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    Posts made by Tuoni

    • RE: People who buy a founders pack today get more than yesterday

      @Pluto said in People who buy a founders pack today get more than yesterday:

      There is no level 1 magic vs level 99 magic.

      There will be 3 levels in magic and abilities so we know we have that much vertical progression there.

      Gear is going to be inconsequential, and easy to reacquire. Thinking otherwise will just set you up for disappointment.

      At least the basic gear is meant to be easy to replace and that is totally fine, but if there is no tiers in gear, that will make huge part of the crafting a really underwhelming activity. I personally hope we are going to see several different tiers in gear. However, the power gap between tiers can be small, but still something what makes gear progression meaningful, and that way keeps players interested with crafting and character gear progression.

      It was all about true skill, which seems difficult in this style of game.

      Skill is part of any game, but when we think generally RPGs, the main core is in character progression. That is what keeps players interested and helps for longevity of the game.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Roccandil This can give you some information:

      "The Talent Points you have – up to 50 – can then be assigned to the nodes of your Talent Tree. The latter is divided in six branches, each focused on one of the main character attributes: Strength, Dexterity, Constitution, Intelligence, Perception, Charisma."

      Talent tree

      Feature Spotlight 3

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: People who buy a founders pack today get more than yesterday

      @islesofurth If I remember right, you can not change your base attributes after character creation, but you can rearrange talent points at campfire. 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Farlander What I remember, those armor pieces were quite equal what it comes for power. The stat bonuses were just in different places and also had some negative values. Hide armor had bonuses for melee and leather for ranged (bow) combat. However, this was not in balance, because hide armor was really easy and fast to craft, when leather armor needed much more work and time.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Farlander There was several separated gear slots like chest, head, boots, necklace, hands, belt, cape, 2x rings, 3x weapons, quiver (arrows) and shield. So 14 slots in total.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Hello There

      Welcome!

      posted in Welcome to Fractured
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Xzait said in Min/Max'ing and crafting/fighting:

      @Tuoni not really. we all still die from one bullet to the head, regardless of what we have specialised in. In effect, we all have say 200 stats at birth, and it is where we place them that builds who we are. we dont gain stats, we dont lose them, we only move them around based on what we do in our day to day lives.

      If we think of people's attributes, we are certainly not getting even amount of points, if that can be said so. Some people can be charismatic, powerful and intelligent at the same time and even at higher level in every aspect than others.

      And if we think that body builder (what you used as an example). If he trains, he will get more strength and constitution which is purely vertical progression. He can now more easily beat weaker enemies in melee combat. If he trains different kind of body building technics for example, then he will progress horizontally. He is not getting more strenght, but gets more ways to do so.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Farlander I share your concern. Even in Fractured the main focus will be in horizontal progression, which is totally fine, it should also have some vertical to keep players interested. Maybe the progression can be 75% horizontal and 25% vertical just for example.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Xzait said in Min/Max'ing and crafting/fighting:

      Body builders focus on strength, researchers focus on intelligence, builders balanace both of the two, fortune tellers max out charisma, etc. Our lives are a perfect horizontal progression.

      Sorry, but that is more like vertical progression. 😉

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Logain said in Min/Max'ing and crafting/fighting:

      @Jetah said in Min/Max'ing and crafting/fighting:

      being that gear, attributes, skills is just a formula there will be a 'best', that's why min-maxers exist(...)

      I think the point was that while there is a 'best' for a specific build, opponent and environment, the 'best build' can drastically change from character to character from opponent to opponent and from environment to environment and at one point there are so many 'best builds' that it's tricky to keep track 😉

      (Example being that your coat of heat might protect you against the effects of cold in the snow while fighting an ice elemental, it would be stupid in the desert fighting a dragon)

      Perfect balance is utopistic wish imo and most likely there will be few top builds which are most effective and part of meta. This can only be handled with constant balance changes/fixes for gear and abilities, which always affects for everything else. So yeah we are going to see different kind of builds, but FotM style is most likely the only way. You are right, that there will be some situational builds related for environment, but still it is really hard to see a good amount of viable builds in meta because of that.. 🤔

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Min/Max'ing and crafting/fighting

      @Alexian said in Min/Max'ing and crafting/fighting:

      @Farlander said in Min/Max'ing and crafting/fighting:

      The majority of the guys that I know who pvp are definitely min/maxers. Trying to be better than other players is what they do. Roleplay, exploring, socializing with others at make believe tea parties is not their thing. Whether you pvp or not you still need to know this info because everyone who wants to explore everything will be forced into pvp at some point. I'm really interested in how a character improves. I'd love to see some hard numbers on gear, stats, knowledge and any other damage modifying effects that improve a character over time.

      It’s for this reason, so eloquently written, that I don’t understand min-maxing in an MMORPG, where exploration and immersion are key components.

      Well min-maxing has always been part of MMORPGs no matter if we are talking about PvE or PvP. Sometimes killing raid bosses or other players is really marginal and every small detail taking count (maxing dps for example) can make the difference. I have personally tried a lil bit leave min-maxing aside and more just enjoy playing the game. Even I play games more casual nowadays, I still have a very competitive mindset, which is why I still try to test out different kind of combinations and find ways to be more effective than others. So I guess I am trying to say, that MMORPGs offers so much different kind of content for different playstyles, which makes MMOs so great at first place.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Buildable items for plots

      @Xzait said in Buildable items for plots:

      @Tuoni said in Buildable items for plots:

      I would like to see a mill which players can use for making a different kind of flours and powders used in crafting. Milling grains, bones, horns, herbs, fruits etc. used for in cooking and alchemy for example.

      Also a blacksmith's workshop and forge would be quite obvious choise..

      the mill could even be used to grind up powders for poisons 😮 i like the idea of workshop upgrading too. you are able to destroy items on your plot, so you could destroy your old crafting table when you make a more advanced one and dont need it anymore perhaps.

      Yeah for poisons too. I actually think that it is important to have a plot structure progression and upgrade system. Crafting better and wider selection of items and materials makes only sense to have higher level structures too. Upgraded structures can also unlock more QoL things, for example upgraded tanning tube have more slots and faster timers. In latest alpha test it was a really tedious job to craft only one item/material at the time. Maybe crafting stations could help here and offer option to craft several items for row.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Buildable items for plots

      I would like to see a mill which players can use for making a different kind of flours and powders used in crafting. Milling grains, bones, horns, herbs, fruits etc. used for in cooking and alchemy for example.

      Also a blacksmith's workshop and forge would be quite obvious choise..

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: People who buy a founders pack today get more than yesterday

      My guess is that we start naked or at least with clothes which has no armor value or any other benefits. As long as I get those red underpants with small white hearts, I am fine. 😘

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: People who buy a founders pack today get more than yesterday

      @Farlander said in People who buy a founders pack today get more than yesterday:

      I just don't see how the game is going to balance every character new and old to be able to compete on any scale and still make it fun for players who want to see their characters improve.

      Very valid point. At least this matter is a huge challenge for developers to get right. I have raised this point up especially in gear tier discussions. I do not mind if the main focus is in horizontal progression and I actually like that idea. However, game also needs some vertical progression so players can really feel the improvement. Orherwise people can easily loose the interest. Problem is that horizontal progression is not even close as attractive as vertical progression in RPGs.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Dang the roadmap gets me all giddy

      @Hashmalash True. Albion for example has very attractive economy system from gold seller point of view, and if DS keeps their vision with Fractured gold, they will have much better starting point and less problems for sure.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Hello All, Reminds me of LoM

      Welcome on board.

      posted in Welcome to Fractured
      Tuoni
      Tuoni
    • RE: Dang the roadmap gets me all giddy

      @Pluto said in Dang the roadmap gets me all giddy:

      @Xzait

      Unfortunately, people are creative with bots. There won’t be official bots of course, but it’s something you always have to prepare for.

      If fractured remains b2p, it won’t be an issue. If every ban costs $20, it’s not worth it. But if it’s free...

      I would say that b2p will of course help a lot for having bots and gold sellers, but it won't totally stop them. Albion was b2p almost 2 years, but gold sellers and bots where still serious issue.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Communication between the worlds

      @Gothix said in Communication between the worlds:

      Every good MMO should combine "easier content" with "harder content" so every player can do what appeals to him the most at the moment.

      This is true. It is also part of player progression to move from easier to harder content during your journey. That is why I see it is important to have different degree of difficulties in game.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Dang the roadmap gets me all giddy

      @Yitra said in Dang the roadmap gets me all giddy:

      @Tuoni said in Dang the roadmap gets me all giddy:

      I doubt that players can run towns by themselfs. It can easily be behind timewall what it comes for building and maintenance even there won't be other restrictions. Moreover, you can not progress from hamlet state for town without having several players settled on same town area.

      "When a town area has been cleared of the creatures infesting it, any player can place the foundations of a house in one of the few dedicated lots of land in the area. Once at least one house has been fully built, a hamlet – and a citizen! – are born. A hamlet has no rulers and no rules. As we’ve just said, anyone who can settle on a planet can add his own house to a hamlet on that planet. No specialized structured can be built in it – only residential buildings. If all the citizens of a hamlet leave the settlement or let their homes decay, the area becomes a haunted place once again. If, on the opposite, a hamlet grows large enough, any citizen can present himself as a candidate for the role of Governor. Once the elections take place and a winner emerges, the hamlet can finally transition to a full-fledged town."

      However, the key point is this: "hamlet grows large enough"

      How much is large enough..? 🤔

      unless you will buy so many copies of the game that you can build enough to have one town of your own, but that just plain nuts

      And if someone does that, I guess then he or she really deserves that solo running town. 🙂

      posted in Discussions & Feedback
      Tuoni
      Tuoni
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