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    spoletta

    @spoletta

    TF#8 - GENERAL AMBASSADOR

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    spoletta Follow
    TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by spoletta

    • On the matter of economy (durability, masteries, gear drops, imbuing)

      After playing for 10 days and getting a feeling of the decay rate of item and of the general impact that these new changes had on the players, I would like to offer the following feedback.

      First of all, a summary of the current situation:

      • The game right now has an itemization based on 3 levels for armors (primitive, non primitive, set) and 2 levels for weapons (primitive and non primitive).

      • We have 3 levels of enchantments. Respectively called tier 1, 2 and 3.

      • Durability is set as follows: all primitive items have 200 durability. Non primitive bows, wooden shields, wooden weapons and mage weapons have 300, metal weapons and metal shields have 400, Non primitive armors have 200 durability on cloth, 250 on leather, 300 on hide, 350 on metal. Set armors have 50 more durability over the non primitive version.

      • Masteries in crafting go from 0 to 4. Each mastery increases the durability of the items crafted by 50%.

      • Good and neutral players drop no gear on death. Red players drop almost always all the gear

      Now let's see how easy or hard it is to achieve that (note: this post will not talk about the recipes which are already discussed in many other places, I will assume that the recipes are available):

      • Crafting any primitive item is trivial

      • Crafting a non primitive hide or cloth armor is easy with common materials, but requires some effort if you want to get some rare material.

      • The same is true for leather armors, with the caveat that you have to tan the leather first, which adds a bit more effort to the total.

      • Crafting a non primitive metal armor takes a lot of time and resources

      • Crafting non primitive wooden weapons or shields is trivial, even when using rare woods.

      • Crafting non primitive metal weapons takes some effort but is easy enough.

      • Crafting set armors is like crafting a non set version but with the addition of some PvE drop which can be extremely hard in some cases, like the 5 dragon souls of an hunter set.

      • Enchanting at t1 level is much harder than in the previous tests due to a "nerf" of the properties of the reagents, but still reasonably doable for anyone (and as a personal note: quite fun)

      • Enchanting at t2 level requires some very specific reagent combinations which usually are not common. Doable but not something you do on throw away items.

      • Enchanting at t3 is mostly a guild level effort

      Now let's see how much this stuff will last:

      • A weapon used regularly (archer or warrior) loses around 40 durability per day.

      • A weapon used by a caster class will mostly not lose durability

      • An armor used by a ranged class will mostly not lose durability

      • An armor used by a melee class will lose around 10 per day.

      • Gear drop rules have some impact on this, but mostly negligible. Items which require effort only change hands, don't get destroyed.

      Finally, before going into the discussion of this, let's see which was the reaction of players to this system:

      • Having a sort of gear progression which requires a certain amount of effort has been very well received by mostly all players.

      • The non gear drop for good and neutral was very badly received by red players.

      • The increased durability of items was well received by many players, but there is an underlying fear of how the economy will shape out.

      With all that said, these are my thoughts on it, what I like and what I don't like:

      My first reaction to this system was very negative. No gear drops and progress through gear definitely did not felt like this they aligned with how I expected this game to be. By playing and talking with other players though, I cannot ignore the fact that some of those changes were very well received. In particular the new gear system. Players like to have to work toward obtaining a certain gear and not having to replace it every other day due to it breaking, and honestly Arboreus would not really work without mechanics like this. Additionally, I feel that this amount of progress is mild enough that you can definitely perceive it, but it doesn't turn the game into a gear check or a world of "have" and "have not". You can still run in mostly primitive gear and achieve about the same stuff, just harder. As such, I'm willing to accept this as a part of Fractured. It doesn't 100% align with what I had in mind but it's not a deal breaker, and since the majority likes it, I could be fine with it too. It can be a fine compromise.

      Talking about the gear drops though, this isn't really working well. Having items which require this level of effort to obtain automatically prevents any form of full gear drop in the game. While this may fine on a world like Arboreus, this warps some underlying mechanics and interaction on which Syndesia is based. Syndesia is a PvX world. PvP is half of it, and reds are part of this PvP system. They are meant to be a niche, to have disadvantages, and that the good guys should not be bothered too much by them. But this system has now gone too far in that direction. Playing a red in this system is impossibly punishing. What should the red penalties achieve? Those penalties ideally should prevent the creation of any large red figthing group, due to imposing them severe logistic restrictions, which makes them act more as solo robbers of carts and lone predators of PvE hotspots.
      The current level of such restrictions do indeed manage that, but they manage to be so punishing that even solo actions are carried out only through petty tricks or borderline exploits which allows reds to act safely, because the level of risk is simply unbearable otherwise. Also, stuff like this should NEVER exist https://forum.fracturedmmo.com/topic/15019/player-spawn-locations-during-pvp-combat-is-a-big-issue . Player throwing themselves at the enemy knowing that they risk nothing is bad, no matter how you look at it. There must be some form of penalty at all times.
      At the same time though, it is having very positive impacts too. Trades have picked up, acquiring an item is a safer investment. Players form groups to go around and look for rare resources. This is nice, and I would like this to continue, so scrapping this new system altogether would be a step in the wrong direction. Despite my initial reaction I believe that this system is proving to have better potential than the old one, so I would like to tune and find the right compromises on this one, rather than going back to the previous one.

      Talking about durability instead, I honestly smell a disaster incoming. The economy will collapse. I would like everyone to understand that this game economy can work only if every week the amount of resources destroyed through durability is exactly equal to the amount of resources gathered. With the current durability this will simply not happen, and one of the the curprit of this are the masteries.

      Like with the item progression, I do not like having a craft progression through grind and repetition, but I do understand that many like it, so I will accept that part too. In their current incarnation though, masteries are a terrible element of the game. While in this system gear progression players in different levels of gear can coexist, fight with and against each other with the same rules and varying degrees of advantage/disadvantage, this does not happen with masteries. A player with 4/4 in an item and one with 1/4 simply cannot coexist in the same economy.
      This is a difficult concept to grasp, but durability is a very important stat. Many frown upon masteries because they "only increase durability, but no stats", but durability in a system where you can't repair and can't be looted is a HUGE element of value.
      Even if enchantments were not in the game, a sword made with someone in 0/4 would be worth only 1/3 of one one built by someone in 4/4, because the latter has 3 times the durability. It will give me the advantages of that item for 3 times longer, so it is worth 3 times as much. Simple as that. These 2 items are made from the same materials, and simply cannot co exist. There is no competition on town position or price which can bridge that gap of value.
      This is made even worse by the cost of enchants. Since higher level enchants have an high cost associated, the value of an item with higher durability is further incremented by being a better recipe for higher enchants. Enchants put on a higher durability item offer a bigger return of investment for the same resources. In the end the item from a 4/4 is impossibly more valuable than a 0/4. This means that you are either 4/4 or you don't craft, because the price of raw materials will be based on a 4/4 craft. This will 100% require a change.

      The second critical flaw of this system is that as highlighted previously, some items simply do not degrade. The armor and jewels of any ranged character is almost eternal. The weapons of mages too. This is not good. Items have to get destroyed for all the economic system of Fractured to work.

      In summary, the issues I currently perceive with the game are:

      • Too heavy penalties for Red
      • Not enough penalties for good and neutral
      • Excessive progression of item value granted by masteries
      • Items not breaking often enough to have a good economy
      • Wood items are too easy to make

      Based on that, I would propose the following changes:

      Should we bring back gear drop for good players?
      I'm mostly convinced that the answer is NO.
      Not having them drop gear has had too many good impacts on the game. That should stay, and we should look elsewhere for a solution.

      So, how we give them penalties for dying? How we rebalance a bit the huge disadvantage of red toward good players?
      I would say that we should look back to the last time the system worked. For that we look at the last alpha, were we had goods drop 2, neutral drop 4, red drop all. This was also with an average value of the items which was drastically lower. So I guess that we can start just by rescaling this.

      The items have an higher value, so to inflict the same value of penalty you need less gear to drop. I like zero drops on good players, so let's move from there. Good zero, neutral one, reds 1-2 depending on Karma. Reds should drop 1 when under -2000 (killing is -2500, so this red only stole a cart or similar levels of crime), 2 when under this value (they killed someone). Dropping all items is too much of a penalty. Losing only 2 I feel is bearable.
      Why not zero on neutral? Hmm, I'm in doubt between zero and one. Because neutral players are the core of the PvP of Syndesia and they must feel confident in engaging in as much as activity as they want. After all any possible target is willingly participating. But at the same time it feels wrong... I feel like one would be better.

      So, how would this solve the fact that blue are actually unaffected by any penalty for dying and can charge head first into a fight while risking only bandages? I would tie this with our current issue with durability, and simply apply this:

      Every time you get purple health, you suffer an amount of durability damage on all your items equal to the 2/3 of the percentage of health lost. When you get executed, it counts as suffering all the remaining red health as purple health. What this translates to, is a 10 durability damage on your items when you get knocked down, and a total of 66 when you get killed, no matter how many times you were knocked down before that. You can get knocked once and lose 10 then be executed for the remaining 55, or get knocked 6 times for 6 and then be executed for 6.
      In the end a full life lost is always 66.
      This is a good deterrent to throwing away your life, and introduces a decent degrade on items, which affects even those which normally wouldn't suffer damage.
      This though would not introduce a "reward" for reds killing them. And I think that it is fine. On Syndesia reds should go after good players to rob them of their loot and their carts, not to take their equipment. It would be too severe of an impact.

      With this system, blue will most of the times go around with their best or close to best equipment, which is what most of them want. Reds will be able to run around in non primitive gear with t1 and t2 enchants, because it is reasonably possible to replace them if you lose only one or two. Neutral players too will mostly fight in non primitive t2 enchanted and bring out the sets only for the best occasions. This is a decently fair fight. You can fight against good equip using t1/t2 non primitive gear, and imposes that gear disadvantage on reds which is what is expected for Syndesia.

      This should in my opinion solve the issue of reds, blue and item degradation.

      Next issue, masteries. The +50% per level has to go. I would prefer an increase of stats to it, and many players would consider it more natural. So I propose that the 4 mastery levels become: first level +5% durability, second level +5% damage/armor, third level +5% durability, fourth level +5% damage/armor. This is more natural and gives someone at 4/4 a significant advantage of 10% in stats and 10% in durability over someone in 0/4. This is a big advantage but not big enough to completely put anyone else out of business.

      Last issue, wood items. Currently with one yew tree you can make something like 10 yew bows. Definitely too easy. Wooden items will never have a value like this. They would have to require something like 10 times the current logs to give them a worth. Personally the best solution would be to give wooden item creation a bit more depth, introducing the kilns, long time curing like leather and so on. This though would require a major effort from the devs, which right now look very busy with that roadmap. So I would say that for now the easiest solution is that high quality trees only drop 1 log of their specific material, and all the other logs that they produce are simply light wood and hard wood. After all only some specific parts of a tree are good for crafting.

      With that said, this was my wall of text and I would like everyone to drop in and contribute to finding the right compromise.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Gamigo Publishing Deal Q&A - List Your Questions!

      Link to the recorded Q&A: https://www.twitch.tv/videos/1236981888

      List of questions with timestamp:

      00:12:07 - What does the partnership between Dynamight and Gamigo mean for the vision of Fractured?

      00:13:10 - Will Dynamight retain the property of Fractured if it proves to be not profitable?

      00:13:45 - Can the community expect a faster release of Fractured with the Gamigo's partnership?

      00:15:09 - Does Dynamight possess creative control and specifically monetization control?

      00:16:55 - What does Gamigo gain out of this partnership?

      00:17:52 - The press release from Gamigo says that they have worldwide IP right, does it mean that Gamigo owns the Fractured IP?

      00:18:29 - What is the support from Gamigo, does it permit seeking outside funding?

      00:19:14 - What is Gamigo's plan if Fractured doesn't meet profit expectations?

      00:21:02 - Will Fractured be region locked? What languages will it be translated into?

      00:21:37 - Will Dynamight ever support a plan for F2P or P2W features?

      00:22:45 - If we have purchased a founder pack already, will we receive the same content after the partnership with Gamigo?

      00:23:59 - Why choose Gamigo as Fractured Publisher?

      00:27:10 - What does Gamigo announcement mean for Fractured playerbase?

      00:30:12 - Has it helped registrations and new accounts?

      00:31:20 - What is Gamigo's long term vision for Fractured?

      00:32:06 - How can players be confident that Dynamights retains control over Fractured's directions and monetization?

      00:32:55 - When can we expect alpha, beta and launch to happen?

      00:34:55 - Will there be more servers in the upcoming test to handle the influx of new players?

      00:36:33 - Will Fractured still be released on Steam? Will it use the Glyph launcher? Or any other launcher?

      00:37:40 - How will redunds request be handled?
      00:40:11 - Will we see more of Michele's art?

      00:42:00 - Will a console version be released for Fractured?

      00:42:30 - Will Gamigo intervene negatively with the translation of Fractured in other languages?

      00:43:45 - When do we get steam keys?

      00:45:45 - What is the strategy for the imminent loss of players that will affect Fractured due to the partnership with Gamigo?

      00:47:13 - Discussion around the fact that Gamigo is supporting a game under development, which is contrary to everything they did before.

      00:48:19 - Can we have more persistent test phases where we don't have start everything from zero?

      00:51:20 - Has Wes had a chance to play Fractured? What are his favourite skill sets?

      00:52:35 - Is there a roadmap somewhere?

      00:54:25 - Another question about the launcher

      00:56:25 - Has Gamigo any experience with a project which is not F2P? Does it have a plan for a monetization model which makes the game progress and not disappear?

      00:57:20 - What features is Wes looking to? What would he change currently?

      00:58:55 - Can we see the demons in the next test?

      01:00:23 - When will fishing be added?

      01:01:15 - Will we get the implementation that the spells interact with the environment?

      01:01:40 - Will we get dual daggers?

      01:02:35 - How long will the contract with the publisher last?

      01:03:35 - When do we get the new builds on Glyph? Accounts need to be transferred?

      01:04:15 - How long will Gamigo financial support last after release?

      01:05:15 - What is Gamigo's plan to publicize Fractured?

      posted in Discussions & Feedback
      S
      spoletta
    • Updating the enchant aspects

      Since the creation of the enchanting system, many combinations have come and gone and what we have today is a subset of the initial set of possible enchants. When they were first created, the enchant recipes covered reasonably well all the existing aspects, but with the removal of many of those, today this is no longer true.
      In the current situation there are some aspects which are over used, and some that have literally zero recipes tied to them.

      To be more specific, this is the current situation for each aspect in how many combinations it is used:

      Primal Aspects:

      Mind: 7
      Body 14
      Soul: 8

      This here is the first issue. For those that didn't notice, all combinations have always one and exactly one aspect from the 3 primal ones. Now, here there isn't a real imbalance, because Body contains all the Resist X enchants, which we may consider as a single enchant type.

      Manipulation:

      Transform: 11
      Negate: 8
      Create: 7
      Destroy: 0 !!!
      Transfer: 2

      Same concept as the primal aspects. All combinations have one and exactly one manipulation aspect from these 5. In here we can notice that all combinations that originally used destroy, are no longer existent. Most of the ones using transfer have gone as well. Right now, destroy on a reagent is completely useless. Negate contains mostly all the resistances, while transform and create contain almost all the combinations.

      Universal:

      Air: 3
      Earth: 1
      Water: 2
      Fire: 2
      Chaos: 10
      Time: 4
      Death: 2
      Life: 3
      Order: 10
      Energy: 14!!!
      Knowledge: 6

      The other 2 aspects of the enchants come from the universal list, and here too we notice some serious imbalance. Most of the elemental aspects are almost not used (especially important now that we have legendary reagents coming from elementals). Similar for death and life. At the same time, chaos order and energy are grossly overused.

      Luckily, rebalancing them isn't that difficult, because you do it separately from Primal, Manipulation and Universal aspects. At the same time though, the aspects have been clearly combined to provide a reasonable combination for that effect, and I would like to preserve that as much as possible. You also need to avoid duplicating combinations. In particular, I would propose the following changes:

      For Primal:

      No changes needed here

      For Manipulation:

      Accuracy, Critical Chance from Transform to Destroy
      Cooldown Reduction from Transform to Transfer
      Critical damage from Create to Destroy

      This would give a bit of value to Destroy, and a little more use to Transfer. It would leave us with Transform having mostly all the stat bonuses and evasion. Negate would have all resistances, willpower and fortitude. Create would have many of the niche ones like lockpick, stealth and detection, plus 2 more generically used like mana and endurance. Destroy would have 3 generically used ones and transfer too. They would have around the same weight in total.

      For Universal:

      We clearly need to knock down a bit the value of Energy while giving to elemental aspects. I would move Bonus Endurance, Strength and Health Regen from Energy to Earth. Cooldown Reduction and Luck from Energy to Death.Dexterity from Energy to Air. Willpower from Energy to Water.
      Bonus mana from Order to Life.
      Critical chance from Chaos to Fire and Critical Damage from Order to Fire.
      Lower Mana Cost from Order to Water.
      Detection from Chaos to Air.

      WIth these changes, Energy Chaos and Order would still be the most important universal aspects, but at least some dignity would be given to air, fire, water earth, life and death.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Council of Elysium - Chapter Two

      Q: Regarding the new continent, can you tell us a bit more about its features? Is it possible to start on it or the starting areas will be limited to Myr? Will the extreme environment of the area limit the food production capabilities of the cities there? - 09:15

      A: You can start on Aerhen. Environment is not implemented yet, but when it does the cold will influence food production

      Q: How often can we expect updates? Will we have events like city sieges? 10:08

      A:Monthly updates are planned. There will be more events like the Dark Convergence

      Q: Are all races and planets going to be in at the start of the beta? 11:35

      A: Only humans and Syndesia are in at the moment, the other ones will be introduced with the updates.

      Q: Is it possible for someone who dislikes pvp, even more open world, to enjoy the game? 12:06

      A: Yes, it is possible. Especially with Wildfolk.

      Q: Will penguins be in the new continent? 12:48

      A: Unknown

      Q: Will Aerhenn be mainly snow? 12:55

      A: No

      Q: Do we get a roadmap? 13:15

      A: Should be shared soon

      Q: Are there any implemented changes for unimplemented talents? 13:35

      A: The talent tree has been redesigned. The first 2 circles are generic abilities not tiered to any specific gameplay. The third and outer circle instead contains more specific effects.

      Q: Will Vegetables be implemented at the start of the beta? 14:35

      A: Not yet

      Q: Will Alchemy be implemented at the start? 15:05

      A: No

      Q: Will we get bigger carts? Higher cost/bigger volume 15:15

      A: No

      Q: Is the first tier of gems going to be cheaper to socket? 15:35

      A: Gems are no longer needed. Just reagents.

      Q: Are the cannons and the superior human technology coming? 16:15

      A: Not scrapped, but not yet currently in.

      Q: There are plans for short term competitive environments? 16:40

      A: There are plans to implement Asteroids, informations will come at a later date.

      Q: Are there plans to improve the chat and community interface? 17:23

      A: There are plans for the chat but not for the community interface like cities.

      Q: Are there going to be updates to the audio? 18:05

      A: There have been many updates to the audio of many effects, but not yet on the ambience sounds.

      Q: What time do the servers come up? 18:53

      A: 4PM CET, 7 AM Pacific, 10AM Eastern

      Q: Is the beta going to be stable enough to be playable when you live in places like Australia? 19:20

      A: It is not easy to provide a stable game in Oceania, but there are a few compensations that should alleviate the ping issue.

      Q: Will the repair mechanic be implemented or be considered in the future? 20:19

      A: No it will not be considered, but the durability has been increased and the master crafters will be able to craft items with higher durability

      Q: Is there going to be a rags meta? People going around in basic equipment to avoid resources losses and thus affecting the game economy? 21:16

      A: We don't expect that. Consider also that good and neutral players will no longer drop equip, only inventory. Red players will drop equipment based on their karma.

      Q: Will the existing packets keep their benefits after the changes to the founder packs? Will the tutorials be skipable? 22:05

      A: Yes, eternal VIP included. There have been many updates to the tutorial, please send feedback.

      Q: Pretty much the same question 23:05

      A: Same answer. Kickstarter packs apply too.

      Q: Will the store and website work before the start of the beta?: 23:32

      A: Should be fixed, retry. If you have still issues, please send feedback.

      Q: Plese detail the current VIP perks: 24:30

      A: Unchanged from the website and FAQ (and from the wiki!!! https://fractured.fandom.com/wiki/Fractured#VIP_membership ~ Spoletta). More details will follow on possible additional benefits.

      Q: In the past tests we had many different systems for ranking up cities, in particular one which required a minimum number of residents for each rank and one which didn't. What is the model that will be applied for this test? 25:10

      A: No minimum number of residents. Just resources.

      Q: Will harbor towns get half of the cost of going inbetween continents? 25:45

      A: Half sink. 1 quarter to departing town. 1 quarter to destination town.

      Q: Are we going to get a more in depth crafting system with progression? 26:30

      A: Yes, you will unlock new sets and recipes.

      Q: Will there be any fast travel besides harbors? 27:39

      A: No

      Q: Will farming work the same on Aerhenn and Myr? 28:06

      A: Yes

      Q: Can we transport carts between continents? 28:24

      A: Yes

      Q: Will the Community managers place cities so that we can test sieges without antogonizing each other? 28:59

      A: It will be considered.

      Q: Will the backdoor to Shadowvale be opened? 29:26

      A: Not yet, still a mistery!

      Q: Are you thinking about new options for loot sharing? 29:43

      A: Not in closed beta

      Q: Is the game still using the deprecated SpatialOS Unity GDK for the backend or was it migrated to IMS zeuz? Are you allowed to selfhost? Who's the entity that owns the server (physically and legally) Gamigo or DS? 29:54

      A: The infrastructure is managed by Gamigo. The plan is to upgrade from SpatialOS in the next months. It is part of the tests of this beta.

      Q: The Gamigo data transfer news implies that gamigo US inc. is now hosting and managing the website and forum. I was told by a moderator that's not true and it's still DS for both. Could you clarify the physical and legal ownership of the server for the website/forum and who's in charge for configuration/maintenance of the server and who's in charge for updates on the code? 30:47

      A: Migration is under way. The infrastructure will be managed by Gamigo, code and development by DS.

      posted in News & Announcements
      S
      spoletta
    • RE: Tales from Elysium entry thread

      High atop an hill, three figures were hastily recapping their nefarious plan. The moon was clearly visible in the sky, casting a pale light and long shadows all over their improvised camp.

      “That’s it everyone, the time has almost come. Stick to the plan and tomorrow at this hour we will be filthy rich.” Her low barking voice easily identified her as one of the Udoadra, wolf like people rarely seen on Syndesia. They were famed to be strong, noble and natural leaders.
      This particular Udoadra went under the name of Rala and she did show the typical traits of her people… minus the noble part.
      Indeed she would be more easily described as a scoundrel, always looking around for the next fool who could be easily detached from his belongings.

      One week ago she had been approached by an old acquaintance of her, a bald man of an impossible to define age. He bore on his face the marks of a life spent over the sea, and the labyrinth of scars on his face told of more than enough swords.
      Everyone referred to him as the “Ol’ man” to the point that many had started mistaking Olman for his real name, Rala included.

      Rala knew that he had his own ways to catch the last news before the others, and that he always made sure to profit on his leads. Plenty of coins had found their way into Rala’s pocket thanks to this man, so when she approached her with this new lead, she knew that he could be thrusted, even if the information itself had been hard to believe.
      "
      Settlers had come to Myr
      "
      Those were his words..
      Myr, a continent brimming with gold, silver and untapped resources, was the dream of a few and the nightmare of many.
      Goblins, ogres and bandits roamed the fertile lands while the deserts were plagued by hordes of undead and by foul spider like creatures puked by the gods during a bad hangover. Any previous attempt of conquering those lands had been met with a quick and gory demise.

      Yet, this group was trying to settle in there, and according to the Ol’man they already managed to establish the first cities. Too busy facing the unlimited dangers of that place, they were still unaware that their kin could be their worst enemy. In other words, the perfect target. Even more interesting was the fact that they had been organizing themselves around “banks”. Big chests left in the middle of the city, without any kind of lock or protection, where the settlers had been observed putting any kind of item. Including gold. A lot of gold.

      Now, after having sailed to Myr from their island, they had been observing their target for a whole day from atop their hill. The newly founded city of Promolonia, and its “bank” were right there in plain sight.

      With the help of a lit candle, Ol’ man opened his notes and started recounting the results of their observations with his high pitched and nasal voice.
      “According to what we saw from here, the contents of that chest amount to:

      • 1150 Animal pelts
      • 85 Ingots of still undefined material
      • Around 300 hundred stones. Small ones.
      • 41 horses…”
        Ol’ man paused for a second, still disturbed by the sight of all those horses being taken in and out of that chest. Then he resumed his reading.
        “…
      • Undefined amounts of plant samples and anatomical parts of goblins. Probably tongues.
      • At least 20.000 gold coins
      • And... “More than my fingers” wood planks. Thank you Trixie for your useful contribution.
        “
        That last sarcastic comment was directed at the third member of this unlikely group. If Rala was a rare sight on Syndesia, the creature knows as Trixie was exceedingly unique.
        Trixie was a Demon. An Hellfire Demon, known to be strong as a mountain and dumb as a rock.
        His real name was Trikel’raxat’kartala and even among his peers he had never been a particularly bright one.
        Rala had met him during her travels, and in an impressive feat even for the extremely social Udoadra, she had managed to befriend him. She had full thrust in her skills, and knew that a cunning plan was the best plan.
        She also knew though that violence made for an excellent plan B, so she hauled around this huge mass of muscles and ferocity wherever she went.
        She was also the one to call him Trixie, lamenting the fact that his name was impossible to pronounce and that someone should really institute a character limit for names. Convincing this huge demon that Trixie was an apt name for a terrifying warrior, had also been a surprisingly fun activity.

      Truth to be told, the demon had been close to realizing that he had been tricked and that he should be very very angry at this weirdly chatty dog. Luckily for the 2 other members of the group, such realization had to give way to an intense craving for honey pastries while traversing through his fourth (out of five) synapse. Since no such pastries had ever been in sight, said realization had been stuck in a neural traffic jam ever since that day, and an untimely rampage from the demon had been so far avoided.

      “Thank you for the detailed report” Rala cut short her two companions before they could start arguing, and then continued “The plan is easy. Shortly before the dawn there is a small activity of settlers leading their carts in and out of the city, most of them are stopping in front of the bank. We will disguise between them with our own cart, using the darkness to avoid being recognized. We approach the bank, grab everything that is easy the grab, gold coins first and then we disappear in the night before the dawn. Take only what looks like it could be worth its weight.”

      A few minutes later, following the plan they had put together all three of them were slowly walking toward the city of Promolonia.

      There were a few figures moving in the night. Each of them was busy with his own matters and hardly interested in meddling in the affair of others. Even less so when one of those “others” was hauling a cart which would have normally required a good horse.
      “Are you sure that it was a good idea to leave the cart to him? I fear that we may be a little too conspicuous like this.” Ol’man voiced his concern, looking at the demon barely covered with the biggest cape they could find, effortlessly dragging the cart.
      “We need the cart, and we don’t have an horse. This is the best option we have, as long as you don’t want to try hauling it yourself.” Was the quick answer from a very annoyed Rala.

      With the help of a bit of luck and a of striking sense of dread in all those who met Trixie on the road, the trio finally entered the streets of their target. The bank was there in plain sight, without a single guard taking watch.
      “Ok, quick now, grab whatever we can!” Rala issued the order with a whisper in the night.
      The three of them jumped on that lone ornated chest sitting under a solid stone roof, almost in contrast with the poor state of the rest of the buildings in the city.

      They all started rummaging through that chest, taking out all the gold coins they found and anything that looked expensive. No matter how much they took, there was always more. It seemed impossible for such a chest to hold all that stuff.
      “Oh, these two could be useful!” Rala took out from the chest two very surprised horses and attached them to the cart.
      “Wow, look at these gems in here, they are so… flawless! These must be worth a lot! Hey Trixie, would you stop eating everything you find and give us an hand?” Ol’man looked in the direction of the demon.

      Trixie was standing there, immobile. He was staring into the void in front of him, apparently lost in thought. There was something ominous in the air around him.

      “… not warrior name.” these words finally came out of his mouth.

      They were softly spoken as if he was speaking with himself, and yet they sounded like fiery boiling rage.

      “Eh?” Ol’man couldn’t hear well those words, but his instincts had just put him on full alert.

      “TRIXIE NOT WARRIOR NAME! ME KILLS BAD DOG!” Trixie stared daggers at Rala.
      “… seriously? After all these years you notice it NOW? When we are this close to getting awfully rich? Have you ever heard of bad timing you bird brained muscle head?” Rala looked more surprised by the surreal situation they were in, more than worried for their imminent fate.
      Ol’man sidestepped closer to Rala, while keeping his eyes on the demon, which looked ready to jump on them at any moment.. “Please, tell me that we have a plan B ready.”
      “Oh yes, we got a plan B! It is right there! Looking at us and trying to decide if he can eat both of us right now, or if he prefers to keep a bit of me as a late breakfast!”
      “Excellent. So what exactly do we do now?” Ol’man kept staring the demon which was slowly advancing toward them.
      “We run. NOW!”


      Many hours later, in the afternoon following that hectic night, a bored guard was inventorying the results of the night assault.
      A man clad in a dirty chain armor moved toward him. “So, did you found everything in the end?”
      “Ah yes Sheriff, we got almost anything.”
      “Almost? What is missing?”
      “Oh sir you see, this is very weird, we found almost everything except for a few belongings of Jeremy, the cook. He swears that he had put there a stock of raw bear meat and a few trays of his baked products.”
      “Baked products? What kind of baked products?”
      “Honey pastries, sir.”

      posted in Creative Corner
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      spoletta
    • RE: No Hunger & Rest Depletion In Towns.

      Yes, but with a clause.

      Only in the starter towns if you are not a citizien (for the new players).

      Only in your city for the citiziens (because we are actually feeding them already!).

      posted in Discussions & Feedback
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      spoletta
    • Let's talk business! (And the lack of it)

      Day 7 of the test.
      To my knowledge, none of the cities has developed the market place technology.
      The economy of this game is based around the concept that no one can be self sufficient because each area has only a specific set of resources and you need resources from far away places to properly prosperate.
      Regions in the far north and far south sorely need someone to supply them with iron, while regions in the center have no coal.
      Regions from the north provide all the reagents and skins from the trolls, regions from the south most of the dead oak and so on...
      Not to mention that a city can't develop all techs, so they are forced to rely on other cities for some of the crafts.

      So, why isn't this working? What has gone wrong? Why are all cities trying to be as self sufficient as possible?

      I would like everyone (and especially governors) to share their opinions on why things turned out like this and what could be changed to generate more trading between cities.

      I will start with my opinions on the matter and possible solutions:

      1. Tech points are few and precious. Having to use one on a tech which to work needs the cooperation of other cities, feels risky.
      2. Gold doesn't really hold value right now. We needed it at the beginning of the test for all those houses and city upgrades, but what use does it have now? The idea of separating from our resources and items in exchange for gold, doesn't sound very good.
      3. We have a deep distrust between cities.
      4. We don't have enough non citizien residents. The marketplace is an item exchange point even inside the same region, but since all cities have mostly made all the residents citiziens and tipically guilded them, we are already organized on that front.

      Put all this together, and we have the current situation where we prefer hauling carts over half a continent.

      So, what do I think that it should be done to improve the situation?

      Personally I would go with the following solution.
      I think that we all agree that if it didn't require a tech, we would all build one in our cities. But then you remove options from the tech tree, and having multiple choices is good. So I think that the marketplace tech should remain. It could just be an upgrade though. Something that you do to get a bonus in a city which is focusing its efforts in being a trading hub.

      As such, I would make the market place a default building that you don't require any tech to build, but rewards to the city coffers only half of the usual income from the marketplace. The overcost is still payed, but half of it is simply gold sinked. You can then select the market place tech (rename it to trading hub) to gain that other half of the income AND the marketplace starts to generate prestige proportionally to the volume of the trades happening in it.

      So, what are your opinions and possible solutions on the matter?

      posted in Discussions & Feedback
      S
      spoletta
    • RE: I can't see the map. Why?

      Hi,
      this an old bug which presents itself randomly on some graphic cards (usually the old ones).
      I'm afraid to say that so far no one managed to solve it.

      posted in Questions & Answers
      S
      spoletta
    • RE: Problems with everyone being able to gather, craft, tame, etc...

      This is an often discussed point.
      While I did enjoy the classic crafting system, which is the one you described, I would invite you to analyze a bit more what is the Fractured approach.

      It is indeed a problem of supply and demand, as you correctly explained, but you are underselling a lot the value of "time", and you are not considering the value of "scarcity". Fractured is heavily based on those 2.

      In UO, mining and crafting something if you had the skill was literally a five minutes job. In Fractured, crafting a suit of armor takes a lot of work and a lot of hours.

      The economy of UO in fact was not really solid and had a lot of issues. Many shards imposed a limitation of one single char per account to patch this issue. That kind of supply system which was limited by the existance of dedicated characters, crumbled when pocket workers got into the picture. If you had the skill, you no longer had a need.

      In the current system of Fractured, everyone has the skill to be a "dedicated worker", but not everyone plays a dedicated worker. Being a worker in Fractured isn't a matter of what you have, but of what you do with your playing time. It is not an investment of character skills, but an investment of personal play time.

      Items have a value because they require play time (and facility time) to be crafted.

      To this, you have to add the scarcity of resources. Ore nodes are very limited and with long respawn times. Trees are everywhere, but the good ones not so much and have a 12 hour respawn time. Good quality hides are probably the easier to access, but they weight a lot and those that hunt those mobs rarely get more than a few.
      Gathering isn't something that you can do while doing other activies "Oh look a Yew tree! Let's chop it down!", because the heavy item system prevents that. Only those that are going around actually gathering will get the resources to craft. This is very important.

      Now, we never had a chance to test how good this works in the practice, so we can only look at it on paper. We never had a test which lasted long enough or with enough players to really see if the economy shapes up or not. A month into the beta, we may have something more solid to discuss.

      posted in Discussions & Feedback
      S
      spoletta

    Latest posts made by spoletta

    • RE: October 20, 2022 - The Arrival of the Blessed Guardians!

      The explanation was given in the last council.

      Adding these humans literally required to just draw the new hair types.

      Instead if you look at the other races, they have different animations on top of different skins. The animation is probably why we still don't have them, since we know that they have a long queue of work in that area.

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

      Puts on a hat with horns and a sign saying "Totally Arcahem"

      Hello adventurers!

      The Patch Notes for the "The Arrival of the Blessed Guardians" update are now available!

      Read the full patch notes here!

      posted in Discussions & Feedback
      S
      spoletta
    • RE: "You have no right to loot this" after killing something solo

      This happens when someone already attacked that mob and then run away. The mob goes back to full hp, but he still "remembers" his first attacker.

      posted in Bug Reports
      S
      spoletta
    • RE: Crafting, and "long term goals" of community/devs

      Your very vital feedback has been taken in consideration and tubs have finally found justice.

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

      The following would be my ideal system:

      All refining station can accept up to 99 of each item, and will keep working until they have materials inside. Having to load them again and again is not very casual friendly.

      Smelting time to get regular ingots changed to 6 hours (to compensate for the fact that they will run without requiring a refill every 4 hours). The 16 hours of tubs is instead reduced to 12.

      Smelters renamed to "Kiln" and advanced smelter to "Advanced Kiln", so that they are applicable to wood curing too (potentially also for alchemy).

      Tanning tubs renamed to generic "Tubes", which are used for leather, cloth and hide.

      Add a small charcoal pile blueprint, which occupies a 1x1 slot. Takes 8 wood and produces 4 charcoal in 6 hours. Personal plots rarely have the space to build the big ones. It is quicker but less efficient than the big ones, making it good for small self productions.

      Limit of 1 kiln and one tube for each personal plot. Limit of 4 kiln per blacksmith and carpenter building. Limit of 4 tubs per tailor building. Limit of 2 tub and 2 kiln per workshop building.

      T1 metal armors use "low purity" ingots, which are made in a second tab of the kiln in 10 minutes using only 2 ores and half the normal temperature. This way you can craft yourself a full plate with a little more than one cart of ore and 4 hours total of smelting. Reduce the durability of chainmail and plate armor to compensate.

      Increase by a wide margin the durability of t2 metal armors.

      All cloths, leather and hide need to be soaked in the tub before being used. This produces a "Cured" version of the base material. This is made in a second tab of the tub and takes 4 hours. These cured materials can be used for all t1 crafting.
      For t2 you require the "Pristine" version which takes the standard 16 hours and produce 2 pristine materials for each 5 materials placed in. This may also require a specific technology respectively for cloth and leather/hide. Slightly increase durability of the t2 armors.

      Wood logs before being chopped into planks need to be cured in a Kiln. Identical process to smelting ingots. Each wood has its required temperature. Hardwood and softwood cannot be cured, they are only for charcoal piles and for buildings. Each tree gives only 1 log of its specific wood and the rest in hardwood. Each log when cut gives 2 planks. Change the cost of all wood productions (including shields) to 1 plank. Decrease the durability of wood weapons, so that they are balanced in effort/durability with the metal ones.

      All shields are brought to t2 tech level, with corresponding recipes.

      All in all this reduces the grind of t2 dropped materials (since all t2 armors get increased durability), but makes it so that cloth/leather/hide armors have an actual cost of base resources instead of only dropped t2 costs (like the metal armors).
      It makes crafting t1 metal and leather armors far easier for the solo player, but less braindead to make hide and cloth ones.
      Keeps wooden crafts as the easier version of the metal crafts, but brings them to be at least in the same ballpark.
      Gives each plot a value in being able to refine a certain amount of resources, and this becomes a source of income for the solo players. This also ties the owners of a city more to its residents, since they are good providers of the refined materials once the city develops that tech. The city can only produce so much without getting help from residents, or it has to invest in additional crafting buildings, which has its own issues.

      And now I have spent 2 hours writing a post which no one will read, and that for sure will not be implemented because it implies too much dev time 😄

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Crafting considerations

      I farmed in solo around 8-10k per hour in the previous beta.
      Going there in a team would have decreased that.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Crafting considerations

      @grofire said in Crafting considerations:

      @spoletta why you say it 7? prove your point...
      i will say it more like 2, and to prove my point, i will say that:

      1. there is no advanced tech for solo

      Techs are made by groups, which invest a huge number of resources in them. The solo player can then choose any settlement based on the techs he want and gain the benefit with almost zero investment, and almost zero contribution to the city.

      1. solo advancement in skills are super slow compered to group

      Yes they are. This is the only point where we agree. The group distribution of KP is incredibly generous and makes partying up the optimal choice. Still, you can solo all the content.

      1. solo advancement in gold and loot is super slow compered to group

      Gold is better farmed alone, so no, I reject this point.

      1. many game mechanics are gated like: farming, war (siege), and so on.

      Anyone can sign up for a war. Farming is getting implemented for personal plots.

      so to answer your question i would change all the 4 points above.
      and some more laws like the purple HP, to get a better solo experience, and had somthing for the city players extra.
      let me give you example:
      i played many years in dragonraja Korean MMO, there the 2 nations could declare war one on the other, and fight on the map, but couldn't effect others, but solo players could sign to any side they want, and join the war.
      most of the prize would have gone to the group since they declared the war, and some gone to the solo, this way solo players joined who ever had the less players, and the fight was better balance and still had many solo and group play.

      You are literally describing the current tech system that you are criticizing.

      Nations declare wars -> Cities develop techs.
      Solo players can sign to any side they want, and join the war -> Solo players can join any city they want and get the techs.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Crafting considerations

      May I ask you what would be in your opinion a better system, which doesn't feel unfair to group players?
      Right now the system is already VERY unfair to them. If I were to rate the system from 0 = totally group oriented to 10 = Lol why do guilds exist? then we are currently at 7.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Crafting considerations

      Indeed I was not aware of the first version, but as you can see, even in a case where the dev thought it was a minor difference, for the sake of keeping it horizontal the devs changed it.

      The devs are quite attached to their vision of the game, and are keeping to the initial design. They are not breaking promises.

      posted in Discussions & Feedback
      S
      spoletta
    • RE: Crafting considerations

      It was never like that.

      Skills had Alternatives, not levels. They were horizontal.

      And nothing changed there, those alternative skills are still planned.

      posted in Discussions & Feedback
      S
      spoletta