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    Posts made by GamerSeuss

    • RE: First Impressions on the new City System

      Remember, too, that Harbors will more than likely be the main way to get from one continent on a world to another, with no land bridges joining them together.

      In the case of intercontinental/interworld travel, I would allow a small amount of goods to travel with someone, with a hefty fee involved on top of the fee already charged for your own safe passage however. Of course, this would make sense even in game terms because intercontinental ships are larger and have more cargo space than coastal ships that just sail around near landfall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Issue with ingots/boards as light items

      They could make it to where you load such materials directly from a Cart/Wagon instead of the Piles. Citizens would have the option to use either, non-citizens, the Pile option would be disabled.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First Impressions on the new City System

      @d3Sync You also have to realize that they are trying to balance the wants and needs of quite a few different types of players.

      Harbors were initially brought in because there was an outcry that there wasn't ANY fast travel in the game, and where, like you, I agree that the whole game could go without fast travel whatsoever and I'd be happy, there are just those others who want to see more and more convenient fast travel options.

      Enter the Harbors...

      Now, they only work near costal towns (and see many other posts where people are also trying to get portals in the more inland areas for more fast travel options) and can have a large associated gold cost applied to them. With you and I, and those like us that barely want fast travel at all, we see this as a great compromise, if its quite limited, but again, the other factions out there are saying its not enough fast travel, and too hard to utilize, so the Developers have to weigh out what are they willing to compromise, themselves on, and what will please the most of their player base at the same time.

      I never used the Harbors, in fact, I was never even tempted...might have been if I'd died with a corpse left far far from home, I guess, but I was always careful to rest at every Tavern I passed by, so I was closer to my corpse than my home base most of the time...and the city I was attached to was in fact a port town with a full harbor...just didn't use it.

      Always remember, though, what is ideal for one group is sub-par for another, and a game-breaker for even more.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: What exactly is the purpose and principle of cities and personal lands?

      @Razvan and again, because there is no linked banking system, and you can in fact make backup bank stashes in other cities, I think that being able to loot the banks when you take a town should be part of the spoils of war. Getting a city should net you, the victor, some tangible rewards. As much of the city structure will be damaged in a siege, one assumes (we don't know yet) resources stored in crafting stations, and in the personal banks are often the only real gains if the main goal of the besieging forces is to take the city and move on, and they don't intend to hold the city...(which will be one strategy I feel some bigger guilds will go for, instead of taking cities, and keeping them when they aren't the cities most optimally located and residentially populated for the guild's overall plans.

      If it were a linked bank, then the link to that city node would just be destroyed until the bank was re-established, and gear could be accessed elsewhere, but as a non-linked bank, I see this as fine. (once again, this is coming from someone who will gain exactly 0 benefit from this mechanic, as I play very small group/solo play mostly in PvE environments myself so if I were to join a city, it would be a small guild alliance type city, generally the ones most ripe for this kind of siege by guilds of a larger, more aggressive bent.)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Doubt about the game

      @Nemtor we're still in Alpha, and even that's been adjusted because of things like COVID-19, so no, the release date is up in the air right now, they have no way of knowing how long it will take to test everything and bring it all together, as that is dependent on results of said testing phases.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Doubt about the game

      Actually anything you buy in the store like pets and decorations won't even be implemented until the game launches. Yes, your character gets deleted and reset after each Alpha and Beta test, but that's why the things in the store aren't actually available as of yet.

      Play with confidence, because if you do purchase a pet with your store gold, it will be waiting for you upon the actual launch of the game.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: package buy

      @CloneSnow said in package buy:

      Are there tests right now?

      No, like was said in the above answers, the next test is planned for the end of February but hasn't been announced yet, and there is roughly 1 test every 3 months or so.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First Impressions on the new City System

      @d3Sync you're forgetting that Cities needs must be claimed and built up first. Resources need to be allocated to all kinds of buildings, and even if a Harbor is a priority, Town Hall, the Bank, and the Tavern are still the first 3 buildings needing to be established in a city.

      With the currently proposed method, Harbors are available day 1, as soon as a group gets sufficient funds to utilize them. This means if your city is over on the North coast, not really close to many Humanoids that drop gold, you can send your characters over to another area where such mobs are more prolific, build up your actual Gold store, then pay a Harbor near there to jump back to your city and utilize this gold in the building and maintaining of the city near the harbor, and solo players can also use the harbor to safely avoid the thick of things in the middle of the continents without having to run wide around the parameter of the map to get anywhere. All Harbors are thus open, all the time, not vulnerable during a siege, not dependent on the city being claimed and built just to get up and operational.

      YES, a city would value their harbors, that goes without saying, but ultimately, the harbors are an open resource, not meant to be attached to or dependent upon a city. It might be a little more gamey than the rest of how Fractured works, but it makes perfect sense and its a reasonable compromise.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: What exactly is the purpose and principle of cities and personal lands?

      @Razvan Why?

      I'm not into the PvP angle of the game, and city sieges aren't my main focus either, however, this IS a full loot MMO, and so in the case of a city being overthrown, considering there are no 'Linked Banks' like in other games, individual banks in a city would be part of the spoils of war to the winners of a siege, just naturally.

      It's nice that while a city is in its normal operation that bank chests are individual access and safe, that should be enough

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Solo pvp areas

      @Kappler The reason such a system as you describe can work in RuneScape but not Fractured is because the default setting for the majority of RuneScape is NOT Multi-Attack. In 99% of RuneScape, if 1 Creature is attacking you, be it a player or an NPC, no other creature can attack you until that battle is finished, so it's just a simple matter of toggling PvP on or off in an already single attack area. Fractured, by contrast, is an entire world Multi-Attack area where many people can attack 1 target or be attacked by multiple foes as a part of the base code, so they would have to put in a whole different code set to make your 1v1 PvP area in.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First Impressions on the new City System

      The detaching of Harbors from Cities was made as a decision so that they didn't have to worry about a bunch of harbors going unbuilt/repaired. This way, harbors are usable from the beginning and are independent of whether the city invests in them or not.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Guild and races

      @AltadarLeviathan said in Guild and races:

      it s not another topic regarding facilities to move from planet to another.

      In one way, your right. On the surface, this is not another topic about planet hopping, instead, it's once again another topic for your main flag you've been waving on every post I've seen from you, which is InterRacial Grouping. You keep coming at the same over-topic, just using different approaches (sometimes, some are pretty similar) but ultimately we get it. You think that people will want to play different races together in groups and not having that option will turn some players off of Fractured. You have to realize, though, that Fractured is not like your typical fantasy MMO where mixed races traveling together is part of the theme of the game...instead, Racial choice in this MEANS a choice of Playstyle. The only reason they really have 3 races is because they have designed the game for 3 playstyles to be utilized fairly equally in the game, just on the different planets. Race just gives an instant, visual indicator to another player as to what that character's preferred playstyle is. Your not really choosing race for 'race' although each race will have some defining characteristics, which also won't work on the other planets anyway, so again, that topic is moot.

      Whether your for or against racial intermingling, it still bares repeating that we don't need 3 or 5 or 7+ topics all thinly veiled ways to bring this same topic to light. If you want to keep beating that racial drum, pick one of your original topics and keep posting there, don't try to keep at it by posting a new topic about it every other day.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @spoletta THIS

      With a game based around mostly Horizontal over Vertical Growth of power, where really players earn a variety of abilities as they go, not exactly a higher power scale, at least to an extent, you can't expect there to eventually be players you would expect to take on the Balrog or Smaug type enemies. These are the epic battles that you expect to draw groups together to vanquish for the glory of all.

      Now, at the end of these big battles, said mega-beasts will be dropping large amounts of Gold (or more likely be guarding chests containing such) and maybe a few pieces of really really rare Lore pages and mayhaps say instead of 1xBeast Blood(example) and 1xMagic Essence, you get 10xBeast Blood, and 10xMagic Essence, or even everybody who participates gets 2xMagic Essence presplit. Who knows.

      What you won't find is a single player throwing such massive bolts of magic around that Smaug cowers in a corner, and you won't see drops like Dwarven Full Plate +4 of Fire Immunity. That's not Fractured.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      I'm mostly a Solo player, and even I think that it's okay to have a few Boss type encounters that require a group to defeat. Your character improves only to a finite level of ability, and certain epic battles are just meant for groups to take down.In that regard, end game content can partially be reserved for group play, but it doesn't have to be Guilds or Alliances, it can be Bands of the Moment/Special Event type play. Definitely, city sieges aren't going to be taken on by single players either afterall.

      I want Solos to be able to do just about everything in the game, to mostly be able to be self-sufficient, however, I do want Legendary Challenges to come up from time to time...at least with a player driven economy, these legendary challenges won't be dropping some game breaking piece of equipment or reagents, but instead, more lore related stuff, and/or bigger supplies of harder to find reagents instead.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Lores and Layouts

      @Mirgannel12 said in Lores and Layouts:

      how this lore would be made known to players

      And this is where I pointed out that the major design philosophy of Fractured is around Player Discovery, so the Lore will not just be handed to players, but rather, it will be discoverable as play progresses...which also gives them the freedom to add new lore in after the fact without needing to retcon anything.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Feudal System could be an option to small group of players

      An Alliance based city would actually appeal to my own Guild. The DnDeviants currently only has 3 people in its roster, myself, my sister, and my girlfriend, and we're primarily focused on PvE, Skilling/Crafting play over PvP/Heavy Combat focused play.

      One skill we share, especially me and my sister, is a dedication to quickly build up city buildings in an obsessive way. We were known, in previous tests, to go around and help finish buildings all over town in fact, not just our own plots.

      We would like to grow to the point that we could eventually have a town of our own, but barring that, a good alliance with like minded guilds of a smaller stature would work out really well for our style of play.

      I typically play a Mage/Arcanist, with a definite interest in a Bard type build if that becomes a workable thing. As to my favorite skills to focus on, I prefer to be the group's Enchanter, Gathering, sorting, and utilizing reagents. I also enjoy mining.
      My sister, Stormbug, plays our Fighter/Gladiator type, and smithing and leather crafting are her skills of choice, with her also being a big fan of mining.
      My girlfriend, SophiaStarr, plays another Mage, with the Sorceress type being her leaning, and she loves the Farming aspect of gaming. She also clocks the least hours of Alpha Testing currently of the 3 of us.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: planet moving

      There are certain basic design philosophies of Fractured the Devs have stated absolutely will not change...I'm not absolutely sure, but I believe the segregation of the Racial/planetary cultures is one such philosophy.

      The game is designed to fit multiple playstyles, and to meet that requirement, they have developed the basic planetary scheme and then housed a different race on each planet. Although they want the game to feel like a single game, with interactions possible, they also want each world to have its' own distinctions, and thus I seriously doubt they will add any kind of implementation that would make racial intermingling a commonplace possible occurance.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Lores and Layouts

      as with everything else in the game, Lore will probably have to be discovered in game.

      As to blueprints, they aren't releasing any info about the freebies from your kickstarter/founder pack levels until closer to actual release

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: What exactly is the purpose and principle of cities and personal lands?

      @Zori said in What exactly is the purpose and principle of cities and personal lands?:

      It's a safe zone (even though your own plot of land is a safe zone too)

      This is a major misconception people keep missing. Cities are a City-wide safe zone for everyone. No PvP or Monsters in cities, except during a Siege. While your personal plot is safe to YOU only, and the personal plots around you are not safe zones for you, but rather for their owners...so getting from your personal plot to and from the city or the wilderness can be a dangerous area to traverse. Your plot is an island of safety within an area fraught with danger.

      Cities and City ownership allows a Governing group, say a guild, to grow and advance an area of the game, larger than a personal plot. Cities can hold multiple processing type services, are the only areas that can have farms, can be seiged and taken over, and should also be a source of both income, and advancing the Tech tree of an area. Only cities can level up in order to unlock higher level services that aren't available in the start of the game.

      Personal plots allow an individual or small group to own a much smaller area of control within the game. Some services can be built within that plot, however, space is limited so not all services can be included. A personal plot is an island further out from the city that is safe for the owners, where they can rest up, re-equip, and re-spec before going out to attack the wilderness, or conversely, come back into town to avail themselves of additional services. Personal plots within a city's area of influence can also benefit from the tech tree of that city, but they do nothing in order to advance that tech tree on their own.

      I personall maintain my previous statement that a Tax/Tithe should be applie to cities that the city governors collect from non-citizens in order to enter the city or utilize their services, with a cap to how high this charge can be so it doesn't become prohibitive. I also think that a small portion of the sell price of the personal plots within their territory shoud filter back to the city owners. These funds can help the city advance, and also prevent leeches from abusing a city, especially those of a group's enemies. Finally, my additional idea that puts a 'Flag' on a character for attacking/killing a member of the city's group marking them as PvP'able within the town, or arrestable by the NPC guards that can only go away over time or with spending half that normal time in jail, same as the Bounty Hunting/Alignment rules mentioned before.

      These keeps cities relevant and 'safer' from their enemies using their services, keeps personal plots relevant and dependant on the cities they are attached to...yes, the personal plots lose nothing in a seige, however, the newly conquered city can lose some of it's facilities, and lower their tech tree ranking, adversely affecting the personal plots around them.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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