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    Posts made by Tuoni

    • RE: PvE Planet with PvP

      @Razvan said in PvE Planet with PvP:

      @Tuoni
      I disagree with Arboreus being the best solution as currently planned. There are three obvious problems: OW spots which cannot be disputed (and will result in a lot of griefing), dirt-cheap local resources compared to other regions because there's no risk in gathering, and very expensive town plots later on because there are no sieges. Unless they are willing to make compromises, such as instanced dungeons for the first problem, I don't see how these can be solved.

      Imo, the planets should have been: no-loot pvp with flagging on Arboreus, full-loot pvp with flagging on human planet, unrestricted pvp on demon planet.

      Okay perhaps the best solution was a little bit too much to say, especailly in situation where we do not know how all the details will work in practice. Primarily I referred to full loot and rare open world PvP encounters which I think can work very well in Arboreus, depending of implementation of course.

      I agree with your point that open world spots would need something around them, and perhaps the solution is in PvE factions which players need to fight with. Leaving the owning of spots only for politics can be quite boring, however, that could be one of the ways.

      The risk with gathering can be raised by making PvE content more dangerous especially around resource hot spots. In addition, something can be done also with respawn timers and quantities, however, there is still risk that resources are gathered much more in Arboreus when compared to other planets.

      No-loot with PvP flagging could work as well and I am sure that most of the PvE oriented players would actually like that. However, perhaps the debuffs for evil players are so high that beastmen are actually more threat to demons rather than vice versa. Therefore, full loot would have its place and makes it also more risky to demons enter soil of Arboreus.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @humerus said in Looting? Pickpocketing? Or Lock picking & Burglary:

      @Logain This is actually quite frightening ngl. Horizontal gear seems like an all around terrible design decision. If all gear is pretty equal in it's rarity and median effectiveness then there are no endgame goals and endgame PvM content would just rely on the quantity of the dropped items. I might be overlooking something but from what I can tell such game would not be very fun at all. 😕

      With this kind of system there is high risk that people will bore fast. My biggest concerns relates to the gear, crafting, trading and economics. All these factors are related to each other because if everyone can easily craft the best gear, that removes the need of trade, which effects to the markets. On top of that, if crafting will be an underwhelming activity and gearing will not offer much for character progression, those will have negative impact to keep players interested.

      Yes I understand if the focus is in horizontal progression and how it keeps power gap between player close to each other, however, this also removes a lot from character progression and serious goals. Even the progression would concentrate in horizontal direction that does not need to mean zero vertical progression. In my opinion it is important to have vertical progression as well but the power gaps can be calm even there would be several tiers.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: PvE Planet with PvP

      How Arboreus is planned to work at the moment is the best solution in my opinion. Even there is that chance to face PvP that can be limited to "borders" of Arboreus with that 30 minutes visit timer. I presume there will be some in advance defined landing locations from where players from other planets can enter to soil of Arboreus.

      Those who want to avoid all kind of PvP and live in peace can settle somewhere far away (periphery) from the borders. Those who decides to do so trades the lower risk to have other planets and their resources more far away. Therefore, it is a fair trade. In other hand, some players want to live near borders so they have easier access to other planets, and they accepts the risk to be ganked. Moreover, perhaps some players want to protect lands of Arboreus from invaders, e.g. for money, loot, RP, and I can even imagine how some guilds are build around this kind of theme.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: PvE Planet with PvP

      @Clinion said in PvE Planet with PvP:

      @humerus For the pillaging/stealing part, the devs said it will be hard but not impossible for evil alinged players to enter the beastmen planet. I thought why evil players would want to enter and 3 possible reasons came to my mind:

      1. They want the resourceses lacking in their own planet
      2. They want to increase their knowledge
      3. They want to kill some "good guys" (for roleplaying purposes)

      I would also say these are the main reasons. However, maybe the #3 is less about RP and more about just for fun, loot or cause misery to other players (which can be considered as fun to some). 😉

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @Farlander said in Death and what it entails:

      I thought it was said there would be durability since we have been told upon death gear is damaged. That would indicate gear is going to degrade. No repairing and damage upon death means gear will rotate alot. If gear is horizontal as characters are then there would be no such thing as epic gear nor would that mean that gear degrades in stats. So I'm not seeing how improving your crafting ability really really "improves" your character as a crafter. From all I can rationalize "improving" in knowledge just opens up new options. Not necessarily better or more powerful just different.

      So what am I getting at? If everyone is able to craft the same quality of gear right out of the box then I don't see much of a player run market. Everyone will basically be able to supply themselves since basic mats are probably going to be readily available. That said the only good vendors are just going to be the ones that actually supply goods. There's no competition in quality of goods.

      Well said. This is my fear as well, and regarding to current information, crafting can be very underwhelming activity and because of that markets may end up to be quite poor as well.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @Razvan said in Looting? Pickpocketing? Or Lock picking & Burglary:

      @Tuoni
      Add the fact that being in a huge alliance in Albion and playing inside your territory is basically safer than being guildless in RZ. That's the effect of monopoly and it will also happen here, but unlike Albion where you could go with an expensive set for weeks, here items get destroyed with durability and you'll still have to change quite often.

      That is true. I have played in big alliance during Beta 2 and it was hard to find open world PvP action even we wanted because most of the black zones were friendly zones. Okay I have to admit the map was also a little bit too big but still. Eventually we left from that alliance and only because we wanted more PvP action. Therefore, I still remember how safe that was and there was no fear of death at all.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @Gothix said in Looting? Pickpocketing? Or Lock picking & Burglary:

      Arboreus edge areas (not safe) - not sure if there is looting

      I have understood that there will be full loot rules (upon death) everywhere regardless of the planet. This will just happen much more rarely in Arboreus.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @humerus said in Looting? Pickpocketing? Or Lock picking & Burglary:

      @Tuoni Oh I'm sure we'll have our own Caerleon somewhere on the server haha

      True. I do not say there have to be one, I just hope there is this possibility to create a such city if players, guilds or governor want to.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @Gothix said in Death and what it entails:

      Problem is availability of storage space. If repairs require materials, stockpiling of huge amounts of materials will become mandatory, especially for blacksmiths.

      That will require enormous amounts of storage space.

      And you actually need to have those materials with (or near) you to be able to repair. That is why using resources for repairing would turn to be quite annoying mechanic pretty soon.

      However, because there won't be repairing, does that mean gear and items still have durability and eventually those will break for good?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Gothix said in What we could craft from the glass?:

      Female armor made out of glass...

      I can see the possibilities.

      However, think of those grotesk hellfire demons or furry bear-kin females in glass armors or males in general. You still see ALL the possibilities. 😉 😓

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @humerus said in Looting? Pickpocketing? Or Lock picking & Burglary:

      Also don't forget that PKing in a mid+ sized group has it's one cons: the supply cost of getting a single kill might just be not worth the husstle. 😛

      From my experience (from both sides) PK groups does not care much of the consequences and they kill everyone who crosses their path. I guess that could happen and people starts to calculate consequences but I bet those situations are kind of minor. Those who desicides to take the criminal path usually goes all the way long and I am not sure what would actually stop them. However, I guess the lawful PvP rules can prevent people attacking others in random encounters (on a whim).

      In Syndesia, flagged as a murderer for 48h does not sound that bad tbh but of course NPCs in cities could have special interest towards evil and negative karma players. Perhaps this means that city guards may attack criminals, prices are higher or some functions are not simply available for them. I guess governors has the power to set certain rules towards different type of players (through NPC behavior) but this also means we are going to see cities which accepts criminals. I would actually like if there will be "pirate towns" which offers shelter for thiefs and murderers.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Razvan said in What we could craft from the glass?:

      @Tuoni said in What we could craft from the glass?:

      @Peter I guess different glass materials could be used in armors and weapons as extra ingredients. There is also different kind of mineral compounds (for real) which can contain glass or parts there of, like e.g. obsidian a.k.a. "lava glass".

      Quite neat. To add to your post, mirrors are made of glass. What about such an offhand object (mirror shield??!) which has a chance to reflect mind spells?

      Oh yeah some kind of mirror shield which offers magic resistance and can even reflect spells is great idea. 🙂

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @humerus How people feel about full loot in Fractured and especially in Syndesia of course depends how much PvP there will actually happen. Still there are players who dislikes full loot regardless how small is the chance to get killed. Then we have Tartaros where we know there are no consequenses so it is easy to predict how things are going there.

      However, this was not exactly my point. I will use myself as an example and my personal experience from Albion Online. I have played that game in a hardcore guild, a semi-hardcore guild and as a solo player. When I play solo I do not like much to do open world PvP activities because in most cases those do not end up well. In addition, I have acknowledge how much I care of my stuff and how bad it feels when I get killed, even I drop something less valueable. When I played in semi-hardcore guild I always had my guild's support even most of stuff was acquired personally. Open world PvP was much enjoyable with small group and even I did drop something now and then I still managed to kill other players as well and get loot. That is why full loot rules felt less penalizing when compared to solo play. When I played in hardcore guild, most of the time was used for the guild which also provided most of the weapons, armors and tools I needed. I remember how I did not need to care at all am I going to get killed and drop my stuff because I could always get easily new gear when I needed. At that point full loot rules lost a huge portion of meaning, it was a totally what ever for me. Although, this offers a huge advantage because I noticed that I play much better when I do not need to care of my stuff. The fear of death leads much easier to make mistakes, especially if you have something really valueable with you, and then you easily start to panic and freeze.

      This is not just myself and I have talked about this with my former guildies, and people had kind of similar thoughs and feelings. I know people are different and there is different kind of communities but I believe these three examples are quite good, two extremes and one from the middle. Those who have always played in larger guilds does not necessarily understand how penalizing the fulI loot system can be for individuals and especially solo oriented players. Those who you play with will have a significant influence to you and how you feel about the full loot rules. There is also solo players who does a lot of PvP but I have always thought those are a very talanted players because they manage to survive even they face zergs.

      I hope I could open up a little bit more what I meant with my first post. 😉

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @PeachMcD said in What we could craft from the glass?:

      great thread. My favorite idea so far is the magnifying glass. One thing I didn't see (might've missed?) is a skrying ball. That would definitely make use of specific powerful reagents and confer a lot of helpful information for the caster so equipped.

      fa58fb94-3f52-4ad6-af81-72b748ff8451-image.png

      I suggested an orb and I guess it is a same thing as scrying ball? Anyway, if so, I would definitely want to see those in Fractured. Magnifying glass was interesting suggestion but it also made me wonder how it can be utilized and what is its function?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: King Of Syndesia

      @PeachMcD said in King Of Syndesia:

      @Peter - the title is one that is bought, and confers no real power. I'd expect that to 'overthrow' the King (or Queen) would simply be to outbid them before the game launches. Some people have money for that kinda thing, but most of us have other priorities....

      What!? You are not ready to pay 5000$ of a Queen title? 😉

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Peter I guess different glass materials could be used in armors and weapons as extra ingredients. There is also different kind of mineral compounds (for real) which can contain glass or parts there of, like e.g. obsidian a.k.a. "lava glass".

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @Specter said in Death and what it entails:

      @Farlander @Tuoni The current plan is to not have a repair system at all, mostly because of enchanting.

      Hmmm... Interesting. 🤔 Actually, if Fractured will have enough gold sinks without gear repairing I guess this can be a good thing. Gear repairing is for players more like a pain in the ass anyway so I guess no-one will miss that. However, I do not have enough knowledge of the enhanting system so I do not quite understand the link between repairing and enchanting...

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      Full loot system can easily feel terryfying and be punishing for individual players. However, when people play in guilds (especially in big ones) full loot system loses somewhat its meaning and a death feels more like a whatever, especially if a guild provides most of the gear for its members. Of course we have some middle ground there as well but if we look those two extremes it is not a surprise if people experiences death penalties different ways.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @KairosVal There will be log out timers for sure which will be most likely different in safe zones and in open world, e.g. 10 secs in home or city, and 60 secs in open world. One really good option is to tie the connection break to these timers depending where your character is at the moment when the connection is lost.

      I am also interested is there separated bag and full loot system because who will just loot bag if they have option to take everything? Yeah I know there is consequences but if the thievery flag is 24h and murder 48h, and on top of that you take some extra reputation/karma hit, that is in most cases (if not in every) a who cares type of thing.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @Meiki said in Death and what it entails:

      @Tuoni Well as long as the "sinks" are balanced out to ensure that the inflation is not too high for neither the mats nor the gold it's always nice to have such sinks. On the other hand - one of the sinks will probably be guards - they can be both gold and mat sink using mats to upgrade and upkeep their equipment and money to hire and pay them.

      Most likely there will be different kind of purchases which will sink gold out of the game. However, repairs and taxes are typically the best ones because those will offer steady and continuous sinking, perhaps every second.

      Okay this goes a little bit out of the topic but I guess sinks would need at some point own thread and closer examination. Anyhow, those guards you mentioned, could offer a great opportunity to sink gear and items out of the game. Perhaps on top of gold those guards needs to be armed with crafted gear pieces... 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
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