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    Posts made by Mirgannel12

    • RE: Warfare

      @StormBug no problem, thanks for looking 🙂 do you know if there is a point where posts are deleted? I couldn't seem to find any old posts.
      I did get chased once or twice by members of the Blue Army, though fortunately they gave up or I gave them the slip (ducking downwards off of a horizontal section of road allows you to see their shadow as they ride past, and they can't see you 😉 )

      I was, at the time, quite put out, but now that I've thought about it, I'm not really worried about getting killed (and I thought I had already learned that lesson from Dark Souls 😛 )
      But it did bring up a those points I mentioned in my other post, about interaction between players of PvE/PvP, Evil/Good etc.

      As to joining Nekrage, I am, no offence, still sceptical about his guild at least, and as I'm sure this whole thing has shown, people remember your name and associations; I will always remember Nekrage as a 'red' player, and whatever his personal character, I would rather not have any association with the guild, so that, should anyone remember 'Niggle', or 'Ralph' for that matter, there is no connection with evil alignment.
      Nekrage pointed out I am a 'Role-Player', and I prefer to have my game characters act as possible the way I would in those situations, which is why I am so invested in Fractured having ways of learning skills, and thereby making the game viable, without killing things.
      🙂

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Warfare

      @Nekrage fair enough, it was, I believe Bukykat that did for me the second time, and I while I thought I saw you in the group at the goblin hills, I can't be certain.
      It didn't occur to me, having so recently encountered one large group of OranThul members that there might be more than one party, though I see now it was unlikely for the first party to so quickly turn up in the very next area we went to.

      I realise that I have been accusative, and while my only truly angry comment was directed at the guild entire, I have otherwise targeted you personally only as the 'face' of the possibly never-to-be-realised aspects of the game I personally am most desirous of.
      My main point has been, and whatever my reason for making it, it is still valid, that there seems to be a great deal of unnecessary killing and looting of defeated players, considering that this is a testing phase, and those actions, once determined that they work, which I think we can say they do, really serve no purpose, they only make it harder for the so deprived players to progress with the testing, though now that I think about it, not by a lot in terms of the items, though it certainly takes a mental toll.

      As guildmaster of the OranThul you are the natural example for such points to be made concerning, however, my only three references to you personally were to quote you and to hope that the two of us could enjoy the completed game, despite our differences.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: "To fight a losing battle, and not lose it"

      @Nekrage out of curiosity, how did you find out my player name?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: "To fight a losing battle, and not lose it"

      @Nekrage I am unsure only as to the term you applied to PvP; something along the lines of it being the most worthwhile pursuit in the game, as to the rest, that is almost word for word, but not on discord, it was on the in-game global chat.
      You may recall that 'Ralph' said in reply to you that if the other worlds are dropped, the game has failed.

      I do not despise PvP as such; It is not my favourite playstyle, largely because I tend to suck at it, but also because I find it becomes difficult to treat players as real people, particularly where groups are involved.

      The design of Fractured, as planned, seems to me to give all players what they want for most of the time, but still allow them to engage in other playstyles should they want to, all while giving a consistent and 'lore-friendly' setting for those playstyles.
      As I have said in the main post, I don't mind engaging in PvP in defending my lands from demon invaders, or the other PvP situations the lore provides.
      I like the way the three worlds would have it work, and considering it was the developers idea in the first place, I'm not the only one; I just don't want to see the game become less than it could be.

      🍌

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Warfare

      @Nekrage fair enough, it was, I believe Bukykat that did for me the second time, and I while I thought I saw you in the group at the goblin hills, I can't be certain.
      It didn't occur to me, having so recently encountered one large group of OranThul members that there might be more than one party, though I see now it was unlikely for the first party to so quickly turn up in the very next area we went to.

      I realise that I have been accusative, and while my only truly angry comment was directed at the guild entire, I have otherwise targeted you personally only as the 'face' of the possibly never-to-be-realised aspects of the game I personally am most desirous of.
      My main point has been, and whatever my reason for making it, it is still valid, that there seems to be a great deal of unnecessary killing and looting of defeated players, considering that this is a testing phase, and those actions, once determined that they work, which I think we can say they do, really serve no purpose, they only make it harder for the so deprived players to progress with the testing, though now that I think about it, not by a lot in terms of the items, though it certainly takes a mental toll.

      As guildmaster of the OranThul you are the natural example for such points to be made concerning, however, my only three references to you personally were to quote you and to hope that the two of us could enjoy the completed game, despite our differences.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Warfare

      @Nekrage I have in fact been outnumbered and killed by you and your guild three or four times now, the first one or two I referred to in a post to @Xzait, which I cannot seem to find, perhaps they, @GamerSeuss or @StormBug can link it, I believe it was those two that responded to it.

      The second and third occurred on the night described in my reply to your reply on my other post here:
      https://forum.fracturedmmo.com/topic/13972/to-fight-a-losing-battle-and-not-lose-it/10

      Myself and my lone active guild mate, Palatine, were fighting earth golems in the heartwood, when we encountered 6-8 members of The OranThul, by whom the two of us were quickly defeated, slain and looted.

      Upon resupplying, we decided to forgo further endeavors in the Heartwood, and try instead the goblin hills.
      After about half an hour or so there, we again encountered the party of OranThul members, to the same result.

      As to targeting you; perhaps I have, my first death in a new game ensured I would remember you I suppose.
      However, had you read the entirety of my other post, you might notice that it does in fact deal little with you other than as an example of something I fear will happen to this game, that this post here, while vindictive, does not propose, other that salting the earth, anything that is not likely to occur, or that I am sure you would not invite; as the largest Evil aligned guild and city, The Oranthul is almost certain to be the first city involved in a siege.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: "To fight a losing battle, and not lose it"

      One point I forgot to put in the original point was that there was no reason for evil players NOT to kill and loot good players after defeating them, as the systems punishing greater karma losses are not in place yet, to my knowledge.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: "To fight a losing battle, and not lose it"

      @Rife I did say, at the beginning of the post that I was unsure whether I couldn't loot the player because of alignment or because he had died inside the safe zone

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: "To fight a losing battle, and not lose it"

      @Nekrage My player name, most recently, is Ralph of Upmeads, and, as written on my forum profile, my usual player name is Niggle. I am not on Discord for Fractured, I have had some trouble finding the thread? chat? whatever you call it, and I only use discord when I play with a few friends, I have in fact a post or two about players that don't use discord.

      You said these words on, what was Sunday night, about 8PM in Australia, not sure what that makes it where you are.

      You said, I can't recall the exact words, perhaps you or one of the other OranThul members with you at the time; buckykat, duckfat, rife etc. or perhaps player InvisiblePP with whom you conversed somewhat, but you mentioned that instead of other worlds, there should be multiple servers, and that building was a waste of time, I can't remember exactly what you said about PvP, but you were certainly in support of it.

      I don't believe I said you wanted to remove PvE, merely to focus on PvP

      I confess I deliberately tagged you multiple times to ensure some response.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • "To fight a losing battle, and not lose it"

      A few notes on the current test; primarily PvP and the criminal system, as well as a few other bits and pieces.

      Looting players
      Im not sure if it was because the player died (DoT) while inside a town safe zone, but can good players loot defeated evil players?

      PvP/ Economical Alignment

      I may be mistaken about a few points here, but as I understand it:
      *Good players cannot commit crimes, or loot evil players they have defeated.
      *Evil players must be defeated by a bounty hunter to be subject to any punishment.
      *Most PvP players seem to be of evil alignment, and most good players seem to be focusing on building, farming and crafting.

      Given these points, as well as the fact that the larger guilds seem to be the main evil PvP players at the moment, the situation appears thus:
      PvP characters of evil alignment travel in large groups, good players either have small groups or go solo, focusing on PvE.

      Bounty hunters are severely outnumbered, PvE players get ganked and their equipment taken, evil players have no countering force and do not risk losing equipment, making evil alignment the only viable PvP alignment, and luck the only hope of the solo player.

      Fractured is purported to support all play styles, and if completed as describe will certainly do so, however, there is currently no opposition to PvP players, and with all players combined on a single planet, indeed a single continent, the density of evil players to good players is problematic; none of the measures to mitigate undesired Player Killing are in existence or in effect.

      Due to these facts, and to improve testing of sieges, the primary purpose of this test i believe, I would suggest that good players need to band together to provide a viable counter-balance to the current situation. (PvP players are united by purpose, where other players have a variety of interests and so are often divided)

      As much as I personally, and I'm sure most other players, wish to do their own thing, given this is a test and that the pursuit of personal interests will be cut short leaving no legacy, perhaps we need to band together as players and focus on the testing so as to enjoy the completed game that much sooner.

      It has been suggested, by one @Nekrage, that the other worlds should be dropped from the concept, and that Fractured should be focused more on PvP.
      I would hope that this will not happen, as it is the other aspects of the game that drew me to it, and that have kept me here despite growing fears those aspects will never be realised.
      For these to flourish, indeed in my opinion for the game itself to become anything special, and not just another hack'n'slash, the three worlds MUST all be included; a game that is only simulated farming and crafting is, even in my opinion, boring, and yet what beauty can come from a game that is purely combat?

      The duality (Triality?) of Fractured has the potential to make it a brilliant game; and to settle for less than the lofty goals described in the early newsletters and the wiki, will be sure to see Fractured fail as a success, and more importantly, fail to become the beautiful game it might be.
      To quote a character in one of my favourite books: "The point is to play a beautiful game" (a wise mans fear, Patrick Rothfuss)

      @Nekrage has also expressed dissatisfaction with other games that "build their entire game around PvE and punish players interested in PvP"
      I would like to counter this with the suggestion that all games, to whatever degree, punish PvN players, namely players that would rather play the same game, and yet solve their problems some way other than by hitting it over the head with a heavy object.

      I feel obliged to justify my position here: I do not ask for a game that makes it easy to avoid combat, I have just now said that conflict is necessary to keep dullness at bay, nor do I ask for a game that negatively affects players desiring combat, I understand that most gamers see it as a must.
      All I ask is for a game in which it is POSSIBLE to avoid killing, and still engage in all other aspects of the game; this is something Fractured has proposed already, namely ways of learning skills without killing the thing, but has yet to implement, and which I implore the developers not to cut out of the game.

      Fractured has proposed a game wherein I am sure @Nekrage will be able to engage in unfettered PvP, and I will be able to create a character able to experience all but one of the games aspects without the need to end the virtual life of a single player or creature.

      Fractured, should it achieved its aims, would be a game that comes close to satisfying the two of us, and I would have no problem with having Nekrage's hordes devastate my lands, slaughter myself and my comrades and bear off as plunder the fruits of our labour, though my comrades may be a little put out.

      However.

      This does require the completion of the game entire; as the game is now; a single landmass with incomplete systems and a small inconsistent player base, there is really no place for players running about in large groups intent on slaying and looting everything that moves, though that thing be a player seeking to strengthen himself and his city in preparation of testing the siege mechanics.

      On a lighter note: Horses

      Having been twice in a position where a quick get-away was the only chance of survival (or would have been) I have a suggestion about horses/mounts:
      What if mounts could be, rather than 'summoned' from a magical 'horse-pocket', they were, when not ridden, drawn along by a tether, from which station either fight or flight might be enacted instantly.

      In short; you get off your horse and leave it, obediently standing, while you head off to fight. Or, perhaps you are aware that you might have to flee, or fight at a moments notice, therefore you lead the horse. Should battle be joined, you drop the lead and the horse either stands, or runs a short way from where it may be called once combat is ended, or if flight becomes necessary, you run to your mount and leap astride it, going from foot to horse instantly. Perhaps, as you lead your horse, you encounter a menace you cannot defeat, and so, leap straight-way to the saddle and ride away.

      I am unsure as to the ease of making this work, but it possibly the mechanics for wagons and carts might be adapted.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Warfare

      I would like to apologise for the initial post here; it was unkind, and, if not written in anger, at least in grave irritation, not to mention being more than a little childish.

      That being said, the events that inspired this little outburst are worthy of some consideration, which I shall include in a more useful post

      https://forum.fracturedmmo.com/topic/13972/to-fight-a-losing-battle-and-not-lose-it?_=1618310698254

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Respawn location

      I rested at a fire in a tavern in the starter town, rested at a player city tavern fire, and respawned in my home city when I clicked 'last city'
      It's possible that lag caused it to think i clicked home, but that was the second time at least it has happened, but only the first deliberate test, so i could be wrong.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Respawn location

      When you are downed or killed, you have two location choices; home or last city.
      It seems that your choice makes no difference, am I missing something or is it a bug?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Warfare

      Barring these ideas, what about forming a posse of bounty hunters? It seems that PK players run around in groups, but I have only seen lone sherriffs

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Warfare

      I propose, purely for the purpose of testing sieges, that every town and player so disposed, bends their every thought and action towards one goal; the besieging, defeating, burning and salting of the city of The OranThul, and all that dwell there.

      Or at the very least the early introduction of the world of Tartaros so that the rest of us can be rid of those bloody-minded pests.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Attributes

      @SuperMickyJay ok, i had forgotten that.
      that is still a complete respec, and not a realistic progressive character change, but oh well. 😞

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Attributes

      @Xzait as it stands, there is NO relocation. I was suggesting that you could relocate the points that you DO have, but gradually, so as not to allow 'instant gratification', so that players COULD change their playstyle, but so that those decisions still had some meaning

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Good 'monsters'

      @Xzait i was more referring to the word itself, rather than the alignment thing, thats all 😛

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Good 'monsters'

      @Xzait ...exactly? neutrality means to not support either side, but in a passive state, not an active/aggressive state

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Good 'monsters'

      @Xzait Actually, no. Neutrality is not impartiality
      https://www.etymonline.com/word/neutral#etymonline_v_45202

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
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