You have me curious @GamerSeuss, what do you think is the deterring factor for people, that keeps them from attempting legendary creatures.

Posts made by Logain
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RE: Feedback on Legends
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RE: Feedback on Legends
@GamerSeuss said in Feedback on Legends:
(...) no way Fractured can be completely Horizontal. Even I admit that. It is, however, about as Horizontal as a game can get away with and still be fun and have combat themes at all(...)
@Prometheus said in Feedback on Legends:
(...)the main reward of legends are the Lost Tales. You really don't care at all about those?
If a main source of 'experience'/'progress' (knowledge points) and the intended main reward behind end game PvE is irrelevant, that's not horizontal progress, but a soft cap on vertical progress (TP are a significant difference) and the horizontal progress is based on gear.
Given that Prometheus has previously stated intent on balancing available KP before launch and the fact that one of the main incentives behind VIP is faster KP generation, I'd say it's not unreasonable to assume the the KP from Legendary creatures are going to be essential on launch and/or more skills are going to be required to play as a non mage character as well (if progression is supposed to happen through KP and is supposed to be horizontal, that would have to be the case/design goal).@GamerSeuss said in Feedback on Legends:
Remember too that only Humans in the initial Brief, have the option of Tech Levels, which is one of the main reasons to upgrade a city. Thus Tartarus and Arborea cities won't have as big a need for Prestige as it sits now, unless they develop another reason for upgrades.
It would be kind of odd game design, if there's no reason to upgrade a city, when that's one of the late game time/resource sinks.
As for the need for prestige, in my suggestion, cities in Arboreus would work exactly like the ones on Syndesia do now (there is an initial need for prestige to reach a certain level) and as they are intended for Arboreus currently.
But cities on Syndesia and Tartaros would require a constant influx of additional prestige (past a certain level), similar to how they require food now (it's an easy enough addition code wise, because there's supposed to be one more food added for launch anyway). That prestige is generated through summoning and killing legendary creatures as neutral/evil player. So, there is a constant need for prestige and a constant need to kill legendary creatures (while PvP enabled), which resolves both issues, PvE players get a threefold of late game PvE content without requiring work by DS and PvP players get constantly more PvP and with people who want to PvP (the reason behind the thread). -
RE: Feedback on Legends
@spoletta said in Feedback on Legends:
(...)I actually proposed to have 2 different reagent combinations on the altar(...)
I had considered the same, but that (should) require more change to the code and is less congruent and intuitive. Legendary creatures have to work on Arboreus, Syndesia and Tartaros, preferably, they should behave the same on all three planets though (which isn't the case with the current implementation). Cities behaving different, on the other hand is logical (since cities are displayed and advertised as the group PvP element of Syndesia) and there has to be differences in the code already (can't siege a city on Arboreus). When cities require prestige upkeep on Syndesia. but not on Arboreus, that's intuitive, as long as neutral/evil players can get prestige from legendary creatures.
Additionally, this ensures more PvP content for Syndesia (upkeep is weekly for multiple cities) with players that already favor PvP, but not with players that would rather avoid PvP as much as possible (which is in line with the 'lawful PvP part' of Syndesia). -
RE: Feedback on Legends
@StormBug said in Feedback on Legends:
(...)puts on best armor
I'd like to provide an alternative suggestion and would love feedback.
As far as I'm aware, Syndesia is supposed to be about sparse lawful PvP (which is why we have a prison and different drop rules) and enticed coordinated GvG (guild vs guild or group versus group).
Cities already require a certain amount of prestige, buildings provide prestige and cities have a maintenance depending on their level. If, after a certain level, prestige is an added maintenance 'fee', private homes inside cities no longer provide prestige, and Legendaries provide prestige depending on the difficulty (analog to how they 'score' now) and on the situation, there would be a constant enticement.
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If a Legendary creature is summoned by a 'good' player, the 'difficulty' is set to 0 (or bitmasked, if the difficulty is required elsewhere as a dependency) and is not announced upon summoning, but 'normally after killing'.
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If a Legendary creature is summoned by a 'neutral/bad' player, the difficulty stays as is (easy/medium/hard), the summoning is announced (and the kill) and if a neutral/bad player kills a Legendary, a certain amount of prestige is awarded to the city they are part of (depending on difficulty and participation).
This requires a minimal amount of code change (~10 lines of code in total), PvE players have a 'fair chance' to participate in late game PvE content and gather KP/reagents, PvP players have a constant enticement for GvG battles (in order to sustain big cities with prestige), there is a constant small market for summoning reagents, cities no longer need private houses in order to get to a certain level and part of the 'log out and log in'-upkeep for farming city maintenance food is shifted towards active gameplay
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RE: Feedback on Legends
@OlivePit said in Feedback on Legends:
The only people hurting for KP and would need the pages are Mages who want to unlock just about all the abilities...(...) T3 gear (...) is what people will be fighting and pvp'ing for(...)
Which, if the case, would mean Fractured is now completely vertical progress with a 60 TP hard cap and no longer horizontal progress as was intended.
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RE: Feedback on Legends
@StormBug said in Feedback on Legends:
(...)What I don’t understand is why does it have to be totally one way or the other(...)
There's a slight problem, namely the amount of finished content for PvE players upon release (which is when most people are going to play the game and when most people are going to judge it). There's going to be one medium PvE exclusive continent, but one medium full PvP continent and one medium and one large mixed continent. To be quite frank, in order to have a decent experience for a considerable amount of time, a PvE player is going to need to experience content from Syndesia upon launch and for many month afterwards.
Cities on Syndesia are a great example of good design in this context, a player can engage in PvP content when desired, but can access all functionality and features without as well (you can settle outside of town and never help with defense).
Anything that completely removes and blocks PvE content, or parts of the PvE content might have a better alternative, especially while PvE content is sparse. -
RE: Feedback on Legends
@GamerSeuss said in Feedback on Legends:
(...)as any game designer knows, when building a game, you always work on the conflict resolution systems (combat-oriented) first and get them mechanically sound (...) I want Alchemy (...) Combat systems, especially in regards to balancing PvP are a big priority(...)
As every software engineer knows, when programming, you always try to avoid constantly reworking the same code snippets. Balancing usually is the last step in development, when the product is feature complete, because with more features, old balancing more often than not becomes moot and has to be attempted again.
Consumables and persistent buffs (alchemy and relics) should drastically influence balancing in PvP, so that should be a high priority on a roadmap. -
RE: 5+ hours to respawn a resource node?!
@WolfOfRavens said in 5+ hours to respawn a resource node?!:
How is anyone supposed to do anything when they can't even get these basic resources!
If you explore the land, you can usually find more than just one spawn-point per resource and trade is a viable alternative as well.
Exploration is/was supposed to be a key selling point for Fractured. -
RE: Feedback on Legends
@GamerSeuss said in Feedback on Legends:
PvE world of Arborea won't have that problem, and is still supposed to have Legendary Creatures, so after 15th, you'll have that option Logain.
I'm well aware and it's the reason I'm going to give it a try.
That said, Arboreus is (at launch) less than a quarter of the content (more than half is Syndesia and a bit less than a quarter is Tartaros) with less than 50 creatures. Basically all end-game content is PvP (Relics, 75% of Legendary, Asteroids), city conquest has taken month and month of development time now while alchemy, jewelry, enchanting and crafting are being treated as second hand and delayed. There's two instead of four possible play-styles at launch for Beastman (I wanted to play the old vision of the Udoadra). And it's odd to have Legendary creatures treated with a different design and mechanic on different planets (how does their design differ when they aren't PvP enticements).@GamerSeuss said in Feedback on Legends:
Also, there is still plenty of KP available without even doing Legends. Between POI and Mobs, there is like 300k KP available, and that's before Arborea drops with additional mobs
I know, but that's neither plenty nor the main point. I had all 'viable' creatures at 100% (only the two event spawning elders at 25%+ and the two bugged non spawning creatures at 0), all possible PoIs and resources, yet AceofSpaces (rightfully) insisted that in order to have a reasonable build and be 'allowed to voice your opinion on balancing', you'd need roughly three quarters of skills unlocked after 60 TP. Which means you have to get the KP from legendaries.
Remember, I'm the one that showed you around at bone dragons and jotunns.The main point is, PvE content is limited enough as is and late game content is basically PvP exclusive right now. Once you've soloed all the 'minor creatures', you either decide to duel AceofSpades/IB at legendary spawns, or you start a new character. I have no chance to win against AceofSpades/IB (and it honestly looks like that's the case for most people given the legendary kill statistics?), so what's your suggestion? I'm all ears. Mine is to revert back to the system that worked.
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RE: Feedback on Legends
The change that resulted in legendary creatures being a gift to every griefer is what convinced me to stop playing after participating in every test since before Kickstarter.
The amount of resources required to summon or the reward for killing doesn't matter to me.
While there was a chance to kill a legendary without interruption, everything was fine for me. There was risk involved, but killing them was possible for me. Now, when they are announced, there's zero chance for me to kill one and hence no way to participate in any late game PvE content, or to gain enough KP to unlock a decent amount of skills/spells.Just my two cents of feedback.