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Hi, fellow gamer and MMO enthusiast!

As the start of our Kickstarter campaign approaches, it’s time for us to submit one of its key components to your evaluation. Today is the turn of Pledge Packs!

We’d like to hear your answers to questions such as:

  • Do you think the prices are fair? If not, how would you change them?
  • What pack would you be interested in?
  • Is there anything missing you’d like to see – or perhaps something you think is “too much”?
  • Do you think Foundation Points should be included as a reward?

As always, your feedback is invaluable to us, and it will be crucial in deciding the success of our Kickstarter campaign. So please have a look below, hit the DISCUSS button, and let us hear your voice!

Enjoy Fractured!

5 or more

SUPPORTER

  • Unique forum title: “Supporter”
  • Official thanks from the Dynamight Studios team
  • Newsletter
  • Fractured Kickstarter Wallpaper

Unlimited

20 or more

RECRUIT – EARLY BIRD

All the rewards included in the Recruit pack (see below) offered at a reduced price. Limited availability!

2,000 units

25 or more

RECRUIT

  • A digital copy of Fractured (retail €30)
  • Access to Beta – Phase 2
  • 1 month of VIP membership (retail 10€)
  • 2,000 Dynamight Gold (retail 10€)
  • Unique forum title: “Recruit”
  • Unique in-game title: “Recruit”
  • Iron forum badge
  • Iron in-game avatar badge

+ ALL PREVIOUS REWARDS!

Unlimited

40 or more

PIONEER

  • 1 month VIP membership (2 total – retail €20)
  • 3 months of free Carpenter NPC contract
  • 2,000 Dynamight Gold (4,000 total – retail €20)
  • Unique forum title: “Pioneer”
  • Unique in-game title: “Pioneer”
  • Bronze forum badge
  • Bronze in-game avatar badge

+ ALL PREVIOUS REWARDS!

Unlimited

50 or more

FOUNDER – EARLY BIRD

All the rewards included in the Founder pack (see below) offered at a reduced price. Limited availability!

1,500 units

60 or more

FOUNDER

  • Access to Beta – Phase 1
  • 1 month of VIP membership (3 total – retail €30)
  • 2,000 Dynamight Gold (6,000 total – retail €30)
  • Construction Plan for an exclusive “Founder Cottage”
  • DRM-free copy of the Fractured soundtrack
  • 1 additional character slot
  • Your name or nickname in the in-game credits page
  • Unique forum title: “Founder”
  • Unique in-game title: “Founder”
  • Silver forum badge
  • Silver in-game avatar badge

+ ALL PREVIOUS REWARDS!

Unlimited

75 or more

ARTISAN

  • 3 months of VIP membership (6 total – retail €60)
  • 3 months of free Carpenter NPC contract (6 total)
  • 1 set of Crafting Stations to be placed and used in your plot of land
  • 1 Mule mount plus a Wagon to carry heavy materials
  • Unique forum title: “Artisan”
  • Unique in-game title: “Artisan”

+ ALL PREVIOUS REWARDS!

Unlimited

90 or more

PATRON – EARLY BIRD

All the rewards included in the PATRON pack (see below) offered at a reduced price. Limited availability!

1,000 units

100 or more

PATRON

  • Access to Alpha – Phase 2
  • 6 months of VIP membership (1 year total – retail €120)
  • 6 months of free Carpenter NPC contract (1 year total)
  • Construction Plan for an exclusive “Founder Villa”
  • 4,000 Dynamight Gold (10,000 total – retail €50)
  • 1 additional character slot (2 total)
  • Pet companion TBD
  • Unique forum title – “Patron”
  • Unique in-game title – “Patron”
  • Golden forum badge
  • Golden in-game avatar badge

+ ALL PREVIOUS REWARDS!

Unlimited

150 or more

PROPRIETOR

  • 1 year of VIP membership (2 total – retail €240)
  • 1 year of free Carpenter NPC contract (2 years total)
  • Construction Plan for an exclusive “Founder Palace”
  • 5,000 Dynamight Gold (15,000 total – retail €75)
  • 2 additional character slots (4 total)
  • Unique forum title: “Proprietor”
  • Unique in-game title: “Proprietor”

+ ALL PREVIOUS REWARDS!

Unlimited

200 or more

KNIGHT – EARLY BIRD

All the rewards included in the KNIGHT pack (see below) offered at a reduced price – limited availability!

500 units

250 or more

KNIGHT

  • Access to Alpha – Phase 1
  • 5,000 Dynamight Gold (20,000 total – retail €100)
  • 2 additional character slots (6 total)
  • Exclusive Knight Armor Skin and Horse Armor Skin
  • Pet companion TBD
  • Exclusive Founder Statue
  • Unique forum title: “Knight”
  • Unique in-game title: “Knight”
  • Gold forum badge
  • Gold in-game avatar badge

+ ALL PREVIOUS REWARDS!

Unlimited

375 or more

IMMORTAL

  • Lifetime VIP membership
  • Lifetime free Carpenter NPC contract
  • 10,000 Dynamight Gold (30,000 total – retail €150)
  • Access to developer forums
  • Unique forum title: “Immortal”
  • Unique in-game title: “Immortal”
  • Amethyst forum badge
  • Amethyst in-game avatar badge

+ ALL PREVIOUS REWARDS!

Unlimited

500 or more

GOVERNOR

  • Start the game as Governor of one of the towns of any planet
  • Name the town you’re governing
  • Permanent stone statue placed in the center of the town commemorating you
  • Construction Plan for an exclusive “Founder Manor”
  • Exclusive Governor Armor Skin and Horse Armor Skin
  • Unique forum title: “Governor”
  • Unique in-game title: “Governor”
  • Sapphire forum badge
  • Sapphire in-game avatar badge

+ ALL PREVIOUS REWARDS!

200 units

1,000 or more

ARISTOCRAT

  • Design your custom, unique Guild Crest
  • Construction Plan for an exclusive “Founder Castle”
  • Custom painting of your character to be displayed in your home
  • Special Ghost Butler pet companion
  • Exclusive Aristocrat Armor Skin and Horse Armor Skin
  • Invitation to the Fractured launch party (travel not included)
  • Official Dynamight Studios shirt, signed by all team members
  • Access to private monthly video Q&A chat with the developers
  • Unique forum title: “Aristocrat”
  • Unique in-game title: “Aristocrat”
  • Emerald forum badge
  • Emerald in-game avatar badge

+ ALL PREVIOUS REWARDS!

50 units

2,500 or more

CREATOR

  • Design one of the Minor Deities of the Pantheon of Elysium
  • Design one of the Disciples of Galvanos, the legendary Archmages of Elysium
  • Design one of the Relics of Power, granting bonuses to the town that stores it
  • Design one of the creatures inhabiting one of the three planets
  • Receive concept art prints of your creations signed by the Art Director
  • Personal contact with the Dynamight Studios team
  • Unique forum title: “Creator”
  • Unique in-game title: “Creator”
  • Ruby forum badge
  • Ruby in-game avatar badge

+ ALL PREVIOUS REWARDS!

10 units

5,000 or more

LEGEND: DUKE OF SYNDESIA

  • Custom personal Crest and Banner to be displayed in one NPC-controlled town of Syndesia
  • Permanent statue placed in the center of the town commemorating you
  • Work with the dev team to include your personal history in the lore of the town
  • Personal Duke Armor Skin with your own Crest
  • Design your own Weapon
  • Pet companion TBD
  • You’ll be listed first in the credits of the game as Development Advisor
  • Personal contact with the dev team – be informed and discuss all game design choices
  • Unique forum title – “Duke of Syndesia”
  • Unique in-game title – “Duke of Syndesia”
  • Diamond forum badge
  • Diamond in-game avatar badge

+ ALL CREATOR REWARDS!

5 units

€5,000 or more

LEGEND: HIGH DRUID OF ARBOREUS

  • Custom personal Druidic Sigil to be displayed in one NPC-controlled village of Arboreus
  • Permanent statue placed in the center of the town commemorating you
  • Work with the dev team to include your personal history in the lore of Arboreus
  • Personal High Druid Armor Skin with your own Sigil
  • Design your own Weapon
  • Pet companion TBD
  • You’ll be listed first in the credits of the game as Development Advisor
  • Unique forum title – “High Druid of Arboreus”
  • Unique in-game title – “High Druid of Arboreus”
  • Diamond forum badge
  • Diamond in-game avatar badge

+ ALL CREATOR REWARDS!

5 units

€5,000 or more

LEGEND: WARLORD OF TARTAROS

  • Custom personal Hellmark to be displayed in one Nest of Tartaros
  • Permanent statue placed in the center of the town commemorating you
  • Work with the dev team to include your personal history in the lore of Tartaros
  • Personal Warlord Armor Skin with your own Hellmark
  • Design your own Weapon
  • Pet companion TBD
  • You’ll be listed first in the credits of the game as Development Advisor
  • Unique forum title – “Warlord of Tartaros”
  • Unique in-game title – “Warlord of Tartaros”
  • Diamond forum badge
  • Diamond in-game avatar badge

+ ALL CREATOR REWARDS!

5 units

€10,000 or more

LEGEND: KING OF SYNDESIA

  • Custom personal Crest and Banner to be displayed in all the NPC-controlled towns of Syndesia and on the shields and capes of the Royal Guard
  • Permanent giant statue placed in the center of all NPC-controlled towns commemorating you
  • Work with the dev team to include your personal history in the lore of Syndesia
  • Personal King Armor Skin with your own Crest
  • Design your own Weapon
  • Pet companion TBD
  • You’ll be listed first in the credits of the game as Development Advisor
  • Unique forum title – “King of Syndesia”
  • Unique in-game title – “King of Syndesia”
  • Royal forum badge
  • Royal in-game avatar badge

+ ALL CREATOR REWARDS!

1 unit

€10,000 or more

LEGEND: SOUL OF ARBOREUS

  • Custom personal Druidic Sigil to be displayed in all the NPC-controlled villages of Arboreus and on the bodies of the Guardians of Arboreus
  • Permanent giant statue placed in the center of all NPC-controlled villages commemorating you
  • Work with the dev team to include your personal history in the lore of Arboreus
  • Personal Soul Armor Skin with your own Sigil
  • Design your own Weapon
  • Pet companion TBD
  • You’ll be listed first in the credits of the game as Development Advisor
  • Unique forum title – “Soul of Arboreus”
  • Unique in-game title – “Soul of Arboreus”
  • Royal forum badge
  • Royal in-game avatar badge

+ ALL CREATOR REWARDS!

1 unit

€10,000 or more

LEGEND: TYRANT OF TARTAROS

  • Custom personal Hellmark to be displayed in all the Nests of Tartaros on the bodies of the Terrors of Tartaros
  • Permanent giant statue placed in the center of all Nests commemorating you
  • Work with the dev team to include your personal history in the lore of Arboreus
  • Personal Tyrant Armor Skin with your own Hellmark
  • Design your own Weapon
  • Pet companion TBD
  • You’ll be listed first in the credits of the game as Development Advisor
  • Unique forum title – “Tyrant of Tartaros”
  • Unique in-game title – “Tyrant of Tartaros”
  • Royal forum badge
  • Royal in-game avatar badge

+ ALL CREATOR REWARDS!

1 unit

DISCUSS

The post Kickstarter Update – Pledge Packs appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast!

Among the myriad of pieces that make up an MMO, we believe that the soundtrack often doesn’t receive due attention. Here at Dynamight Studios, however, we’re well aware of the central role it plays, and we’re not going to save resources on that.

It is therefore with great pleasure that we are releasing the first piece of the Fractured OST. It is no less than the first version of the main theme, which you’re soon going to hear again in our upcoming Kickstarter campaign!

Fractured Main Theme V1 - SoundCloud
(180 secs long, 390 plays)Play in SoundCloud

The creator of this wonderful record is the German composer Armin Haas, who is going to keep working on other tracks for the Fractured OST in the months to come.

Since we always want to keep tabs with your feedback, we’re going to continue posting previews of new tracks on our soundcloud page. In the meantime… Let us know what you think of this new, important step in the development of Fractured!

DISCUSS

The post OST Update – Main Theme V1 appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast!

As promised in our Hike & Slash gameplay video, the first Fractured live Q&A is coming!

I’m going to be live on YouTube on Saturday, May 5th, from 6pm CEST (12pm EDT / 9am PST). Over the course of an hour or so, I’ll be your fully dedicated answering robot! Human robot! Android?

To tune in, just click on this YouTube link a few minutes before the time announced above – we can chat a little before the Q&A session begins!

If you want to get your questions ready before the stream, you can leave them in this forum thread.

Thank you and… see you soon!

– Jacopo

The post May 5th Q&A Livestream appeared first on Fractured.

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Now that the last Feature Spotlight has officially ended the series of updates dedicated to the Knowledge System, it’s about time we move to what is likely to be the most debated topic in the history of the Fractured community – and that of the MMO genre in general.

The topic, of course, is Player Versus Player.

Since the very first post on this blog, we’ve stated Fractured wants to cater to the needs of peaceful/cooperative and aggressive/competitive players alike, allowing them to coexist in a single, massive game server.

Fractured is not the first game to attempt this move, of course. Different solutions have been proposed by several MMOs already. Implementing a (more or less) restrictive justice system to punish criminals is a classic. Splitting the world in low-reward / PvE-only areas and high-reward / FFA-PvP areas has also been explored.

To us, neither of the two solutions above has managed to strike the right balance, because:

  • A justice system still allows you to be murdered and looted. We know it’s enough to please those of you who seriously dislike PvP.
  • A world with safe low-level zones may increase new player retention, but that’s about it. In the end, if you really want to progress, you have to bear a sizable amount of deaths by ganking, unless you’re part of a large group of players.

The Fractured way, while incorporating elements of the solutions discussed above, is fundamentally different and – I dare say – truly unique. It relies heavily on the strong characterization of the three races that can be played in the game, their lore, and the three planets they inhabit.

Speaking of the three planets, we’ve had our community defining Arboreus as a “PvE planet”, Syndesia as a world with “Lawful PvP”, while Tartaros features “Lawless PvP”. This definition, although correct at large, is far from perfect, and led to a plethora of questions such as:

  • Can I be “ganked” while playing as a Beastman on Arboreus?
  • If I’m a Demon, how easily can I go for a killing spree on other planets?
  • What constitutes a crime on Syndesia, and how is that punished?

Today, we’re giving you all the answers – and more!

Shall we begin?

Alignment

On Fractured, each character is always categorized as Good, Neutral, or Evil. These three titles, built on the classic D&D moral spectrum, are collectively known as Alignment. If you’ve followed our past updates, you should know that each option has serious consequences on your gaming experience. We’re going to discuss them in detail in the following paragraphs.

Coherently to the spirit of the game, the Alignment of your character is not set in stone – you’re free to choose it any time you take a Resting phase, just before memorizing your spells and setting your Talent points! Not all the three options are always available, however, as race, location and Karma might restrict your choice.

What is Karma? Simply put, it’s an indicator of where your character stands between Good and Evil. It ranges from -10,000 (Diabolic) and +10,000 (Holy), and changes according to your behavior in game – how you interact with other players and the environment, which Gods you worship, and more.

If your character’s Karma is below -2,500, you can only choose an Evil alignment. Below 0, you can pick only Neutral or Evil. Above 0, all the three options are open.

Speaking of race, the following limitations apply:

  • Humans are born with slightly positive Karma, and can choose any alignment.
  • Beastmen are born with a highly positive Karma. When resting on Arboreus, you can only choose a Good alignment for your Beastman character. When resting on a different planet, you can instead pick Neutral too. By doing so, you are allowed to commit criminal actions that could lower your Karma to the point your home planet and race will start rejecting you, walking the frightening journey that end with the transformation of the Beastman into an Abomination.
  • Demons are born with a strongly negative Karma – and they can’t make it better on their home planet. Therefore, as you create a new Demon, you’re restricted to an Evil alignment. When resting on other planets instead, you can gain Karma to the point you can set your character as Neutral too. Eventually, once your Karma is sufficiently high, you can start walking the path that will lead your Demon to reach its Redeemed form – the Angel.

Last but not least, the two following criminal flags restrict your Alignment selection as well:

  • Thief. You get this when stealing from a Good or Neutral player. It lasts for 24 real-world hours, and prevents you from choosing a Good Alignment.
  • Murderer. You get this when executing a Good or Neutral player. It lasts for 48 real-world hours, and forces you to pick an Evil alignment.

What are the consequences of being Evil, Neutral or Good? Let’s find out!

Good Alignment

If you flag yourself as Good, you are not allowed to perform hostile actions against any other Good or Neutral player. There are several ways this restriction is applied – some common cases being:

  • You can’t use basic attacks and targeted spells against Good or Neutral players.
  • Your AOE abilities cause no damage or negative side effects to Good or Neutral players.
  • You can’t loot the corpse of a dead Good or Neutral player.
  • Giving the killing blow to a knocked-out Good or Neutral player is not possible.
  • You can’t take possession of bounty that doesn’t belong to you.

On the contrary, all the hostile actions listed above are permitted against Evil players – and even encouraged by Karma gains!

Since all Beastmen have a default Good alignment that can’t be changed on Arboreus, it is literally impossible for them to hurt each other. This also lessens the need for them to form a Party, making grouping easier.

As a Good player, you’re sure to inspire confidence to everyone you meet.

Neutral Alignment

If you flag yourself as Neutral, you can perform hostile actions against any other player. This includes attacking, stealing, and murdering.

Hurting a Good or Neutral player doesn’t turn your Alignment to Evil, but flags you as Aggressive – a condition that gets you treated as Evil in many ways. For instance, Good players become able to hurt you, while other Neutral players become able to do so as well without consequences.

The Aggressive flag lasts for a few minutes only, but some particularly despicable actions like stealing or executing a player may add additional conditions (such the aforementioned Thief and Murderer flags) that last for a much longer time.

In the end, choosing Neutral gives you the chance to be nasty when needed, but it also surely lowers the trust other players might have in you.

Evil Alignment

You’re a Demon, you’ve decided to challenge the world, or you’ve been a bad guy so much that you’re no longer allowed to pick any other Alignment. Whatever your reasons for being Evil are, you’re now in a high risk situation!

While Evil, you’re free to perform hostile actions against any other player – just like when you’re Neutral. However, other players can also do so against you, without consequences – such as being flagged as Thief or Murderer or losing Karma. In fact, they will gain Karma by getting the world rid of you!

At least, being Evil is not enough to get you fully cast out of society. Guards on Syndesia let you enter towns, for instance, and some NPCs devoted to not-so-legal activities might even take a special interest in you.

Karma Changes

As mentioned in the previous paragraph about Alignment, your Karma changes according to how you behave towards other players, NPCs, and divinities. Let’s check this out more in detail now.

PvP Actions

Depending on your Alignment and your victim’s, attacking, knocking unconscious, looting or executing a player triggers a Karma gain or loss.

As a rule of thumb, any unprovoked aggressive action towards players with Good or Neutral alignment triggers a Karma loss. The Karma loss for just causing damage is minor, but it’s significantly higher if you knock out your victim, and even worse if you loot its body after. Delivering the final killing bow is obviously the worst option of all, and hurts your moral stance considerably.

Also as a rule of thumb, aggressive actions towards players already flagged as Aggressive or Evil have no effect on your Karma.

PvE Actions

All creatures in Fractured have a specific Karma and Alignment. Depending on your Alignment and their own, killing them may result in a Karma gain or loss.

The general concept is quite predictable: killing a Good Creature triggers a Karma loss, while slaying an Evil one triggers a Karma gain.

One thing to be noticed is that PvE is intended as a way to “adjust” your Karma, rather than revolutionize your Alignment. Therefore, a few exceptions to the rule above apply. A couple significant ones: an Evil player doesn’t gain Karma by killing Evil creatures, while a Good player can lose it killing Good ones, but it won’t drop below 0 anyway.

Temple Offerings

A Temple Offering is a monetary donation that can be performed once a day in the home of one of the Gods of Fractured.

Temple offerings are an effective – albeit expensive – way to change your Karma towards that of the God you’re donating to. Offerings given to Elysium, Tyros and Nelena have a positive effect on your Karma, while money pledged to the dreadful Babilis cause a heavy Karma loss. Donations to Neutral Gods such as Iridia and Galvanos instead have no impact on your moral stance.

Other than (possibly) changing your Karma, a Temple Offering increases the favor of the God towards you. If high enough, you might even get bestowed a Divine Blessing, or assigned a Divine Quest to carry out!

Divine Quests

Divine Quests are missions obtained at shrines and temples that must be completed by anyone who wishes to become the Champion of a God. Fulfilling them triggers changes to your Karma, pushing it towards the Alignment of the God in question.

By becoming the Champion of a God, you are granted a unique blessing in the form of a permanent status effect, plus the chance to use one or more Divine Abilities that don’t have to be memorized. The number and power of said abilities depend on the deity’s favor towards you and how well your current Karma matches the God’s one.

The Three Planets

Now you know what it means to choose an Alignment, how your race and your Karma restrict your possibilities, and what the consequences of each choice are. It’s time to have a look at the three planets to see how each Alignment and crime are treated there!

Arboreus

Arboreus is designed to be the ideal home of PvE lovers. It features large areas accessible only by Beastmen and characters with Good alignment, and a great degree of protection from hostile PvP in the rest of the world. How great is such protection? Let’s go through that together.

First and foremost, travelling to Arboreus is no small feat for a Human or Demon character. It requires good planning and is generally expected to be a group effort. Moreover, and more importantly, things get exponentially more difficult for players of Neutral and Evil alignment, who not only have to work harder to gain access to the planet, but also find it harder to stay.

Indeed, only Humans with Good alignment are allowed to walk the lands of Arboreus for a considerable amount of time – 20/40 real-world hours, thus being able to explore a good portion of the world at once, collecting resources and acquiring knowledge.

If you’re a Human with Neutral alignment, you can also stay for a while – around 5/10 hours, penalized only by a slight stat debuff. However, if you get flagged as Aggressive, you are immediately treated as Evil, suffering all the penalties explained below.

If your character has an Evil alignment and you manage to enter Arboreus, well, now you’re in trouble! The planet itself, pervaded by the primal energy of Elysium, immediately starts fighting to repel you. You become heavily debuffed, and normally pacific creatures turn aggressive against you, seeking you out to rip you apart. Even worse, you are only allowed to stay on Arboreus for half an hour at once, and you are quickly drained of all vital energies if you step into a Good-only area.

TL;DR

If you play as a Beastman on Arboreus, you’ll often wander zones completely devoid of hostile PvP – particularly as a new player, and you’re unlikely to be the victim of an aggression from other races in the rest of the world as well. If you’re Evil and looking to travel to Arboreus to go on a killing spree, you won’t succeed – you’d rather have a clear PvE / gathering objective in mind and complete it as fast as you can!

Syndesia

Syndesia has been designed for those of you who are looking for a balance between PvE and PvP, strict rules to prevent senseless griefing, and a competitive environment ruled by opposing guilds and alliances.

The Human homeland is a world deprived of the primal energy that still exists on Arboreus, and can therefore be accessed by Good, Neutral and Evil players alike, without them receiving any buff or debuff. Moreover, it’s the easiest planet to travel to from other worlds – a feature that has turned it into the economic center of the Elysium System.

The degree of protection enjoyed by players on Syndesia is location-dependent, and varies according to the laws established by the guild in possession of each town and its surrounding territory. No hostile actions are permitted in Good-aligned towns besides during sieges, while protection outside of city walls depends on the efforts of the sovereign guild or alliance. This includes hiring NPC squads who hunt down and dispossess any player marked by a criminal flag such as Thief or Assassin. Starting towns can’t be conquered, are always Good-aligned, and their territories strictly patrolled.

Beastmen on Syndesia lose the powers they are granted on Arboreus. Other than that, they can stay on the Human planet as long as they like, finding shelter at any town that allows them in.

While the planet itself doesn’t force them out, Demons have a much harder time walking the lands of Syndesia. Away from the reach of Babilis, they not only lose their Demonic powers, but start leaking vital energy after a couple hours, which forces them to get back to their homeland. Eclipses are a notable exception, since Demons lose neither their powers nor their energy as long as Tartaros is casting its evil influence on the Human world.

TL;DR

On Syndesia, players of all alignments coexist, while the overall safety of each territory depends on the guild controlling it. If you’re a new player, you enjoy a rather large safety net. As you progress, playing with an organized group is advised, but not strictly necessary. Want to be a criminal? That is possible and potentially rewarding, but punishment for your crimes won’t be light!

Tartaros

Tartaros, the Demon planet, is the land for all of you hardcore MMO players who want to enjoy competition at its finest. PvP is strictly Free-For-All, aside from the Nests where new Demons are born, and no punishment or limitation is imposed on Evil characters and criminals like Thieves and Murderers.

Travelling to Tartaros is extremely challenging for any Beastman, since not only they lose the buffs they are granted on Arboreus, but also become the target of the hate of Babilis. The Evil God enjoys stacking curses on the poor fellows, who could end up dying just because of them – if they don’t get slayed by Demons, that is.

Unlike Beastmen, Humans are generally tolerated by Babilis, who sees a potential for corruption in them. They aren’t directly penalized like Beastmen, but slowly lose Karma over time, unless they enjoy the protection of another God. Tyros, for instance, grants total immunity from the influence of Babilis – but of course, that comes at a price too. While the dark God is not able to reach their souls, it is more than willing to let its children do the dirty job! That is why, one hour after stepping on the planet, the presence of any protegee of Tyros is made known to all Demons in the area!

TL;DR

With open PvP, full loot, and no punishment for crime, Tartaros is a harsh environment for Demons – let alone for other races! Beastmen are directly penalized when travelling through this Evil planet, while Humans have a slightly easier time, particularly if they enjoy the protection of a God. Regardless of your race, any expedition to Tartaros should be planned more than carefully!

The Next Episode

In our original plan, this update was to be dedicated to town building, management, and conquest. The heated discussions arisen on the forums about PvP convinced us to prioritize a different topic – but we’ll soon be back on track!

As a reminder, the series of updates on civilization will cover themes such as:

  • Inhabitable areas: where can you build, and what?
  • Town states: haunted, ruined, unclaimed and claimed cities.
  • Conquests: massive sieges or open field battles?
  • Organization: keep your town running properly!

See you soon and don’t forget to let us hear your voice on our community boards and social media!

DISCUSS

The post Feature Spotlight #6 – PvP, Alignment & Crime appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast!

In the last Feature Spotlight, we’ve given you an overlook on the types of abilities available on Fractured and the Schools of Magic & Fighting that group them. In doing so, we’ve mentioned what attribute(s) influence the power of each school among the six available ones.

Today, we’re going to discuss each attribute in detail – and while we’re at it, how your choice of race and family can influence your attribute assignment decisions during character creation.

Last but not least, we will cover the missing bit of the Knowledge System – the Resting phase, through which the concept of “every day a new gameplay” comes to life.

Character Creation

Character creation on Fractured consists of three main steps:

  1. Choosing your race
  2. Assigning your attributes
  3. Defining your character background

The choices you make in this phase are impactful, since they have a strong effect on how well your character will do when dealing with different ability schools and combat scenarios. They’re also persistent, in that you won’t be able change you character’s race and attribute distribution in game – unlike what you can do with talents and abilities.

Step #1: Race

The choice of race is the most impactful you’re going to make in your Fractured experience. As already described in past dev journals, it determines on which planet you start your journey and the ruleset you’ll be subject to – something far greater than what you’ve likely experienced in other MMOs.

Other than that, different races – and families – come with a set of advantages and disadvantages such as unique abilities and backgrounds, basic statistic modifiers and attribute variations – the latter of which are covered in the next paragraph.

For more information on races and the planets they inhabit, we invite you to check out the first and second Feature Spotlights on our dev blog.

Step #2: Attributes

Once you’ve selected your race, it’s time you decide how to set your main character attributes: Strength, Dexterity, Constitution, Intelligence, Perception, and Charisma.

For starters, you’re given a pool of Creation Points that can be distributed among the six attributes – 100 if your new hero is a Beastman or a Demon, 120 if Human. Creation Points can be spent to increase your attributes from their minimum value of 6 up to their cap, which is normally 18 but can change according to the character’s race and family. If the value of an attribute is below 10, you’ll suffer maluses to all the statistics related to it – that’s why it’s convenient to raise each up to 10, particularly for inexperienced players.

To exemplify, let’s say you’ve selected a Beastman character of the Nheedra family – a strong breed, but quite slow in reflexes and not the most apt to charm others (it’s a bear, after all…). You’re then able to raise your Strength and Constitution up to 20, but your Dexterity and Charisma only up to 16.

There is an important catch here though: the relation between Creation Points and attributes is not 1:1! On the contrary, the higher you want to increase an attribute, the more Creation Points you have to spend. Moreover, each race and family (besides Humans) has an affinity with a specific attribute (highlighted in blue in the table above), which makes that attribute easier to increase.

While affinity and caps might look relevant to nerds only, they’re not. Most bonuses given by an attribute grow exponentially with the score of the attribute – that is, points allocated from 20 to 25 are far more effective than points allocated from, say, 10 to 15, thus making cap variations determined by race selection quite significant. Furthermore, reaching a Natural Score of 20 with each attribute grants an additional unique bonus to the character.

What’s the Natural Score of an attribute? It’s the sum of your basic score, defined at character creation, plus points coming from talents. Indeed, each branch of the Talent Tree contains talents that grant a total of +2 to a specific attribute. So there you go – even a poor Human who enjoys no cap modifiers can score a 20!

Step #3: Background

In this last step, you can choose the past of your character. Each kind of background grants you a different set of abilities already learnt to level 1, plus some known crafting recipes and starting equipment.

One thing worth noticing is that all character backgrounds available are pre-defined – you can’t choose the exact abilities, recipes and equipment you already know/own. This choice has been taken to make new heroes always start with a set of abilities and equipment that synergize properly with each other, allowing new players to have a more effective early game experience. Once your character learns new abilities and gains talent points, its background will no longer be significant anyway.

For more information on ability learning, talents and overall character growth, check out the last Feature Spotlight on the Knowledge System.

Player Attributes

The following paragraphs cover the effect of each of the six attributes in brief.

For more information on what types of abilities they influence in detail, have a look at the Skills & Spells Galore spotlight!

Strength

Strength is a measure of the raw physical power of your character, determining how hard it can hit with melee attacks, how much weight it can carry, its base armor rating, its ability to intimidate other creatures and to break objects. It also grants a significant bonus to maximum life, and is used as a requirement to equip heavy armors and weapons.

Reaching a Strength score of 20 gives the character a unique powerful boost to melee damage.

Strength is the main attribute for heavy melee hitters that want to deal the highest damage in the game, being able to double-wield large weapons or hold massive 2-handed ones.

A character heavily focused on Strength wants to end a fight as quickly as possible with a small amount of devastating hits, stunning and knocking down its opponents, especially as it often lacks the physical and mental resources to sustain lengthy battles.

Dexterity

Dexterity is a measure of the speed, nimbleness, stealth and sleight of hands of your character, determining its accuracy and evasion ratings, the cooldowns of combat-related and mobility-based abilities, the chance to inflict critical hits, the stealthiness of its actions and its skills with traps and lockpicks.

Reaching a Dexterity score of 20 gives the character a unique powerful boost to evasion ratings.

Dexterity is the main attribute of nimble fighters and furtive characters that wear light equipment to prevent armor from interfering with their combat abilities and hold (or double-wield) small, fast weapons.

Characters heavily focused on Dexterity can avoid critical hits while inflicting them on their opponents with surgical precision. Reacting quickly to any situation is the key to their success – and they have all they need to do so effectively.

Intelligence

Intelligence is a measure of the learning capabilities and magical power of a character, determining its memory, its ability to understand unidentified items, the intensity and cooldown of its magical spells, its ability to persuade people with logic and natural resistance to magic. It also determines the maximum value of Mana and its regeneration rate.

Reaching an Intelligence score of 20 gives the character a significant boost to Mana regeneration.

Although Intelligence is an obvious requirement for aspiring mages, it’s really unwise not to raise it to a score of at least 10 during character creation, disregarding the type of hero you’re trying to build. This is because Intelligence plays a key role in learning new abilities faster and allows a character to memorize more abilities at the same time, as explained in the next chapter.

Magic tricks and incantations represent the full extent of the offensive and defensive power of a sorcerer, making the increased memory given by Intelligence particularly useful. Moreover, a reliable pool of mana can make the difference between success and defeat, especially since powerful wizards usually achieve their powers sacrificing most of their physical strength.

Constitution

Constitution is a measure of the physique and endurance of a character, determining its natural resistance to poisons and natural elements, how much it can carry and the response of its body to potions. It also determines its maximum amount of Life.

Reaching a Constitution score of 20 gives the character the ability to slowly regenerate Life over time without external intervention.

Given the impact of Constitution on the resilience of your character, it’s also recommended you don’t lower it too much, unless you’re planning to be able to defend yourself otherwise through magical means.

Fighters willing to enhance their powers with alchemical concoctions also benefit significantly from a high Constitution score, which not only increases the effect and duration of most potions, but also grants the character a natural resistance to the negative side effects of the most powerful ones.

Perception

Perception is a measure of the accuracy and observation skills of a character, determining its chances to score critical hits and the damage they do, its accuracy rating, its ability to instinctively identify items, to spot hidden creatures, traps and treasures and to find valuable resources while gathering.

Reaching a Perception score of 20 gives the character a significant boost to its accuracy rating.

Some people need years of study and practice, others just get it naturally… Instinct, keen sight and acute intuition are essential for bounty hunters, rangers, and assassins. Their senses give them a natural expertise with most weapons and combat techniques, and allow them to quickly identify the best magical items and valuables among unclaimed treasures and the corpses of their victims.

Charisma

Charisma is a measure of the leadership and mental abilities of a character, determining the amount of pets and companions it can control at once, its ability to charm other creatures and its affinity with mental abilities, which increases psychic damage and psychic resistance. It also grants a moderate bonus to item identification, makes interactions with NPCs easier and more effective, and determines the base luck of the character.

Reaching a Charisma score of 20 gives the character a significant boost to its luck.

Some say luck is blind, but knowing yourself and having faith in your abilities often helps a lot! Charisma is used by leaders and kings to raise among people, by minstrels to convey emotions to the souls of their audience, by tricksters to deceive their victims with illusions, and by trainers to earn the respect of their pets.

When chances between life and death depend on the throw of a dice, Charisma makes the difference, skewing the balance towards the best result.

Re-Building Your Character

As already explained in our first journal on the Knowledge System, your character can eventually learn all the abilities available in the game, but he’s only allowed to use a subset at the same time.

This limitation is where Fractured flirts the most with the MOBA genre, allowing you to shape a different “hero” before embarking in any kind of adventure to better tackle the scenario you’re going to face or find the right spots in your friends’ party.

In this chapter, we’ll be discussing how this feature is implemented in practice by outlining its two core mechanics: resting and memorization.

Resting

The resting mechanic is quite straightforward. When you start a resting phase, your character sits on the ground, and you are presented with a menu through which you can re-assign your talent points and choose the spells and abilities you want to memorize for your next adventure. The amount of memorized abilities is not fixed, but is positively influenced by the Intelligence of your character.

Resting involves no forced waiting time – once you’ve made your decisions, just confirm them and your hero will be ready to go. Moreover, it will have recovered all of its Endurance, Life and Mana, and be cleansed of all negative status effect (besides long-term curses).

There’s no limit to the amount of resting phases you can take in a day – but of course they would lose all their strategic importance if you could have one at any time! That is why you can rest only in a safe location where your character can sit in front of a fire – be it your home, a friend’s mansion, a public tavern, or even a proper temporary camp.

Memorized VS In-Hotbar Abilities

As we explained above, the amount of abilities you can memorize during a resting phase is not fixed. This means their number can be greater than what fits the ability hotbar at the bottom of your screen! How are you able to use them all in combat then?

Well, you can’t – not at the same time at least, since spells in your hotbar are the only ones you can actually cast. At any time when out of combat, however, you can take an ability out of the hotbar and replace it with a memorized one of your choice. This operation is not restricted as resting phases are – it’s enough you aren’t in the middle of the action really!

The Next Episode

Now that we’re done with the Knowledge System and all its shades, it’s about time we move to a whole different topic – another one that plays a major role in the Fractured experience: town building, management, and conquest!

Since the whole topic is as massive as the Knowledge System, it will be likely split into two or three different spotlights, covering topics such as:

  • Inhabitable areas: where can you build, and what?
  • Town states: haunted, ruined, unclaimed and claimed cities.
  • Conquests: massive sieges or open field battles?
  • Organization: keep your town running properly!

See you soon and, as always, don’t forget to let us hear your voice on our community boards and social media!

DISCUSS

The post Feature Spotlight #5 – Character Creation, Attributes And Resting appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast!

In the last update of The Foundation, we’ve allowed you to create your Hero and your Guild here in the Fractured web portal.

In this fourth iteration, we’re giving you a much, much bigger chance. The chance to get…

A PRE-ALPHA KEY!

That’s right folks – through The Foundation, you can now get a key to test out Fractured, absolutely for free.

How? When? What?
Read on!

THE FRACTURED PRE-ALPHA

The Fractured Pre-Alpha is a time-limited testing phase to be run at the end of 2018 before the launch of Alpha 1. Its main purpose is to weed out any major issues that might exist in the game to allow for a smooth launch of Alpha 1. It may last any time between one and a few weeks.

The Pre-Alpha will be restricted to a small number of players – only the most dedicated ones, since it’s all about testing (while having fun too, of course). The measure of this dedication is… Your level in The Foundation!

How to get a key?

Alpha & Beta: our future Kickstarter campaign (and after that, our web store) will feature packs that grant one or more keys giving access to Fractured at different stages of development.

Pre-Alpha: through The Foundation only, by reaching the level that holds the key as reward. What the exact level is will be revealed later on.

Is access permanent?

Alpha & Beta: it is. For instance, if a key grants access to Alpha 3, the account using it gets access to Alpha 3, all the following Alpha and Beta phases, and full release.

Pre-Alpha: it’s not. A Pre-Alpha key only grants access to the Pre-Alpha.

Will there be an NDA?

Alpha & Beta: absolutely not. On the contrary, everyone will be invited to stream and share game content.

Pre-Alpha: yes. It will be strictly forbidden to disclose any game content.

NEW REWARD TIERS

While perhaps secondary when compared to the Pre-Alpha key, we’re sure you won’t mind the 10 new tiers of reward this updates added to The Foundation!

The new tiers grant rewards up to level 150, featuring some classics and some new additions, such as:

  • The Trained Wolf Mount, an exciting evolution of the Feral Wolf Mount that can be obtained at level 35. It changes form according to the race of its rider: armored and regal for Humans, wild and shamanic for Beastmen, dark and frightening for Demons!
  • The Fire Fendyr Companion. You loved the cuteness of your Fendyr? It now gets blazing paws and tail – still adorable, but with more character!
  • Bronze Founder Chests. Every time you open one in game, you get one out of 8 possible Rare skins for your weapons, armors, pets, and more!
  • Three new titles: Diplomat, Ambassador and General Ambassador. The previous instance of the Ambassador title has been renamed to Legate.
  • Other 750 Dynamight Gold, the future premium currency of Fractured, that you’ll be able to spend in game to purchase plenty of stunning vanity items.
NEW WAYS TO GET POINTS

Since the Pre-Alpha Key is planned as a very high-tier reward, it would be unfair not to give you the opportunity to get Foundation Points faster. How? Just by generating quality content in the community and helping spread the word about Fractured!

Have a look at this thread on our forums to find out what the new Weekly Drawings are, what types exist, and how many thousands of points you can win!

FINAL REMARKS

As promised in the last iteration of The Foundation, we’ve added a couple functionalities to the website as well, such as a few new emblems for your guild banners and the possibility to see the ranking of the largest guilds in the leaderboard. Also, if the forum becomes unavailable again for maintenance, you will no longer see your level in The Foundation decrease until it’s back up.

Since many of you dear followers made us notice that our blog updates are a tad too infrequent, we’ve revised our schedule to deliver them at a whole new pace. In the coming weeks, we’re aiming to deliver 3-4 new updates per month (be them Feature Spotlights, iterations of The Foundation, or Public Sprint Recaps), instead of the current 1-2.The next one specifically, coming next week, is going to be a dev journal covering character creation, the six attributes and resting.

See you soon and, as always, don’t forget to let us hear your voice on our community boards and social media!

DISCUSS

The post Win a Pre-Alpha Key with The Foundation appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast!

In the last Feature Spotlight, we’ve revealed how character progression works in Fractured, outlining a set of game mechanics collectively known as the Knowledge System.

While we hope we’ve been thorough with our description, we’re aware several of you were left with the question “Alright – but what can you actually learn in the game?”. This new design journal is your answer!

Additionally – and for the first time – we’ve selected a few among the abilities we’ve been working on and decided to put them on display here. That’s right folks: Fractured game footage has arrived!

Before we begin, a little introduction is in order. For the Knowledge System to work as intended, the amount of abilities each character can learn has to be incredibly high – that’s why we’ve designed hundreds of them, as stated in our home page. At the same time, however, none is to be just an “improved version” of another – each should have at least one distinctive element to it, and thus be worth learning. Not a small challenge we have on our hands!

For Alpha 1, to be shipped in Q4 2018, we’re therefore focusing on the creation of the core abilities of each school, narrowing down the total to about half of what will be available on full release – a variety nonetheless sufficient to create hundreds of effective, unique character builds.

The Schools of Magic & Fighting

Abilities in Fractured are grouped into different categories known as schools of magic and schools of fighting. This classification is both logical and practical in the UI of the game – you can catch a glimpse of it in the last Feature Spotlight, but your hero is able to learn all the abilities in each school with no restrictions and in no forced order.

When reading the paragraphs below, you might end up associating schools to the classic concept of “classes”. While spells belonging to the same school indeed share a common “theme” and often synergize with each other, you’re hardly meant to build your character using only one school. On the contrary, the system is designed to incentivize you to mix different schools according to the role you have in mind – which could be a canonical RPG archetype, that MOBA champion you really like, or a hero designed to overcome a specific challenge.

The examples above are just the first ones we could think of – we can’t wait for you to be the creator of an unexpected awesome build that will blow our minds!

And now, to the magic!

Abjuration

The school of Abjuration includes a vast array of powerful protection spells, coupled with several ways to negate or modify the effects of other magical or physical abilities.

Knowledge of Abjuration allows the caster to grant immunity to magical and physical attacks, absorb or reflect hostile magic, and generate auras that negate the adverse effects of the elements. A typical user of this school is also good at disrupting the magical defenses of the opponents, leaving enemy sorcerers helpless and turning them into easy targets. Some Abjuration spells even allow the caster to banish items and beings out of existence for a limited time and to trap foes into alternate dimensions.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Alteration

Alteration spells focus on manipulating the basic components of inanimate objects and living creatures.

This school includes several polymorphing and transmutation abilities, providing the caster with multiple ways to physically or structurally enhance items and beings. Some Alteration spells can also defy the basic laws of physics – for instance by manipulating gravity and interfering with the space-time continuum. Moreover, practitioners of alchemy can apply the powers of Alteration to crafting whenever they attempt to generate rare materials and components from common resources.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Conjuration

Conjuration spells allow the caster to summon items and creatures from faraway locations – or even parallel dimensions! – to be used to its own advantage.

All conjuration spells are based on the instantaneous (or very quick) transportation of matter from one place to another, without being able to change the shape or structure of what’s been summoned or relocated. A good example of this peculiarity is the ability to summon flames at a specific location, setting a large portion of environment ablaze, but without being able to further interact with the fire – such as forging it into a ball and hurling it towards an opponent.

The power of most abilities belonging to this school depends on the Intelligence and Charisma of the caster.

Divination

The school of Divination includes most of the utility spells available in Fractured, offering ways to identify items, detect and dispel illusions, locate hidden threats and treasures and spot invisible creatures.

In combat scenarios, Divination allows the caster to amplify its senses dramatically, increasing the perception of its surroundings to the point it becomes able to predict how most events will unfold in the near future. A few abilities of this school can even allow the caster to transcend the boundaries of the mortal domain for a short time to communicate with the gods themselves – assuming they are willing to listen, of course.

The power of most abilities belonging to this school depends on the Intelligence and Perception of the caster.

Enchanting

The focus of spells belonging to the school of Enchanting is to infuse elemental powers into items and creatures to create temporary or permanent magical effects.

This school is extremely flexible thanks to the large variety of spells at its disposal, with an important limitation: Enchanting abilities can’t structurally change an item or the body of a creature. Its effects are instead limited to what elemental infusion can perform, such as making an item tougher, increasing the muscular power of a friend or the reflexes of the caster. Users of Enchanting can even apply its principles to crafting, creating powerful items able to improve the combat ability of the person holding them, which can be subsequently sold or traded.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Illusionism

Spells belonging to the school of Illusionism use their power to mess with the minds of other creatures, sometimes to the point of causing physical damage to the victims.

Mind manipulation can take place in two ways – by hitting a single target, or by enchanting a whole area, affecting the minds of all the creatures that step into it (or sometimes just look at it). The most powerful and realistic illusions can hurt even the most intelligent creatures, or trap them into horrifying nightmares.

The power of most abilities belonging to this school depends on the Intelligence and Charisma of the caster.

Invocation

The school of Invocation includes some of the most devastating spells available on Fractured. They are created harnessing elemental powers and mixing them with raw magic to shape them, guide them, and enhance their destructive nature.

To keep these forces under control, it is mandatory for the caster to maintain a finely balanced flow of mana, which is one thing this school has mastered to perfection. Indeed, some of its mana-controlling techniques allow the caster to store spells for later use, to combine different ones to generate new powerful effects, and to cast enchantments that take effect automatically when the right conditions are met.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Necromancy

The school of Necromancy mastered several ways to steal, extinguish or manipulate the energy flowing within living creatures.

Necromancy spells deal with powers that bring death or decay, but they’re also able to corrupt Elysium’s primal energy and infuse it into the bodies of fallen creatures and mechanical constructs, animating them into new, twisted forms of life. Moreover, thanks to blood magic techniques, the caster can link its own energy to that of other creatures in order to create powerful connections to spread curses and ravage its victims from within.

The power of most abilities belonging to this school depends on the Intelligence and Charisma of the caster.

Restoration

The school of Restoration grants its user several ways to fortify, restore and purify the energy flowing in all living creatures.

Restoration spells are used to heal wounds, remove negative effects, and in general to restore the energetic balance within the body of the target. Due to their nature, they tend to be harmful if used against undeads and other creatures animated through Necromancy. Some of the spells from this school have seemingly divine powers, such as the ability to completely heal a creature, bring it back to life, or even infuse it into constructs and other inanimate objects – without the corruption created by Necromantic spells.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Martial Arts

The school of Martial Arts includes a set of fighting techniques typically adopted in unarmed combat.

Martial Arts abilities are close-combat, quick-blocking and counter-attack maneuvers that take advantage of the strength of the opponent to catch it off-guard and land critical hits. Most of the abilities in this group require a high degree of mobility from the fighter, which forces it to wear light to medium armor sets. To overcome this lack of protection, the users of Martial Arts have developed several techniques to strengthen their bodies, allowing them to compete with heavily armed (and armored) opponents.

The power of most abilities belonging to this school depends on the Dexterity and Strength of the fighter.

Warfare

The school of Warfare encompasses several combat techniques typically employed by warriors in armed melee combat.

Most Warfare abilities are designed to be performed with medium and heavy melee weapons, including swords, great swords, blunt weapons and polearms. Most can be used holding a single weapon or dual-wielding, and some even swinging shields. This school also counts a few mobility skills that allow the warrior to charge into the fray and overwhelm the enemies with brute strength. Plus, it features multiple ways to intimidate opponents and raise the morale of allies in battle.

The power of most abilities belonging to this school depends on the Strength, Constitution and Charisma of the fighter.

Assassination

The school of Assassination includes a set of deadly, silent combat techniques used by murderers to quickly kill or debilitate their targets.

Users of Assassination abilities usually fight with light weapons such as claws, daggers and short swords, and wear light equipment to approach their targets stealthily. Due to their vulnerability, they rely on dexterity to dodge incoming attacks and move around opponents, disorienting them and catching them off guard. Stepping unnoticed and killing the target without the latter perceiving the danger is crucial for a skilled assassin, who can also rely on poisons and traps to debilitate unaware victims before they can react.

The power of most abilities belonging to this school depends on the Dexterity and Perception of the assassin.

Marksmanship

The school of Marksmanship is used by archers to enhance their attacks with bows and crossbows, allowing them to hit multiple targets at once and aim at vital spots, inflicting critical wounds and debilitating strikes.

Marksmanship is a crucial school for hunters who want to silently kill their targets from afar, as well as for city guards during sieges. Additionally, proficient Marksmanship users mastered ways to craft and shoot different types of arrows, made with special materials and soaked with poisons, in order to inflict the maximum amount of damage to their victims.

The power of most abilities belonging to this school depends on the Dexterity and Perception of the archer.

Musicianship

The school of Musicianship encompasses several abilities that can infuse a hint of magic into songs and plays to dramatically increase the impact music has on the souls of the listeners.

Bards and minstrels using Musicianship can manipulate the emotions of other people triggering their most basic, animal feelings. Their music can influence any living creature able to hear the performance, but the effect usually doesn’t last for long – when the music stops, any affected being soon snaps out of the enchantment. Some Musicianship techniques even allow for the compression of mana into sound waves able to damage the creatures they collide with – a far less pleasant kind of tune.

The power of most abilities belonging to this school depends on the Charisma of the bard.

The Next Episode

When we first planned this article, we intended it to be much wider – basically covering all that was missing from the Knowledge System. Once written, however, we realized it was so long that it would have crushed the will of even the most loyal Fractured follower! Therefore, we’ve brutally split in two parts, deciding to start from this one to allow you to watch some game footage as soon as possible.

In the next Feature Spotlight, we’ll cover all that was left out, namely:

  • The resting phase: rebuild your hero anew and discover how Fractured mixes the progression of a real MMO with the replayability and immediacy of a MOBA.
  • Character creation: choosing your race, attributes and background.
  • The six attributes: Strength, Dexterity, Intelligence, Constitution, Perception, Charisma.

See you soon and, as always, don’t forget to let us hear your voice on our community boards and social media!

DISCUSS

The post Feature Spotlight #4 – Skills & Spells Galore appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast! With this article, we’re releasing the first issue of a new type of Fractured blog post: a State Of The Game update!

The aim of this new series is to give you a detailed account on the progress being made on the development of Fractured – including what features we’ve added and what challenges we had to face.

Before starting, I shall lay a necessary preamble: while Fractured as a project was started in January 2017, the first months of work at Dynamight were largely spent setting up the company, hiring, defining game design pillars and core features of the game, choosing tools and technology, getting familiar with SpatialOS, prototyping and preparing the public face of Fractured (this website!). Work on Alpha 1 has actually started in August 2017, so everything below is the result of a little more than 3 months of work by a single (full-time) front-end developer and a (part-time) back-end developer!

The Basics

Our home page and that of Improbable already explain why in 2017 SpatialOS is the best platform to create a next-gen MMO with the ambition of Fractured, so let’s not dwell on that again. What some of you might wrongly infer from that, however, is that SpatialOS provides developers with some sort of “basic MMORPG layout” to build on. That is definitely not the case: we had to build everything from the ground up, and we went straight to the networked way.

In the following paragraphs, I’m going to briefly recap the first steps we took to implement a basic MMO gameplay.

  • First of all, we developed the first iteration of the movement system for the player’s own character and other entities in the world.
  • The second step was, quite obviously, a combat prototype, featuring both melee and ranged attacks, plus all that goes along with it – such as hotbar buttons. Once done for players, we made the system more generic, so that it could be used by AI-controlled creatures as well.
  • At last, we wanted to get a feeling for the player’s progression, thus we developed a preliminary version of the Knowledge System. You can catch a glimpse of that in the UI screenshots of the last Feature Spotlight!

Of course, the development of gameplay is only half of the job while laying the foundation of an MMO – there’s a lot that happens before you enter the world, and also a lot that goes on behind the scenes while you play. Simultaneously to the above, we also created:

  • Our own backend infrastructure – in a nutshell, a distributed database coupled with a set of web APIs that allow player clients and SpatialOS servers to safely communicate with it.
  • A secure authentication system.
  • A basic login interface – including character creation, selection and deletion.

This was just the beginning. Now, let’s get deeper into some of the works described above, and the main challenges we had to face when developing them.

World Building

SpatialOS gave us the server architecture to create an open world of virtually unlimited scale. That alone is simply amazing, but it solved only half of the problem – we had to figure out ourselves the puzzle of client-side world building. It wasn’t much of a technical issue there, but rather one of game design: how can a small company without an army of level designers pull off such a gargantuan task?

The answer, we knew, was procedural world generation followed by human polishing.

Over the last couple months, we have defined, furiously thrown away and re-defined the world building tools and pipeline in a seemingly endless loop of never-satisfying iterations… until we made it!

Today, I can gladly announce we’re able to quickly generate large portions of maps which perfectly fit the mechanics of an MMO with isometric camera and ARPG combat. Exciting maps, with the detail and variety you’d expect from a AAA production (but made by an indie team). That’s cool, isn’t it?

Latency Management

If you have been following the development of Fractured, you should know already that we think static, boring combat is one of the biggest issues of several sandbox titles, and that we are committed to revitalizing the genre by making it collide with the exciting world of ARPGs.

Developing a good action combat system in an MMO poses several challenges. First of all, reaction times must be quick: provided you have an acceptable latency, your character should respond immediately to your commands. At the same time, the position and actions of other players on your client should be cleverly simulated while keeping their movement smooth and without consuming too much bandwidth. Damn!

Reading the above, you should understand how our basic movement system wasn’t obviously up to the task, and had to be largely improved. While we did it, we added pathfinding and smart obstacle avoidance, until we came at what we have today – a good compromise between smoothness and performance.

Combat

We started with a punch-throwing mannequin – now we have an ass-kicking human warrior able to wear armor and hold weapons and shields!

To get a more meaningful feel for the combat, we developed the first set of weapon parameters, such as 1/2-handed, base damage and speed, range, area of effect (shape and size), accuracy, mobility, and a few others. Out of those, we created 6 different weapons (unarmed, short sword, great sword, spear, crossbow, bow), each with its own unique advantages and weaknesses in different scenarios.

Once weapons had been completed, we moved to spellcasting, creating a few spell archetypes. Among those, we can mention different types skillshots (projectiles travelling in a given direction or effects spawned in a given terrain location), beams and sprays (continuous aimed spells with different shapes), and generic targeted abilities (either with immediate effect or projectiles following the target).

Once more, everything that has been added so far combat-wise is just a portion of what will be present in Alpha 1, which in turn is a glimpse of what Fractured will be in full release.

Fauna

Our implementation of creatures in Fractured is still basic, but fully functional. As of today, the two main parameters that regulate a monster’s behavior are its attitude and migration.

A creature’s attitude represents its behavior towards you. It might attack you on sight, ignore you unless provoked, or even help you in situations of need. For the time being, what attitude a monster assumes is only regulated by the family it belongs to, but in the future it will be determined also by your race, location, time of the year, and action record.

Migration determines whether a creature always inhabits the same area or moves around the world. This implementation is also simpler now than it will be in the future, when we’ll implement proper migratory patterns and other complex behaviors (such as relocating to new food sources or more favorable environments).

As for the types of creatures implemented, we have a decent variety of forest animals (bears, wolves, boars) and classic fantasy foes (such goblins, trolls, kobolds).

Races, Planets, Biomes

Even with demons being the favorite player race by a slight margin (see below), we’ve chosen Syndesia and humans as the first race and planet to work on for Alpha 1.

This decision was quite obvious – Syndesia is the most varied of all planets (in terms of possible biomes), and also the one with the ruleset that can accommodate the largest amount of Fractured players. From an artistic standpoint, humans are also the quickest race to work on, since they don’t feature different families with unique body shapes and looks as demons and beastmen do.

We’ve selected a mountain area as the first biome to produce art assets for. This is definitely one of the most “classic” types of environment for a fantasy game, but again, it has allowed us to produce a decent amount of variety (forests, plain valleys, streams, rivers, lakes) in a relatively short time.

Some Additional Info

In this final section, let’s have a look at something beyond the development of Alpha 1. It’s been a long time since we’ve updated you on the growth of the Fractured community! Moreover, there are a few other things we’d like to let you know about.

Registered Accounts

As of today, Fractured has over 5,000 registered accounts. Registrations have slowed down considerably compared to the first month after the project was made public, but we strongly expect they will resume faster than ever as soon as the first screenshots and video footages are released.

Back in June, our community members came from over 70 countries, with the TOP 10 being claimed by Brazil, Vietnam, United States, Russia, Italy, Canada, UK, France and Ukraine.

Today, we have accounts registered from 100 different countries (that’s more than half the number of countries in the world!), while the TOP 10 looks a little different too: the United States have taken the lead, followed by Brazil, Vietnam, Russia, Italy, Germany, UK, Canada, France and Ukraine.

As for the choice of race, we see a perfect tie between humans and beastmen – each chosen by 31% of the userbase, while demons are the most popular selection (37%). Overall, this is a very balanced outcome and we couldn’t be happier by that!

The Foundation

As previously announced in a popular forum discussion, we’ve decided to tackle the issue of fake accounts not knowing they’ve been kicked out of The Foundation and never-active ones gaining levels passively and accruing rewards to the referring player.

When opening The Foundation page with a fake account, the scoundrel now correctly sees its account being level 0, with a new warning message explaining why that is happening.

Moreover, from today on, new accounts no longer generate Daily Points (down from the 15/day they accrued before). Instead, they only start generating Daily Points once they reach level 10, where the first “+5 Daily Points” reward is given out.

And Now What?

We’re glad of how far we’ve gone in barely over 3 months with such a small team of coders, and we’re excited to think of how fast we’ll become once the project receives proper funding and our devs at least double in number. Such is the power of the Unity + SpatialOS combination, coupled with some serious effort and passion for what we’re creating!

Reading this post, you’ve likely noticed that work on some of most unique features of Fractured – such as the many chances of interaction with the environment or different races – hasn’t started yet. Similarly,  the bulk of the “sandbox” side of the game (resource gathering, crafting, building) is still missing.

Looking at our development speed so far, the fact there’s still one year left to the planned start of Alpha 1, and the fact a Kickstarter and subsequent team expansion are going to happen in between, we’re confident we’ll deliver all that’s been promised. And oh, did we mention screenshots and game footage are almost ready to be released? Keep an eye on the next updates!

See you soon and, as always, don’t forget to let us know hear your voice on our community boards and socials!

DISCUSS

The post State Of The Game #1 – A Gallop To Alpha appeared first on Fractured.

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Hi, fellow gamer and MMO enthusiast! Just over a month since Universe & Travels, it’s time for us to drop a new Feature Spotlight – this time focused on one of the most unique features of Fractured: the Knowledge System!

While originally it was our plan to release an article on player-made villages, our community has been relentless in making us notice how much they wanted to know more about character progression on Fractured. So here it comes!

Before we begin, let’s clear something up. As you may know already from our homepage, progression on Fractured is neither level-based nor skill-based, and strongly rejects grinding in any form. Quite often, this has gotten our community members worried: how can there be a sense of progression and long-term achievements to look for? Well, it can! The core ideas of the Knowledge System are simple yet revolutionary:

  • The core strengths and weaknesses of your character are set when you create it by choosing its attributes, and don’t change during the course of gameplay: you’re effective and can join complex PvE and PvP scenarios from Day 1.
  • Your character rarely becomes stronger over time. Instead, it gets more knowledgeable. This happens is many ways, but one above all: the array of abilities at its disposal becomes larger and larger. This, coupled with the Resting system, allows you to design a ton of situational builds to engage in different scenarios more effectively.
  • Whenever there’s something that makes your character stronger, that’s just for fine-tuning purposes, so that there is never a huge power gap between newcomers and experienced players.

Now that we’ve made this important preamble, let’s turn this Knowledge System inside-out together!

Knowledge Points

In Fractured, Knowledge Points can be seen as your personal progression currency: you acquire them over time while playing the game, and you can spend them to obtain Talent Points and start learning new abilities.

Unlike the usual “experience points” you can find in most MMORPGs, on Fractured grinding (repeating the same action over and over) is not the way you earn Knowledge Points. On the opposite, their acquisition takes place naturally during the course of your gaming sessions – and the more varied are the things you do, the better!

Let’s have a look at the four main situations that lead to earning Knowledge Points.

  • Exploration. Unlike most MMOs you’ve likely played, a new character on Fractured is not only unaware of combat and magical arts, but also oblivious of the geography of the world it lives in. This ignorance is reflected in the world map, which presents itself as an empty canvas. If you want to become a knowledgeable explorer, you need to travel through every region of the world with some parchment and a pen at hand, taking a little time to write down what you’re seeing. Whenever you document a new location, it becomes permanently visible (in detail) on your world map, and you’re awarded with Knowledge Points according to the importance of what you’ve recorded.
  • Bestiary. The bestiary is a personal diary where you store all the information on the types of creatures you’ve interacted with and/or defeated. New entries in the bestiary only report the most basic information on a creature, such as its name and species. Multiple interactions / kills gradually reveal more detailed data on the creature, including its attributes and abilities. Every time you unlock a new piece of bestiary knowledge, you are rewarded with Knowledge Points, and your characters becomes more proficient when interacting with the creature.
  • Item Identification. Most equipment items on Fractured are crafted by players. Occasionally, however, you might be able to recover one from the corpse of a creature you’ve defeated or a hidden treasure. Each item obtained this way is Unidentified – it might be magically enchanted, but you won’t be able to grasp its powers (if any) unless you identify it first. When you do so, you not only may find yourself with a highly valuable prize in your hands, but you gain some Knowledge Points as well.
  • Relics. Relics are rare pieces of the lost knowledge of Elysium that have survived the Fracture and can be recovered from the most remote locations and dangerous circumstances. When consumed, they can trigger the discovery of a new spell or raise the strength of one you know above its maximum theoretical level – a power we’re sure the most competitive of you will crave to master. And oh, they give Knowledge Points too, of course.

OK, now you know how Knowledge Points are earned. Let’s get into the core of the Knowledge System and find out how they can be spent.

The Talent Tree

Unless you’re entirely new to the world of RPGs, you’ve likely had to deal with Talents already in one way or the other. This is what your Talent Tree page looks like in Fractured:

At a superficial look, this is not much different from a canonical MMORPG  talent system. Whereas in classic MMORPGs you gain a new Talent Point once in a while when leveling up, in Fractured you’re free to choose when to obtain one by spending a fixed amount of your Knowledge Points. The Talent Points you have – up to 50 – can then be assigned to the nodes of your Talent Tree. The latter is divided in six branches, each focused on one of the main character attributes: Strength, Dexterity, Constitution, Intelligence, Perception, Charisma.

In classic MMORPGs, moreover, I’m sure you’re used to thinking very carefully before allocating a Talent Point, knowing there is no way back – at least not without having to open your (real-life) purse. That’s not the Fractured way. Here, you can re-assign your Talent Points as many times as you want during a Resting phase. Yes, that’s it: just sit down in front of a fire change all your Talents to match the stats and abilities of your Hero, just like you do before a match of your favorite MOBA! You can also handily save pre-defined configurations.

One last remark before closing this paragraph: if you’re afraid Talents create a power wide gap between new and experienced players, you can stop worrying already! Talents are certainly an important complement to a character build, and we’re sure different setups will be widely debated in the competitive crowd. However, they’re just that: complements. The main strengths and weaknesses of your character are established when you create it!

Ability Learning

On Fractured, magical and combat abilities are discovered and learned through a unique process involving exploration, combat, gathering, crafting, and a little bit of waiting time (including offline time).

Our aim when we designed this piece of the Knowledge System was once again to avoid grinding and to make you feel like any ability you learn is a small adventure in itself – always familiar yet never repetitive, always worth following but never creating power gaps.

Have we managed to do so? Read on and let us know!

Step #1: Discover & Quest Around

When you open your Character Abilities window for the first time, almost all the spells listed in each School are in an Unknown state.

When an ability is Unknown, you character doesn’t know anything about it (surprising, eh), including its effect and what are the tasks required to unlock it – you’re only able to catch a glimpse of its icon. How to discover an ability? Just play the game! Travel, fight, gather, craft – whatever you fancy. As soon as you accidentally perform one of the tasks required to unlock an ability, it will switch to Discovered state.

Once an ability is Discovered, you get to know everything about it: what it does, what’s the cost to use it, and – mostly importantly – what are the tasks that have to be performed to be able to start studying it. Some examples of such tasks are:

  • Find, interact with, or kill specific creatures.
  • Kill some specific creatures in a unique way.
  • Find, collect or refine some amount of a specific resource.
  • Consume X units of a specific item.
  • Be hit X times by a specific spell.
  • Perform a specific combat action X times.
  • Explore one or more world locations.
  • Rest in a specific location.
  • Craft X units of a specific item.
  • Die in a specific way.

Ability learning tasks never require you to repeat the same action for hours. Instead, they’re designed encourage you to explore and travel – rewarding cleverness and bravery, not time spent grinding.

All abilities have a total of 6 tasks associated to them, but it’s enough you complete 2 to turn the ability to Ready To Study – and that’s when the second part of the learning process begins.

Step #2: Study The Ability

So you finally have your ability Ready To Study. To start the learning process, all you need are:

  • A sufficient amount of Knowledge Points.
  • A blank tome of the appropriate School of Magic or Fighting.

Tomes are regular items that can be crafted by players. Tomes of different schools feature different procedures to be created, as some are made of parchment, others of paper, and several require unique resources on top of their basic material. They can be freely traded between players.

When you have your tome and enough Knowledge Points, you can start the learning process: the points are consumed and the book is inscribed, removed from your inventory and added to one of the Learning Slots of your character – if you have at least one not in use. Once launched, a learning process cannot be interrupted and continues even when your character is offline. The inscribed tome disappears when the learning has been completed.

That’s it! Now you just have to wait for the learning process to end to be able to use the ability. The total time required depends on several factors (such as the type of ability and your character attributes), and can be made shorter by actively playing the game (e.g. by consuming special kinds of edible resources).

Below you can see how a spell already learnt to level 1 looks like – the fearsome Axii’s Sun Strike, from the School of Invocation!

There’s More Than One Level!

In the paragraphs above, we’ve covered the process that turns an Unknown ability to Discovered, Ready To Learn, and finally usable. Abilities, however, are not only meant to be learnt once, since they feature up to 3 levels of power! Completing only 2 tasks of a Discovered ability allows you to study an ability to level 1. After that, you need to have at least 4 tasks completed to study it to level 2 and 6 tasks completed to study it to level 3.

Different learning tasks of the same ability are usually balanced so that completing a couple can be usually done in your home planet, while completing all 6 almost always requires you to travel to other planets. Studying higher levels also needs more complex blank tomes crafted with exotic resources and sophisticated tools – so we expect them to be a common item in player commerce.

Similarly to what we said about talents, you don’t have to worry about ability leveling creating a too wide power gap between new players and veterans. Sure, leveling up an ability increases its power – be it a stronger effect, increased duration, reduced cooldown, and more. However, they’re always minor differences, mostly interesting on a competitive level. Level 1-2 abilities are more than enough to create effective builds for casual PvE and PvP.

The Next Episode

This article explained it all on how character progression works in Fractured – we hope you enjoyed it! However, we’re aware we’ve mentioned so many other things that might have tickled your curiosity, and we surely don’t want to leave you with too many questions hanging.

Therefore, in the next Feature Spotlight we’ll reveal:

  • The Resting phase: rebuild your Hero anew and discover how Fractured mixes the progression of a real MMO with the replayability and immediacy of a MOBA.
  • Character attributes: what they do, and why character creation is so important in Fractured.
  • The Schools of Magic & Fighting: how are the 400+ Fractured abilities classified?

See you soon and, as always, don’t forget to let us know hear your voice on our community boards and socials!

(thanks to game-icons.net for the placeholder icons used in this post)

DISCUSS

The post Feature Spotlight #3 – The Knowledge System appeared first on Fractured.

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