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    Ostaff

    @Ostaff

    TF#12 - PEOPLE'S HERALD

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    Ostaff Follow
    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER

    Best posts made by Ostaff

    • New Enchantment finder System for you.

      For all you enchanters out there.... we at The Shadow Empire have decided to open up an enchantment system that you may use to find possible combinations of reagents for an enchantment. The entire reagent list for an enchantment is given, no Tier 1 combinations will be shown as there are just too many of them and are easy to determine from the given reagent list, if there are any Tier 2 or Tier 3 (which presently there aren't any) combinations available then those combinations will be shown. You may filter out the combinations by selecting reagents that are a "Must Have" or "Must Omit".

      So check it out, and let me know what you think of the system so far.

      http://theshadowempire.net/public_enchantments.php

      Enjoy!

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • Enchantment Finder System, City Planner and Character Planner

      The enchantment finder at http://theshadowempire.net/public_enchantments.php has now been updated with the full list of Enchantments and Enchantment Combinations. We have added the ability to load/show only specific Tiers and hovering over the Total column will now show what Matches where found and what tiers they were matched at.

      Note: Tier 1s may be a bit slow as they will now show the first 400 matches and not just the fist 10.

      (Of special note: There are more than 1.3 million possible combinations available with all but 2024 combinations being Tier 1s. This is why Tier 1s will take longer to load 🙂 )

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • Packaging Stations

      Horrible design. Packaging stations should remain open and on the correct tab when transferring goods to the wagon. It is tedious to have to re-open the station window, click on a tab and then drag yet another sack over tot he wagon. Once may be bearable, but we are talking 80+ here. That's just not feasible in any sort of way.

      They need fixing extremely badly.

      posted in Bug Reports
      Ostaff
      Ostaff
    • RE: Adding Fast Travel Planet to Planet... Your Opinion Matters!

      The devs have already stated that portals between worlds will be very costly in resources, time consuming to make, and only last temporarily.

      So I really don't see the point in this poll.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Bounty Hunting & Jails - Official Feedback Thread

      You all seem to be doing it again. Let's all get back on track. No need for trying to defend anything, it just keeps the issue from being able to die out.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • New Alpha Testing Methodology Recommended

      So, I have participated in every Alpha test that Fractured has had and I've seen the same trend happen each alpha and in some cases they get even worse.

      There is not much real content added and the main features that are suppose to be added do not make it to the alpha on time. By the time they do make it, the server has basically already died out. The first three alphas lasted a day to 3 days max before becoming ghost towns, the last two alphas only lasted a week cause we were expecting something that never came. The only people who remain active in alphas are the new people with alpha keys, most the players with packs just do not do alphas anymore cause they get burned out very quickly doing the same repetitive things over and over each new alpha.

      So, here is my suggestion. Get rid of the month long alphas were the server is mostly a ghost town for the last 3 weeks. Do alphas like the weekend tests were done, where there is no need to re-build or re-do everything each time. Everything that does not involve the new material to be tested should be provided and not have to be remade. Let us TEST what is actually suppose to be tested not get burnt out on the repetitive like we are doing now. Have shorter tests and more of them. Do not try to implement SO MUCH at one time and miss out on the major parts which only causes entire guilds to quit the game (which has already started) cause of disatisfaction.

      I believe this will not only make for more active alpha test but will also bring people back and become more active at whole.

      Also, having shorter but more alphas test will allow the Devs to actually see how well their implementations work, unlike this current one that totally blew up in so many ways. They will be able to adjust must faster and get a "working" implementation up faster.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • City Planner

      For your leisurely pleasure while the server is down, we at The Shadow Empire have made a little something to help you pre-plan your cities with.

      http://theshadowempire.net/public_CityPlanner.php

      Enjoy!

      Note: This tool will currently only allow you to place buildings.

      posted in Town Planning
      Ostaff
      Ostaff
    • RE: Winter Alpha Spotlight – City Overhaul

      @WaterMerchant

      Yes. There will be "some" PvP allowed on Arboreus. Just how much area has never been officially stated. What has been stated, however, is that there will be no reason for a beastman to travel to an PvP zone on Arboreus unless that is what they are looking for, as there will be no special resources found in those areas.

      Also, Demons will only be allowed in those PvP zones due to a very limited time schedule that they are ever allowed to be on the planet.

      I have talked to @Prometheus about the %, and we are hoping that he will agree that Arboreus should at least be 80% if not 90% free of PvP. He has also stated that they will work hard on keeping the PvE content on Arboreus updated and fresh.

      There will be PvE on Tartoros as well, but you are able to be killed the entire time you are trying to do PvE there 🙂

      As for the loot, I have never heard a definitive answer on there being Full Loot on Arboreus. I am hoping that they make both the city structure and looting different on Arboreus than they have on the PvP inclined planets as the dynamics on that planet are just "different" all together..

      posted in News & Announcements
      Ostaff
      Ostaff
    • RE: Character names

      @Gothix

      Shrooffenator - (Terminator fan)
      Shrooffer - (Shrooffe fan )
      Shroofftality - (Mortal Kombat )

      Dick - (Demon)
      Bob - (Water loving tiger with no legs)
      Jake - (Human of course)

      posted in Questions & Answers
      Ostaff
      Ostaff
    • RE: Support/Healer type builds

      @Tuoni said in Support/Healer type builds:

      ore responsibility which makes them less appealing as well. It is usually easier to run a DPS class when you do not have to be the main responsible p

      Sorry @Kralith I have to gree with @Tuoni here. Even though I personally like healing and tanking (though I mostly like being a controller mage), from my experience people (especially the younger ones with inflated egos) want to be the BEST Damage dealers. They see it as the best cause of the bragging rights and want to be at the top of the charts as the bad ass of the game. They love to kill and dominate, not support and defend. This is also why you normally see very few different types of characters, they will cookie-cutter copy the ones before them, and used what is deemed to be the best at the time.

      So with that said, I think healers will always be harder to find or used as an alt character for a lot of people. Still, I hope the game makes it so we need healers and tanks, so we can have fun with those roles.

      posted in Discussions & Feedback
      Ostaff
      Ostaff

    Latest posts made by Ostaff

    • RE: New Alpha Testing Methodology Recommended

      Bump Bump

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: New Alpha Testing Methodology Recommended

      @GamerSeuss

      Aye. The weekend tests were just the example I through out there as they tended to be filled the entire time, but I agree with both you an LonelyCookie in that the actual tests should last a week. After all, a week tends to be the lifespan of the current alphas anyhow. Also, a week long test will give everyone time to have tested it, and the Devs to do minor adjustments if needed.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: New Alpha Testing Methodology Recommended

      @maze

      I think having capes for every aspect of the alpha would be too much. It should instead be... a single Specific Item for testing the alpha period, and then if there is a contest during that alpha, the winners of that contest would be able to have an emblem added to the unique item that defined what contest they won. So if there are 5 different contests, then there would be 5 available emblems to be added to that single unique item and a player could technically have all 5 emblems on it.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Armor Quality needs adjusted

      @maze

      Actually its not what you added. It is only a +4% difference between Poor and Excellent. And that is ridiculously low.

      Having a bigger difference between poor and Excellent I think is very much warranted. Especially since making excellent cost so much more.

      posted in Bug Reports
      Ostaff
      Ostaff
    • RE: New Alpha Testing Methodology Recommended

      @maze said in New Alpha Testing Methodology Recommended:

      layers a cosmetic cloak that's tracked thought player test. Each playtest they

      Oooooh... I REALLY Like that! Each alpha test comes with something unique that we can actually show off to tell everyone that "I WAS THERE!"

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Skill tree: connecting the dots

      @JoshiusMaximus

      That's definitely a bug I believe. Good job reporting it 🙂

      posted in Bug Reports
      Ostaff
      Ostaff
    • RE: Skill tree: connecting the dots

      @JoshiusMaximus

      In order to do the middle trees you have to have progressed the outer trees up to that point. That is the reason that the circle in the middle is only "half" filled when one tree branch has been done. In other words, in order to do the branch between CHA and INT, both CHA and INT have to have been progressed to the +1 stat level.

      posted in Bug Reports
      Ostaff
      Ostaff
    • RE: New Alpha Testing Methodology Recommended

      @Kralith

      I am not so sure that its too late... there is a TON of CORE mechanics that they don't have implemented yet. Beta should NEVER start until all the core aspects of the game have been implemented, in my opinion.

      Also, I do like @LonelyCookie 's suggestion as well... we can use the shorter tests to flush out the majority of the bugs so that when the Main tests open everything is much more streamlined and those should be as wide opened as possible. If the game actually "Works" for the most part it will BRING back those gamers, and it would be our responsibility as backers to report all the bugs we can find to ensure that the main alpha has as little bugs as possible and therefore a "good" impression on the new people.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • New Alpha Testing Methodology Recommended

      So, I have participated in every Alpha test that Fractured has had and I've seen the same trend happen each alpha and in some cases they get even worse.

      There is not much real content added and the main features that are suppose to be added do not make it to the alpha on time. By the time they do make it, the server has basically already died out. The first three alphas lasted a day to 3 days max before becoming ghost towns, the last two alphas only lasted a week cause we were expecting something that never came. The only people who remain active in alphas are the new people with alpha keys, most the players with packs just do not do alphas anymore cause they get burned out very quickly doing the same repetitive things over and over each new alpha.

      So, here is my suggestion. Get rid of the month long alphas were the server is mostly a ghost town for the last 3 weeks. Do alphas like the weekend tests were done, where there is no need to re-build or re-do everything each time. Everything that does not involve the new material to be tested should be provided and not have to be remade. Let us TEST what is actually suppose to be tested not get burnt out on the repetitive like we are doing now. Have shorter tests and more of them. Do not try to implement SO MUCH at one time and miss out on the major parts which only causes entire guilds to quit the game (which has already started) cause of disatisfaction.

      I believe this will not only make for more active alpha test but will also bring people back and become more active at whole.

      Also, having shorter but more alphas test will allow the Devs to actually see how well their implementations work, unlike this current one that totally blew up in so many ways. They will be able to adjust must faster and get a "working" implementation up faster.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Removal of Open World PvP to Syndesia, Adding of Guild Warfare and Politics

      @Kralith

      Aye.. but it definitely would be a completely different Gamestyle than the other planets. Which Fractured is suppose to be about. As it is, there really isn't much difference between Tartoros and Syndesia. Even with a crime system, its still the same thing. Open World PvP.

      posted in Discussions & Feedback
      Ostaff
      Ostaff