daily~~~

Posts made by chrightt
-
RE: Feature Spotlight #6 - PvP, Alignment & Crime
@Prometheus I see, so more about what we "do" in the world basically. Still, that means races/alignment will make us deviate to our more preferred planets though.
-
RE: Feature Spotlight #6 - PvP, Alignment & Crime
@finland That is wrong. WoW did initially have a new and novel design for its era, but as time moved on, people now play WoW only because it was once famous. This is the same as how some people will continue to buy Final Fantasy games whether they turn out to be good or trash (like mobile versions of FF). WoW did have a very good start because of its novel concepts that was unseen before. However, you can't say that WoW's future updates are all to better the game itself. While initial game design is indeed good, it doesn't mean that WoW right now has good game design. Furthermore, for alignment in Fractured, it just means that no matter which alignment you choose you will end up having some sort of negative aspects on one planet or another. This leads to deterring people from visiting planets that are bad for them => decrease in actual exploration (or forces change of alignment). As far as I can see, even a beast with a good alignment on human planet still doesn't receive their beast buff. Therefore, it is NOT just alignment. Also, read comment below as well.
@Jetah basically, I'm saying that sucks ass because I might want to play a demon while my friend might want to play a beastman. It is a pain in the ass if you have to get the same alignment and you still might end up with different bonuses due to planet.Basically, you can have your opinion and I can have mine. If you think the game is good for you then just believe it that way. I'm stating out a lot of potential complaints and problems because I see further into the results. Simple as that. Well, I'm out, no use saying more.
-
RE: Feature Spotlight #6 - PvP, Alignment & Crime
@finland
Why do people like to use WoW when it is such a crappy example. There are games like WoW where a large part of success was due to timing. I know there are multiple games with 2 factions each with their own race, but those are games designed to pit faction against faction like WoW and Archeage. What I think Fractured is trying to do is actually different. There isn't two "factions" fighting against each other so there isn't any faction war either. This makes races weigh much more.As I see it, "Demons are born with a strongly negative Karma β and they canβt make it better on their home planet." This means that they will always be strongly negative on Tartaros isn't that right? Doesn't this mean when other people come to Tartaros I'm just a prime target because, "However, other players can also do so against you, without consequences β such as being flagged as Thief or Murderer or losing Karma. In fact, they will gain Karma by getting the world rid of you!" when you are of evil alignment. Other than that I do see your point though, alignment allows us to change our race's nature, but our race still gets specific buffs/rules for specific planets.
-
RE: Feature Spotlight #6 - PvP, Alignment & Crime
Now, I can only hope there isn't some main quest or quest that gives very good rewards on specific planets. Would suck ass. One thing I hate though is directly treating certain races as certain types of players. Why must I be regarded as some lawless PVP guy if I only wanted to play the demon race for a sexy succubus character?
Woe is me. Anyways, I actually don't mind races but it kind of sucks to have to choose a certain race and get locked into a more PVE or PVP character and having a preferred planet. Really takes exploration out of the game. It also sucks especially since I doubt you can change races (correct me if I'm wrong). Sometimes life is busy and people hop in between casual/hardcore. It is probably not uncommon for people to make friends across races in most MMORPGs, but I think Fractured is actively discouraging this. The tradeoff I guess is players of a certain race will get to bond together even more. Seriously though, I don't really like games when races matter A LOT (makes customization limited). I know a lot of players might praise you for this and that, but I just have to state my honest opinion on how Fractured is developing as I see it in my eyes.
TL;DR While I think Fractured introduces a lot of systems in a nice story/lore format, I also think many rules in Fractured actually restricts a lot of freedom and restricts players according to their race.
-
RE: How do you feel about transmog system for fractured?
@jetah said in How do you feel about transmog system for fractured?:
WoW 5.2 patch notes (in 2013) say:
Transmogrification rules have been broadened for several weapon types.
- Two-handed axes, maces, and swords can be Transmogrified to each other.
- One-handed axes, maces, and swords can be Transmogrified to each other.
- Staves and polearms can be transmogrified to each other.
The OP statement said "allows you to make your weapon and armor look like any other weapon or armor that you've unlocked". The OP didn't state specifically via replacement of the item model or a wardrobe tab where you can place items in. Again I can see the terminology to mean the same thing even if the mechanics are different. If that's something you're focusing on then don't.
While looking up Rift's Wardrobe system, it works in similar fashion to WoW's Transmog. After some searching it seems Rift allows swords to be transmoged/wardrobed as axes.
Oh "wow" that overrated junk game (not in the past but certainly in the present). Honestly it is still alive simply because of old unforgotten fame. However, it seems like I am indeed mistaken since I have not touched WoW in a LONG time. The thing about wow is they still restrict transmogging to 1h on 1h and 2h on 2h. Within their own "transmogging" category, weapons honestly don't matter as much. But yeah, one more reason I find wow stupid appeared. I am sorry to say but having a separate wardrobe/fashion function is different from transmogging. Language matters A LOT (you'll know if you work on stuff like law). Even if words are similar they can mean different things. Since you're talking about wow (I'm also guessing the OP might've gotten the terminology from wow): Transmogrification is a feature released with Patch 4.3.0[1] that players can access via an ethereal Transmogrifier NPC. It allows players to alter the appearance of their weapons and armor for a fee (in gold).
Altering the appearance is most certainly not having an extra fashion which you keep. If fractured will want to differentiate the effects/movesets/abilities of weapons like swords vs mace, then allowing transmogging across different weapon types will be a highly stupid move. Right now, the game still looks promising, otherwise most of use won't be here. However, if they try to cater to everyone, then this game will quickly turn into a conglomeration of all the systems without its own unique identity. On a side note, complexity without depth in game design does not make a good game. Why have 100 systems aimed at confusing players rather than 30 unique, in depth and well thought out systems. Yeah WoW, fell into the former a long time ago. -
RE: How do you feel about transmog system for fractured?
@jetah said in How do you feel about transmog system for fractured?:
@chrightt said in How do you feel about transmog system for fractured?:
@benseine said in How do you feel about transmog system for fractured?:
@jetah and the selfdefence part of Krav Maga teaches you that your fighting stance looks like you're scared, to give your attacker the illusion of control, while you wait to take control of your attacker
So bring on that transmog system, great for cashshop items!
You fail to comprehend the main point. Transmog system is not a wardrobe, it is reskinning an item. Wardrobe is more along the lines of fashion (which is a better suggestion). Please understand the topic we're trying to discuss. Transmog sucks because after reskinning an item you will easily lose both the item and the skin because there is no way of avoiding death in this type of game unless you want to live in the town for your whole life.
Iβve heard transmog and wardrobe both mean to disguise the normal gear for something that looks different. I wouldnβt argue the terminology unless someone was seriously mistaken.
yeah, but the OP clearly stated what transmog is and if you read the whole thing, someone did mistaken the meaning stated by the OP.
@dagimir said in How do you feel about transmog system for fractured?:
@chrightt Has your gear dropping been confirmed? I must have missed that.
yes it is confirmed.
@benseine said in How do you feel about transmog system for fractured?:
@chrightt said in How do you feel about transmog system for fractured?:
@benseine said in How do you feel about transmog system for fractured?:
@jetah and the selfdefence part of Krav Maga teaches you that your fighting stance looks like you're scared, to give your attacker the illusion of control, while you wait to take control of your attacker
So bring on that transmog system, great for cashshop items!
You fail to comprehend the main point. Transmog system is not a wardrobe. Transmog sucks because after reskinning an item you will easily lose both the item and the skin because there is no way of avoiding death in this type of game unless you want to live in the town for your whole life.
Wardrobe or reskin, doesn't matter. It still comes down to how you implement it ingame. If you reskin an item and the skin just gets saved/unlocked in your skinlist or skintab or something. You can just grab any weapon after death and reskin it the same. Very simple.
No it isn't because I haven't seen a game where you can skin an axe a sword. That makes things too unfair because of misinformation. Therefore, you can't simply lock the skin in. That would be like having a sword skin when you're not using any item.
-
RE: How do you feel about transmog system for fractured?
@benseine said in How do you feel about transmog system for fractured?:
@jetah and the selfdefence part of Krav Maga teaches you that your fighting stance looks like you're scared, to give your attacker the illusion of control, while you wait to take control of your attacker
So bring on that transmog system, great for cashshop items!
You fail to comprehend the main point. Transmog system is not a wardrobe, it is reskinning an item. Wardrobe is more along the lines of fashion (which is a better suggestion). Please understand the topic we're trying to discuss. Transmog sucks because after reskinning an item you will easily lose both the item and the skin because there is no way of avoiding death in this type of game unless you want to live in the town for your whole life.
-
RE: How do you feel about transmog system for fractured?
Personally, I think if they implemented this system it would suck real bad so that almost no one would use it. Why? Simply because in Fractured, once you die your gear can get taken away (like Runescape, Albion). what the heck is the point of transmogging? Basically turns into a crappily designed system on the dev's part. There are reasons why games where gear change hands quickly don't really implement this system. People just have to understand some game design.
-
RE: I have no friends :(
@finland said in I have no friends
:
@benseine 1 key for each player in the top list.
For example if they give 500 keys. I think they will give a key to each player from position 1 to 500.
yeah except don't hope for 500 lol. I think 300 is enough of a stretch.
-
RE: I have no friends :(
No friend invites here either. Friends don't think much of this game still.
-
RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
@tulukaruk Definitely, you only have a certain amount of knowledge points. If a quest that happens even just 2% of the time happens, everyone must use "specific skill sets" according to you, meaning there will be "required" skills/items. This would be the opposite of what they advertised that everyone can make their own unique path (because everyone is forced to do certain X things if they want to finish X quest).
@logain said in Enemies with immunity:
Do we really have to get down to the level of argumentum ad hominem? But if that somehow helps you, I've been playing video games since the release of the Atari 800 XL, including the very first MMORPGs on dial-up connections.
Yes. Preferences are different depending on your target audience. What sells well for VW wouldn't sell for BMW or Rover and vice versa. That doesn't mean these brands can not be successful, or would be creating bad cars.
I can't help you if you completely miss the point twice in a row. Main point is there is a better option, so please stop digressing from my main point. While I agree that immunity system can work for some games to be a niche thing I certainly don't think it matches Fractured and their "freedom" that they want to give us. To be forced into using certain toolsets to finish certain quests doesn't seem like a free roaming experience for me. It turns into a streamlined process that everyone must do if the quest/mob is even any good. If the quest/mob is junk, then why bother designing the nonsense giving some random crap immunity when high resistance will work for a wider range of mobs?
-
RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
@logain said in Enemies with immunity:
No matter what you try, you can never appease everybody. If you decide to allow players to kill fire elementals with fireballs, some people won't play the game. That's why it is important to select a specific target audience and then carter to that.
Oh? Guess you haven't been doing much playing. Name more games that doesn't allow you to kill fire elementals with fireballs than games that allow you to kill fire elemental with fireballs. If what you said was true, I'm sure 90% of the games would be dead right now. There is a reason why this is the case and not the other way around. Have you thought deeply about game design or understand it at all?
@tulukaruk said in Enemies with immunity:
@chrightt, @Jetah I'm assuming that if they put creatures with physical immunity they will also include reasonable way to get a weapon/skill to fight them. And that's why it might be better to have immunity then resistance - they have to include a way for you to fight them.
And random immunity is a plague and nonsense
Only reasonable and explainable immunity should be included IF ANY. If it's included it should be very rare.
It might be a fun quest for example to get your Warfare to max level you'd have to beat some physically immune creatures that are of course immune to your lesser Warfare and you have to figure out a way to fight them
No shit they will include weapons for you to kill it. What we are debating now is whether this fact justifies having immunity. What happens to the poor guy who doesn't have the weapon upgraded? Does he just farm his ass until he finds a weapon FOR a single stupid quest?
-
RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
@logain But the guy I mentioned wasn't roleplaying a beggar. You're comparing apples to oranges. At least use a sound argument. If the devs are smart enough, even when "gear doesn't matter that much" knowledge level/gear would still make a difference. Also, if a really skilled player can utilize everything he has really well (assuming the game allows for high skill cap plays) I can probably show you me wearing junk gear slaying strong bosses.
Besides, making an immunity system with random creature rolls will only lead down the slippery slope of power creeping. Next time you might find a monster immune to two elements and you only happen to master those two elements. gg wp. You are totally going to lose because you are "unskilled". High resistance is fine, but totally immunity sucks.
Immunity does NOT allow space for debate. On the other hand a creature with high resistance can prove exceedingly difficult to kill, but not impossible. Therefore, if the player wants to be stubborn (or only has a specific tool set) they can still achieve the goal with greater difficulty. A wall that is not passable will definitely deter some players from progressing because they can indeed blame the game for sucking. Oh yeah, and no matter how hard other people might defend the game, it does suck at that point and it definitely will lose players. Basically, high resistance is enough (and better at) achieving the goal of elemental weaknesses. Immunity is definitely not the way to go for multiple reasons.
-
RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
@jetah said in Enemies with immunity:
@logain said in Enemies with immunity:
@jetah said in Enemies with immunity:
then you have the people that pick fire and have to fight a fire immune boss. the qq will be loud on the forums.
Since you can select and change your skills any time you rest, I'm sorry, I'd feel very little pity for that kind of fools.
You assume people will have all abilities. When I venture out I donβt want to see 100% immune mobs. I played against that in D3 and it sucked.
Same, 100% immunity mobs are boring. It forces players to play something they might not want to do. Why the flying flip would I need to use some stupid elemental damage to kill a stupid ghost if I happen to roleplay as a upstanding knight who trains to only excel at my physical abilities because my family got killed by some stupid magic using wizard. Well, that is farfetch'd but you get my point. (props for anyone who caught the pokemon pun. lol, ghost immune to physical (normal) attacks made me think of pokemon).
-
RE: protecting your settlement
@kralith Sandbox does not imply housing area is an "all go". Take Archeage for an example. It is definitely a sandbox MMORPG. Housing can be placed anywhere in anyway as long as it is a housing space. Sandbox does not mean you can build a house in the very middle of the most populated town square just because you want it to. It is like saying you want to build your house inside Albion online's town and charge anyone who passes by a 1 million fee.