that joining a city or some kind will be pretty much necessary. Or at least be on good enough terms with a city to use the upgrades they can do that a single plot can not. But I also think that going out and doing PvX solo will be completely doable with a quick rest at a fire and different gear. it might take longer to kill magic immune mobs with a spear, but you should be able to.

      it sort of is, i mean there are housings outside of city limits, they don't get the same benefits of having NPCs, etc. etc so they definitely still have to rely on towns/cities.

      posted in Questions & Answers
      Zori
      Zori
    • RE: How solo friendly do you guys think this will be? I don't always have friends online, so I was curious.

      The devs have acknowledged that games like this will be more enjoyable for larger groups, naturally but they're not ruling out solo-small plays.

      While you can achieve things on your own or in a small group but it'd definitely be much easier to attain it on a larger group.

      posted in Questions & Answers
      Zori
      Zori
    • RE: Are Placing Multiple Sieges against Multiple Cities Possible..?

      @Wika said in Are Placing Multiple Sieges against Multiple Cities Possible..?:

      @Zori As I appreciate your boredom that you choose to troll my post I guess. I also respect that maybe polls are not your thing. I also know this is just for folks to look at and choose to read and choose to vote on if they choose to.

      So Apologies that life has become so bad you must try troll post. I do wish you this best.

      On that note though... Do you have any input on your thoughts on "Sieges" or about the Q&A that gave overview of the numbers they are brainstorming to allow per city size? I mean I hope you are at least reading post in order to offer feedback to support the community and not to just reply.

      if you honestly think you're being trolled cause someone has called you out on incorrect use of polls then idk what else to add up to your thread.

      posted in Questions & Answers
      Zori
      Zori
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