@Razvan THIS!!!

Posts made by GamerSeuss
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RE: Int and Cha required stats? = Unbalanced?
@Eurav said in Int and Cha required stats? = Unbalanced?:
STR - Health, Armor (meele damage and carry weight are not really generally necessary stats)
In most games, you would be right about Carry Weight, but in Fractured, as I stated above, with having to carry everything from place to place, not being able to share your bank, plus the weight of things like rocks and sticks for campfires, carry weight actually does have more impact. If you get encumbered, your speed goes way way way down, even if you have a pumped up Dexterity, which could majorly affect you in PvE or PvP, not to mention, part of the reason for PvP in this player driven economy is to walk away with all the loot, and you want to be able to carry that loot safely to your own stash spots.
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RE: Int and Cha required stats? = Unbalanced?
@GreatValdus Yeah, definitely early, and as always, dependent on playstyle
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RE: Int and Cha required stats? = Unbalanced?
@GreatValdus I mostly play mages, but did play at least 1 Gladiator per test.
I will say, when I played a Mage with very low (sub-average) Strength, it greatly impacted my carrying capacity, and in a game that makes you physically transport everything anywhere, instead of linking banks like other games, that's huge.
Not having played PvP, I didn't really test the affect of really low CHA, but I did dump stat that a few times on both build options, Arcanist and Gladiator
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RE: 100 or 120 build points for next server?
@Specter Thanks as always for keeping us informed, Specter!
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RE: Int and Cha required stats? = Unbalanced?
@FibS Not going into the whole thing, but I will address one point.
I used 10 to 12 INT because it was the average....I never said you couldn't make a sub-optimal character, I said that Fighter types don't have to power-load INT to get by in the game. 10 to 12 is average in the game, and 10 I believe is the build default for the Gladiator class scheme given as an example. OBVIOUSLY if you start pulling points away from abilities until they go below Average, you are then handicapping your character in some way. That doesn't mean you should never do it, or that a fun character can't come about by doing such a build. The Idiot Barbarian type is a classic trope character and for people of a more role-playing bent, it is exactly what they would want to play, regardless of whether it were optimal or not.
Let me reiterate for the very slow in the class here, YES, bringing ANY ability score down from the Average is going to cause you to have to struggle, and YES, lowering any ability score from the default recommended for the build is going to have an affect on the character. Is there a chance a character becomes unplayable, a slim one, but not totally true. The game tends to limit how low you can reduce a stat, and they make you spend all your stat points, so you do have to put those points you take somewhere, and they limit how high you can make a stat, between those 3 limitations, they generall insure that a character cannot get too unbalanced.
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RE: 100 or 120 build points for next server?
They may be waiting to give the fully 120 build point option until all possible talents and everything have been released, and the other 2 races have been introduced. Until then, 100 build points is sufficient to test the mechanics of the game.
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RE: GOD MODE OF Crafting
@anasfract Although it is a fun mini-game idea that will appeal to a very small number of players out there, it would not work for Fractured and here's why:
Yes, Fractured is a player driven and created equipment economy, however, part of the basis of that economy is disposable weapons that needs must be replaced periodically. No matter how good a weapon is, it eventually breaks and they purposely don't even have plans for repairing said weaponry. A weapon created in such a mini-game would be great, but if it only lasted a month, nobody would want to play the mini-game for it.
Also, a couple of your items used to craft the weapon would fit better in a more traditional MMO where specialized items like defiled swords might be found in long lost treasure troves, where here in Fractured, although there are 'rare' reagents, no reagent is quite that rare so that everyone is said to have an equal chance to gathering all types of reagents.
Finally, as was said before, having to go to the wiki/forums/internet to get the 'recipe' for such crafting would break immersion (not that others wouldn't do exactly that) and this kind of mini-game would work better if you had to find the recipe in-game, like as a scroll or book found in a treasure (again, not something fitting Fractured's theme) and then have said physical item on your person while utilizing the recipe to prevent people from just putting the steps online to be kibitzed.
Lovely thought for a mini-game for a new MMO, just not one that fits Fractured in the least.
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RE: Int and Cha required stats? = Unbalanced?
@FluffKugel said in Int and Cha required stats? = Unbalanced?:
Sometimes its not about "I want to have the best character" but "I want to know if its possible to build..." I have build min/max chars in other games because I was told "Its impossible to build this". And I had fun building the chars.
and see, in this case, if that was the experiment I was performing, I'd have more fun if they made it harder on me to do so, not easier. Making me have to choose between high INT and other Stats I need to make the build is all part of the logic puzzle
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RE: Int and Cha required stats? = Unbalanced?
@FibS And I didn't say 1 Skill builds, I said 1 skill to focus their style around.
Every character still gets the same 8 hot button spots on their character, and even with minimal INT, you can fill all of those slots, you just have to be choosy about the more expensive skills in memory cost and focus on just one or two per pre-set.
Almost every player I've seen uses 1 hot spot for bandages, so that leaves 7 afterall.
You simply have to balance your memory points around the 1 or 2 skills you really focus on in a build. Yes, other advantages to high INT do exist, like higher resistances and bigger effects from some skills/spells, but that doesn't mean a Fighter type out there running with a 10 or 12 INT will automatically be suboptimal.
I've never understood the Min/maxers anyway...it is generally more fun to go around and play a build that is fun and interesting, than one that is just supercharged to the point of boredom anyway.
Now, granted, I don't tend to play PvP, and the outlook for those who focus on PvP might be much more specialized to the point where having 3-5 of the heavier cost skills, as well as the higher resistances is vital for your survival, but I do know that clever fighters with the right timing when using abilities can often surprise 'powerhouse' opponents when they least expect it.
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RE: Int and Cha required stats? = Unbalanced?
@PeachMcD said in Int and Cha required stats? = Unbalanced?:
BUT!! In the last alpha I was playing a fighter, and realized that I honestly only needed/used a couple of spells/abilities regularly,
I'm glad someone other than me decided to bring this up first. The imagined need for mem. points could cause the phenomenon that the OP talks about, and so there are a few Min/Maxers out there who will play to that leaning, but there are also those who think outside the box and find a single ability to focus their fighter's style around, and build accordingly, not trying just to fill up their hot bar with skills/spells. Let's face it, fighters are not nearly as dependent on skills as they are on their ability to sustain/put out damage consistently. A tank build fighter, in fact, would probably only maybe use a couple of their abilities regularly, and rely on high defenses instead. With the ability to also respec with presets, one doesn't need every skill possible to be competitive.
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RE: Never judge a book by its cover \ The truth that not many people know about Dynamight Studios \ If you like this game and want to make it a success, give me your opinion on this topic \ more then 40 part To discuss
@SonOfEvil Although this sounds good on paper, having been in the MMO environment since it started way back with Ultima Online (and pre-MMO precursors like MUDS, MOOS, MUSHes, etc...) I gotta tell you that this actually is not how this would go down.
There already was a 'game' that tried this. Allowing the buying and selling of virtual money for real world cash. Even attempting to make their system a virtual meeting place, training center, etc... That 'game' was called SecondLife. There were even a couple of clones to SecondLife-style gaming that came out, but although they had some momentum at the beginning, they quickly degenerated to just glorified chat programs, and the game aspect was totally lost, even though they offered the ability to adapt different sections of the world to different game models.
Why did this not work you might ask...because, since the start of MMOs, the buying and selling of in-game gold has been driven by the illicit nature of the action. The main people who want to enter into these kinds of transactions at all are those inspired by the fact they are getting away with 'cheating the system' and by legalizing it, it loses it's appeal. The other primary source for revenue through game exploitation was always writing guides, how-tos on things like generating Gold/Platnum, Speed Leveling, Boss-hunting, etc... but with the proliferation of YouTube and Twitch, this is becoming less directly monetized. People are more likely to cash in on a viewership as a professional streamer/gamer than as a guide writer. Posting Guide snippets just as an incentive to bring viewers into their channel as regular subscribers.
The other aspect of buying in-game gold/resources with real-world cash that has a huge bad taste lingering in most gamers' mouths is the Pay-to-Win philosophy of gaming. This is the reason a lot of monthly fee games switched to 'free to play' and instead began to rely on micro-transactions to bring in their money...and this system worked, I mean it REALLY REALLY worked! A player unwilling to commit $9.99 per month to pay a game membership fee, can easily be talked into spending $0.99 for an in game perk, that they then end up buying more than 10 times in that month, so instead of the Developers getting $10.00 on average guaranteed from their playerbase, several of their players are actually dumping $20-50 into their coffers on a regular basis.
I know what you intend with this post, and your heart is in the right place. You want to see more gaming type people able to turn the hobby into a more profitable use of their time, and encourage good realm and game management in order to promote this profitability, but trust me when I say that market-wise, it won't fly...it has been tried, and has never worked consistently long enough to make it matter.
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RE: Cities, Permissions, Griefing
@Farlander Not necessarily, but I think we are wanting a situation where there are more people needing to use a refining station than there are refineries available for use. Instanced refineries would eliminate that element of the game, and then the time-cost of refining materials will become more of a non-thing, no longer a truly limiting factor in production efficiency.
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RE: Tech Tree, Marketplace & Money For Dynamight
@Logain well, as of right now, we're talking 1 Server, 3 planets, each with 3 continents, each with approximately 32 cities, so your basically looking at 32 x 3 x 3 = 288 cities give or take
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RE: When is a next video?
@boogis we won't know until they determine how close they are to ready for us to test again...so basically they let us know there's a delay, but of course they can't anticipate the length of the delay other than hoping it will make it out in March
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RE: Cities, Permissions, Griefing
@GreatValdus Remember, though, that the Craftman's Role is only proposed, they have not actually decided to implement it as of yet.
If it doesn't go through, then all crafting stations will be usable by anyone, as they originally dictated with the city overhaul system, and the main governing factor that will motivate usage of city refining stations over personal ones will be availability of end products based on time of refinement. If it continues to take 8 to 12 hrs to tan leather for instance, then the demand for refined leather will necessitate people using as many tanning tubs as they can possibly access. There will be a lot of personal plots, however, not every personal plot is going to use up space for a tanning tub, and even if they do, that doesn't mean the house owner will make their tub available or use it for everyone else's benefit...it will be a judgement call... a personal profit/loss statement.
Griefing on the other hand not only will thus happen, but it will be the main passtime of some players. Just like there are players out there in the PvP camp who like to hunt newbs who can't defend themselves, just because they can, so there will be griefers who will go in and ruin other people's refinement projects if at all possible.
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RE: This idea will kill all games in the world It will make everyone in the world want to play Fractured
This has actually been done before, and it doesn't work out well.
Here's why: One of the main appeals to the buying and selling of in-game money/resources is the illicit nature of it. Shoot, Second Life allowed all kinds of virtual to real commerce, and it worked for a short while, but eventually degenerated down to another glorified chat program.
I remember back when I was playing EverQuest regularly. the appeal wasn't in buying and selling game money, it was in selling techniques for acquiring said money yourself, aka Plat Guides. I know, back in the 2000s, I was writing and selling a Plat Guide on Ebay making a modest amount, enough to keep up my game dues anyway.
Back in the Ultima Online era, the first major MMO, my buddy made enough selling in game gold that he bought his own Quiznos Franchise in California. Such things work, but they work mainly because there is either a strategy guide feel to the sale (Plat guides, for instance) on the legit side, or there's an illicit quality to the sale that appeals to a certain portion of the player base who prefers to pay their way ahead in a game.
Games themselves have also sold extra in-game resources and perks, becoming Pay-to-win games, which is a total disaster all their own.
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RE: Can Good Characters Party With Evils?
@GreatValdus It was written as a cautionary note previously, which would indicate that everyone would be hittable by AoE spells, good, bad, and the ugly...which makes AoE spells much more problematic in group dynamics
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RE: Adding Fractured To Steam In Alpha
@Ultimate although possible, they pretty much stated elsewhere that although Fractured will be on Steam, it won't be until final release...no Alpha/Beta release to Steam is planned or intended.