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    Posts made by Tuoni

    • RE: [POLL] Guild tag beginning or end of the name?

      @Prometheus said in [POLL] Guild tag beginning or end of the name?:

      We'll likely move the guild name (full name) it under the character name, yes 🙂 We'll see what to do with the Militia. Perhaps just an icon next to the name if possible.

      This is good idea. Militias are tie to cities right, therefore, IF every city will have its own original banner from where it is identifiable on the spot, perhaps this same banner can be shown on the map next to the city as well but in addition in these militia icons (which can be e.g. shields). That way people can easily link a militia icon to a specific city when they see one.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What is the future of crafting?

      @blckassn Sure but still the concreteness is missing, how (in practice) those recipes will be learned or obtained? It can easily be that the dedicated crafters are not the ones who will get the rare recipes especially if they do less PvE or PvP content when compared to many other players, and recipes or parts there of are found from the open world or dropped from the mobs. If we think WoW for example the best recipes are either behind faction repution grind or drops from dungeons and especially from raids. Therefore, the best crafters are most likely the raiders rather than those who really focus to do crafting.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: What is the future of crafting?

      @blckassn said in What is the future of crafting?:

      @Tuoni This does make it sound very much like a self sufficient sort of system versus catering to dedicated crafters. If anything it sounds like there could be dedicated crafting if it takes a long time to make certain items.

      I have understood that people can be self-sufficient, however, I hope not too much unless their main focus is in professions. That long time sounded more like there will be several ingredients, it is also said that replacing gear will be relatively easy, therefore, I guess that part was a little bit misleading. One important question is that how most of the recipes can be learned? Because it might be that you cannot play as a pure crafter if those recipes are behind open world content.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: What is the future of crafting?

      @Kralith said in What is the future of crafting?:

      @Tuoni said in What is the future of crafting?:

      There is not much information of crafting available and I am also eager to know how much depth there will be, if any. I am a little bit concerned though because one of the downsides of a horizontal progression is that the crafting part can be more like a side activity and something what everyone can do very easily. Anyhow, I really hope the devs proof me wrong.

      Well we have some informations about crafting and i am quite sure it will be much what we will be able to do.
      Look to the Everything-We-Know Thread at the Chapter 8.

      Yes we have that very high level stuff, therefore, like I said we do not have that much information. Based on that compilation it is really hard to say how much depth the crafting will have. However, quotes like "There are no crafting levels or ranks" and "here are no rarity tiers like common, uncommon, rare, epic, etc" and "Resources aren't tiered" does not sound like the system would offer much depth or complexicity. On top of that at least half of the bullet points are no-brainers or does not actually open the crafting itself.

      There is few small positive points as well, like "You can learn all crafting recipes" which is how this should be in a sandbox game. However, "Attributes affect the things you can craft" might ruin the whole thing if it has too much influence. The number of professions gives some hope "Some of the crafting professions: Leatherworking, metalworking, carpentry, tanning, tailoring, bowyery, cooking, alchemy, jewelcrafting, etc." and especially the etc. part if there will be several others on top of that list.

      I am quite sure, Crafting will not just be a side activity 😉

      Based on that compilation I would not be so sure.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: What is the future of crafting?

      There is not much information of crafting available and I am also eager to know how much depth there will be, if any. I am a little bit concerned though because one of the downsides of a horizontal progression is that the crafting part can be more like a side activity and something what everyone can do very easily. Anyhow, I really hope the devs proof me wrong.

      Then there will be this enchanting which might have a much bigger role than the crafting itself, offering a lot of different kind of stat variations, however, I do not personally get excited of a system which focus to play with the different stats on the same basic gear. From development point of view this would much easier solution but in other the result also looks like it has been the easier solution.

      I really hope that the crafting will be the main thing and enchanting just the extra on top of that and not vice versa. Crafting is one of the top activities I enjoy to do as well and if that part will be too shallow I know it will not keep me interested very long, and most likely this will be the case with other crafting oriented players as well.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: [POLL] Guild tag beginning or end of the name?

      @Szai said in [POLL] Guild tag beginning or end of the name?:

      I agree with the under like most mmos IF there isnt the militia name, some games have 3 or 4 layers of name, guild, title, other. that is a mess. Front is better than End, Bottom full name is best

      It is true that having a lot of information can be a mess especially in situation where several players are on the screen at the same time. However, if players can adjust the amount of information what they want on their screen from the settings then this is not a problem at all.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: [POLL] Guild tag beginning or end of the name?

      @Nekrage said in [POLL] Guild tag beginning or end of the name?:

      @Tuoni I don't understand what I am looking at.

      The entire guild name is showing?

      Yes, the guild's name is Immortals and the alliance tag is RO. (*)

      EDIT: (*) or KO

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: [POLL] Guild tag beginning or end of the name?

      I guess the poll lacks some options... Therefore, I vote under like in this picture. If the player name, guild name and perhaps even alliance tag are all row it will become a way too long line. The most important information of other characters are their names why it should be highlighted or at central position. Guilds and alliances are only secondary information. However, perhaps the guild name should come before alliance tag because character represents first his or her guild and after that the alliance.
      alt text

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: View angle

      It is also possible highlight characters, animals and mobs when they are behind trees or make the flora slightly transparent when someone is moving behind them.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Why we need attribute respec options.

      One of the biggest problems is that the current attribute system is in contradiction with the current ability system. You can freely unlock every ability in the game but then you are restricted (in practice) to use only those which goes well with your attribute distribution. This is very underwhelming. Therefore, those systems does not support each other and creates more like an illusion of freedom. At the moment the attributes basically determines our roles in the character creation which is much more closer themepark mindset rather than sandbox.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Why we need attribute respec options.

      @Nekrage said in Why we need attribute respec options.:

      @Specter OOOOOOHHHH! Spicy! I like it!

      I think that could be our easy to implement option. Spend Knowledge Points to earn a SINGLE Attribute Point respec. This way we can spend 5000 Knowledge Points and remove a single point from 1 attribute and put it in another without needed to respec the entire thing.

      So with this kind of system if someone wants to roll from a tank for a ranged dps for example, he would need at least 100 000 KPs to get the attributes somewhat right... oh boy.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: New World by Amazon - Anyone interested?

      @Creepshow I am keen to see how those faction specific PvE and PvP missions will work out. It sounds interesting how you can work for your chosen faction and also that way have influence to the territory. In addition, those settlement tasks sounds great as well, completing those you can help to progress the profession stations towards higher levels and that way unlock access to craft better items.

      posted in Off Topic
      Tuoni
      Tuoni
    • RE: First Play Reactions (a note to the devs)

      I have to say that zoning areas with miles of walls bothered me as well and I think there should be much more freedom to explore and move around.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Why we need attribute respec options.

      @Ostaff said in Why we need attribute respec options.:

      @Tuoni Quite a lot actually. Especially true pen and paper people who are used to having done that many times already. In fact, the older classics never gave you the option to respec characters. You had to restart them over.

      And at least same amount will quit, and for what? Just because some pen&paper roleplayers thinks thats a nice feature and old games never had that option... right. Perhaps people should start living in the present and not in the past. When I played RuneScape in early 2000s the features felt absolutly great back then but if I examine that gameplay today I would choose something else to play, simply because the game is outdated and so much QoL features are missing. Those who are against attribute rerolls should ask of themselfs why you should care if someone wants to change attributes especially in situation where you personally have that option as well, use it or not.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Why we need attribute respec options.

      If the game offers attribute reroll, it is not a P2W or away from anybody. It is simply a huge QoL feature. Lets presume someone has played 6 months, unlocked a lot of different abilities, bored to play as a tank and wants to reroll for a mage. Whose butt is hurt if the game offers to this person a chance to reroll attributes so it would be reasonable to play as a mage? Whom and why?

      How many players in that situation will start playing from a scratch with alt and how many will leave and find another game with much reasonable development?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Why we need attribute respec options.

      @Ostaff said in Why we need attribute respec options.:

      No one will get character creation perfect on their first try. Its why we can make more characters and delete some if needed.

      So you think it is better to delete characters and all the progression at the same time rather than offer attribute reroll? Oh my...

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Is this a new hyped up Albion or games that fall in that territory?

      @Jetah said in Is this a new hyped up Albion or games that fall in that territory?:

      @Tuoni said in Is this a new hyped up Albion or games that fall in that territory?:

      @Jetah Not a clone but it is easy to argue that Albion has most similarities with Fractured than any other game which is why so many compares these two with each other.

      UO has just as much as Albion but no one compares Fractured to UO. Now I played UO before the split between the PvP/PvE shards.

      Actually some people references Fractured to UO as well but not that often. There is of course few reasons for this, UO could be considered as a grandfarther of Fractured but in other hand kind of old game to compare with as well. In addition, I guess people are averagely more familiar of Albion than UO and that is not a surprise because Albion represents present and UO the past. However, if someone wants to use UO as reference then why not, or any other game if they have similiar mechanics what is planned for Fractured. UO mechanics was quite standard stuff when examined today so there is not much anything special to reference with. Therefore, Albion is still closer of Fractured especially from combat and end-game PvP point of view.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Is this a new hyped up Albion or games that fall in that territory?

      I would say that no-one is comparing Albion and Fractured between each other because of the isometric view, it is more about the genre and mechanics. Moreover, it is interesting that those who have actually played Albion have seen and understands the similarities and those who have none or less experience do not, coincidence? 😂

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Is this a new hyped up Albion or games that fall in that territory?

      @EXCIDIVM said in Is this a new hyped up Albion or games that fall in that territory?:

      @FibS said in Is this a new hyped up Albion or games that fall in that territory?:

      Fractured is effectively a MOBA.

      Wait... what? I hate MOBAs. Guess I can uninstall now?

      I was hoping for a fully fledged heavy MMORPG like UO and I hate nothing more in this world than MOBAs...

      The combat is MOBA -styled but the game is still MMORPG, so relax. 😉

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: GO F2P LEARN FROM OTHER

      @AcOrP said in GO F2P LEARN FROM OTHER:

      @Tuoni said in GO F2P LEARN FROM OTHER:

      @AcOrP I was also one of those players who quit very soon after the launch. The performance issues from DDOS and in general made too often the playing unpleasant experience. Gold seller owning the city plots and other bullshit pushed people out.

      @AcOrP said in GO F2P LEARN FROM OTHER:

      B2P with premium subscription and when the population get too low go F2P is the current safest standard. If you go F2P from the start and you lose that population you have no move to get fresh population into your game.

      This is how I see it as well. I have to give credit to SBI that they handled this transition very well, at least if we measure the result with current popularity of the game.

      I think the popularity is due to the fact that game got somewhat enough content to be called a game.

      True, and I guess that new Outland concept whas also more than welcome.

      I've also owned plots and most people overrate the city plot owning business, It was only profitable if there was cartel agreement or monopoly, otherwise prices were dumped to point where you lose money on food.

      I do not know what is the situation of plots at the moment (from profitable point of view) but from consumer pov prices are kind of twofold, others are around ~ 10% and some around ~ 50% and the middle ground is kind of missing.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
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