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    Fi

    @Fi

    TF#1 - WHISPERER

    All you need to know about me is that I enjoy RPGs—primarily the ones that provide freedom of choice and diversity without quest hubs and that destiny or prophecy nonsense. I also like cats and foxes. ❦

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    Best posts made by Fi

    • RE: Simple Requests/Suggestions

      @GamerSeuss I've seen you do this multiple times in other threads, and all it does is flippantly dismiss in a disingenuous manner what other people have been proposing without actually addressing how it would or wouldn't benefit the game according to the topic of the entire discussion.

      The only people who should make such assessments are the Developers of the game and of the intended feedback—not fellow players.

      but don't inform me on how to respond

      Not trying to understand how your words affect others and being defensive about it is disrespectful to those who just want to help better a game. If you can't be considerate, you shouldn't be responding to anyone's feedback and suggestions here.

      This is the only response I'm making to this derailment because I'd rather stay on topic.

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

      @Znirf said in Communication between the worlds:

      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.

      Why not make it something we can learn via the Knowledge System, so Humans can understand Beastmen and Demons, Beastmen can understand Demons and Humans, and Demons can understand Beastmen and Humans?

      The idea of only being able to learn the Human's, Demon's, and Beastmen's languages by studying them as we would any other language in reality is very cool and realistic; however, it would create the issues you explained yourself, but what if we could read books about each race that deciphers some of their words until we have full knowledge of what language they speak?

      When we fully understand each race's language, their words will show up as whatever language we have set in the settings (we know our chosen race's language by default).

      I really think Xzoviac's idea is a brilliant one that could fit into Fractured since, like our own homeworld, Earth is a large planet with many people who speak different languages.

      posted in Questions & Answers
      Fi
      Fi
    • RE: Temperatures & Weather Feedback Thread

      I don't have much to add to this since others already mentioned the most important concerns I had in mind and since I'm also satisfied with both systems being in the game in general, but one thing that I do want to add is what's currently bothering me about the temperature: campfires, fireplaces, and hearths (fireplaces in taverns) doing absolutely nothing to stacks of 'Chilled'.

      Also, a little suggestion I'd love to see for the world map someday in the future.

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

      @Farlander said in Communication between the worlds:

      I'd rather not have languages for the races. SWG had it and it didn't add anything to the game in my opinion. The first couple of weeks people were annoyed having to learn the language before they could type to their friends in spatial chat. Eventually I'm pretty sure they removed it altogether.

      Since I'm not really a fan of Science Fiction games, I don't know how Star Wars Galaxies implemented the ways to learn their languages, the difficulty of learning those languages, and which races or areas had the languages, so I can't really give any input regarding that game.

      However, I believe it adds a pinch of realism, mostly immersion, and a great potential for strategy for when the races invade the other races' world (primarily Demons vs. Humans since the Beastmen's planet actually purges evil) because ignorant Humans or Demon won't know the invading race's plans if they're typing in the chat. With regards to a pinch of realism and immersion, it makes no sense to me that the inhabitants of Elysium—a planet that is even larger than Arboreus—had one universal language among all Beastmen, Demons, and Humans.

      Learning the language shouldn't be too difficult, but it should take time that can be spend reading books, finding and reading scriptures, and finding racial lore items or relics that can bestow the player with some knowledge about the race related to the item or relic. All of this can be done whilst exploring as a new Player due to exploration being one of the focuses of the game and character progression via the Knowledge System.

      Lastly, I don't think new Players will be able to traverse to another planet as soon as they start the game due to not possessing enough knowledge that makes them stronger and due to how much effort it takes for Beastmen and Humans to open stargates (Demons seem to have lesser difficulty with them due to their deity's gift), so they will most likely spend most of their time expanding their knowledge which may just passively include learning about the other races. This also applies fledgling guilds that have yet to explore other planets; however, established guilds should be able to provide those books, scriptures, and items or relics needed to learn about the races' languages that is not their own for their guildmates to use which would expedite the whole learning process.

      (E: Forgot to spellcheck the name of the Beastmen's planet.)

      posted in Questions & Answers
      Fi
      Fi
    • Temperature & Weather Radar for the World Map

      Hi, this isn't going to be too lengthy of a suggestion since it's rather simple.

      Now that temperature has been added and weather shortly alongside it, I believe it would be useful for us to have a new feature (toggle) for the map that allows us to see animated cloud formations in addition to their current state and what they are doing all in real-time similarly to looking at live weather radar set to 'satellite'.

      This would all be for tracking natural weather phenomenon that has a cloud as its source, but I suppose it could track weather phenomenon such as the aforementioned firestorms, meteor storms, and the other potentially worldly or unnatural phenomenon that does not come from a cloud formation.

      https://zoom.earth/

      A much finer example would be the way Black Desert implemented it as shown below.

      These cloud formations show animated rain and lightning with darkness and intensity that depends on the cloud they're coming from in real-time.

      alt text

      Regarding firestorms and temperature, another real-time feature for the world map—yes, a button that can be toggled—that shows the temperature of various regions of the continents in the form of a 'heatmap' befitting of Fractured's aesthetics would be really useful as well to let us know what to expect of those regions, the entirety of those continents, and how they change depending on the time which should be on the world map as well as a little sun and moon widget.

      Personally, I'm not too keen on the heatmap suggestion because I'm not certain if the temperatures of the continents fluctuate wildly enough to warrant such a feature or if that would be too much given information in comparison to the widget above the mini-map, but I suppose that could change as the tests continue onwards towards release and when all three planets are present. Seasons could become a thing, temperature could be tweaked, weather could become more drastic and unpredictable, et cetera, et cetera.

      That's all I wanted to share. Thanks for the read—if you did.

      posted in Discussions & Feedback
      Fi
      Fi
    • Simple Requests/Suggestions

      There are quite a few things that would be convenient to have in Fractured which would improve the quality of life for those that play it.

      These are a few requests or suggestions that I have in mind, and I'll edit more in whenever inspiration randomly sets in:

      Crafting

      • Recipes for different forms of writing material such as tablets (e.g., stone and wax), paper (e.g., papyrus, parchment, amate, et cetera), and books made of the former two writing materials that can be used for literature or notetaking.
      • Recipes for sources of light that can be toggled, placed down, and equipped in the off-hand such as temporary torches and refuellable lanterns.

      Functionality

      • Persistence of movement command over U.I. elements. (I.e., currently, holding LMB to make a character follow the cursor does not persist when moving the cursor over a U.I. elements, such as the hotbar and the mini-map, which causes the character to abruptly halt until LMB is released then held down again away from the U.I. elements.)
      • Search parameters for the 'Abilities' tab in the Skills and Abilities Window.
      • Helpful chat commands such as '/unstuck' with a cooldown.
      • Inventory—this includes storage units—filters and sorting.
      • A multifaceted chat interface with the ability to create separate chat tabs with filters in addition to being able to cycle between chat channels with 'TAB' when the caret is active in the text field.
      • Ability to lock the hotbar to prevent the accidental rearrangement of abilities.
      • Camera orientation. (I know this was declined due to an issue related to incomplete assets, but I still firmly believe in camera orientation being very important in games such as these due to field of vision being only as far as the length of the height and width of a monitor in addition to avoidance of getting stuck and interactables being obscured.)
        • Map
          • Customizable map markers/pins and notes.
          • Ability to draw on the mini and world map. (I.e., if the world map, it persists and can be erased for the purpose for notetaking. If the mini-map, it lingers before disappearing for group coordination.)
          • Ping System for the mini and world map for group coordination.
          • Markers on the world map for showing group members' locations.

      Mechanic

      • Ability to pay a harbor's travel free from our banks. Alternatively, the weight of gold could be removed, the harbor's equation could be made to ignore the weight of gold, or—as suggested by someone else—bank checks could be introduced. (I.e., harbors currently require gold to be carried to pay their requested travel fees and the weight of carried gold gets factored into the equation which may raise the travel fee by an amount or an unseen decimal that prevents the exact amount from being paid unless it is one gold less than the travel fee or if much more gold than the further risen travel fee is being carried.)
      • Ability to break down Stone Blocks into Small Stones.
      • Ability to dual-wield shields whenever dual-wielding is implemented.

      User Interface

      • Adjustable font size.
      • Moveable and resizable U.I. elements. (Being able to resize the mini-map could work in tandem with the second and third suggestion under the 'Map' category.)
      • Verbose tooltips for information that does not have them. (I.e., hovering the cursor over the attributes and statistics should tell a player what they provide and what they affect likewise with the boons and maladies underneath our resource bars at the top left of the screen.)
      • A way to track a specific creature's knowledge progression and a specific armor or weapon type's mastery outside of the Book of Knowledge Window.

      Visual

      • Faint gold or white sparkles on corpses that still possess loot.

      (Seems like I have to clarify this, but NONE of my suggestions are assumed to take precedence over anything else that needs to be added, fixed, or suggested nor are they being claimed to be of great importance. Those are things that are up for the Developers to decide amongst themselves. I'm just making a list of things I'd like to see in the game someday.)

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Citizens, Farming, and trust.

      @Kralith said in Citizens, Farming, and trust.:

      Ingame town communication

      I'd love to have this alongside other forms of communication in cities like announcements (bulletin board) or a Town Crier a Governor and Vice Governor can have shout things to everyone—the less reliance on third-party chat programs, the better.

      posted in Discussions & Feedback
      Fi
      Fi
    • New Players & Tutorial Island

      I don't really have much to say about this one, but I believe the tutorial needs to be improved and... made less buggy... for new players—the 'less buggy' part regarding unique bugs being present only there such as Linen Weave being uncraftable until they relog, them getting helplessly stuck in certain places, and names vanishing.

      I've seen a lot of players enter the game expressing how lost they feel and with many questions regarding what they should do or where they should go, how abilities work, what they should do with the random node they just harvested (ore, log, or stone), how to use certain workstations, how to get a mount, and how they should build their character (talents), why are they unable to use certain abilities or spells (armor and weapon weight classes alongside spell channeling). There is room for all of this to be taught and demonstrated on Tutorial Island, and construction should especially be something demonstrated there—such as how building works for houses and wagons—as it is one of the crown jewels of the game.

      There is also the matter of Knowledge Points gained from Tutorial Island that will never been seen again for that character if they decide to skip the tutorial. The knowledge progressions for those creatures—the Tutorial Wolf and the Tutorial Bandits—should automatically complete themselves when they decide to skip the tutorial so they can still have that bonus Knowledge Points to work with during their exploration of Syndesia.

      Many new players have entered Fractured and found themselves bewildered by all that it has to offer for their first experience of it, and there needs to be more guidance for those new players during their stay on Tutorial Island and maybe even afterwards when they leave it.

      posted in Discussions & Feedback
      Fi
      Fi

    Latest posts made by Fi

    • RE: 'Legolas Quiver'

      @Tuoni Yeah, I think those are the reasons why they were removed as well.

      Personally, I love fletching. It's immersive and it provides more accessible variety when it comes to physical damage types and status effects such as making blunt arrows/bolts, piercing arrows/bolts, slashing arrows/bolts, arrows/bolts that can bleed, arrows/bolts that can poison which we already had that with the poison paste, et cetera.

      However, encumbrance and inventory space absolutely become an issue like you said whenever we have to fletch and carry ammunition in addition to the Archer becoming useless the moment they suddenly run out of said ammunition. What if there are no trees and small stones nearby? They are screwed and will have to rely on other means of dealing damage, and I suppose the solution for that would be to add a spell that allows Archers to use their mana to shoot Mana Arrows/Bolts that are weaker than physical arrows/bolts unless they spec into it (INT and INT-based talents).

      I would love to have it back, but I understand why it wouldn't make a return based on history that repeated itself across MMOs that once had ammunition.

      posted in Questions & Answers
      Fi
      Fi
    • RE: Regarding Crowd Control

      An update to the problem I explained in the main post:

      Upon closer inspection after a few more tests, it seems like the issue I explained above about the infinitely stacking status effects in an additive manner is a hopefully unintended bug that inconsistently happens whenever multiples of the same crowd controls from different sources are either rapidly applied at once or steadily applied before it can expire.

      What sparked my interest in this issue in the first place was when I left a Bandit Camp after a hotspot trek with the 'Crippled' status effect that lasted at least fourteen seconds when I noticed how long I was slowed on horseback.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding Crowd Control

      @OlivePit said in Regarding Crowd Control:

      There are ways to use your stats / skills / equipment to nullify and ignore CC. Just because you choose to not use them does not mean they do not exist and that CC needs to be removed or changed.
      Do as they do and figure it out, or work together with a group, it is totally doable.

      While I appreciate the... explanation, I'm very confused as to why you're making this out to be a skill issue with all of these assumptions about how I play and these explanations when the main point of this topic is about the way crowd control stacks.

      I am very well aware of how skill checks work, and I am also aware that there are abilities within our repertoire that can be used against crowd control; however, that is not what my topic is about. This is not a complaint about how awful crowd control is to deal with. This is a complaint about how status effects seem to infinitely stack when applied by different sources. Lastly, none of those boons persist when you are on horseback which was how I was traveling from hotspot to hotspot when I noticed how long Crippled lasted on me when I was no longer in immediate danger.

      You missed the point in its entirety.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: New Players & Tutorial Island

      @spoletta said in New Players & Tutorial Island:

      This was discussed by the devs already.

      They fear that if you add even more stuff to the tutorial, players will simply skip it.

      Instead they were considering adding some pages to the knowledge book which explained additional topics.

      It doesn't matter to me if it was discussed already if the problem still exists while the door to feedback is still open. As long as they find some way to make the experience for new players better than what it is now to lessen the confusion they get upon leaving Tutorial Island, that's what matters the most.

      They should be more concerned about what these new players want to see and want taught to them when they enter the game—not what they fear they'll do upon seeing such and such. If multiple players have been providing feedback that the tutorial could have been better, that's what they need to work on.

      (However, I will say that I am happy to hear that they are improving the Book of Knowledge to make it more informative for its namesake.)

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Regarding Crowd Control

      @spoletta said in Regarding Crowd Control:

      I'm quite sure that right now when you receive a second crowd control, it doesn't add. It just refreshes to the new effect.

      Running through hotspots showed me otherwise. If different sources apply the same crowd control, they additively and infinitely.

      @OlivePit said in Regarding Crowd Control:

      choosing to not use any of the defensive abilities to avoid or reduce CC is up to you.
      There are consequences.
      As there would be for choosing to fight a mob with no armor, no weapons, no stats...

      I don't see what this has to do with the problem I explained about infinitely stacking status effects—most importantly crowd control. What Tuoni mentioned in their comment is what I'm trying to rectify before it becomes a problem in the future when the player-base grows.

      posted in Discussions & Feedback
      Fi
      Fi
    • New Players & Tutorial Island

      I don't really have much to say about this one, but I believe the tutorial needs to be improved and... made less buggy... for new players—the 'less buggy' part regarding unique bugs being present only there such as Linen Weave being uncraftable until they relog, them getting helplessly stuck in certain places, and names vanishing.

      I've seen a lot of players enter the game expressing how lost they feel and with many questions regarding what they should do or where they should go, how abilities work, what they should do with the random node they just harvested (ore, log, or stone), how to use certain workstations, how to get a mount, and how they should build their character (talents), why are they unable to use certain abilities or spells (armor and weapon weight classes alongside spell channeling). There is room for all of this to be taught and demonstrated on Tutorial Island, and construction should especially be something demonstrated there—such as how building works for houses and wagons—as it is one of the crown jewels of the game.

      There is also the matter of Knowledge Points gained from Tutorial Island that will never been seen again for that character if they decide to skip the tutorial. The knowledge progressions for those creatures—the Tutorial Wolf and the Tutorial Bandits—should automatically complete themselves when they decide to skip the tutorial so they can still have that bonus Knowledge Points to work with during their exploration of Syndesia.

      Many new players have entered Fractured and found themselves bewildered by all that it has to offer for their first experience of it, and there needs to be more guidance for those new players during their stay on Tutorial Island and maybe even afterwards when they leave it.

      posted in Discussions & Feedback
      Fi
      Fi
    • Regarding Crowd Control

      Hi, back again with yet another feedback post.

      There is something I find troubling about abilities with crowd control that I noticed after frantically running around from hotspot to hotspot while trying not to die (which I failed miserably a few times). Basing all of my examples entirely off a player with zero Fortitude, Luck, and Willpower, whenever a player is hit by an ability with crowd control, they are debilitated by that crowd control for its base duration. If the same player is hit by the same ability with control from another source, the base duration of that crowd control is unconditionally added to the player's remaining duration of that specific crowd control that is already debilitating them.

      Status effects applying their durations additively is not a good thing because this means multiple NPCs or players can chain abilities with the same status effect to debilitate a victim—or an assailant if they are receiving boons—with any sort of crowd control or malady with the intention of extending it to a lengthy duration if they do not have the Fortitude, Luck, or Willpower to resist, negate, or reduce it to a duration that will expire before the ability's cooldown from every source that used it refreshes. Whenever a status effect is applied, one of these three things should happen:

      The status effect refreshes to the highest duration from the source that applied it after a skill contest regardless of rather that source was unique or the same.

      • Assailant #1 applies Crippled to Victim #1 which gets its duration reduced by Fortitude due to failing the skill contest against Fortitude.
      • Assailant #2 also applies Crippled to Victim #1 which refreshes the duration to the fullest due to winning the skill contest.
      • Assailant #1 reapplies Crippled to Victim #1 which wins the skill contest this time and refreshes the duration to the fullest.

      The durations of status effects can continue to stack as unique applications but with diminishing returns after each unique application's skill contest before being combined.

      • Assailant #1 applies Crippled to Victim #1 for its full duration due to winning the skill contest.
      • Assailant #2 applies Crippled to Victim #1 for an additional reduced duration due to failing the skill contest that
        totals to a diminished value by the currently applied Crippled's duration.
      • Assailant #1 reapplies Crippled to Victim #1 for a reduced duration this time due to failing the skill contest, but it is ignored because the current combined duration of Crippled upon Victim #1 exceeding the duration they could have applied based on their first personal application.
      • Assailant #2 reapplies Crippled to Victim #1 for its full duration this time due to winning the skill contest which raises the duration of Crippled to the duration of their second personal application because the combined duration of Crippled on Victim #1 finally declined low enough for it to be exceeded by older unique applications.

      The durations of status effects can continue to stack additively, but each status effect should have a maximum duration that cannot be exceeded no matter how many times it has been reapplied once reached.

      The first suggestion prevents status effects from exceeding their base durations which will give the debilitated a chance to properly retaliate if their abilities that would cleanse them are on cooldown (if they happen to have them), the second suggestion allows for NPCs and players to make the most out of their abilities through coordination without the stacked durations of the crowd control, boons, or maladies becoming too oppressive and substantial due to the diminishing returns, and the last suggestion allows for status effects to remain as they are but with a hard cap on their durations which makes counterplay possible—somewhat similarly to the first suggestion.

      Lastly, if status effects are going to continue to stack in one way or another, the amount of stacks should be shown as a little number on their respective icons under our resource bars at the top left of the screen and atop the ones above our characters' and the NPCs' floating resource bars.

      I think that's about everything, so hopefully one of those suggestions can rein in status effects into a more controllable and engaging state.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Unable to Upgrade Founder's Pack (Solved)

      @Taj said in Unable to Upgrade Founder's Pack:

      @Fi Were you able to solve this problem? I'm experiencing the same issue.

      Yeah, this is apparently the issue:
      ApplicationFrameHost_RFucHUDf6E.png

      Whichever pack we purchased before they partnered with Gamigo (or left their alpha phase of testing), we are stuck with that pack and whatever benefits it grants. I asked the person who responded to me if the pack I have gives the equivalent to any of the current packs like the Gold or the Platinum one, but I didn't get a proper answer to that question.

      posted in Bug Reports
      Fi
      Fi
    • Alternatives to Unique Character Names

      Hi,

      I'm a bit curious as to why common character names and the ID System are being done away with upon release since there are several ways to make them not so problematic. Three of the more prevalent reasons I've seen here and outside of here for online games that also had their fair share of complaints regarding this topic:

      • Confusion.
      • Impersonation.
      • Lack of exclusivity or the feeling of the aforementioned.

      If implemented poorly, those three reasons are completely understandable because there would be no way to tell two users with the same name apart, it would be too easy to impersonate another player by capitalizing on the first reason, and... well, while I truly do not care about having a unique name if it means everyone else has to choose a name they don't like or type gibberish for their names, there is merit in being able to choose a name you want and ways to also make it feel exclusive. There are quite a few ways to solve those three problems I explained, and here are my solutions for them:

      Confusion

      • If the ID System is kept, it should remain visible in a character's Character Sheet which other players can view upon right-clicking them; in addition, a character's ID could be shown in all chat channels they type in and next to their names in a smaller font size through a setting that can be toggled.
      • Since the ID System is very similar to the way Blizzard, Discord, and possibly Glyph did it, our unique account names from signing up for Fractured could also be shown alongside our characters' names and their IDs in certain windows and commands like it is shown in the list of occupants of a city. (I.e., Prometheus#0000 [Jacopo])

      Impersonation

      In addition to everything listed under 'Confusion', a helpful chat command called '/age' could be implemented to tell its user the age of their character and the age of any other character they're interested in by typing their ID or their unique account name which will automatically target their currently logged in character. (E.g., '/age Promestheus#0000' [ID] or '/age Jacopo' [account])

      Exclusivity

      I can somewhat understand why someone would feel satisfied to have a name no one else can acquire despite the name itself being exactly what they wanted even if it wasn't unique/could be acquired by more than one person. A way this could be somewhat rectified is by making us all choose unique family/last names which... I'm personally not a fan of it in comparison to the ID and account name, but any alternative to unique character names will do.

      To conclude, I honestly just want everyone to be able to have the character name they desire without having to spend minutes to hours trying to figure out which character names are not taken—that they did not even want in the first place—only to eventually give up and settle with a character name like xXxPoonSl4yerxXx. Similarly to reality, there are ways to figure out who and who despite both or many having the same first name, last name, or first and last name and that discrepancy can be done here.

      posted in Discussions & Feedback
      Fi
      Fi
    • RE: Patch Log - b.0.1f - IMS Zeuz Transfer

      Is it safe to say no more to horseback lagging, random lagspikes, and melee attacks becoming ranged attacks?

      If so, this is a big YES from me. ღ

      posted in Discussions & Feedback
      Fi
      Fi