100%. Even if its something that doesn't make it to the live game, during testing would really help things out. Although since we can reset everything else, I also feel this should be a standard feature as well.

Posts made by Esoba
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RE: Attributes reset (Requested Feature)
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RE: Concern regarding lack of communication and transparency
Understandably this type of thing can feel a bit like another project we backed, eh.
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RE: Thoughts on PvE and Progression
A good write up. Like you I've been thinking about the KP system with abilities and I'm on the same page. Logically it never made sense that when you gain an ability it further costs knowledge to unlock it.
My suggestion is that once you see an ability, but haven't killed enough to learn it, unlocking it would cost knowledge (the same way it does now). At this point it should even be a higher KP cost than it is now. It would be a mystery since, at this stage, you've only witnessed it, but haven't gone through the effort of killing the creature over and over to fully learn it. However, once you have fully unlocked that ability through repeated killing, that ability is yours, KP free. Logically that just makes sense. Then people who want to rush a specific ability can do so at the cost of KP, while others who want to take the longer route can get it for free. It would require some KP cost rebalancing with "purchasing" the ability, likely increasing it some for those who want to rush it, but in the end I think it stays true to their vision while improving the system a bit.
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RE: I'm lost could use some help
Best bet is to join an existing player city. There you can craft all sorts of stuff, and by this point many player cities will give ya some good stuff for joining up. As for some light armor, leather is good. I like the warg or direwolf leather set. And then if ya join a city you can craft the longbow (can't remember if that's available to do without the woodworking shop).
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@munch
And even that route I think a healthy chunk of the community wouldn't like. I know the changes to the campfire in this alpha were a little controversial for some, but I'm now fully behind the idea that you need to visit those inns for some things. To get rid of the purple is one of them. We shouldn't be able to do that "in the field" so to say. -
RE: [Towns] Rank System with logical mistake?
As always, solid write up on this. I've also noticed some wonkiness with the ranking system. However, I'm not sure it would be a bad thing to be able to freeze your rank as long as you continue to meet requirements for it. Would introduce a bit of additional strategy on when to grow, or when to just stay put.
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RE: I'm lost could use some help
@mczap62
You can get a horse. You need to craft some nets (check your crafting menu to see what you need), then you put the nets on your hotbar and net a horse. Walk up and click to attempt to tame. Once you do its in your inventory. Right click and its now usable and will disappear to the lower part of your screen (as a horseshoe). Then just hit A and your on your horse. But a note, horses can be difficult to find sometimes, but if you run around a bit you're bound to find one. -
RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@Nekrage
That would be purely an argument on semantics because you can "avoid" it as much as you want to. Heck, perfect quote:"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" .
Does that mean it is absolutely 100% eliminated. No. But a player can sure as heck find ways to minimize it to a point that it is effectively zero. I mean I can avoid ever getting bit by a shark by never going into the ocean, but I'm sure there's a miniscule chance a sharknado event could drop one in my lap next summer.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
I actually am on the other side that is blown away this surprises y'all. This isn't the "good ol days" anymore with a majority wanting FFA pvp at every turn. We have to face it that the group which predominantly wants PvP is by and large an ever shrinking niche. We can kick and scream our way all the way down the slide, but for better or worse, a rising majority of the MMO players are more geared towards PvE, even if they enjoy the occasional structured PvP.
I can already see folks cracking their knuckles wanting to type and argue this point, but all you have to do is look at the MMOs that make the most money and have the biggest player bases to see this. Still, I'm really excited to see if fractured actually finds a way to do the impossible and cater to both groups, as well as the exponentially growing group of predominantly solo MMO-ers.
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RE: Satiety
I think that highlights something I've been thinking about a lot lately. Many people - myself included - have found things that we don't find to be ideal. However, with this being alpha and missing so many of the pieces that will be in the final game, we can't really see what the complete picture will look like. So, while food at the current moment may appear to not have much substance underneath it, in the end it could be a really interesting game play component when it's all said and done. Just something to keep in mind and something I keep reminding myself.
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RE: Satiety
Yeah, I actually don't find it an issue at all, and fond that I rarely have to think about it much. They could even increase it a bit if they wanted to really make it more survival-y. I mean food is so, so easy to get, and fills satiety so much, it doesn't even feel the least bit like a "survival" game. My hope is that the cooking gets a bit more fleshed out to give bonuses and what not, making cooks a potential playstyle for people.
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RE: worth buying
Questions like this are always the hardest to answer. Honestly, it's entirely up to what is "worth it" to you. Especially as this game is still in alpha, and it's a true alpha. So, if you don't mind bugs, missing features, and things you may not be used to, then I definitely think you'd get your money's worth out of this. However, there's also a chance you may log in and discover this isn't the game for you.
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RE: Ports are too expensive to travel on.
I get ya, and actually agree with ya, but that's what they said. Basically "hunting monsters and trading is meant to travel with horses". Check out the Fall Alpha Dev Update #1 video, about 9 minutes in.
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RE: An Opinion on the game so far - Hand of Unity [HoU] Response
All in all I'm very impressed with this being an alpha. However, I do agree that it will come down to some QoL fixes, bug squashing, and how they implement the remaining stuff. But I'm having fun even at this stage, so I'm excited to see what is yet to come.
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RE: Ports are too expensive to travel on.
@MorganReed
You may have missed the info regarding ports, but they are not designed to be used as casual travel. They said the ports are meant to be that expensive, and used only for emergencies. Not as an easy travel between parts of the map. I actually thought they were cheaper than I expected when they said this. -
RE: shitty game
I think I sense a troll. We should probably stop feeding it.
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RE: Mining Minerals/Nodes
I think they're really trying to heavily push the inter settlement trade, but I fully agree with you. A cluster of ore in the wild here and there isn't going to effect the robust trading that they want to occur. Plus, if they're near houses in the wild, maybe it'll further encourage folks to settle there.