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    Posts made by Mirgannel12

    • RE: Beleaguered Fools, nee Nokes Folly, nee Mythopoeia

      https://forum.fracturedmmo.com/topic/13407/the-city-of-many-names?=1617949287412
      https://forum.fracturedmmo.com/topic/13516/mythopoeia-modified?
      =1617949287415
      https://forum.fracturedmmo.com/topic/13515/nokes-folly?_=1617949287418

      The results of my 'niggling' πŸ™‚

      posted in Guild Recruitment
      Mirgannel12
      Mirgannel12
    • Beleaguered Fools, nee Nokes Folly, nee Mythopoeia

      I would with the beleaguered fools be told,
      that keep an inner fastness where their gold,
      impure and scanty, yet they loyally bring
      to mint in image blurred of distant king,
      or in fantastic banners weave the sheen
      heraldic emblems of a lord unseen.

                              Mythopoeia
                                                     J.R.R.Tolkien
      posted in Guild Recruitment
      Mirgannel12
      Mirgannel12
    • Attributes

      So, there was the whole thing about a starting character not being much 'weaker' than an, 'end-game' character, which, aside from equipment, and the fact that the entire character progression is learning skills by killing monsters (still waiting for those other ways of learning skills πŸ™‚ )
      I'm not saying I have a problem with this, so long as the other ways of learning skills do actually end up in the game, and don't get left by the roadside, my main point here is attributes.

      A character determines their starting attributes, and begins playing.
      The other big point that was made about character progression was being able to 're-spec', which is fine, but, and this is my point, if you start with all your points in certain stats, that's it, even though you can get bonuses to attributes, your base values stay the same, which means you can't actually 're-spec' completely.

      I did at one point argue exactly for this sort of thing; namely a way to stop players from switching builds willy-nilly, i mean, where's the sense in a character being a full blown warrior one day and a mage the next?

      However, and my suggestion now is much the same as then, what about progressive change?

      what if you can change, but not straight away.

      My suggestion for changing 'builds' was initially along the lines of either a quest, or allowing the change at any time, but give bonuses for not changing; the longer you keep skills etc active, the better they work.

      In this case however, I propose simply a realistic character progression over time: just as a person changes from year to year; learning one thing, forgetting another, practising one skill and not another, etc. what if you could 're-spec' attribute points, but only one point per in-game month?

      this way, as you decide how you want to play, or change how you want to play, you can fine-tune your attributes over time.

      Admittedly you wouldn't be able to test out new play styles as frequently as if you could change any time, but considering that you can't change them at all currently, I think it would work.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Safe zone combat

      I recently encountered a player who had an, admittedly clever, but really annoying trick to fighting; namely: fight close to a city, and if you are low on health, jump into the safe zone to heal, then go out and keep fighting.

      I feel like this will be a problem...

      I'm not sure how you would fix this, unless you can't enter a safe zone when in combat, which would sort of defeat the purpose.

      I guess you just avoid fighting near cities?

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

      ...that seems the opposite of neutral... πŸ˜›

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Non-Forum Players

      I guess I'm more used to singleplayer RPG's, and guilds composed of NPC's, but i've always liked the idea, and I believe it is closer to the traditional concept of a guild, than to modern MMORPG guilds, that is; guilds that have headquarters all over the country/world, members are welcome in any hall, no matter where, simply because they are a guild-fellow.
      You don't need to know them, you don't need to be friends with them; they are a member of the guild, that's enough.

      I have actually (thanks to the new city claiming system πŸ˜› ) been thinking of doing exactly this; a guild whose members are spread across the three worlds, who dwell in every city, are members of every race, united under one banner.
      A guild without a home, no city shares their name, but members aid each other when in need, no matter race or allignment.

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • Good 'monsters'

      So, Syndesia appears to contain ordinary animals, evil 'monsters' and creatures that aren't evil but will still tear your face off and that nobody seems to have a problem with slaughtering.

      It occurred to me that some of these might be intended for other worlds, and are only on Syndesia for the testing phases.

      I am assuming that the three worlds will have different types of creatures in them; perhaps Tartaros will be home to the more obviously evil ones, Arboreus the 'Primal' not-exactly-evil-but-still.... sort, and Syndesia a mixture of the two, or perhaps its own 'abominations of man'.

      There was mention of Good creatures, which, presumably would be the opposite of the Evil ones; namely that, where an evil character can raise their karma by killing evil creatures, a good character could decrease theirs by killing good ones.
      Is this still planned, or will all creatures be either: Evil or Nobody-Cares-If-You-Kill-It?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Criminal System

      The other issue was that there was no reason for good players not to be bounty hunters

      I am not entirely sure how the bounty hunter system works, but as I understand it you pay the city to become one, and when you kill an evil character they re-spawn in prison, whereupon, should the bail be paid, half goes to the city and half to the bounty hunter.

      If, per the main article, a bounty is set for crime and not alignment, then, for a start, bounty hunters will have less work, and if bounty hunters were marked in some way, they might be already, I don't know, then players would be able to tell on sight that a player was a bounty hunter and act accordingly.

      But what I think would be ideal, would be some sort of 'stigma' attached to the position; perhaps a bounty hunter can't become a citizen of a city?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Friends list

      I have, this test, encountered two players who asked about a friends list, namely, a way to communicate in-game with other players not of their guild, party or current location. and, considering parties are disbanded when all members log off, this would also be a 'trans-play' communication system.
      If only someone had thought to suggest such a thing before.
      Oh, wait
      https://forum.fracturedmmo.com/topic/13723/non-forum-players/13?_=1617693741931

      πŸ˜›

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Friends list

      There should be one

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Criminal System

      I have no idea what happened there

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Criminal System

      So from what i've heard, no one likes sitting in jail.
      Fair enough
      But, there does need to be some punishment for crimes that is actually viewed as a punishment; it has to be something that will cause people to think twice before committing a crime, and I have a few ideas.

      Firstly, and most importantly, as I understand it, it is not 'criminals' that can be sent to jail, but any evil player, yes?

      Secondly, there is no trial. there should be a trial.

      Thirdly, the punishment itself; MUST have impact, must be a deterrent, but also must not be game-breaking.
      Suggestions:
      1: A 'physical' trial; something like a dungeon that must be passed through to exit the prison and re-enter society. or perhaps instead of prison you are teleported into the heart of an area like the vale of shadows and have to fight your way out. Of course the problem with this idea is that it doesnt benefit the wronged, and doesn't really punish the wrongdoer, just gives them more things to kill and loot. Unless, any items gained in the dungeon go to the city, so that players dont use the dungeon as a treasure chest, and failure to make it out of the dungeon results in loss of something; perhaps when they are arrested their belongings are held until they make it out of the dungeon, and if they fail they dont get them back, but they go to the city or the bounty hunter.

                     2: Community service; the criminal helps those they wronged. problem; hard to make it work, perhaps they can't go too far from the person/area and need to place a certain number of resources into the city storage?
      

      Actually that could work; make them unable to attack other players or commit crimes until they have harvested a certain amount of resources/ gold for the city.

                     3 Divine punishment: This is my personal favourite, because, as the Gods grant boons (or at least will someday) to those they favour, they might take from those who displease them; and depending on the planet, these debuffs would be different: Bad Luck and no Knowledge Points gained on Syndesia, On Tartaros there might even be bonuses granted to criminals,and on Arboreus maybe inability to shapeshift, etc.
      

      This could be the entire punishment, or it could work together with the other ideas: have the criminal (once tried, convicted and sentenced) supply the city with a certain amount of resources/gold, as determined their sentence, spend the time making reparation, and until they do so, they experience this 'wrath of the gods'

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Crafting stations and wooden handles

      so then, do the qualities of woods and leathers only count when they are the primary ingredient?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Crafting stations and wooden handles

      So, if you are not a citizen you cant use public crafting stations that retain materials; tanning tubs, smelters, woodcutters, possibly others.
      Which is fine, because you can put one on your own personal plot of land.
      except
      Only the player that put the blueprint down can use them; there is no permission option for friends to use them.

      Also, different woods have different bonuses, but if you make a wooden handle for a weapon, there aren't any bonuses.
      Does the leather used for a weapon apply the leather type bonus to the weapon?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Duplication Glitch?

      I can't be certain I didn't just make more than I thought I did, but I am fairly sure that what happened was that I put ten metal components into a chest, logged off, logged in with another character, took them out and used them. Then, when I logged in as the first character again, they still had ten metal components in their inventory, which I could (and did) still use.

      Anyone else?

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • Wagons (and stuff)

      I mentioned once: https://forum.fracturedmmo.com/topic/13217/wagons-and-handcarts?_=1617588460219
      something about different tiers of wagon, but what about bigger wagons that can have multiple horses hooked up? perhaps they carry more but require two or four players with their horses to pull it?
      Or passenger wagons? wagons that have, perhaps up to four horses hooked up, go faster than with one, and the three passengers (one player drives) don't lose energy? or even regain it? for longer trading missions perhaps, i'm not sure how expensive shipping is.

      And a point that I think I have made and now am emphasising because ingots are now 'light' materials; wagons that carry 'light' items, perhaps a wagon with a chest?

      What about campsites? I mean you have campfires, fair enough, but particularly the vale of shadows and presumably other similar areas yet to be, might benefit from a temporary base sort of thing.

      posted in Discussions & Feedback
      Mirgannel12
      Mirgannel12
    • RE: Non-Forum Players

      @GamerSeuss some (currently) small guilds ARE really just about recruiting people πŸ˜› and some people DO want to randomly join a smaller guild, precisely because, if they are looing for members they might have a less strict 'screening' process.
      I agree that people tend to join a guild they have seen act in a way they like, but when everyone is just running around, and you don't have enough members to claim a city, what are the chances that anyone will see much more than your name as you run past? which is another thing, you kind of have to chase them down and wait until they stop to even get a chance at reading their name, let alone their guild name πŸ˜•

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: Non-Forum Players

      @Xzait citizen application is one thing, once you have a city, unlike previously, but even getting a city can't be done like that, nor can guild recruitment.
      I'm referring to that last paragraph btw

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: Non-Forum Players

      By small guilds, I mean guilds that are small, but want to become bigger, and I am emphasising in-game aspects because I personally and I'm sure others, don't want to use out-of-game applications, forums etc. when playing; when I play a game I want to play the game and not keep going to other pages, and even discord is a little too 'extra-experience' for me.

      As to having players that aren't friends, or known to other players, that is kind of the purpose of my guild: I am trying to create a guild, and a city, in fact the guild is less important than the city, where anyone, and unlike it seems when most guilds say 'anyone' I actually mean ANYONE, I don't care who they are, can join and be a part of to what ever degree they like; if they only want to use the crafting stations, that's fine, if they want to build the city and increase it's rank, that's fine too.
      I hope that players, merely by being granted that unqualified access, and the fact that they will be surrounded by other players, will keep them doing the right thing by everyone else, but if it doesn't, so what? I can boot them, they can be sent to jail, whatever.
      But until they prove themselves unworthy, they can be part of it.
      Besides, many hands make light work πŸ™‚

      posted in Questions & Answers
      Mirgannel12
      Mirgannel12
    • RE: DΓΉath port town of Arboreus

      Enjoy your new smelters πŸ˜‰

      posted in Town Planning
      Mirgannel12
      Mirgannel12
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