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

Posts made by Logain
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RE: Welcome All
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RE: Albion Online
@Baumhauer said in Albion Online:
(...) Deine Bedenken bzgl. des PvP werden hier (hoffentlich) ausgeräumt: https://fracturedmmo.com/feature-spotlight-1-three-races-three-gameplays/(...)
Abgesehen davon das man in Fractured quasi nicht 'farmen' muss, anders als in Albion Online, denn Ausrüstung hat hier einen anderen 'Stellenwert'.
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RE: Why Albion is boring and Fractured will not be ?
Welcome to Fractured!
Please allow me to turn the question around and ask, what would be entertaining for you in a sandbox? -
RE: Meet the new consul!
Congratulations, keep going and there's a few more goals out there
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RE: Hello
Welcome to Fractured!
I hope you're going to enjoy your time here! -
RE: Spell crafting
@Tuoni said in Spell crafting:
(...)However, because DS advertises this less grind, maybe they have something special in their sleeves(...)
We already know what they 'have up their sleeves' if you read through the spotlight on the topic?
@Tuoni said in Spell crafting:
(...)Repeatable killing can be avoided e.g. combining killing with exploration. Meaning if you would need to kill 100 creatures to complete a task, it could be changed need to kill 10 different kind of creatures in different locations(...)
Every ability has a list of 6 tasks associated with it. Once you accomplish 2 of these, the ability is 'discovered'/unlocked. In order to get from Level 1 to 2 and from 2 to 3 for a specific ability, you need to accomplish 4/6 of these tasks. Examples of tasks would be: Find, interact with, or kill specific creatures - Kill some specific creatures in a unique way - Find, collect or refine some amount of a specific resource - Consume X units of a specific item - Be hit X times by a specific spell -
Perform a specific combat action X times - Explore one or more world locations.
Rest in a specific location - Craft X units of a specific item - Die in a specific way. -
RE: Spell crafting
@Jetah said in Spell crafting:
(...)explore (...)location can be sold(...)
See, that's the difference in the definition of the term 'grinding' I was talking about. Yes, locations can become common knowledge (every successful game develops plenty of wiki/hint/guide pages), but exploration is usually not considered 'grind' by the majority of players.
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)I'm sorry but there will be a grind regardless what the developers say(...)
The problem is the difference in the definition of the term 'grind' when it comes to people.
@Jetah said in Spell crafting:
(...)I've seen it disguised as a percent bar instead of a number bar. IE you kill 10 mobs and you gain 1% then you know you'll need to kill 100 which is no different than seeing 10/100 bar.
That's not how things are supposed to work in Fractured tough. It's important that we differentiate between 'unlocking' and gaining 'knowledge points'. Since you can redistribute your knowledge points during a resting phase (which you need in order to change your hotbar anyway), the main point of importance for the competitive gamer is turning a spell's state from unknown to discovered.
According to the spotlight on this feature:
'(...)Ability learning tasks never require you to repeat the same action for hours. Instead, they’re designed encourage you to explore and travel – rewarding cleverness and bravery, not time spent grinding(...)'@Tuoni said in Spell crafting:
(...)Knowledge Points(...)
Knowledge points are of lesser importance, since they can be redistributed across discovered spells.
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RE: Developer updates regarding game status?
While I am not a developer for this game and hence have no say in this, this kind of information is usually under NDA. There is very limited use in this kind of information (amount of bugs reported and fixed) and most people with less of a software development background would misunderstand the figures.
The last state of the game update is only about 10 days old, so, I don't think you're going to see additional information that soon. It's better they focus their time, energy and resources on producing the game -
RE: Spell crafting
@Meiki said in Spell crafting:
(...)there was never a single mention of that that you should lose any progress while you log out(...)
I explained the term persistent progress to you, since you misunderstood the term to mean linear progress, as by your own response. It is crucial for communication that all parties involved have the same understanding of terminology.
@Meiki said in Spell crafting:
(...)just trying to prove your point for the sake of doing so is a really a strange concept(...) If you are not fond of a theory, just do not participate in it in a toxic way.
I am by no means trying to prove my point for the sake of doing so. I have financially invested in a product (the game) and am trying to point out flaws that I see in the combination of the concept of spell crafting with what has been advertised to be core design pillars of this game. And (at least I hope so) in a rather respectful way. If you consider everything that doesn't applaud your idea to be toxic, I am sorry to hear and can restrict my responses towards you from now on.
@Meiki said in Spell crafting:
(...)already provided more than enough ways how you can keep progress without scratching it or making something obsolete. If you still keep on pressing the fact it is progressless(...)
If you reread my replies carefully, you might realize that I am not trying to imply there would be NO means of persistent progress, but LESS means of persistent progress and instead spread further out. It is a simple concept of enumerative combinatorics. that the number of members of a set can never exceed the number of combinations. Spreading out persistent progress doesn't align well with the core design pillar of enabling 'day one competition'. Less persistent progress means more work for the developers to create content.
@Meiki said in Spell crafting:
(...)it has been already said that such a system will not be here(...)
You are suggesting an implementation, that is far from a theoretic discussion.
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)if you want to build a house, you need materials(...)
There is certainly going to be 'grind' in that regards, but the average customer to dislike grind wouldn't need a house. That sort of customer is more interested in getting to competitive situations fast. Actually, Fractured even advertises as not needing grind.
@Jetah said in Spell crafting:
(...)your persistent progression isn't what mine is(...)
Certainly not! I am pointing out that this form of progression is meant for the people that desire it. See it as added incentive to broaden your customer base?
@Meiki said in Spell crafting:
(...)Levels are actually never persistent(...)
You misinterpret the term persistent. Persistent progress means that it stays the way it was between sessions. (When you log out and log in a week later, your characters progress is the same where you left it) What you are describing is non linear progress.
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RE: Funding
@VyrVandalous said in Funding:
(...)I personally think they should be over the 2-3 million Euro point by now(...)
The company does have investors and 'other means of funding'. While I agree that the Kickstarter should have raised more money, I suppose that once we hit Alpha 1/2 and some videos of actual gameplay hit the net, we're going to see a higher influx of paying customers.
@VyrVandalous said in Funding:
(...) think options such as Auctions and some more pay options should be included here in the game in order to ensure it's long term survival.
You have some cosmetics and a VIP subscription that you can purchase for a steady income to the company.
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)let's say you kill 20 trolls and gain knowledge to unlock a new spell. instead of 20 it might be 2000(...)
That's simply grind, which the developers persistently stated they want to avoid
@Jetah said in Spell crafting:
(...) walk to 5 areas (...) it take 20(...)
The concept, as I understand it, is to grant the player 'progression in small bits'. That way you can gain a significant diversity in a very small amount of time in the beginning of your adventure. Your suggestion grants massive boots, but spread out over considerable feasts.
@Jetah said in Spell crafting:
(...) he beauty of a sandbox is progression can be different for everyone.
I am talking about PERSISTENT progression. Neither gear nor cities are persistent. I am talking about what would be getting 'levels' in other games.
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)the game will have 400 abilities as posted in the KS and in the news. Even IF it was 50(...)
I think you are misunderstanding me and I am not sure how I could explain it in a different way.
What you want to happen is that there are basic ingredients like 'lighting effect', 'fire effect', 'ice effect'..., 'single target', 'cone AoE', 'circular AoE',... which you then would combine to something like 'cone AoE fire effect' (just an example!!!).
The 400 spells announced in Fractured are already combinations (the 'cone AoE fire effect' in this example would be called something like fire breath), because there are no 400 basic ingredients.@Jetah said in Spell crafting:
(...)Those 50 would be harder to obtain(...)
How exactly would you accomplish this? There is no 'power progression' in Fractured, so how do you make them 'harder to obtain'? How do you gate them?
@Jetah said in Spell crafting:
(...)why would spell crafting use progress points?(...)
Because the only form of persistent progress in Fractured is unlocking new spells. If you skip that, there is zero way to progress in the game and some people want persistent progress as incentive to keep playing an MMORPG.
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)we have 400 base(...)
No, you don't. If you look at the description of these spells, they are what you define as 'crafted spells' in this thread. You'd be hard pressed to have 400 different base elements for spell crafting. If you could name more than 50, I'd be impressed.
@Jetah said in Spell crafting:
(...)e're saying if we could craft spells then that 400*3 could be infinite.
It can never be infinite, but that's not the point I was trying to argue. Yes, you would have more spell combinations, but you would have less progress points to unlock them.
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RE: Spell crafting
@Meiki said in Spell crafting:
(...)On the other hand without crafting, the content regarding spells is finite and requires the developers to always fully work on every spell(...)
No? For the programmer (granted depending on the paradigm in use to an extent), the amount of work is the same at worst and very likely less. I am not going to explain or debate encapsulation, abstraction, polymorphism, inheritance and interfaces in detail here though. If you are familiar with object oriented programming, you know that anyway. And that is true for functional programming as well, though in a bit of a different way.
@Jetah said in Spell crafting:
(...)If we were to craft spells then that 1200 could be limitless(...)
I think I realize how and why we are misunderstanding each other now. These 1200 spells are combinations. The 'basic' set that makes these 1200 spell-combos is less than 50. So, instead of having to unlock 1200 different spells, you now unlock 50 basics to then combine them to 1200+, but you suddenly lost 1150 'points of progress'.
That said, I have no influence on the developers or say in this, I am simply pointing out why I personally think it's not cost work efficient for them as indie developers.
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RE: Spell crafting
@Jetah said in Spell crafting:
(...)why would you have to unlock them separately(...)
Some people want a feeling of persistent progress in order to keep playing long term. Since there are no levels to gain in Fractured, the only way to ensure long term persistent progress is through continuously unlocking new abilities. The more of them, with the least amount of content creation time for the developers, the longer a person can 'work' on that task.