From the Test
To give the test some shape, we wrapped it in an event: ⚔️ Crafting Rush ⚔️. Chop wood, mine copper and iron from the caves, craft gear at your workstations, and run it back across the map to your faction's stockpile for points. Steal a crate off someone else's run on the way? That counts too. You spawn at your faction outpost but your stockpile sits on the opposite side of the map. (Results at the bottom of this post.)
Recap
The servers came up, testers joined, and for the first time the whole loop was running: gathering in the caves, hauling it out by hand cart, refining it down, crafting something with it, and (occasionally) losing it on the way home. It was a good day.
A major component that made the test work was the communication updates. It was the voice chat, local chat bubbles, faction chat, and you the players old and new. Players were teaching each other how the refinery flow worked, where the ore was, how to build carts. We saw groups organize to make turn in runs across the map and players with carts stuck to their character.
Highlights
The Full Loop Worked. Testers ran resources all the way from raw nodes to finished weapons and armor, end to end, in both static placed & player-built workstations.
Refining & Crafting. The refinery and crafting flows mostly held up. Plenty of friction notes (fuel timer quirks, click registration on crafting tables, a few visibility gaps on refinement progress), but the bones are good.
Hand Carts in the Mines. Our first logistics vehicle made its debut: the Handcart. Hand carts will be the only vehicle that can traverse caves. We found plenty of bugs with them, but they accomplished the goal for miners.
Proximity Voice Chat & Chat bubbles. We are building systems that get stronger the more players are involved. Communication is the part that makes it work, and our early version is a strong start.
The Feedback Itself. Over a hundred detailed reports in the portal since the test went live. Some of them are single sentences, some of them are multi-page beta reports with screenshots. Every single one of them helps us build a better game. Thank you.
Where Do We Go From Here?
First: a short stretch of cleanup. The cave transitions, crafting interactions, other bugs, UI issues and better event guidance. That's the work this window is for.
Second: there's a gap we want to address. Combat didn't get the testing it needed in this test.
So we're starting a second testing event track. We're calling the combat focused testing event Fractured Fight Club.
Small groups, a few hours at a time, combat and nothing else. 1v1, 2v2, XvX. No gathering loops, no logistics.
Fight Club sessions will run more often than our main Conquest tests.
Results
Faction Standings
- The Thorn: 3,000
- The Order: 1,840
- The Wardens: 1,261
Top 10 Players
- GorethMolier: 790
- MarsMike: 723
- Zabzab: 571
- Burnalot: 497
- MidniteArrow: 496
- Campa: 282
- Artileo: 241
- OlivePit: 232
- DragonfireAeD: 196
- Nylon: 180
Want a seat at Fight Club?
Discord is where the call-ups happen. Join us and tell us you're in.
Join the CommunitySee you in the next one.
Fractured Dev Team