Welcome to Fractured!
Posts made by spoletta
-
RE: game crash
The game servers are offline until the start of the next test, and we are going to use a different launcher, so I wouldn't worry about that.
-
RE: Another hello!
MUD... now that's a term I had almost forgotten.
Good old Lands of Darkness.
-
RE: Young player protection hour counter
That's spoiler warfare 101.
Ask them many times and completely out of nowhere so that eventually they inadvertently leak something!
-
RE: Problems with everyone being able to gather, craft, tame, etc...
There is a skill point cap of sort. Learning all the skills and getting 60 talent points. This means studying all monsters, finding all areas, all resources and all pages.
And yes, there is no "level" restriction on gear. -
RE: Problems with everyone being able to gather, craft, tame, etc...
It is obvious that costs will get higher if you add another limitation. That doesn't mean that it is good. If the supply becomes too low, then everything simply stops working. You need to find the right balance between supply and demand.
Now, you have brought as an example the spider silk. Indeed the materials related to tailoring are (IMO) not that well implemented. They are easy to carry, easy to find and require almost nothing to be crafted. They are very WoW like. Kill the mob, craft the gear. You will find many threads on this topic. If your experience comes from having dealth with these kind of materials, I do understand your concern. The cloths though are an exception to the Fractured system, not the rule.
For the other materials, while the map could tell you where they are, while you can check when they respawn... it doesn't change the fact that there are quite few around, in a system where the equipment breaks, so there is a constant sink of materials. Also, players will not farm basic crap, for a simple reason. No fast travel! That basic crap is 20 minutes away!
-
RE: Problems with everyone being able to gather, craft, tame, etc...
This is an often discussed point.
While I did enjoy the classic crafting system, which is the one you described, I would invite you to analyze a bit more what is the Fractured approach.It is indeed a problem of supply and demand, as you correctly explained, but you are underselling a lot the value of "time", and you are not considering the value of "scarcity". Fractured is heavily based on those 2.
In UO, mining and crafting something if you had the skill was literally a five minutes job. In Fractured, crafting a suit of armor takes a lot of work and a lot of hours.
The economy of UO in fact was not really solid and had a lot of issues. Many shards imposed a limitation of one single char per account to patch this issue. That kind of supply system which was limited by the existance of dedicated characters, crumbled when pocket workers got into the picture. If you had the skill, you no longer had a need.
In the current system of Fractured, everyone has the skill to be a "dedicated worker", but not everyone plays a dedicated worker. Being a worker in Fractured isn't a matter of what you have, but of what you do with your playing time. It is not an investment of character skills, but an investment of personal play time.
Items have a value because they require play time (and facility time) to be crafted.
To this, you have to add the scarcity of resources. Ore nodes are very limited and with long respawn times. Trees are everywhere, but the good ones not so much and have a 12 hour respawn time. Good quality hides are probably the easier to access, but they weight a lot and those that hunt those mobs rarely get more than a few.
Gathering isn't something that you can do while doing other activies "Oh look a Yew tree! Let's chop it down!", because the heavy item system prevents that. Only those that are going around actually gathering will get the resources to craft. This is very important.Now, we never had a chance to test how good this works in the practice, so we can only look at it on paper. We never had a test which lasted long enough or with enough players to really see if the economy shapes up or not. A month into the beta, we may have something more solid to discuss.
-
RE: The Tutorial – To Add, Please Don't
@Jessah you can turn on and off the auto run with a key.
It was left ctrl in the last test, but will be changed for the next one.
-
RE: Fractured Online Multi Langued
Englisch, Deutsch, Französisch, Italienisch
-
RE: The Tutorial – To Add, Please Don't
It's not a problem of passing it (... most of the time), it's a problem of what it tells you.
It skips on explaining very important stuff like rest and hunger, or purple health.
-
RE: More accessible plots
They need some impressive numbers.
3 cities of that level consume almost all the surplus food production of a continent.
-
RE: Alpha Weekend starts today!
Yep, they are talking about Grover, the shaker or worlds.
-
RE: Second wind rework suggest
@GamerSeuss It's "any" weapon "any" armor now.
-
RE: Second wind rework suggest
I agree on second wind requiring a change, and I think that the first versions is the closest to its current design. I'd apply a 30 sec cooldown though.
-
RE: I love this game dev add more gear
And the whole imbuing system.
-
RE: My thoughts after the alpha
There is a way to see the starting cities on the map.
If you press the flag button on the map, it highlights region borders, and the starting cities are immediately recognizable.Also, it is strange that you found mages hitting harder than archers. It is actually the contrary, archers have an higher dps.
-
Young player protection hour counter
After discussing with some players which participated in previous tests, it seems that the hour counter of the young player protection didn't reset from the last test.
I didn't have it at all, and indeed had lost it in the previous test.
Others started with 6 or 18 hours already counted.