Yes, I'd like to see it continued in some form or other as well. 
Posts made by Roccandil
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RE: I suggest to continue the Foundation programposted in Discussions & Feedback
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RE: State Of The Game #2 β On 2018, Alpha 1 & Unityposted in News & Announcements
A week or so isn't bad!

Will there be an NDA for Alpha 1?
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RE: Weekly Drawings - Be Active & Win Foundation Points!posted in News & Announcements
I'd rather retain attention based on something other than a gimmick, though.

The awards for valuable forum contributions, for instance, has seemed to help encourage interesting posts.
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RE: Guard Towers, Sentinels, Golems, So forthposted in Discussions & Feedback
Anything to help combat offline raiding is good by me!

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RE: The Shadow Empireposted in Guild Recruitment
Just wanted to say I liked Vyr's vision, and I joined.
He's taking the game seriously, and it's been fun brainstorming (and playing Atlas) while we wait for Alpha 1. -
RE: The Myr Trivia - Guess & Win Foundation Points!posted in Discussions & Feedback
Let's see:
- 250,000 resource nodes
- 1,000,000 decorative elements
- 5000 monster spawners
- 25 hours to generate the continent
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RE: State Of The Game #2 β On 2018, Alpha 1 & Unityposted in News & Announcements
Very cool update!

I gotta tease you about this monster, though:
"Warewolf"
Where I come from, at least, that's usually spelled Werewolf. A Warewolf, on the other hand, sounds like a particularly aggressive used-car salesman (and thus doubly scary)!

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RE: Crafted Items / Unidentified Itemsposted in Discussions & Feedback
Wurm Online uses a system like that, tied to item QL. So at low QL, you can see maybe a few characters of the creator's signature, like so:
- R....n...
At high QL, though, you can see all of it:
- Roccandil
It works nicely.

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RE: Developer updates, any updates...posted in Questions & Answers
The content pill is cool, but isn't very "statusy".

I dunno how many details we need; do we want to hear "spent day tweaking shaders", or "tracked down bug ID X? And philosophically, there's the question of observation changing the observed... hmm...

It's something I wonder about in general: the perfect development update.

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RE: Will this game be P2W in the future?posted in Questions & Answers
I can't speak to future P2W, but I kinda think the success or failure of the lateral progression system will determine whether the game lives or dies.
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RE: Skeletonsposted in Discussions & Feedback
Well, in that case, I wouldn't expect them to -be- a skeleton any more.
Just a ghostly apparition of one, with a completely different armor/resistance profile. -
RE: Skeletonsposted in Discussions & Feedback
Ghosts have skeletons? I sorta thought they were invertebrates.
(Ectoplasm and everything!) -
RE: Games Without AHposted in Discussions & Feedback
Wurm Online also uses merchant NPCs that you need to visit locally, and it seems to work well for selling gear.
One PvP exploit, however, is to put valuable items on a merchant at exorbitant prices, and use it as safe storage (since merchants can't be attacked).
At least on the PvP worlds here, I'd consider making merchant NPC inventories lootable.
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RE: What's your motivation for your pledge pack?posted in Discussions & Feedback
Mainly hoping to be part of a good sandbox MMO from the start, and Fractured sounded very interesting.

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RE: Skeletonsposted in Discussions & Feedback
The skeletons I'm familiar with* tend to be vulnerable to blunt damage.
*In video games.

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RE: Weapon upgradingposted in Questions & Answers
@jetah said in Weapon upgrading:
I much prefer Eve Online crafting system where you use refined materials and there's no need to level your skill. Although EO has skills that rank up that unlock harder to manufacture blueprints (crafting recipes). This way you don't need to make 100 frigate ships to unlock enough points to start cruiser ships.
That sounds cool.

Upgrades in Wurm Online are a tedious clickfest (items can be 1 - 100 quality, and you improve them with tools: which involves mind-numbing repetition, especially since you need more skill to be able to improve things to higher quality, and you get more skill by, you guessed it, more imping).
In short, the process isn't fun, although the capabilities unlocked by high-quality gear -is- fun.
I'm hoping Fractured makes both crafting gear, and using it, fun.

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RE: What sets Fractired apart from other MMORPGβs?posted in Discussions & Feedback
@jetah said in What sets Fractired apart from other MMORPGβs?:
@roccandil said in What sets Fractired apart from other MMORPGβs?:
@dragomok said in What sets Fractired apart from other MMORPGβs?:
@pedrobillymattos said in What sets Fractired apart from other MMORPGβs?:
The focus on long and risky expeditions to accuire resources without fast travel also sets it appart for me.
Oh, yes, having to go on journeys adds a lot to the experience (provided that they are actual journeys, and not just walking for for way too many minutes without anything happening like in sooome games).
Yes, I'm hoping for more than the false hugeness of infinite uniformity.

Iβm picturing the journey people had before roads and maps.
Journey via landmarks? Stars?
