Thank you, that is a much better system all in all. Also, much appreciation for the thought being put into a system for changing usernames for anyone so inclined!

Best posts made by Jairone
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RE: 2,000 community members and a little account tweak
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RE: Three races, three gameplays: A griefer's confession
@Prometheus said in Three races, three gameplays: A griefer's confession:
@Holya said in Three races, three gameplays: A griefer's confession:
THE ACTUAL QUESTION:
How much of an effect on my gameplay will my racial choice have? Will racials affect combat? Will players be rewarded/punished differently for murder/X depending on race?
I assume you've not cemented a majority of the mechanics yet, so s'understandable if you don't have answers. Still, the thought of heroically charging defenseless peasants without my perfect little wifu being there is sad.
It will have a huge impact. It will affect combat, yes, although that's not the most significant part of it. Sure they'll be punished differently - Beastmen just can't attack innocents at all, while Demons are assassins by default and there is no punishment for criminal actions on Tartaros. You could play as a Human and turn into an outlaw too, of course, but everyday life on Syndesia would get quite hard for you. Plus, raiding demons on Tartaros is a big deal for a Human, while the opposite is much easier, particularly during eclipses.
Game mechanics are very well cemented already, you just need to wait for all the dev journals exposing them
On a side note, I had to clear this thread from a lot of crap. Avoid spamming and using homophobic slurs. This is the first and last warning.
Thank you for the efforts to keep things moderately clean... sadly that's hard for people to self-manage.
I was in the military, I can swear with the worst around, but self discipline means I won't go there without considering where, who, and what impact it may have. That's the point, so if any of you are about to get all "Pansy" about this, don't bother. It'll just make me believe you lack discipline!
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RE: People spamming other forums with their refferal codes should be banned
Reports of spammed referral codes should certainly be taken seriously. I'd like to see them ban or otherwise adjust so that there is no credit given. Maybe even make referrals off spammed codes a negative, so that such actions don't remove a person, but rather make them lose credit for all current referrals and several legitimate ones down the line.
Simply put, anyone willing to spam referrals is just looking to profit themselves, and should be dealt with as a potential threat to having a good community. Reports shouldn't just be taken at face value as proof, of course, in turn!
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RE: Fractured Sprint 13/15 Recap (Feb 05, 2018)
@greenfox said in Fractured Sprint 13/15 Recap (Feb 05, 2018):
@jairone said in Fractured Sprint 13/15 Recap (Feb 05, 2018):
@greenfox said in Fractured Sprint 13/15 Recap (Feb 05, 2018):
@jairone The only good CC debuff i have ever seen.
After receiving an Stun. You will have an 20% chance to shrug off the next stun.
And this stacks and sticks with you for 20 seconds.I know, i know!
It makes it hard for cc spam to affect a fight if it goes on to long.
But as both sides have the same debuff going on, picking targets and killing them while on the first cc or second rotation.
Makes this more tactical, then to perma cc someone with a chain spam.And if something is doable, people will do it.
I can remember a guild, that would abuse "stun" spam via a musical skill.
Anyone entering the range, would be stunned ... forever. They won pvp matchs non stop, till the devs added the stacking debuff. Which made pvp generaly more fun and fair.- CC resitance got added as a stat, derived from vitality. Tanks would be harder to cc then squishy mages or archers.
Again, my problem with that is that it only addresses the specifics of PvP, with a boring minor effect, that essentially destroys any chance of having something like controller builds that are viable in PvP (which generally means they simply don't exist). Which is why I thought of having something else.
I'm not suggesting something where people can be long term stunlocked. I know that isn't fun. I want something with more to it than "Oh, I got stunned before so now somehow I'm less vulnerable to it." There's a ton of possibilities out there, and a lot that can impact other areas of gameplay instead of being essentially just a PvP thing. In fact, I think that with some work the idea of having other effects tied to CC would make a huge impact with PvE content.
Yes, people abuse things. Which is why I was also open to the idea of having breakouts (basically a form of diminishing that isn't quite so obvious, so there is some surprise with the randomness of it). Because we all know that with d.r. in place people have timers running on how long it will last, and plot around that. It is essentially still stunlock and kill. Just with shorter stunlocks and downtime.
Why wouldn't they exist?
I truly don't get it.Controller builds existed still after the "nerfs" to the supreme OPness. What was perma stun loocking, anyone and everyone ...
It just wasn't all mighty anymore.
A stun, a second one.
A slow or a blind.
These wouldn't "Stack" on each other, just the same kind of cc would inflict the deminishing return buff.Peopel switched from makeing it an "totaly cc zone" too "clever cc layers, which worked well. But where beatable, if someone really made an effort".
... the moment someone can cc chain you for more then 3~5 seconds in one spot, for an 100% chance.
It's not fun for anyone.It's like how guildwars was a fun pvp game. Till you saw how high end people fought ... all stacking the same dots on the same enemy. And nukeing that dude with an extrem amount of damage. Or any extrem hard cc ... or other extrem nuke.
Pro PvP in guildwars ... was boring as hell.
And about the "somehow less vunerable".
You could say, that the magical stun. Works the same way like the common flu.
You catch it and the next month, you're less likely to catch it again after getting trough it. But you might catch it nevertheless if your unlucky...
And if you stand in a train with people with snoot dripping and coughs and sneezes flying everywhere.
Well ... the best luck not catching that flu again.Good analogy with the flu. I agree that as time stunlocked goes up, a player's fun becomes an issue.
As for controller builds, tell me where they are in MMOs right now. I'll wait while you find one that is relevant for more than one ability in a random raid battle where that is the only battle a person stays in that build. Because, well, they really just aren't. Even in games where you can have them, they end up being nowhere near as effective as just mass burning things.
I'd like to see more options again, but I don't want to see the whole perma-stunned thing either. I also would like to see even greater depth to the combat and choices of control, where people also won't want to just control a PvE enemy for a long time or anything.
So... that's why I proposed an idea. I'm flexible. It could work WITH diminishing returns, or something similar in some fashion. There's never only one option in life, unless you are unfortunate enough to be placed in a standard MMO storyline...
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RE: Development Roadmap - From Alpha To Release
Very glad to see you aren't pretending development happens overnight, and opening up that discussion ahead of testing phases. Seen way too many expectations from people who do not seem to understand that out and about around games...
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RE: Switching Characters
@benseine said in Switching Characters:
@jairone said in Switching Characters:
@benseine I think that is a matter of people seeing the characters in game as a risk, and especially one with things like disconnects and crashes. Those are a sore spot with many online games that have had issues there, even with PvE and low death penalties...
I like the idea, but think there needs to be some thought to things like that as well. Being punished for the net going down (already something that feels punishing) just makes people frustrated.
Well you can't let ppl log of instantly anyway, because they will abuse it to prevent death and loosing items. So if you need to time it anyway, increase the timer so much it makes playing two chars simultaniously in the open world (both alts and 2nd accounts) nit viable.
Yeah, that is true with any game like this and PvP. I do think short timers work with that end. The other side of that coin is pretty standard, if it is short enough. Make it too long, though, and it becomes an increasing problem.
There was the question of why people don't like that, and that is one of the biggest concerns I hear constantly about such things. I was merely answering thus, seeing as I have heard that. I was not implying that it isn't a good idea, or that there is a better option currently available.
I think this is one of those things where having PvE and PvP in the same game will never be ideal (simply because of the nature of what is being sought, and what is physically possible). I consider a short 30 second to 1 minute timer to be about the best possible balance between the two, enough time to make PvP combat logging a bad idea, but also a short enough period to keep things from being too painful for those who cannot return to specific safe spots due to real life interference.
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RE: Building your on Cities
@Prometheus said in Building your on Cities:
Well, we are as well!
Player cities in Fractured will be much more than conglomerates of player houses with some shops built here and there - but you'll have to wait little for a full dev journal on the topic!
Nice, can't wait to hear where you are going with them! Also hoping to hear some things about size, economics, and if there's any consumption of goods going into them (such as NPCs eating, or something like that, if there is such a thing!)
Anyway, sounds like a fun read when it comes!
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RE: Fractured Content Pills - Week 43, 2019
@Kralith said in Fractured Content Pills - Week 43, 2019:
@Esher
Well yes, at least on costs of a strong Thieve Debuffs of different kind for each planet.
If the ownership of an cart is fixed, then a stealing skill should make it able at least to take things from the Cart.@Prometheus said in Fractured Content Pills - Week 43, 2019:
... and only the one who crafted it can use it
There is also something else to think about.
If you do cooperative work in a town, it could be very annoying, if you can't use the cart of a friend.^. @Prometheus We need something to ensure that we can share access in some way, if possible. Even if it's just a choice of cart crafting types. For example, a cart could be made with the same recipe, and just a symbol or cloth color over a side or corner... in the following variants as a suggestion:
-Personal cart. Works as described.
-Organization cart (town and/or guild types). Works as described for everyone in the organization.
-Free cart. Works for everyone. For example, players might keep some basic food around a work site for a joint effort between two towns, and having everyone have access would be more beneficial than the risk of the cart wandering off.The benefit of this on your end is in game performance going forward. Instead of three dozen people all needing their own cart to work on a project in a town, you could have a handful of carts for all that work. It isn't game breaking, but it does have benefits on both sides to do something for this, and the differences are fairly minor at that point... so that hopefully it's not making it a huge project on you guys!
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RE: Alpha 1 Map & Pledge Integration
@frilliking Store does not have an exact date yet, but I'm sure they will let us know! Expect an email update once it is ready! I'm sure they will have one!
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RE: Switching Characters
@benseine That's assuming there's no option to just let the transit restrictions kick you... but if so that is worth looking at too. Some penalty applied would make sense there, but you also run into (yet again) the problem of things like being booted off without intent.
I would think that something like a repeat offender system for that would be appropriate. The first time you only drop some % of resources, and that goes up so that the 3rd time in a while would drop everything you are carrying. That effect would be something that they could turn off if needed due to instability (it happens) and back on, ideally... or people could just wait (who am I kidding).
Anyway, good point that it is something likely to see abuse if there is nothing done to stop abuse.
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RE: Fractured Kickstarter - I pledged post!
@cronykil said in Fractured Kickstarter - I pledged post!:
@jairone said in Fractured Kickstarter - I pledged post!:
Yep, pledged up. Figured a lifetime at that price is worth it if the game does well, and not a super-huge loss if it does not. Very cool to see somebody offering those at a price that isn't on the "Virtual property for a car" level!
Star Citizen?
ROFL. Wasn't specifically thinking them with the ship buying hordes... but rather the trend of games selling the lifetimes in the $5000-$10000 packages.
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RE: Town Location Advantage
@chrightt AA had so much potential with things like that, and ruined it all so impressively!
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RE: Bit worried where the Kickstarter is
@althalus I think they were waiting on backing, it does seem like it is struggling now.
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RE: Week 39/40/41/42/43 - Weekly Drawing Winners
Engagement... the best way to storm the castle. Grats to all the other winners, thanks to all who cheered us on, and best wishes to everyone who would like to win and did not this time!
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RE: Town Location Advantage
@chrightt Subscription isn't the problem, honestly. Although pretending it was a F2P game with the differences there was one.
I think a lot of it was just the direction things went as the business side took over, rather than the initial fun/creative side. And AA is far from alone there, in computer games. Heck, that was an issue back in the early 2000s, if not before.
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RE: Why Magic users will be OP compared to physical users
You are assuming that everything is equal there though. There is no balance to compare it to at this time, and IF they haven't thought of this then Alpha 1 would ensure they saw the problem.
More likely, magic users will have higher cost abilities in general and lack as strong of a no-mana attack. Most likely magic users will need a little more learning to advance (probably be aligned around magic users likely to max that stat, while physical will aim for middling at best to maximize combat power.)
That, of course, is also assuming that the ideas of others (such as int bonus caps for learning at a given value or diminishing returns) don't make this effectively a non-issue on that front.
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RE: The Fractured Pre-Alpha Is Coming!
To all, have fun breaking things!
Alpha meta-game is always in any game like having a virtual bull and a virtual china shop, and balancing between full destruction and really careful walks among broken dishes.
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RE: Sprays
As others have noted, this is a troublesome thing to keep clean. If it is too limited, then it is better just to have a sign system with town leadership working on the town signs (and possibly allowing things like stores to have one)!
Less spam means it is easier to tackle offenders who want to produce rotten stuff. For example, in a not too long ago sandbox style game I had fun writing SOS on a beach (because the map showed terrain changes such that it showed up for everyone). I actually did this with a screenshot and report to highlight the abuse potential. The next day, the world had a dozen dicks strewn across the landscape. As soon as the cool something that was fun was seen, it was abused. Sadly, that game never really learned it's lesson.
Where it is easy to clean up things where people in charge can be held accountable, any game will see a swarm of alt accounts used to produce such... 'wonderful art' if it is something so simple as sprays or landscape terraforming.