@attackgorilla I feel like their scope is already fairly narrow. What features do you think are excessive?

Posts made by Target
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RE: The Hype is building; can you feel it?
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RE: Intemization system
@j4po I haven't seen anything about item insurance, and I wouldn't expect it. Equipment is supposed to be relatively expendable.
From the crafting Q&A:
You can enchant items with potions, spells and gems.
Some types of enchantments are related to your alignment and/or the god you worship. -
RE: Intemization system
@j4po We don't know about skill multipliers on equipment, it hasn't been brought up by devs. Same goes for stat increases, but I'm making a distinction between stats and attributes.
We can infer that attributes likely won't be on equipment because they're supposed to be relatively immutable, but I don't think the same can't be said about stats. (and what I mean by stats are all the stats in this image that aren't the six attributes). I think it's highly unlikely that all those stats are entirely derived from attributes and buffs.
Flat damage based on weapon type /family
I would also say we don't know that much. Weapons might just be a modifier for skill damage (i.e. your sword auto attack skill is the main determinant of your damage when auto attacking and your sword modifies that damage). Though, we do know that there are different types of physical damage from the image I linked above, so we can assume different types of weapons will do different types of damage.
What we do know:
- there are primitive items and equipment that anyone can craft easily
- no RNG when crafting
- equipment can be enchanted with gems
- different materials can be substituted in the crafting process to have different stats
- equipment will affect survival mechanics
- some skills require or are disabled by certain equipment
- there are different weight tiers of armor (light, medium, heavy)
- equipment has durability
- all races can use all equipment
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RE: What is the punishment for death?
As far as I've seen, potentially losing the items on you is the only consequence. There are two "death states" because there are two health bars. Endurance is your primary health, it's what most attacks will do damage to. When you lose all endurance your character is knocked unconscious and will get back up after some time. When unconscious, your inventory can be looted by other players, but looting is considered a hostile action and is thus limited by the alignment system (good players can't loot other good or non-flagged neutral players, etc.)
You have a second healthbar (health), which is what gets damaged when all endurance is lost. When a characters loses all health, it dies and its inventory and equipped items can be looted, and the same alignment restrictions apply on looting.
PvE enemies also have alignment and follow a similar ruleset. Good aligned mobs won't kill unconscious players, but evil things probably will.
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RE: State of the Current Game
Actual alpha. The game has only been in development for about a year.
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RE: WASD or click to move only?
@jetah Your Zelda example but with 8 directions? Sure. But then that's just straight up worse than click to move (in a game designed for click to move). That's what I mean by an illusion of choice. Anyone that cares about competition (and for a sandbox PvP game, that should be just about everyone) is going to use click to move anyway.
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RE: Friendly Fire
@jetah I was addressing this:
ll say again I would have had friendly fire on all 3 planets and it would be up to the user to use AoE or not
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RE: WASD or click to move only?
@jetah "I have a hard time even imagining how it would work" was referring to WASD being added into a game designed for click to move. I know how a game designed for WASD would work, I even gave an example in the thread you're referring to.
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RE: Friendly Fire
@jetah Supposedly almost all skills are skill shots, so it's not just AoE that has to be considered for friendly fire, it's every offensive skill.
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RE: WASD or click to move only?
@tulukaruk I actually want WASD too, but if DS is going to add it, I want them to go all in with it and design the game around it. I just don't see the point of throwing WASD into a game designed around click to move. I have a hard time even imagining how it would work. My argument is that there is no 'optional WASD', it's either the de facto movement scheme, or it's so janky and useless that no one is going to use it anyway.
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RE: WASD or click to move only?
@tulukaruk said in WASD or click to move only?:
optional WASD
The game needs to be designed with one or the other in mind, because the two control schemes play out differently. The only real reason to have both would be for accessibility reasons, but for anyone that doesn't have a disability, one will be better than the other, creating an illusion of choice. I think the devs shouldn't waste resources implementing a control scheme they're not designing the game for unless they really care about accessibility.
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RE: Friendly Fire
@tsoo said in Friendly Fire:
Currently I see everyone, including demons on Arboreus for end game.
I agree with everything but this. As far as I can see, acquiring wealth is the closest thing to an end game we have. With resources generally being localized to certain areas of certain planets, from a pure economic perspective, I don't see people abandoning Tartaros or Syndesia unless a handful of huge guilds monopolize all the resources and conflict between these guilds have ceased. But even then, the more people on one planet and the more saturated the market gets with those planet's resources, the harder it will be to sustain a sufficient income to buy necessary resources from other planets. If the economy is designed well enough, there should never be a huge population discrepancy between planets.
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RE: WASD or click to move only?
@gothix said in WASD or click to move only?:
There is so many people that aren't used to click to move, or simply don't like it, and honestly, regardless of what I think about click to move vs WASD, by not offering WASD option, Fractured will lose many potential players.
Maybe I've somehow been sheltered from the criticisms, but I find that a little hard to believe. Are there really that many MMO players that have never played a strategy game, or an ARPG, or a MOBA? There are even classic MMOs that use click to move: Rappelz, Ragnorak Online, Lineage 2, Runescape, Shadowbane, Silkroad Online, just to name some that I've played. Even Albion Online seems to only have click to move.
I understand having a preference but flat out not playing a game because of it seems a little extreme.
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RE: Intemization system
Item progression is horizontal. The idea is that gear doesn't get stronger as you play, you just specialize your gear more to fit your build, and acquire a larger variety of equipment to deal with more situations.
Fractured also has survival mechanics that gear is supposed to play a big role in. Wearing platemail in a desert will probably not be a wise decision, and wearing rags in winter while trekking across a tundra will probably end with you freezing to death.
@therippyone said in Intemization system:
We do know that no equipment will provide a +x to a stat - given the hard limits on our statistics, that is far too broken a benefit. What we have had, as examples, are % bonuses to specific skils, skill types
I would say we don't even know that much. We have a pretty good idea that equipment won't add attributes but it could very well add stats like dodge chance, crit chance, resistances, mana regen etc. This image is shows off planned stats. I haven't seen anything to suggest equipment will modify skills but it's a possibility.
There is some expectation, though no actual information, that most PvE drops will be materials, rather than equipment
It has also been suppositioned that making armor at higher skill levels gives the maker better control over what benefits and drawbacks a particular piece of equipment gives - like, a gi may carry a potential benefit to 5 or 6 different things (only 1 of which will manifest), but a Master tailor can limit it to 2 possible outcomes - each outcome has 5 potential negative balancers, but a Master tailor can eliminate 3 of them. So instead of wasting time making 40 or 50 gi on average to get the right combination of effects and drawbacks, a Master needs only make 3.
As Eurav pointed out, it was said in the crafting Q&A that there are no crafting levels or ranks and that there is no RNG involved in crafting at all. Recipes will produce the same item every time, assuming you're using the same materials, and the only limit to crafting is what recipes your stats allow you to use.
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RE: Guild profile, what about ?
Guilds were originally race restricted, then they were alignment restricted, and now I think they're just planet restricted.
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RE: Unlocking human (rather Syndesia) technology
Beastmen have to unlock their primal transformation, they don't start with it. I'm assuming this is something that can only be done on Arboreus, and I'm guessing demons will have to unlock their racial abilities in a similar way on Tartaros. Human augmentation could be similar, in that it's a one time permanent upgrade that confers new natural abilities, in which case it would only tether a human to Syndesia up until they get their augmentation.
@tsoo said in Unlocking human (rather Syndesia) technology:
Since other races don't benefit from technology it seems highly unlikely I could unlock human tech while being part of a high level Tartaros or Arboreus town. And since other races cannot use Human technology what's the harm in allowing Humans to unlock it in off world cities...
Your second quote can be interpreted as only humans can craft steam tech, not that only humans can use it, but I guess it depends on what steam tech is being used for. For equipment or siege weapons, I don't see why other races wouldn't be able to use them even though it might be harder to acquire. Buildings can kinda make sense to restrict to Syndesia due to availability of energy resources, and maybe every planet gets unique buildings. Augmentations are the only thing I can think of that would make sense to restrict to only humans.