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    Posts made by deified123

    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      What you're seeing is fairly common among game development. People just hate nerfs. Nerfs being followed by rage is a trend you'll see in many games. No matter how big the studios are. Players just hate nerfs, even if they are needed. Ideally, in a perfect world, you want to try to pair the nerfs with something else. To throw a bone to the players, so to speak. Major content update. Or major buffs to other parts of the game. Too many nerfs and those being the focus of the patch ends up sparking negative reactions more. For example, look at Blizzard and the blowback they got with D4 in one of the initial patches that was mainly just nerfs. So yeah these players reactions are not surprising. I think another aspect is just time investment for builds. Because getting gear takes long in this game compared to most games out there, players feel nerfs greater as it will give this subtext that their work in getting that gear is diminished. 24 hour trait resets was a good decision to help mitigate this.

      Hoping that the next patch will help raise the spirits of people who are upset in forums/disc/game.

      posted in News & Announcements
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      deified123
    • Suggestions on Various Aspects of the Game

      Progression - I think character progression overall is in a good spot. However, I think gearing progression needs an improvement. Right now I think its taking too long to see gear changes.Make T1 easier to acquire/craft (time limit restrictions), put in a new T2 where its slightly better and a midway point between the current T1 and T2. Then keep T2 (now T3 in a new system) as it is. Two reasons I think this is needed. For one, I see a lot of people pvping naked/cloth gear as its the easiest they could craft. Lowest loss rate. Maybe city sieges will be more T2, but at its current state I see a lot of T1. I suspect its because people think that T2 is too valuable to risk losing in PvP. Along with this, the market for T2 armor is pretty sub-par in its current state. With quite a few of the T2 item sets being straight up missing from the market or exist in a very small quantity. Part of this is balance, part of it is a dropping population. But I think giving a more steady dopamine drip via a new gear tier that is around that T1 is right now in terms of difficulty to acquire, then introducing a new T1 that is easier to get than its current state will probably go a far way for market diversity and player retention. Heck maybe you need to look into reducing the time it takes to get t2 armor too. Between gathering and refinement, its quite a significant time investment. Especially for materials that take time to refine like ore or leather. I wouldn't be surprised if there's a sizable portion of players who look at the time it takes with gathering + refinement to get near gear and are discouraged/quit. Time constraints like refinement are hard to pull off with today's audiences. But perhaps more gear tiers with shorter time frames to placate players will help with this feeling of discouragement

      Housing - If you're wanting to sell housing based cosmetics, the current system in place will end up working against you. A lot of players are buying plots to place down crafting stations and such. Mainly refinement stations. Not to build a house/decorate it. You're basically saying that if you go for the "cosmetic" side of things, you will hamstring progression for yourself compared to other players. So IF you end up selling say housing blueprints or even put in the founder packages blueprints, I would not be surprised if people don't buy them/build them because you can't build all the crafting stations on them. I'd like to suggest putting in new blueprints or changing existing ones to be built indoors instead of having outdoor requirements. This will help incentivize people to "build big". Instead of leaving plots empty and the likes.
      Neutral needs to be incentivized more. I don't think buffing red or nerfing blue is the answer in its current state. I think both of those are in a good spot. But there needs to be more reason to go neutral for ALL playstyles. Mainly PvE grinding and gathering. Those two playstyles are the most likely to sit in blue. Which is fine. But neutral needs to be more appealing to them. Better drops, greater cart speed, things like that. Something to keep in mind is that MMORPGs don't exist in as much of a vacuum as they did back in the UO and early 2000s days. If people get inconveinced/frustrated, they're a lot less likely to "stick with it" or "power through it". They'll just quit because there's loads of other games that are out there. That's why I'm a bit worried about nerfing blue or encouraging red gameplay. Gamer's tolerance for roadblocks or slow downs is significantly less in today's gaming ecosystem. The same worry applies to "nerfing" Terra. If even after making neutral so much more appealing, people STILL don't roll neutral. Nerfing Blue gameplay will likely NOT result in them "staying". They'll just say "fine, whatver. I'm going to play something else".

      Aerhen Legends - I RARELY see legends summoned on Aerhen. At least vs Terra. Why? I'm assuming because its too risky with the PvP situation. I would look into buffing legend drops, especially Aerhen legends.

      Repairing - I do think there should be repairing in the game, but it should come at a cost and something that you can only acquire through quite a bit of work. As such I think some kind of "repair" item that is consumable single use should exist in the game. Maybe it wont be a full repair. Or maybe it repairs it to full, but decreases the max durability each time it is used on an item. These items would only be acquired through killing legends. With Aerhen having a larger drop rate. These items would also serve to help buff legend drops. As you could see these items forquite a bit on the market.

      Terra and the Stargate -I'd recommend looking into removing the requirements to open the stargate. Potentially just leave it open 24/7. One of the reasons people like Albion's blue zones and yellow zones is that you can travel between them at will. Just takes time to travel through them. Its easy to just jump on say "I feel like just PvEing today" and going to a blue zone. FO doesn't offer such a thing. That barrier of entry I wouldn't be surprised turns off a few people. Just imagine a player on Aerhen. They lose their young status, they end up getting ganked. In frustration, they say I want to go PvE because they want to still play the game. Just not PvP. So they go to the stargate but don't have any energy crystals. Resulting in them either afking or buying it. If they afk at the stargate, they get bored and quit. If they go buy crystals that are priced heavily at some nearby market and get ganked on the way to the stargate, they may also quit. The possible other solution is to introduce energy crystal farming on Aerhen. but that barrier between entry between the worlds may be causing friction

      Stargate and Reds - Its not uncommon for reds to patrol around the stargate looking for people to gank. Especially in groups. This of course heavily hinders trade and frustrates those who are actually trying to travel between planets with a purpose. Part of the frustration for this may be coming from #6. But also from that there's only one stargate and its easy to patrol around. If your game every starts getting a TON of people playing and a larger "red" presence. Leaving the stargate will become very risky to the point where people probably don't want to deal with it. I also suspect that's why there seems to be a reduction in those "public announcement" stargate openings. Reds figured out that they could just gank players coming through it on Aerhen side. A possible solution to this is to create another stargate on the opposite side of the respective contineint. Or near a town that doesn't have much value right now. Helps make red blockades less effective, especially if you account for future populations if the game takes off. This issue will probably become more noticable if you end up nerfing Terra.

      Unstuck button should probably exist in the game.

      NPC Towns - Would be cool of each NPC town had its own "reputation" system. You gain reputation by turning in material items. And as you raise the reputation, you gain access to the crafting services in the city. Perhaps there would be a maximum of how many of each item you can turn in for reputation

      Meat - Would be cool if each type of meat had a special food buff it applied depending on what kind of meat it is. Like maybe deer gets a small movement speed buff. Reptile meat gives a poison resist. Mammoth meat gives a bit of extra health. Doesn't have to be anything major, small increases.

      A "Rested" buff for staying inside taverns in a city. Similar to the way it works for WoW. For Knowledge point gain.

      Chat QoL features - Mainly blocking and whispering players.

      Watchtower City Building - This is a building that cities can build that will monitor for reds in the territory that the city controls. And players can see "estimated" amount of reds in a city by hovering over the city icon for the city that has the watch tower built.

      Security State - This is a dynamic level that increases over time. It will provide a buff players who are citizens of the capitol city in the territory at varying levels. The security of a territory will drop when reds kill players in those areas.

      Integrity State - This is a dynamic level that will change depending on how many neutral flagged players that are citizens of another territory/city that are in the territory compared to neutral flagged citizens of the city that "owns" the territory. Again this will provide some kind of buff to citizens of the city the less neutral flagged citizens of other cities are within their territory. If the city is in an alliance/faction with another city, then neutrals of those cities don't have a negative impact to the others integrity state.

      Both these city state buffs will help push neutral players into combat (integrity state) and help encourage players to be sheriffs in their own territory. Rather than being red.

      Lawless City State - Ability for a group to set themselves as a "lawless" city. The no longer have to worry about integrity/security states as those two things disappear. Lawless cities can't build Watchtowers, but they can build a "Den" or something similar. Where red players can spend gold to gain a buff that prevents Watchtowers from seeing them.

      Church Buildings - Ability for cities to build a church/temple/chapel to a specific entity. They can pray there and "donate" gold to obtain a buff related to that entity.

      Group Drop Buffs - When near others who are in the same group as you, you gain a buff to drops.

      posted in Discussions & Feedback
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      deified123
    • Top left UI not updating/following in game actions

      The top left UI where it shows hunger/energy/etc is not properly updating. It does NOT show current health, rested, mana, etc. It was bugged inside the tutorial and outside of it. I quit fully out of the game and logged back in and it fixed itself. Showing the correct values after that.

      posted in Bug Reports
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      deified123
    • Tooltips on character selection all display Fireball description

      If you look at the starting abilities when creating a character. They all say the description for the fireball ability.

      posted in Bug Reports
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      deified123
    • Human Standing Profile in Character Creation is Off on the Legs

      The human faction/subfaction (for the beast side) has something buggy about it. Or rather it looks wrong. The way they're standing isn't straight. It almost looks like they're slightly bending their knees? Just looks a bit strange.

      add0a3a1-41d0-4ccf-92b8-ca9a54841d01-image.png

      posted in Discussions & Feedback
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      deified123
    • Missing Ground Texture Bug - Giant Pink Square

      Possible Trigger - an attack by the treant.
      Map location - 404W, -67N Myr!
      Relog fixed it
      TextureBugMap.png TextureBugGround.png

      posted in Bug Reports
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      deified123
    • RE: Most of the newer changes kind of just suck.

      I feel like there's just a disconnect in expectations here. You have people like the Bussy memebers in this thread who want a full loot PvP experience. They want to be able to roll up on anyone, kill them, get their gear, and be on equal footing in terms of reward/risk. Where you can log in every day, go red bandit, and just roam around killing people if you choose, zone control if you choose, etc.

      But based on everything I've seen the developers say, news articles they released, videos, and what it says on their website; this is not supposed to be the sole focus of the game. They do not want you, on the neutral planet, spending most of your time roaming around red. Going red on Syndesia is something you build up to, do it for a little bit, then tag down. The more you go red, the greater risk you incur. You get the advantage of being able to kill anyone you want and choosing your battles. If you're trying to PvE, Farm, and regularly play on Syndesia while staying red 24/7, you're doing it wrong. That's not what the planet is made for.

      That is what the demon planet is going to be for. Where you can go and just run around killing everything with a pulse. Where you'll be able to invade Syndesia and kill players.

      So if you ask me, the current system is working as intended. The fact you feel so punished for going bandit means its doing its job. The fact that most PvP is going to take place between neutrals over legend summons and city related fighting sounds like its working as intended. But most importantly, as its been said in this thread, we should not be throwing our weight one way or another until we see how things will behave with a demon planet. If demon planet releases and nobody plays demon, then that should be more than enough to tell you what the majority of the players think about that gameplays style.

      posted in Discussions & Feedback
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      deified123
    • Floating Resources

      Resources are floating off the ground. 2588 W 537 N

      posted in Bug Reports
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      deified123
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