They usually tell us about 2-3 weeks out. Even then, it often gets delayed so just hang tight guys.

Posts made by GamerSeuss
-
RE: Any news for the new test?
-
RE: Fall Alpha 2021 Survey
@Oleh last I heard, that was actually going to be how they worked it...but things change, who knows
-
RE: General feedback + a lot of ideas of almost 2 years testing Fractured
There we go with unprovoked namecalling again....why does someone always have to do that...even Fanboy is negative and derogatory.
I don't want the game to be 100% combat/fighting, BUT having played these games for over 43 years (I'm counting tabletop, which inspired all MMOs) I realize that the mainstay of the game is conflict resolution. That is the game part of it. That is the challenge.
Do I think Fractured is perfect...by no means, it still needs a lot of work, HOWEVER I think that it is one of the least grindy games out there. I also don't say 'amen' to anything (Never heard of aman?!? so I'm assuming) as I am not religious...
I have been quite critical of the game in the past, believe it or not, BUT I've had faith in the developers dreams about what they want the game to be. I cannot stand AO and found it totally boring. I also hated WoW, but I love EverQuest, and Old School RuneScape just to name a couple games out there, especially EQ on a classic progressive server.
I think Fractured needs to set itself apart. I think it needs to keep its dedication to as much horizontal over vertical character improvement as possible. I think that NPCs should be kept to a minimum, or in fact, none at all. I want as much equal encouragement and support for PvE Solo play as there is for PvP and Guild play. I want city development, and varied mobs, and crafting options, however, right now, I do in fact think they are on the right track with many of these things, and others we're not seeing yet because we're still busy working on what we are seeing.
Right now, Fractured doesn't feel at all like playing AO, and that is a huge win in my book. Let's remember, though, people, that we're all here to see the game improve and become the best game it can be, while still firmly giving the experience so many of us signed up for and backed it around.
-
RE: General feedback + a lot of ideas of almost 2 years testing Fractured
as @spoletta said, firstly you don't need to grind each monster to full, but also, the monsters don't feel grindy because you never have to kill more than 100 of any given mob, as you always get a minimum of 1% knowledge from a kill. I wouldn't call that grinding at all for knowledge Grinding brings to mind 1000s of kills per mob in a constant bloodbath.
MMOs are competitive exploration adventure games. That means combat is going to be a meaningful part of it. In D&D, they separate adventures into the 3 pillars, Combat, Interaction, and Exploration. Even then, they make Combat 1/3 of the game overall, and then Interaction is made in such a way that at least part of that is also combative in nature, even if your fighting with skills and words instead of weapons and spells, and finally, exploration...a huge part of exploration is wading through combat situations, so when it is all said and done, no matter how diversified you want a game to be, Combat is probably going to be about half the game at least still.
-
RE: ♪ What music are you listening right now?
RIght now, I'm listening to Blackmore's Night's 'Under a Violet Moon'
They're a Celtic Renne Faire Band
-
RE: Can you play right now?
The game has no full release scheduled yet, nor even when it goes into Beta, so all you can play right now is the short run Alpha test phases. We just completed a phase beginning of October, and we generally get one per season, so although there isn't another on the schedule yet, we were told they wanted to try to get 1 more out before the end of the year.
-
RE: General feedback + a lot of ideas of almost 2 years testing Fractured
Not going to go over everything. Post was rather long, and @spoletta already covered much of what I planned to say.
The main criticism I have is that you include in the feedback that you want Fractured to be 'not just another MMO' out there like everyone else, but then the main things you wail against are those elements the Developers have implemented to set their game apart.
Fractured doesn't need NPCs, or very very few. There's been talk about maybe town guards, a town message person, and maybe a minder for crafting/refining stations where you can monitor use of those stations a little more actively. Of course, the Cryer and the Minders can easily be replaced by mailboxes and noticeboards as well. The only other NPCs the game needs, it already has, NPC mobs that you fight in the wild. Bandits, Goblins, Trolls, etc...
Another thing that sets Fractured apart already is their Player Driven Economy. A whole lot of your suggestions work against this idea. NPC crafters? NPC merchants? no way. They want the game to be about everyone driving the market by what they decide to craft, and limit it more by availability than NPC competition.
Crafting specialization: This is another thing Fractured is not meant to be about. They want the PCs to be able to do anything in the game, usually at most only requiring a few changes to their current settings or location. Everyone can craft every level of gear if they have the resources and the access to the crafting/refining stations to do it. The same holds true with combat styles...sure, your Ability Scores will have an affect on your overall Aptitude, however, if your party needs a Tank, and you usually play a Bowman, with a few changes to skills and talent presets, you can step into that role, so any group of friends can conceivably build a working party.
These are just some of the main things that set Fractured apart. This is a big deal and why so many of us are excited about the game.
Another note: The game is also set around the belief that anyone can play their own playstyle fairly freely with limited drawbacks. A solo'ist style character can avoid cities almost completely except to rest at an inn, use the Marketplace, and maybe use a Refinery/Crafting station they didn't build on their own plot. Having access to city resources is nice, but should not be mandated or so strongly encouraged that players think they have to to get anywhere in the game. Some are co-op style players, some are not, most are a mix between the two.
-
RE: Fall Alpha 2021 Survey
@Eidans although I see some positives to this system, it has some major downsides too.
just being always able to attack anybody anywhere, even if they are 'white' and minding their own business is a drawback, but allowable on Syndesia I guess, at least to an exstent. Fighting back when attacked unprovoked should not give the defender a new status, however. I definitely disagree wholeheartedly with that. You shouldn't have to just take it.
For the most part, the most recent iteration of PvP/PKing is not bad for Syndesia. Still needs a little work, but it is far better than most suggestions I've seen.
-
RE: Daily Message posting
daily msg, although I prefer to see some discussion to respond to instead
-
RE: Fall Alpha 2021 Survey
Respawns is one way that they keep from really overwhelming the playerbase with too many resources at one time. As it is now, there is already quite a surplus generated everywhere on most resources. Far more than there are crafting stations generally available to process those same resources.
If anything, the respawn rate might need to be made longer, at least until the population is built up a little bit more. Once there is a much bigger player base, like in Beta or at Release, then shorter refresh rates on resources might need to be implemented, although in release, there will (or may, anyway) be far more areas to explore to obtain said resources. (See talks about staggered release in other threads)
Finally, this is not a Beta, it is only an Alpha. Beta hasn't even been scheduled to start yet.
-
RE: Fall Alpha 2021 Survey
@OlivePit said in Fall Alpha 2021 Survey:
reliance on trade instead of the 'why should I buy/trade for it when I can just go get it on my own'.
The thing is, there are still some extremely solo'ist players who want to do just that, go out and get it on their own. They may never want to trade, or only want to trade for those things they aren't interested in making themselves.
-
RE: Questions for roadmap for planet design
@Logain said in Questions for roadmap for planet design:
Are you sure that we're going to have local difference and not planet based difference?
Prometheus had said, somewhere, I can't recall where, that we would have different affects based on biomes at least, and that each planet would have multiple distinct biomes.
-
RE: Questions for roadmap for planet design
@Logain well, as to provided information, Prometheus has flat out said that they are ahead financially, and that they blew their funding goals out of the water. He also went on to say he had then, already ahead, got a financial backer for even more funding, allowing them to double their programmers. That is what Prometheus has already said, it is not just conjecture.
Prometheus will update us on the roadmap when he can, but as others have stated, and so will I, it is far more important that he gets work done on the project, over always holding our hands over it.
-
RE: Foundation levels lost since my last login.
Newsletters and such are not registering right now for everyone. It is lower priority because the levels don't really affect anything until launch really, but they are aware of it.
-
RE: Questions for roadmap for planet design
@Logain Actually, mechanics and Balancing is more an Alpha thing. Beta is for adding in QoL and expanding the overall game territory, putting in those elements based on the originally balanced mechanics established in Alpha.
As I also said before, I'm sure they are already working on the other mobs for the other planets, so they can plug their graphics into the established mechanics and make the necessary adjustments to make it all work but feel different from world to world.
I also pointed out that they far overshot their monetary goals as established by the Kickstarter, and then even managed a financial backer beyond that, so the risk of them running out of money is actually a whole lot lower than originally anticipated. They don't have money to burn, but they do have enough money to be comfortable in keeping up development at their current pace, and handle unexpected delays. They are ahead of the game in the financing department.
Yes, their schedule has stretched out further than originally anticipated, but the state of the world at large has had a huge effect on that. I still believe they are going strong, and that if they were not, they would tell us, and be doing a huge funding drive to compensate for that. Prometheus even said he wouldn't rule out a 2022 release, as unlikely as that might be. I think they are figuring that Beta isn't going to take as many tests as originally planned, as most things are getting ironed out in Alpha to the point that Beta should be a breeze.
-
RE: Questions for roadmap for planet design
@Logain said in Questions for roadmap for planet design:
What CORE mechanic are we missing?
it's not that we're missing them, it's that we're still balancing them, changing around talents, adjusting PvP, etc...
City Sieges and Raids are barely in their infancy for instance.
Also, as I said above, it's not just about applying a new skin, but certan 'basic creatures' will probably get that treatment to a degree. It only makes sense. The rest, they apply the skin to a creature with a similar build and movement to what they are after, and then they change up the special abilities and attributes on those creatures to make them new and unique.
Every planet needs basic creatures, equivalent to wolves and bears and rabbits and stags, but with the other planet's flavor skinned over them, but then Goblins and Trolls and Ogres can be replaced and augmented to fit their new world and be truly unique.
-
RE: UX Design and Second-To-Second Gameplay
@LordGorgeous There has been talk about implementing an Auto-run feature, but they have shot down (to the point it is no longer up for discussion) the whole WASD situation.
-
RE: Message to Dynamight, a concerned citizen.
The plan as always was set by the Devs to launch with a monetized store for cosmetic assets. As nothing like that would be implemented during testing, it is not currently a priority, and besides, cosmetic skins and such and a monetization store are the easy part of development. They already have the store on the website that lets you buy some decorations with foundation credits, so they've already got the store up and running, just not implemented in game.
As to premium, that's what VIP access is. They have already sworn that they won't have any Pay-to-win microtransactions, and I for one an happy about that! They have also stated that they are ahead of many of their monetary goals, especially with the new investors, so it isn't a huge concern. Yes, devs always need money, but being ahead, they can focus more on game mechanics over additional cash grabs right now,
-
RE: When is the next Alpha or Beta? Any roadmap or sth?
The Roadmap is an ever evolving thing. I'm sure they will get it out to us when they have a new more solid iteration of it, but until then, you'll have to be patient. I'm sure feedback from this current test will have an affect on the roadmap, as each iteration of the test should.
As to next Alpha, there is supposed to be one more before the end of the year, if they can manage it, probably December, although they may postpone that into January too avoid the holidays.
As to Beta, if we see beta anytime soon, it will probably 3rd quarter 2022 at the earliest, but that's being quite generous. @Prometheus did say he would not rule out a 2022 release, which means Beta would have to happen by 3rd Quarter 2022 if it is to release before end of year. More than likely, however, and no offense to the Devs, I know they are working hard, it will probably be somewhere in 2023 for Beta, and then maybe a 2023/24 release, depending on how many Betas are needed.
-
RE: Questions for roadmap for planet design
Not a Dev, but the assumption I have is that they have 1 or 2 of their programmers specifically working on the 'What's to Come' elements of the game. They would base a lot of it on what is already going on.
An example, unique creatures on the other planets may involve little more than putting a new skin on an existing creature, and mayhaps tweaking their stats or skill set slightly, and assigning a different skill unlock or two. Like a Bear could be replaced with an Owlbear ono Arborea, and some kind of Demonic Warthog on Tartarus. Similar movesets, but the warthog might do bleed damage, and the owlbear might get an enrage skill, who knows.
I'm not sure how they plan to balance out the Tech Tree from Syndesia on the other worlds, but I'm excited to find out, and I'm sure there is some in-house testing going on over these elements if they think they can still possibly make a 2022 release. Either that, or they figure once the kinks are worked out on Syndesia, the rest of the Development should accelerate considerably.