Personally that would be fine, and that's pretty much what I am suggesting here; just a place for a new player to call their own while they get the hang of the game.

Posts made by Mirgannel12
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RE: Returning features
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Returning features
Is locations being already discovered just for the testing? will they have to be discovered in the final release, or is locations being already shown on the map the way it's going to stay?
Small cities.
I really think that they should bring back small cities and individual plots, but with different levels of 'civilisation'; anyone can claim a plot in the wild, but they have to deal with monsters, wild animals and a less advanced level of crafting/building, just basic stuff, but somewhere you can make your own tier 1 gear in your own place and have somewhere to store items (no farming). Then players can buy plots in fertile areas like it is now, as part of a city region, with the cities advancements in technology and farming etc. Small cities like there used to be that can be claimed by a small group (5) but have a lower maximum level of attainable technology, due to a smaller population and area. Finally the large cities as they are now.
I'm not sure what the reasons for removing personal plots and small cities were, but if it's anything to do with early players taking all the land and small cities and then later players can't get any, I think the tiered technology and 'decay' will cover those. people need to progress to more civilised areas if they want to do more advanced crafting, and small cities will either grow or fall into ruin.This way there would be both a basic starting point (for both solo and small groups) that gives them somewhere to call home and get their foot in the door, and as they get more money or want more advanced crafting, they can progress through the tiers, or remain low tech if they want.
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RE: Mechanics for Environmental effects Discussion.
@GamerSeuss Very true, and personally I'm not too fussed with what they end up doing, there will always be (proper
) RPG's with cool mechanics that I can enjoy, and I have no problem playing Fractured for what Fractured does well, whatever that turns out to be. Just mentioning a few ideas I had in case they were looking for some.
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RE: 'Legolas Quiver'
I never had a problem with the weight personally, does anyone remember the exact weight for a stack? in terms of balancing a game mechanic I admit arrows might need to be lightened, but realistically they were already almost weightless, it was a stack of 200 wasn't it? I feel like it would seriously mess up balancing and be extremely exploitable, but would fewer arrows with higher damage be a possibility? perhaps with archery having close range disadvantages? I suppose there's no way I'd be happy with it whatever they do
I usually only use the bow for initial strikes and bow skills, or while they are incapacitated and I can back off for a few shots out of their range, but it seems that, unrealistic as it is, using a bow in melee range works as well as switching to a melee weapon, particularly if you have an archer build. (except for the problems with targeting at close range
) Do other people just use a bow all the time even in melee range?
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RE: Settlers
@LordSkykal sorry, I meant 'tales of Elysium' not 'lost tales' my bad
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RE: 'Connectity issues'
@spoletta I always use my phone data, my wifi is terrible
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RE: Settlers
@LordSkykal I did not know that, I thought it was an official publicity stunt
It seems to be a widely agreed on thing, that Syndesia is full of settlers, and i read 'settlers' as people coming from other places, like settling America or Australia, but really, that's exactly what happens in game, people go out from the starting towns and settle places that haven't been settled yet or have fallen back into ruin.
There does remain the question of how people get to the starting towns...P.S. also the class descriptions, I forgot about those. It sort of gives this whole feel like there is a fully civilised continent somewhere on syndesia that everyone if coming to Myr and Aerin from, like the british spreading out into the wider world
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RE: Mechanics for Environmental effects Discussion.
A couple of thoughts:
-I don't know if anyone has played Outward, but it has systems for environment/weather/temperature, which, not having played it much myself, I believe are mainly armour related, but also food? spells?
-Something similar to Necrosis might work as a part of the system; a permanent status effect that requires something to remove it. Of course it shouldn't just be a 're-skinned' copy/paste of necrosis, but most environmental systems are only concerned with when you are actually in the environment, so something that can carry over outside that environment could be interesting.
-I am a strong proponent of making fantasy elements work in realistic ways, so on that note, what if all armour types had 'inherent' properties relating to different environments, based on the realistic effects that wearing those armours in those environments would have, eg: Fur armour would give defence against cold/snowy environments. Metal armour would give debuffs in hot/desert environments etc. As well as this, enchantments could be added to armours relating to environments, so that a player might decide to use environment relevant armour with combat relevant enchantments, or vice versa, or focus on one and hope that their superiority in that aspect will outweigh their weakness in the other area, ie: a player could decide to defend against the environment in the hopes that they either wont encounter enemies, or that not having to worry about the environment will give them an edge in combat against a player that has chosen to go without environmental protection in favour of combat proficiency. This could add extra degrees of personal customization to a character as well as more variables to spice up combat and allow players that might normally lose to have a 'home field' advantage in their chosen environment, while players good at combat might find themselves out of their depth when fighting the weather as well.
-But most importantly, I think it would be really good if there were not only different environments with different requirements to protect against, but if there were different types of systems for different types of environments; rather than simply saying hot areas require heat protection and cold areas require cold protection, whatever form that takes, there could be entirely different systems for dealing with different areas; one area might require elemental protection, while another area might require a specific item, and a third area might have a debuff that extends beyond its bounderies. one weather type might include periodic storms while another is a continuous hazard. and so on.
There is a trend in many things, not just games, to make all aspects of the whole equal for all that they are different, but I think it adds more depth to have things be of varying difficulties as well as styles, and to have those varying difficulties themselves come in different forms; physical trials, mental trials, trials of endurance, of skill, of instict or wisdom.
Think of those children's books with different animals and the pages for the heads, bodies and legs turn independently allowing you to create many more degrees of difference than there exists solely between the animals themselves. -
'Connectity issues'
Firstly, I'm not poking fun at a spelling/translation error, but that is what it says on my screen.
Secondly, I know almost nothing about servers and things, but whatever the issue is I have a good enough setup that it shouldn't be a problem at my end, and if it is; how is anyone else playing the game? and how do I fix it?So, the thing is that I rarely go half an hour without lag and the game crashing back to menu due to 'connectity issues'
Is this the servers? Is there work being done on it?
Lag turns fights that should be easy into almost unwinnable, so... -
'Legolas Quiver'
Just curious what led to arrows being removed? I don't really mind, it hardly makes a difference, arrows were so easy to make, I just feel silly pulling arrows out of thin air
I liked that you needed arrows, they were already so unrealistic; easy to make, carry massive amounts, all it really meant was that you occasionally ran out mid-fight if you didn't keep track; not a big deal, but a little thing that you had to keep in mind. -
RE: Settlers
Another, slightly related question; what is this 'corruption' mentioned in the audiobook releases?
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RE: Settlers
@LordSkykal Spoletta's entry in the 'lost tales' competition mentioned 'settlers' and there have been other places where it has been mentioned. I thought it was odd that the human world was seemingly filled with these human settlers, which presumably came from somewhere else to settle the wild places. Given that Syndesia is the home world of humans, I wondered where they could be coming from to settle in it. I now realise that they were probably referring to people leaving already settled areas of Syndesia to settle in the yet wild places.
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Plank station
I remember this from the last free weekend test; non-citizens can access the plank station but can't place logs into the storage. I can't remember if non-citizens could actually use the station to make planks if there were logs in the storage already, I thought they could, but I could be wrong.
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Settlers
There seems to be all this lore stuff about settlers arriving on Myr? I like the idea, and of course it makes sense with all the 'ancient ruins' and stuff, I'm just a little curious; where are they coming from? Did I miss something in the lore releases?
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RE: Stagecoaches a Fast-Travel Middle Ground
@Ablabla Harbours work, but the 'loading scene teleportation' method of travel isn't liked by everyone. Not to mention it adds to a game to have multiple options; sometimes you want to get there fast and are willing to pay more, sometimes money is more important than time, sometimes you just want to take the scenic route.
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Honor and Freedom?
https://www.facebook.com/watch?v=370004155140001
A little dark don't you think?
Don't get me wrong, dark concepts in stories can serve a purpose and add realism or twists and so in to the story, and it might have just been the writing; no Tolkien on the payroll (no offence) but still... a little too blunt maybe. -
RE: Stagecoaches a Fast-Travel Middle Ground
You know an idea is good when the only people discussing it are (some of) the people whose posts you find yourself looking for
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RE: Stagecoaches a Fast-Travel Middle Ground
YES!!!
I posted something almost exactly this idea somewhere, sometime in the past, no way I can find it now.
But basically my idea was more to do with resting; two or four players hook up their horse to a wagon and three of them ride passively (ranged combat if attacked? boarding party mechanic like in old john wayne movies?) so that only one player needs to be active at any one time and only one character, so the other characters don't lose energy because they are in a constant state of resting. players can switch drivers if their character or themselves need rest.This could also include increased speed: more 'horsepower' more carry weight etc. and any mechanics could be easily transferred to boats. (PLEASE ADD BOATS!!! as in ones that you actually control, for rivers and coastlines. also FISHING!!! as in fishing in boats at sea with nets and stuff)
The only problem is that the usefulness of this sort of system, mine specifically, is dependant on players moving across the map frequently instead of travelling to a certain place and never going back; just working their way around the map playing as they go or wanting instant transport to a distant place.
My idea came out of really wanting to see trading caravans in the game; despite all the advertising, I didn't see a lot of it in Albion (the short time I played) and the need for it wasn't really there.
Fractured however, having 'heavy materials' makes trading caravans more necessary and requiring of more planning, but the market system and resource availability mean that players are more likely to just bring goods to the nearest town and put them on the market there for players that want those items to come and buy them, rather than actually having different markets for different goods in different areas, allowing travelling merchants to make a living by buying where goods are cheap and selling where they are costly.See my other posts about the economy/market system.
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RE: Campfires should not allow you to respec
Despite what I said previously, for this specific instance, i think that @spoletta has the right idea; if you can select presets at a campfire, but not create them or unlock things, merely switch between presets you have already made at a tavern.
I don't think that being able to switch at campfires will make the game too easy, because even specific areas have a variety of enemies, so a preset for a specific enemy that you are farming may not be much good for the other enemies in the area.
Another point is that I personally and I imagine other players do to, (used to, before campfire respec) would make my preset for the area I was heading to, and then ride my horse to that point, ignoring enemies along the way. Because this method allows you to ignore other enemies, the only difference being able to change presets would make would be that you don't need to ride to and from the nearest city, everything else you would do the same. -
RE: Campfires should not allow you to respec
This is another balancing point between an easy to use game that can be picked up and left off as players schedules dictate, and a game that is immersive, realistic and challenging.
While something in the middle is the usual go to response, and there are points to be made for all three arguments, I think that there can be no real middle ground; one party always loses out.
That being said, and I think it goes for both sides of the argument, a major point is that we are arguing for a possible change. Were the game released, I don't think that, on the whole, most players would be too disappointed with the decisions made. I think both parties would settle for what they get because what is, is, and what isn't can be worked around.
That being the case, as a player that really wants the most challenging, immersive aspects that Fractured has ever contemplated; animal migration, monster 'learning' based on players previous actions, no respeccing (or at least only infrequent and costly/difficult) only 'heal' in towns etc (See my other posts about hunger/food/weather/resting etc.) yet a player who also has very little time to actually play the game, I would ask the developers to put in the best things, despite their difficulty and time consumption, because those things can be worked around, while you can't work around something that doesn't exist.
I always encourage possible over easy; add the annoying interesting things because players will love those things, and they will make it work, no matter how clunky it is (Old games are the best! and worst) but if you don't put things in the game to make it worthwhile, then does it really matter how fun or ergonomic the game is? (ignoring economics for a second) I would argue that it is better to play a really good game not often enough, than to waste time playing a game with no meaning, at least if what there is, is brilliant, then you have something to dream about.
However, I am not the one making the game, so I will settle for whatever the developers release (which is why I like playing the pre-launch; I get to see things that might only exist for a short time, that other players will never know existed.)