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    Posts made by Logain

    • RE: Daily Message posting

      jaybirds are so greedy

      posted in Off Topic
      Logain
      Logain
    • RE: Daily Message posting

      people are people

      posted in Off Topic
      Logain
      Logain
    • RE: Daily Message posting

      Looking forward to taming

      posted in Off Topic
      Logain
      Logain
    • RE: Gday

      Welcome to Fractured!
      I hope you're going to enjoy your time here 😉

      posted in Welcome to Fractured
      Logain
      Logain
    • RE: Questions for roadmap for planet design

      @Jetah said in Questions for roadmap for planet design:

      (...)Would a tiered release be a possibility?(...)

      I sure hope that's not the route they are going, that would cause horrible reviews.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Questions for roadmap for planet design

      @Specter said in Questions for roadmap for planet design:

      (...)I cannot say how much they've raised so far but it's a lot of money, hence why they're able to double the team size(...)

      The numbers certainly can (and should) not be disclosed and hiring additional team members is a great achievement, but one that comes at a cost. I'm aware that they managed to gain investor(s) (though Prometheus never provided a follow up on that topic like he announced). With the added salary, the burn rate increases (Chronicles of Elyria hired massively only a year before having to shut down because the burn rate had been raised and the income couldn't be sustained) and off predictions on development schedule have an increased impact, even if the investors have no say on a premature release (which is what happened with No Man's Sky).
      I'm passionate and hopeful on the project, but I always prefer developers taking a pessimistic stance on preparation, meaning you try to get a minimal viable product ready as soon as possible and then expand on that. If you're forced to push the product out early, this strategy pays off.

      @Specter said in Questions for roadmap for planet design:

      (...)I can confirm they're certainly already working on the next planet(...)

      Thank you, that's all the information I was really looking to get.

      --

      @Kralith said in Questions for roadmap for planet design:

      (...)means the whole system about Food & Potions & other Consumables(...) Decay (...)

      That core system has been implemented. Consumable and timers/scheduling are already part of the game, what's lacking isn't functionality but content.

      @Kralith said in Questions for roadmap for planet design:

      (...)Seasons & Temperature & Weather*(...)

      Are you sure that we're going to have local difference and not planet based difference?

      @Kralith said in Questions for roadmap for planet design:

      (...)Interplanetary(...)

      Well, yes, that's part of what I'm talking about when I was requesting more focus on 'planets'.

      @Kralith said in Questions for roadmap for planet design:

      (...)already implemented core features not entirely completed(...)

      Yes, from what I read, SpatialOS should be ECS based, which means one can fully reap the benefits of modular and abstract design paradigm. Or, in other words, '(...)make it work, make it right, make it fast(...)' [Kent Beck]. Get the core components done, then work on content, then work on balancing.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Fall Alpha 2021 Survey

      Would you be willing to share some key parts of the feedback afterwards (like the percentage of people thinking the game's ready for beta)?

      posted in News & Announcements
      Logain
      Logain
    • RE: Daily Message posting

      Some people are just so...

      posted in Off Topic
      Logain
      Logain
    • RE: Questions for roadmap for planet design

      @GamerSeuss said in Questions for roadmap for planet design:

      (...)mechanics and Balancing is more an Alpha thing(...)

      shrugs If you say so.
      I'd argue that Alpha is the point where you implement functionality, whereas Beta is the point where the product is function complete and balancing when not all functionality is implemented yet means you have to do it again once all functionality is implemented, since (hopefully) systems are interdependent.

      @GamerSeuss said in Questions for roadmap for planet design:

      (...)they are ahead of the game in the financing department(...)

      shrugs again Right, if you say so. I don't know details on their finance and I seriously doubt that you do.
      I'm not claiming they are in financial trouble, but that such a situation might arise if they extend their original estimate too much, in which case the product would have to be rushed out, which is why most important functionality should be implemented first wherever possible.

      --

      All that said, I'm not here to actually discuss the topic, but am hoping for the only person who actually knows anything (Prometheus) to provide some information and to act as the (inconvenient, but sometimes important) reminder that this is a common pitfall for projects (No Man's Sky 'Multiplayer', Chronicles of Elyria, the list is long...).

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Questions for roadmap for planet design

      @GamerSeuss said in Questions for roadmap for planet design:

      (...)we're still balancing them(...)

      Balancing should happen during beta, when the product is function complete.
      Finish the core mechanics of the minimal viable product, then get the product function complete, then fine-tune the product.

      You have to consider that we're already past the initially planned funding for the project and that can't be extended for an unlimited amount. We're at a stage that would have been roughly 30 month from a release according to the original schedule, which should be compressed down to just 12 month. A 2022 release would mean cutting down the originally planned 18 month of beta testing down to less than 6 month.
      In their own words... '(...)Three Gameplays paradigm, which is undoubtedly one of the most unique features of Fractured, you can be sure it will be given the due priority!(...)', however if funding runs short and little progress has been made on that functionality, it might have to be rushed or even scrapped. That's what I'm worried about.

      @GamerSeuss said in Questions for roadmap for planet design:

      (...)Goblins and Trolls and Ogres can be replaced and augmented to fit their new world and be truly unique.

      And if you take a look into how long it takes/took to implement Ogres and Goblins alone and you have to multiply that by two (Arboreus and Tartaros), add the generation of planets including cities which have to work different from the human planet and hence have to be placed different (e.g. no conquest on Arboreus means you have to design 'replacing player rotation' different) and you want to squeeze that into less than 6 month, but you don't see any reason for concern on a lack of quality.
      You're a very optimistic person and I hope your optimism turns out different then your prediction that New World won't reduce the amount of playtesting on the last Alpha.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Questions for roadmap for planet design

      @GamerSeuss said in Questions for roadmap for planet design:

      (...)putting a new skin on an existing creature(...)

      That's exactly what I'm worried about and hope is not going to happen.
      Just to be clear, I'm not wondering how to 'speed up development the easy and cheap way', I'm well aware of these strategies. A simple texture change for a prefab, like the goblin archer/enforcer is easy enough to accomplish, but adds nothing to the game in my humble opinion. If I'd take the massive effort to travel to a new planet, I'd be seriously disappointed to find all the same creatures, reagents, materials and biomes simply with a slightly different texture and name.

      @Kralith said in Questions for roadmap for planet design:

      (...)So the best choice was, to implement all the core of the system on this planet(...)

      Certainly, I'm not disputing this.

      @Kralith said in Questions for roadmap for planet design:

      (...)here is one core mechanic that you just can test once all planets are implemented, thats the Travel mechanic between the Planets(...)

      That's the most difficult to implement though, even if SpatialOS is going to simplify the process a bit. Anything less than 6 month would be a serious surprise for me. There's a couple more differences, like the attribute bonus/malus, the special abilities, the planetary traveling alignment influence (eg. how a Demon works on the beastman planet PvP setting wise), but that's not my main concern. My point is the unique and distinctive content for each of the planets that makes exploring them worthwhile is a giant endeavor.

      @Kralith said in Questions for roadmap for planet design:

      (...)ill we don't have all core mechanics at the planet that we have now(...)

      What CORE mechanic are we missing?

      posted in Discussions & Feedback
      Logain
      Logain
    • Questions for roadmap for planet design

      The original design intention seemed to be generating a unique set of creatures, resources and landscape for each of the three planets, which would entice people to travel between planets in order to both unlock all knowledge and craft the 'highest tier' equipment.
      Since @Prometheus has hinted several times now they wouldn't rule out a 2022 release, I wonder if we could get a bit of information regarding this design (or possible changes, given that designing these creatures, resources and landscape seems an overly daunting task for a single year, including testing) and how the restrictions of the technology tree of Humans is going to be mimicked for Demons and Beastman.

      posted in Discussions & Feedback
      Logain
      Logain
    • Possible race condition after server outage

      Yesterday (13th, last day of the test) at around 10 AM CET both the game and the website couldn't be reached for a brief moment.
      Afterwards talking in Global and Guild chat was no longer possible (Local chat worked). Guilds were not displayed properly in the tab (only one person even when multiple were on), some people like @Darnel couldn't create a party, the shield icon for towns no longer appeared on the map, enchanting items failed (clicking enchant started the process but upon finishing, no money had been taken and the item wasn't enchanted), dead trees showed the wrong prefab.
      I had to leave, so I couldn't test more.

      Since these worked before and there hasn't been an update, it's an indication of a possible race condition. It might be worth taking a look into the logs.

      posted in Bug Reports
      Logain
      Logain
    • RE: Daily Message posting

      dances in the shadows

      posted in Off Topic
      Logain
      Logain
    • RE: Greetings to All

      Welcome to Fractured!
      Looking forward to meet you in game 😉

      posted in Welcome to Fractured
      Logain
      Logain
    • RE: Hello All :)

      Welcome to Fractured!
      I hope you're going to enjoy your time here 😉

      posted in Welcome to Fractured
      Logain
      Logain
    • RE: Daily Message posting

      to smelt or not to smelt

      posted in Off Topic
      Logain
      Logain
    • RE: Patch Log - v.a.2.6.1

      Thanks for the hard work 😉

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Ingots, Leather and Theft

      @TekNicTerror said in Ingots, Leather and Theft:

      @Logain You know not what you talk about(...)

      I'm simply going to ignore the snarky remarks.

      @TekNicTerror said in Ingots, Leather and Theft:

      (...)I never said anything of making crafting times shorter (which I do believe should happen) nor did I suggest more than one item can be crafted at a time (which would be a nice idea)(...)

      I addressed neither in my response. That's been others in this thread.

      @TekNicTerror said in Ingots, Leather and Theft:

      (...)I seriously doubt players would not build their tubs/smelters/forges on their plots even if my suggestion was made real due to the fact they would have their own stations to use just about WHENEVER they want, unless they are sharing the use of them(...)

      There are two possible scenarios here.
      First, you want the stations to share a common timer, meaning only one person can use them at a time.
      Second, you want individual timers, meaning everybody can use every station at the same time.

      Your suggestion didn't specify this, but implicated the second solution, since you were trying to avoid people taking the crafting station 'hostage', as you called it. A person could still keep smelting over and over again and prevent use for others under the first solution.
      But, if this is implemented with individual timers, there's no need for individual crafting stations, since people can always simply use the one of the city.

      Hence my argument.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Ingots, Leather and Theft

      @TekNicTerror said in Ingots, Leather and Theft:

      (...)Just add in storage into each station where the finished items automatically go into so they do not block others from using the station, and make it so the one who placed the materials to make it is the only one who can take the finished item; possibly adding in a rule where they have to take that item out before using the station again.

      That would mean a city needs only the main buildings and people can craft/refine everything nearly right away without having to get their own plots and building their own crafting stations though. Kind of completely removing the incentive for houses.

      posted in Discussions & Feedback
      Logain
      Logain
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