@benseine PvE sieges would be cool. Piss off some goblins and they show up as a horde that you have to defend against. Don't know if that fits with the whole "one with nature" thing Arboreus has going on though.

Posts made by Target
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RE: Guild Halls/Hubs?
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RE: Can you be a thief?
@tulukaruk You knock someone unconscious before you can kill them. Thieving is just looting them after knocking them out, but not killing them.
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RE: I want to get excited but...
@kellewic said in I want to get excited but...:
So if these resources aren't special why do others covet them? Why would they stir greed?
Equal doesn't mean interchangable. Let's say Arboreus will be more abundant in resources for mana potions, and Tartaros will be more abundant in resources for health potions. Both valuable and sought after and can't be substituted for one another. Maybe Arboreus' materials and weapon crafting recipes are designed for lighter and faster versions of weapons, while Tartaro's are slow but heavy hitting. If you were a beastman and wanted a slow, heavy hitting axe, it would need to be Tartaros crafted.
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RE: How many players will get invite to the pre-alpha tests?
@finland There are plenty of anti-zerg things that can be implemented. Player collision is one (makes it harder to stack in the same small area), and there already seems to be friendly fire. If friendly fire is extended to AoE, then that could be a nightmare if you try to zerg. They can also make skills that scale with the number of players hit, essentially making them anti-zerg skills. Echoslam and Fatal Bonds are some good examples from Dota 2. Wastrel's Demise and Spiteful Spirit from Guild Wars would be great if altered for AoE targeting.
I also very much dislike zergs, and prefer small scale pvp, so I'm hoping there are mechanics implemented to combat them. I still love open world pvp though, and hope Fractured's vision of it doesn't get compromised.
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RE: Becomming an Angel or Abommination
I still think transformation should be gated with a quest separate from alignment. i.e. you should need to become evil as a beastman and then you can start the divine quest to transform. This would make it possible to be an evil beastman without having to turn if you don't want to. From a gameplay perspective I want to see this also apply to angels/abominations, but from a lore perspective I can understand it not working that way. If you need a gods blessing or whatever to transform, and then you start reforming back to your race's default ways, the gods would probably revoke their blessing.
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RE: First Fractured Gameplay Video Released!
@oobenonioo Jetah mentioned planets changing over time not plants
. Plants are just one aspect of the procedural generation, I was considering the whole of it. I agree about plants, especially if there are mechanics to destroy them. There needs to be a way for them to grow back and in some biomes to be constantly generating and spreading.
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RE: First Fractured Gameplay Video Released!
@jetah I have a hard time imagining how it would look if you were standing around while the world shifted. They would have to gate off areas while they changed or people would witness janky stuff, and I don't think gating off areas fits Fractured's open world design. However, traveling to asteroids seems to be a thing, and I can see them taking advantage of randomized terrain.
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RE: I want to get excited but...
I really like this post. The concept of having an actual villainous race is one of the things that drew me in too.
The problem is most people are risk averse ... How will this game combat that?
A big benefit of the lack of a gear treadmill is that dying won't be as harsh. I'm hoping people won't be as turned off when they realize they can easily replace their lost gear.
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RE: PVE - About Fighting Monsters/Animals
@kanaii said in PVE - About Fighting Monsters/Animals:
How are other classes going to make those jumps?
Maybe there's a skill that makes a short lived portal that allies can go through or some other kind of team based mobility. Also, you can change your build pretty easily. Fractured's system encourages kitting your character for specific environments/encounters.
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RE: Do you have any plans to implement it for mobile?
@benseine The map generation isn't done client side. Dynamight is using procedural generation to generate terrain instead of crafting all of it by hand. Even if it was clientside, minecraft has been on mobile for at least 6 years and has more complex terrain than anything Fractured is aiming for.
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RE: Stance on RNG Loot Boxes
@fibs said in Stance on RNG Loot Boxes:
Paying to get to the top faster is not P2W. It's only P2W if your top is higher than a free player's top, which in this case it is not. A top paying player and the top free player are of equal numeric strength.
I think that comes down to a matter of speed. If it takes 2 years of grinding to get to the top vs paying and getting there now, that's 2 years of a competitive advantage(both economic and combat). That's pretty p2w.
The combat advantage obviously won't be there in Fractured, but I can see one form where an economic advantage could get you unfairly ahead: settlement building. If a guild can use irl money to purchase resources that allows them to get vastly upgraded buildings, making their settlement harder to siege, that would give them a big advantage over other guilds that aren't spending.
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RE: Stance on RNG Loot Boxes
@jetah said in Stance on RNG Loot Boxes:
2 Fractured is a sandbox but they have raids and dungeons so it's both.
Dungeons aren't private and I can't find anything about raids. I can't see Fractured coming even close to theme park with it's current design direction.
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RE: General Game Design Suggestions...
@gothix said in General Game Design Suggestions...:
However gear should still have a meaning, otherwise gear progression would be pointless. Why go to any dungeon, or spend time on crafting, if better gear doesn't give you any bonus.
Fractured seems to be aiming for very little if not zero gear progression. Prometheus has made claims that a brand new player can compete gear-wise with a veteran. Different gear instead serves different functions. For example, plate armor might offer more physical protection but slow you down. There are also survival mechanics that take gear into account. Going into a desert with full plate armor will probably be a bad idea.
You also won't be able to loot full items. All gear will be crafted.
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RE: First Fractured Gameplay Video Released!
@finland A minimap should definitely not being showing other non-allied players you haven't seen yet. I really want to see a fog of war system, but I realize that might be a little much for an MMO.
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RE: Suggestion about daily message quest
You'd just end up with dozens of people half-assing "constructive" posts. I'd rather have people posting in the daily thread than clogging up other threads. Plus until the gameplay video dropped, there were only like 4 posts a day outside of the welcome forum. The daily thread allowed people to get their posts in instead of arguing about pvp for another 50 pages.
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RE: PK punishment
@fibs said in PK punishment:
And I don't want to play Quake, I want to play an MMO.
Damn. Now I want a Quake MMO.
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RE: Gameplay suggestion after seeing vid
@coolburn That was addressed in the video. The render distance of Spatial OS is only slightly outside the field of view. If someone tries to zoom hack, they won't really see more than anyone else.
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RE: A bit about the races
The sub races have different stat caps. They also have special bonuses described here. To summarize: Each beast race has a primal form that they can transform into that gives them abilities fitting for their race (tigers are fast and damaging, bears are tanky, etc.) For demons: Vampires can drink blood to get a buff, nightmares are buffed in darkness, infernals can more easily survive in heat (there are survival mechanics), can "easily use any fire-related ability" (don't really know what this means) and they get stronger the longer they fight.