i like the HP ui.

Posts made by Jetah
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RE: Are we able to collect water from Rivers,Lakes,etc
it'd be smart and would make freshwater streams a point of interest. i just dont want to see 'specific spots to harvest' like in other games.
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RE: Pledge Packs Are Going... With A Sale!
I shouldn't have to remind you..
post this to KICKSTARTER too!
if you dont want to update KS backers then make a point (via an update) to tell them to visit here for the newest information.
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RE: Town Seiges/Conquest in Different Worlds
@dj35
porting to planets will be difficult. exception is the human and tartaros which will have eclipse (lets say monthly) often.sieges are to attack cities.
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RE: Alpha 1 - Test 2 Launch Day Revealed
I can't believe I have to remind you again..
post this as an update on KICKSTARTER too!
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RE: Latest Newsletter
received the email today.
also email sends in batches over a few days too.
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RE: Pass for friends - the idea for the release
I'll believe the players wont reach that plateau early unless their build is the skills given at creation.
400 skills with 3 veneration of them is 1200 skills. if you need a tier 3 skill then it may take you longer to find the base skill then unlock the rank you want.
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RE: How many channels will there be if implemented?
@Logain
i'm thinking more from the datacenter side and not the client wanting cloud services.i see it better, for the center, to have less blades used but use them at a higher percent than using them all at a lower percent. i could be wrong as the AC for it doesn't matter if it's 1 or 10 running as the AC still cost electricity.
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RE: Real Crafting
@Znirf
I dont remember the crafting spotlight. if it isn't out.. when? -
RE: Town Seiges/Conquest in Different Worlds
@Lurric
Tartaros is free for all PvP. whenever however you want. no rules just death.. lots and lots of death! -
RE: How many channels will there be if implemented?
power usage should be the same whether it's 5% of 10 or 95% of 2 of 10. at least with using 2 of 10 you could turn off 5 of them and save that power until your 4-ish are at 80%.
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RE: Real Crafting
@Farlander said in Real Crafting:
SWG had special blueprints that dropped as loot. UO also had the BOD system that dropped different items from doing those. SWG had one of the best crafting systems I've played in a MMO. Having resources spawn with different stats made crafting very unique. It just made it hard to break into crafting if someone was sitting on a huge pile of the best resource that ever spawned.
I don't mind quality of tools being tied to the crafted item as long as there isn't a durability factor that causes you to have to replace your tool ever few hits. I liked SWG having factories where you could load it up with a schematic and it pumped out items while you were sleeping lol.
having item and cosmetic blueprint drops would be neat to have!
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RE: Item economy stuff
game will only have very limited drops. 99% will be crafted.
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RE: How many channels will there be if implemented?
@Znirf said in How many channels will there be if implemented?:
@Belligero We will have a unique channel for the game. After the test phases and the official launch we will see how the servers will respond and then, maybe, we will consider adding new ones for the geographical areas where it is needed. In this spotlight, it is explained better
it's the first month that's the worst. if you can get enough hardware to cover that and the second then you should be set. Honestly there's no reason to have login and server capacity issues now.
I understand why some companies allow headstarts but I think it'd be detrimental for Fractured.
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RE: Real Crafting
@Gothix said in Real Crafting:
Problem with fixed blueprints is that eventually everyone would end up with "the best ones" and in the end, everyone would again be crafting exactly the same thing.
Crafting should have many factors, that are determined on the fly so you can't just study up everything and after a while start producing the best stuff without an effort.
Crafting needs to be an effort every single time, your first time, and your 1000th time, or else, eventually all products end up the same.
Good idea would be to require (as one of the factors) that dangerous zone is needed to give bonus to crafting results... so if you craft in safe city, your pots are weaker, but if you craft in middle of danger zone, they are more potent.
Risk vs. reward. And then you can be sure not everyone will end up with same results, but only those that take some risks will.
And of course, there can be plenty more factors involved besides that.
do you know how easy it is for a 5 star chef to make scrambled eggs? you're saying that 5 star chef should have just as difficult time as the noob 7 year old just learning to crack an egg.
vehicle mechanics are nearly the same. I can't pull an engine then rebuild it but a 30 year mechanic can easily. But you want them to be the same difficulty.
The blueprints I mentioned could have plenty of random factors including a range for every attribute. that weapon might not always be 10-20 it could be 8-17 or 5-30. Diablo 3 has a range for the low damage and high damage for a good random range. IE [500-700 ] - [900-1100] so the damage could be anywhere between 500 to 1100 from minimum to maximum damage.
I dont see fractured crafting being tedious for each craft because we're supposedly have easily replaceable gear. If the crafter spends 15 minutes crafting a weapon then there's no way that weapon group will be easily replaceable. Let the crafter spend the time creating a blueprint then let the blueprint craft a certain amount of items then it's destroyed. Templates at my work dont last forever either.
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RE: Roadmap To Alpha 1 - Test 2
i'd say this Friday if it isn't pushed back.
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RE: How many channels will there be if implemented?
@Logain said in How many channels will there be if implemented?:
@Jetah said in How many channels will there be if implemented?:
I'd guess they have access to x blade servers under contract but because most centers aren't 100% full they can expand to 1-5 more.
That's not how cloud computing works. You aren't dedicated a fixed amount of blades, but instead you rent a specific amount of CPU time/traffic/...
It's a bit like taxi versus rented car. If you call a taxi, you aren't getting a specific car, you're simply paying to be taken from A to B, but don't have to bother how that's being done.interesting. i would have thought it would have been part of the same hardware. instead of using 5% over 25 servers they'd use 90% over 2. this way the power usage is lower.
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RE: Higher Tier Funding Ideas
@Tuoni said in Higher Tier Funding Ideas:
@Jetah c'mon man! Did you even red the article you linked? That price is the total fee of a year inclueding subs, so the cost of game itself and expansions have been about 60$.
"First is the cost of WoW if you only pay the subscription fee. That would come to $179.88 a year if you pay the monthly $14.99."
There has been different versions of the battlechests and with time Blizzard has add more of the old expansions in it (starting from Vanilla + TBC). You have never needed to buy the old versions even close for full price when new expansion has released. Those old ones have always been real bargains regardless those are in battlechest or not. You never needed invest over 100$ to start playing, mostly you needed about 70$. There might been short window when you needed to pay about 85$ in time of MoP (Battlechest 20$, Cata 15$ and MoP 50$).
i had to pay for every expansion up to the one before warlords. there was no skip option until warlords. this is experience i speak of. TODAY is different and YOU DONT need to buy all previous expansions LIKE YOU USE TO.
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RE: Underground Nodes
@Belligero
just fyi, talk is cheap. no one expects any suggestion or idea to be added pre-release.