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    Posts made by Target

    • RE: Economy essentials

      @dcccxix said in Economy essentials:

      I got that, yes. It can motivate me personally, as I love making builds. But let's assume there is a player who've got all the abilities he wanted. After that, what's his motivation?

      Presumably they would have made friends along the way and would eventually be a part of a community and not necessarily have to play solo anymore. Once you've completed your personal progression you either play for PvP, find a role that you enjoy, or pursue a personal goal. There are roles within a guild that you can do without much interaction with other players like being a cook or farmer. This is a sandbox, you have to find your own fun within the game's systems, and with Fractured being an MMO, most systems will have social aspects.

      But if gathering resources is is a bad way to go, then what would be the good way?

      You would advocate for expansions of existing systems that aren't necessarily tied to social aspects of the game (like the knowledge system) or for more features that are solo friendly (like 1v1 arena tournaments). Gathering major resources is inherently not solo friendly, and, in my opinion, that's okay.

      posted in Questions & Answers
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    • RE: Economy essentials

      @dcccxix said in Economy essentials:

      as a solo player you could only gather solo, and do nothing else ... Sometimes you just want to log in for an hour and have some good time without bothering anyone.

      Exploration, filling out your bestiary, acquiring crafting recipes, discovering skills and completing their tasks are the primary drivers of personal progression, and you can do most of it solo. Even if you get killed, you won't lose progress on those things.

      Nothing bad about that at the first sight, but this way "safe" zones will have bigger concentration of players not for a good reason, but just because of lack of motivation to move further from those zones apart from the knowledge system mechanics, which, let's be honest, won't motivate people forever

      If you're worried about not enough for solo players to do, I'm not sure focusing on the resource gathering part of the game is the way to go. Resource gathering influences the global economy of the game. A solo player mining some ores doesn't just affect them; it affects the person who comes after them who was looking to mine those ores (resources take time to respawn so locations can only sustain a limited number of players) and it affects the person who is selling those ores. It makes sense to me that other players should be able to use force to influence solo players who are affecting them economically.

      Maybe if gathering some herbs, talismans, something compact like that, wouldn't require a cart, but maybe a small bag to carry around as something reserving a part of your inventory, it'd solve the problem.

      In one of the Q&As it was mentioned that small resources like gems and herbs will fit in your inventory. Basically anything that makes sense to fit in say, a backpack, will fit in your inventory. Anything that would be too big to realistically fit more than one in a backpack will have to be carried.

      posted in Questions & Answers
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    • RE: Economy essentials

      @dcccxix said in Economy essentials:

      What are the mechanics to remove excessive items from the game?

      Item durability is already confirmed, and gear on a corpse will eventually disappear. With how limited inventory is, and weight restrictions, I imagine most gear won't be worth looting and will just exit the economy when the corpse expires.

      What's the motivation for solo players to kill mobs or mine?

      There will likely be areas that are safer than others to gather resources (like a mine close to a good aligned town) that will allow solo players to get their resource grind in, but there will always be a risk. This is an MMO and some things will naturally encourage grouping up with others which isn't a bad thing. I personally find the thought that I can be attacked while ferrying resources exciting (keeping in mind you can drop whatever you're carrying and fight back). Without the risk of pvp, resource gathering would be boring.

      Is currency stored locally or globally?

      I don't think this has been explicitly stated anywhere, but I believe local currency aligns more with the design of the game and is what I'm expecting.

      Is there some kind of amortization expenses mechanic, or something? That would make players spend resourses gradually over time to keep their structures in place, preventing them from crumbling and freeing the land plot for others to build.

      Buildings require maintenance and will degrade over time. Eventually plots will turn to ruin and can be claimed by someone else. You're limited to 1 plot per planet per account so you won't have individuals grabbing up all the land and then doing nothing with it.

      posted in Questions & Answers
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    • RE: [PvP Poll] If you had to chose, what type of PvP do like more?

      I voted for natural group pvp because that's where my most fun MMO experiences have been, particularly when my group has been outnumbered, but I like it all except for maybe ganking. But even ganking has its place: my group once ganked members of a particular guild to provoke them into going to war with us which led to fun naturally occurring pvp.

      posted in Discussions & Feedback
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    • RE: how do you want your pet and npg?

      @needlehawk said in how do you want your pet and npg?:

      I really, really hope that they are not planning on implementing a group loot system (where everyone can see mob drops) instead of a personal loot system (where everyone gets their own drops). The last game I played that had group loot was Diablo 2, and if they institute group loot, they'll have the same problem that that game did. No one will play a ranged or healer character because they'll never see loot if they do.

      It's confirmed here and here.

      If you're in a party, then the leader will likely set the loot rules in which case you can decide if you want to be in that party or not. If someone not in your party steals your loot, they'll be flagged as a thief which will probably allow you to kill them consequence free. Also, this isn't a loot based game like D2; your progression isn't gated by random drops, so I don't really see this being a big issue.

      posted in Discussions & Feedback
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    • RE: Is there a range class other then casters

      Bows and crossbows are confirmed. Humans have cannons and steampunk tech so firearms might be a possibility.

      posted in Questions & Answers
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    • RE: Some suggestions/questions/discussions

      @dcccxix said in Some suggestions/questions/discussions:

      If there is a downed state - is there an execution mechanic?

      The downed state isn't like GW2 downed state where you still have limited actions. It's basically death with the only difference being that you will stand back up eventually (and can maybe be resurrected?). A specific execution mechanic hasn't been mentioned, just that if you keep attacking an unconscious player they will die.

      @muker said in Some suggestions/questions/discussions:

      Вроде это обещали + в игре есть ветка развития "гадания", которая позволит видеть скрытые вещи. И также все данжи будут находится на локации в открытом мире, а это значит, чт околичество игроков в данже неограничено. Т.е. в данже могут одновременно находится 20 и более игроков, тк они в мире к ним придётсчя идти, тут нет очереди как в ВоВ.

      The labyrinth is specifically not an open world dungeon and is limited to a group of up to 5 people, but you're right for all the other dungeons.

      posted in Discussions & Feedback
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    • RE: Betraying your faction and its place in the ever-changing world

      What do you mean by faction? There haven't been any traditional faction systems announced.

      posted in Questions & Answers
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    • RE: Mouse / Keyboard control

      @dcccxix said in Mouse / Keyboard control:

      seems like it would handicap the one playing this way, but then it's his own preference.

      Assuming you can move and use abilities at the same time, it would be an advantage because you can aim in one direction while moving in the opposite which isn't possible with mouse only movement.

      posted in Questions & Answers
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Custom Buildings?

      If I recall correctly, they said that buildings will be fully pre-designed according to their blueprints for the alpha tests, but if they have the development resources for it, they might make a modular system in the future.

      posted in Questions & Answers
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    • RE: Hello bois few questions

      @dokuwan said in Hello bois few questions:

      How viable will solo play be compared to Albion Online for example

      The devs have specifically mentioned one of the key differences between Albion and Fractured is that Fractured is a lot friendlier to small groups and solo players.

      posted in Questions & Answers
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Stat stat scaling different based on class?

      There are no classes, it's a free form system. You choose your stat distribution when you create your character and a background which just determines your starting skills. Eventually you can learn every skill in the game (about 400) and their strength will be determined by the stats you chose at character creation. You have a hotbar that can fit 8 skills and you can mix and match skills as you please with the ability to respec every time your character rests. There's also a talent tree to further refine your build.

      The progression in this game is mostly horizontal. There's some slight power gain from leveling up skills to level three, but nothing to the scale of Mabinogi. You won't be gaining permanent stat increases; your progression comes in the form of being able to adapt your build to more situations.

      posted in Questions & Answers
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    • RE: How creative will the cosmetic character creation be?

      One of the gameplay videos shows different tigerkin fur colors so there's at least that. Also, sometimes games like these have player portraits which could make facial customization relevant.

      posted in Discussions & Feedback
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    • RE: Where do you want to live?

      The town in Golden Teeth Mountains seems like a pretty good place. It's the closest town to 4 mines, 2 shrines, and is sandwiched between mountains, likely making a good defensive position. It also seems to have easy access to the Vale of Shadows which seems like it might be good place to farm difficult mobs.

      posted in Discussions & Feedback
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    • RE: Alpha 1 Map & Pledge Integration

      @esher From what I understand, players don't decide where roads go. Their pathing is just part of the map. In a future version, roads will start as part of the wilderness and have to be developed/upgraded/maintained by players, but in alpha 1 all roads will already be built and won't degrade.

      posted in News & Announcements
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Importance of attributes triggering repetition?

      @gothix said in Importance of attributes triggering repetition?:

      It will take more than that imo, but, even if it would take 2 weeks, this would still prevent most people re rolling like a mad man every time they wish to play something else. Besides 2 weeks (which is a long time to waste for re rolling) you also lose housing, learned professions, etc.

      Housing is shared between alts of the same race, and your main can still craft or even just buy gear and supplies for the alt, not to mention guilds can cover gearing for alts since they will most likely overproduce for backup sets anyways. From what I can see, time is still the only major factor and at that point why not just have a respec that takes two weeks (or however much time it takes on average to kit out an alt) to take effect. Can even have some other detriments like forgetting all learned crafting recipes to catch people respeccing to easily craft new stuff.

      posted in Discussions & Feedback
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