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    Posts made by Yaito

    • RE: Progressionsystems

      If item drops are only money and resources that would be it for me i think. I Test Albion Online and that was the one thing that I couldn't stand at all. I like to have the monsters drop trash items with varity of worth, weight and use. Then you should be deciding what is worth it for you to pick up becuase you don't want to be overweight to fast. I also would put resources to this group. Each "trash-item" should be precious for some an garbage for others. In addition to that the can drop rare items like the ring that the skeleton mage has, or the sword that the skeleton soldier is wearing. For this Rare items the drop rate should be very low, to not be in conflict with crafting to much. Crafted Items should have different properties then the found items, to futher distinguish between the loot and craft system. Also could the loot be a precursor for other item that are crafted from it. Or you can use Crafting to Improve or Change the Properties of the droped item. That way looting is more fun and crafting still powerful.

      I always feel like if you have a Design decision between to opposing systems like everything is player crafted or most powerful stuff is droped. The best solution is between the two. But I guess it can be difficult to have a Solution in the middle without losing the strength of both extrems. Then it could be better to make one Group happy instead of both sad. That is where I see true Evolution when you can find the golden path in the middle.

      posted in Discussions & Feedback
      Yaito
      Yaito
    • RE: Progressionsystems

      With Player-Knowlegde I meant more something like a System where you need more Knowledge in order to do better in something. The MMO I played most was Raganrok Online. It was a simple Game but there where a lot of things that made Leveling Up realy Knowledge dependent. That means if you want into a new zone you most likly had a hard time suriving. With learning more about the monsters and trying out other equipment you could become way better at suriving and killing the monster in the zone. It is and was a hardcore grinding game but I always felt like there is still a faster way to earn expierence, therfor had fun for years.

      I Also like equipment that give you new Skills or maybe game mechanic changing effects. Like an Armor that can not be melted from an Armor melting monster or a Sword that slows down demon monster etc.

      When we Talk about equipment progression I always think about all the MMO's where you gain equipment for all Classes in all Areas. I would like a more relistic approch where only enemies with swords drop swords. Any enemy should drop stuff that is needed at least to earn some money. In that way I like a linear wealth progression system as long that there is always something you can't afford just like in real life. In a lot of Games more money does not change to much because you still need to reach a specific lvl an order to use the good stuff. You ever encountered a crafting tool that said sorry you need 2 year worth of expierence in order to buy me? No you buy it and then you start getting good with it.

      There is so much stuff that seems wrong with most MMORPG's that I could go on forever but a lot of things seem to be improved in Fractured.

      posted in Discussions & Feedback
      Yaito
      Yaito
    • Progressionsystems

      I would like to discuss here what you like about the Progressionsystems in Fractured and also what you don't like. I always feel like the Progression Systems make or break the MMORPG for me.
      To name some categories I would like to talk about:

      Skill-
      Equipment-
      Passiv-Stat-
      Player-Knowledge-
      Environment-
      Race -
      World-
      and Storyprogression.

      If you have some new concepts I also would like to hear them.

      posted in Discussions & Feedback
      Yaito
      Yaito
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