Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Alexian
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Alexian

    • RE: Writing books?

      @Farlander said in Writing books?:

      UO had the same thing. You could use inscription to copy a book. I would use these for guild recruitment. I also had a book for guild rules. I would just hand them out to new players lol.

      Clever use of the mechanic.

      Apps like Discord and Guilded make some of these superfluous, but since Fractured is pitching itself as a hardcore sandbox MMO in the style of UO and others, I hope the devs include features like these and heavily incentivize their use.

      It would be cool to add to the world building by writing books, though. The devs envision a game where players years from now can stumble across the ruins of previous player settlements and build their towns over them. It seems appropriate then that players could find player written books describing figures and guilds and battles from months and years past.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • Writing books?

      Some sandbox MMOs, like Mortal Online and Project: Gorgon, feature an option where players can write permanent books in-game that can be distributed and part of the lore.

      Could, and should, that be an option for Fractured?

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Trade caravans...?

      @Logain said in Trade caravans...?:

      @Alexian said in Trade caravans...?:

      (...)send trade caravans across the map(...)

      Did they mention actual caravans? (If so would you happen to have a link)
      Counter question, would some players driving a cart with goods be considered a 'caravan' by you?

      I believe they did and I will find you the link sometime today! 😄

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Trade caravans...?

      @Belligero said in Trade caravans...?:

      Thoughts?

      I don't have much other than I hope that they follow through with their vision and grand ambitions for the game. Maybe they'll fall short but only time will tell.

      Same here. I hope the game forces players to do it if they want access to resources not available in their local biome.

      If we’re being honest, most players (myself included), will go for the lazier, quicker option if given the choice.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Guild UI/management

      @Jetah said in Guild UI/management:

      best to copy Eve Online's system. it's very open-ended.

      Never seen it. Screenies? 😄

      posted in Discussions & Feedback
      Alexian
      Alexian
    • Trade caravans...?

      Like some other games before it (including my oft'-cited reference, Albion Online), Fractured advertises that its vast area, diverse environments, and local economies will likely require ambitious guilds to send trade caravans across the map.

      Albion promised something similar and never really delivered. What are your thoughts about how Fractured's developers and players might succeed where other games failed and deliver on this particular promise?

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Mercenary Business CEO, Brain.

      @Brain said in Mercenary Business CEO, Brain.:

      Hello everybody!

      My name is Brain and I’m here to start the MBA, the Mercenary Business Association. I know what your thinking: “Mercenary-huh?” Well, this business really highlights the player based economy the fractured has. Just like farming, shops, and other vendors, mercenaries are merchants too. I am here to start this business for players that want to get better at PvP and fighting, all with getting paid.

      What the process will be is a player will approach MBA and ask for a player to be hunted and killed for whatever reason. Depending on how high the player’s karma is and how much knowledge they posses, we will asses the targeted player and give you a price. Now this price is a double-edged sword. If we do successfully kill the player and prove that we did (TBA on how to do this), you will be required to pay us that said amount. However, if we fail to kill the player in a set amount of time, we pay YOU.

      Now, this is definitely not set in stone, and has not even started to happen. And I don’t know how we will get together in terms of the business, whether it be we live in the same town, same planet, or even same guild, but this is something that I personally want to happen and I want to know if you want to happen as well. Please contact me personally or just reply to this post with any comments, concerns, or desires that you think will make the MBA a better, more efficient company.

      More updates will be announced later this month if things go smoothly.

      Best wishes,
      Brain

      This seems to be a unique and compelling business model! Sounds like your character will be as ruthless in the board room as he is on the battlefield. 😉

      Glad to see prospective mercenary organizations are on the rise in Fractured. The game should have guilds and organizations of all styles. 👍

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Guild UI/management

      @PeachMcD said in Guild UI/management:

      @Alexian sd "Interesting... how strong are the buffs/debuffs"

      The title buffs in Rise of Kingdoms are 3-5% and are on things like Attack (for the Warlord), Training Speed (Counselor), Build Speed... how that would translate to Fractured's universe is totally up to the devs, just wanted this out there as an idea.

      There are altars/circles in RoK that carry varying buffs for the alliances that can occupy and defend them - again, things like attack, march speed for armies, healing rate for wounded troops, training speed for new troops. But RoK is a RTS war game so I'd hope that the devs would be creative about translating this idea to a world where PvP isn't everything.

      Reading posts from the Alpha testers, I'll bet that Crafting Speed and Resource Spotting buffs would be popular for Arboreus; on Sydesia, a PC might covet a 'Bling Buff' that (to thow out suggestions) improved their exchange rate on trades or made their wares appear more attractive to buyers.

      An altar (or item) on Tartarus held by a guild of demons would be appropriate for attack buffs, but an Arborean shrine to (or relic of) Tyros wouldn't, right? For those, a Warding Sign might protect from the attacks of demons or offer temporary invisibility in their presence to enable escape. It would be very appropriate if (just as in D&D) a PC whose alignment differed radically from that of the shrine (object) would be DE-buffed on those metrics by proximity to the place/item.

      All these ideas would add to the immersion factor by creating incentives & measurable outcomes for alignment and for devotion to a particular deity. Hope this helps!

      It does very much, thank you! 😄

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Guild UI/management

      @Bardikens said in Guild UI/management:

      The customization of ranks and titles, even if it has no bearing on the game, is paramount for immersion imo.

      Exactly. Some people may obsessively tinker with them!

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Guild UI/management

      @Farlander said in Guild UI/management:

      I would say something like UO would be nice. The free server UO Outlands has a really nice guild structure. One thing I didn't like about UO was having to guild people at the guild stone. As a gm for 7 years I got tired of being chained to it. I literally had to sit at the stone some days guilding for an hour or two. I much prefer allowing officers you assign being given that ability as well. UO also crashed after about 100 members or so. The stone menus were not made to handle too many players. I would assume most large guilds in games today number in the 100"s, so the guild functions needs to be able to accommodate very large guilds and still be manageable.

      I never played UO. I did dabble briefly, quite recently, in Mortal Online and it seems that their guild UI is similar to what you describe of UO's. You have a guild stone in your guild hall and that alone is where the bulk of the administrative features can be accessed.

      Honestly, I'm content for Guild Masters or Governors to go to the guild hall or city hall to perform most of their bureaucratic functions. Some should be accessible all the time, of course, but it would make the game more realistic and add purpose to some of these symbolic buildings.

      @Tuoni said in Guild UI/management:

      Customable ranks and permissions are really nice to have. Guild bank system is really important to implement well and maybe something what guilds can upgrade with time. It will need several customable tabs with permissions. One very important tool is logs, which tolds who took out/put in what and when. Albion did not have any of these guild QoL features at the time of release and it was a nightmare to try management the item economy. It burned some officers pretty fast, when placing one chest for every member in different guild islands and then creating a map from that and keep it also updated just to keep track who has contributed.. 🤦

      Agreed with the customizable tabs, ranks, and permissions. One type of log that AO is still missing are member activity logs. People would randomly join or drop out of the guild when I was offline and I'd log in one night and have 88 members and log in the next morning and only have 86 and not have a damn clue who was gone.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Guilds & Governor pledge packs

      @Jimbolini said in Guilds & Governor pledge packs:

      Many things could change in the next 2 years, both in game and real life.

      I don't think it will have a huge impact personally.

      Could you elaborate?

      posted in Questions & Answers
      Alexian
      Alexian
    • RE: Crafting & Other Idea's.

      @VyrVandalous

      Some cool ideas there. My favorites are the option of farmers/homeowners to scuttle their property to deny pillagers and raiders their prize and the demonic ritual angle.

      Maybe even a "possession" mechanic that allows demons to assume human form or briefly take control of a player's human account? It would have to be extremely complex and difficult to maintain, of course.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Hi!

      @MrK said in Hi!:

      I'm only here so I don't get fined. Don't mind me 🙂

      Fined? 🤔 😆

      posted in Welcome to Fractured
      Alexian
      Alexian
    • RE: Guild UI/management

      @VyrVandalous said in Guild UI/management:

      If you looked back in 'history'... not all taxes were paid in silver coin or gold. Often farmers/citizens would walk in with livestock or wood or raw ore or whatever gathering resources were available at that time and pay their taxes with those goods.

      If you're looking to make this aspect more 'authentic' to history then perhaps have an ingame menu to calculate and accept resources in placement of silver and gold coins in an economy screen.

      Perhaps taxes are 20 gold coins per month? so instead this sheet in the governor's taxes menu says 2 gold coins + 4 cattle
      1 coin and 30 bushels of wheat
      7 gold coins and 50 barrels of ale

      whatever.. but that is the concept. It is more historically accurate so it is not hard to 'justify'.. but coding it in might be an issue.

      Maybe a line with an empty box? does the Governor/tax collector accept this as equal value in payment? yes/no type checkbox at the end?

      I personally think it's a good idea.

      Some very thoughtful ideas that would make taxation and tributes more nuanced than most games. I could get behind most of these ideas!

      @PeachMcD said in Guild UI/management:

      A guild chat window would seem minimal for coordinating efforts.
      I play a game that allows alliance officers to bestow rank titles that carry buffs - I'd love that.
      Buffs for a guild or community that controls a holy well or other special resource would be cool (also debuffs for communities that build too close to a cursed object/place)
      just brainstorming here - good thread idea!

      Interesting... how strong are the buffs/debuffs?

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Some "endgame" GvG suggestions (wishes)

      @Gothix

      I'm still getting used to the coding of these forums, so I can't quote your post in pieces like I'd prefer, but I think these suggestions are excellent!

      I think the developers are thinking along the same lines. The Town & Politics Spotlight article, for example, mentioned that the Governor will be able to command the town's militia "for defense and patrolling purposes."

      I gave some recommendations in my thread for aspects of the guild management system/user interface. I agree that Guild Masters should be able to customize ranks and permissions that align with the style of the guild itself.

      But all of these sound awesome and would allow for very nuanced conquest and ruling mechanics. That's precisely why I wanna play this game; it's one of the few to distinguish conquest from actually ruling.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Howdy

      Thanks, everyone!

      posted in Welcome to Fractured
      Alexian
      Alexian
    • Guild UI/management

      As guilds and settlements are a major facet of Fractured, I was wondering what players can reasonably expect in terms of guild management tools and UI.

      Some suggestions:

      Customizable rank titles
      Customizable permissions
      Icons
      Finance audit log for relevant officers
      General audit log for relevant officers that include date and time stamps for new recruits and departing members

      Let’s discuss!

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: When is the alpha finishing?

      I just purchased a pledge pack last night and wasn’t able to log in.

      I plan on playing tonight when I’m off work, in approximately 5 hours from this post.

      Do we know exactly when the play test ends tonight?

      posted in Questions & Answers
      Alexian
      Alexian
    • RE: Howdy

      Thanks for the warm reception, folks!

      I downloaded the Alpha client last night and am looking forward to diving into it with you all.

      posted in Welcome to Fractured
      Alexian
      Alexian
    • Howdy

      How's it going, folks?

      I'm Alexian and I'm an alcoh - wait, never mind. Wrong forum. 😅

      I'm a possible new player/supporter. Though I'm far from the most dedicated gamer, I've been looking for a great sandbox MMO for me and some likeminded friends.

      Back in the day, I was an active player in OSRS/RS2. More recently, I dabbled off and on in Albion Online for 2 years.

      Long story short: I'm here for guilds, city management, diplomacy, warfare, and all the nerdy bureaucratic and political shit I'm not likely to experience in real life.

      Fractured seems to be diving into that stuff in ways most sandbox MMOs aren't.

      I hope you all don't mind questions, because I'll have a million. 😄

      posted in Welcome to Fractured
      Alexian
      Alexian
    • 1
    • 2
    • 10
    • 11
    • 12
    • 13
    • 14
    • 13 / 14