Group Details

Content Creator

A group dedicated to those who create content for Fractured.

  • RE: Foundation rewards

    your new to the party, so you wouldn't have noticed but this has been clarified a few times over the years.

    Foundation rewards aren't implemented, and probably won't be made available until full game launch.

    posted in Questions & Answers
  • RE: October 20, 2022 - The Arrival of the Blessed Guardians!

    @Logain actually, no, because the other wildfolk races require additional artwork, if nothing else, while what they used for the wildfolk humans could have been alternate feature skins already developed and/or borrowed from other asset packs.

    Obviously the wildfolkkin humans are based around a different ethnic archetype is all, and thus much easier to quickly implement. It may have even been character customization options already planned but repurposed.

    They haven't done tge hard part for tge wildfolk yet, their primal powers, so all these humans really required was a slight attribute adjustment so far.

    posted in Discussions & Feedback
  • RE: October 20, 2022 - The Arrival of the Blessed Guardians!

    @Logain To be fair, they said pretty much since the very beginning that Stretch Goals would probably not be implemented until after release.

    Also, in regards to the new race, this is dynamically adapting to two of the main complaints of racial handling in the game, namely: PvE focused players (and groups period) who want to play in mixed race human/wildfolk parties from right out of tutorial, and a general complaint that there aren't any human subraces. (granted, the suggested "human" subraces were the Tolkeinesk Elves, Dwarves, etc... and not humanized wildkin with an ethnic feel like we got, but at least its an attempt to make some people happy that didn't cost much in dev time)

    posted in Discussions & Feedback
  • RE: Crafting, and "long term goals" of community/devs

    @FahQ partly, as I don't think cloth needs as much time sink as metal, and as I said, I'd add a middleground metal and possibly leather option and adjust some, but I'm not going either extreme.

    Metal should be more intensive so starter characters without a support structure have to take a small amount of time to enter tge metal arena of play. This is because melee builds are gear dependent builds, and that gear shouldn't be dirt easy to upgrade to from leather/hide.

    With a support structure, sure...your friends or guild can outfit you, but on your own, it should take a minute to go from primitive to tge metal age

    posted in Discussions & Feedback
  • RE: Crafting, and "long term goals" of community/devs

    I voted option 3.

    I'm okay with a meet in the middle approach where metal is still detailed and time locked, but maybe less ingots per suit or shave some time off smelting, but add mayhap a little to smiting.

    As for wood, leather and cloth, t1 is fine for cloth as is (and t1 metal is definitely one that needs a quicker grade) but t1 leather could possibly use a quicker option. Hide might be okay, but maybe a middleground between hide and leather. Like studded/reinforced hide that might use an ingot to make studs/reinforced pieces.

    T2, cloth especially needs a time sink. More than just the bonus reagents needed because let's face it, Crystallized Nagic is tge most common t2 Armor rare, used on the cheapest(time-wise) armors.

    Cloth for t2 armor should maybe need a pretreatment of ground chipped gemstone or something, that takes an hour or 2.

    T1 wood weapons are easy, t2 should probably go with a wood quality grade o. Logs as Spoletta often advises. Either special trees need to drop mostly Hardwood or something, and 1 to 2 of their special woods, or drop 2 different qualities of that wood, with lesser quality wood either having lower durability when crafted, or maybe needing a lacquer or pretreatment to improve their quality.

    posted in Discussions & Feedback
  • RE: Crafting considerations

    @grofire Solo doesn't mean not using cities. As was said previously, why most solos play MMOs over Single Player games is things like cities. The fact that, if desired, a soloist can participate/utilize some group activities/resources

    posted in Discussions & Feedback
  • RE: Crafting considerations

    @grofire

    Previously, Purples were removed at campfires. It was abused at minster spawns to cheese them.

    Going to a town should still be part of a game. Might take a group to make a town (which makes sense) but the Tavern is always available to remove purples unless you're Red(and that's a Red Punishment).

    There is also 2 default towns on each continent.

    Waystations/cabins in the woods were there before towns were introduced, but really, tech levels make more sense connected to towns. If anything, they will probably limit crafting even more by locking some of the stations currently available in houses to town buildings. Towns need prestige to grow in Tech that wouldn't work for an individual home. This means tgere is no incentive to build a house on personal property instead of just crafting stations and chests.

    Solo loot and gold is fairly easy right now. Solo crafting w/o city support is limited, but as a soloist can get by without higher tier gear until they accumulate enough gold to buy gear (or make some contacts to craft at their city stations)which are tge typical Multi-player benefits most Solo players play MMOs for.

    Groups over 3 take a KP penalty right now, points and % cleared, Larger groups have the additional "cost" if building/maintaining their cities or are in the same boat as solos.

    posted in Discussions & Feedback
  • RE: terrain bug terra

    @DarthJafo It is procedurally built once, as opposed to custom crafted. Then that end result is filled in with PoIs and mob spawn points, and then saved, it is not redrawn procedurally each time you open the game or anything like that. They use a procedural tool to more quickly, and easily generate a new, different map within the scale they want.

    posted in Bug Reports
  • RE: terrain bug terra

    @DuRBaTuLuK actually, patch note said Some, not All.

    It's why I said it MAY be fixed this patch.

    Terra was procedurally drawn, so it's harder to change than just "deleting" an object.

    posted in Bug Reports
  • RE: terrain bug terra

    @DuRBaTuLuK known bug, and as you may have missed it, possibly being fixed in today's patch scheduled to drop in 2.5 hrs

    posted in Bug Reports