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    Posts made by Alexian

    • RE: Bardikens' Compendium of Suggestions Part 2: Logistics/Economy

      @Bardikens said in Bardikens' Compendium of Suggestions Part 2: Logistics/Economy:

      Thanks!

      You're welcome!

      And that's okay so long as there are rewards. Look what people do in other games.

      What other games do you have in mind as a reference?

      Hopefully we see the growth and development of many different types of guilds that will work with one another in some way, shape or form. If a guild wants to be a trading guild, perhaps they should have a presence in many areas inside of other people's guild towns.

      Yep, I propose chapter houses or some such. Why bother with claiming, building, expanding, and maintaining a town when your niche/purpose isn't to be a city-state or nation-state?

      I think they go hand in hand and provide that much more for players and leaders alike to do.

      Agreed.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: [Poll] City Reputation System

      @Jetah said in [Poll] City Reputation System:

      @Alexian said in [Poll] City Reputation System:

      Interesting suggestion, @Gothix! It would definitely serve as a social mechanic that incentivizes skill and a positive reputation. (Which should help deter ganking, if karma is involved.)

      @Jetah said in [Poll] City Reputation System:

      i thought they said there were limited NPCs and no grinding. wouldn't rep require NPCs and grinding?

      How so?

      how do you get your reputation increased with a town/npc if there's no grinding advertised? if we have little quantity of npcs, how does one get a discount with an npc if the game advertises a "player economy"?

      I may have misunderstood, but I don't think @Gothix's proposal ties reputation to attributes/knowledge points/talents per se.

      His post mentions that a player's reputation is particular to each city and could be influenced by karma, whether or not he's a member of the ruling guild, whether or not he's an actual registered citizen of the city, etc.

      I imagine local politics and favor with the city's Governor would also have the means to positively or negatively impact a person's reputation.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Hello?

      @elmachina Welcome to Fractured! πŸ˜„

      posted in Welcome to Fractured
      Alexian
      Alexian
    • RE: Bardikens' Compendium of Suggestions Part 2: Logistics/Economy

      @Bardikens said in Bardikens' Compendium of Suggestions Part 2: Logistics/Economy:

      As mentioned in the first part, which can be found in @Alexian 's Alliance thread, I will be breaking my compendium of suggestions into different groupings of talking points. Last time we looked at Guilds and Alliances. This time we will change gears a bit and look at Logistics and Economies in Sandboxes and how I feel they should play out in Fractured. Please note that I'm not an expert in economics and as such I will be attacking this topic from a more... perhaps ideal lens. Feel free to contradict me, but I ask that the discussion be lively and productive.

      (As usual, you can find the whole document here: https://docs.google.com/document/d/1qrD2MwlirFeuFF3U88XVUcvPa3yVbbslkbImYow0XJk/edit?usp=sharing)

      I think it's fantastic that you decided to proceed with this. There are a lot of great suggestions and insightful commentary in this compendium, folks!

      Logistics in a Sandbox MMO

      What is logistics in a sandbox?

      This is another area of a sandbox that is far more unique than most games. While most themeparks require logistics in the form of raid prep, pvp practice, and gearing, the sandbox goes a step further by requiring the movement of items and gear and the creation of said gear usually being a part played by the player.

      The movement of these items are often done via tedious, though rewarding, activities such as hauling them across the world, or by organizing them within storage areas akin to warehouses. Some games choose to make this process less tedious by allowing fast travel, carry limits that are absurdly high, or by linking auction houses so that you can obtain the same resources without the opportunity cost of moving them. I think these are the wrong way to go about logistics in a sandbox.

      Completely agreed here. I'm happy that Fractured is employing a relatively realistic system for large item movement and transportation. It is, as you say, "tedious but rewarding."

      What should logistics look like in Fractured:

      Logistics in Fractured needs to exploit the large mass of land provided in game. Since the worlds are so big, consideration should be taken when having to move goods across it. Whether it be through hiring third party groups who specialize in caravans, or through moving your own goods across the world, it should take time, effort, and be open to exploitation by people who are looking to disrupt your logistical flow.

      Logistics, therefore, should be a niche that someone with acuity for organization should be able to fill while having a fulfilling time playing the game running these networks, much like fighting appeals to some people and governing to others.

      • Trade caravans should be necessary for the movement of mass amounts of resources across the continents/planets. They should be able to be intra-guild or hopefully niches will exist for people to carry out these caravans and be paid for doing so, taking the place of auction houses by actually BEING in game, rather than magicked away.

      • When passing through friendly territory, perhaps there should be some way to hire NPC guards (as well as players), who will be paid upon completion of a contract automatically (similar to quests in other games and beacons in something like Star Citizen).

      • Moving resources to attack another power should also thusly be difficult. If you need to siege a town, you should either have to carry the tools to do so, or scavenge them from the area.

      • Trade should NOT be conducive to fast travel, with the exception of moving between planets.

      Why?

      The point of having almost everything exist in the game and be exploited by groups in the game is to allow for complex interactions to take place between players who want to fill niches other than the ones provided by standard games. Someone should want to be a caravaneer and should be encouraged to set up contracts and quests. People who want to protect these guys should want to go along and escort in order to receive a bit of money through, hopefully, little effort. Ultimately what this does is encourages different niches for players of different abilities to fill. Not everyone wants to play the no-nonsense warrior out to kill every foe. Some people might want to be tradesmen, merchants, or mail carriers. This would help them live their dreams and could also spawn guilds that aren’t focused on being land-owning empires so much as merchant republics, artisan guilds, or even mercenaries for hire.

      Logistics should be difficult and should be thought out and properly organized by the people wishing to take advantage of the game mechanics. It doesn’t have to be 1:1 real life, but there should be an incentive for people to play these roles too.

      100% agreed here. Fractured's vision for gathering, construction, trade, and logistics will hopefully be so realistic that it will inspire some guilds and groups to pursue filling this niche.

      I'd love to see a group of traders come together and, instead of wasting time trying to claim territory and build up their own cities, organize into a merchant guild that purchases or rents chapter houses/offices in other cities. You could also have mercenary groups who specialize as hired security forces for trade caravans.

      Fractured should not simply be comprised of guilds striving to be conquerors and empires. We should see guilds of various types across all three planets that serve a particular and lucrative niche. This is something that distinguishes Fractured's vision from games like Albion Online, where such things are possible but not encouraged and far from necessary.

      Part 5: The Economy in a Sandbox

      What does the economy of a sandbox mmo look like?

      The hallmark of sandbox games are their dynamic economies. Items and gold go into the economy mostly via the player and they also leave the economy via the player through taxes, item degradation and destruction, and costs associated with utilizing NPC features of the game. The difference between a sandbox and a themepark in regards to economy usually stems from the removal of items from the game, thereby hopefully limiting inflation. Themeparks usually utilize higher commodity fees and taxes to stem inflation, but over time it still usually happens as quests give higher rewards and there are fewer penalties for making certain mistakes (WoW being a good example of inflation).

      What should the economy look like in Fractured?

      I won't depart from most hardcore sandbox games in this regard as there is no perfect solution and often these things must be adjust over time.

      I personally think the economy of Fractured should consist of money coming in via various tasks (or by giving dynamic value to goods that can then be bartered in lieu of coinage) as normal. As more money enters the economy, there will need to be outlets that make money leave the economy.

      On top of this, I agree with most hardcore games that markets should spring up around the player as much as possible, so banks, markets, and player markets should all be local to the area they are in.

      • Purchases can contain small fees that delete a small percentage of currency from the game per transaction. These should be done via player stores AND npc stores, however trading and the like would be exempt as normal.

      • Auction houses should be player ran as much as possible and tied to local towns only. This gives incentive for there to be a niche that can be filled and these players must also carry and move stock and inventory.
        If that isn't feasible, then local auction houses should be built and paid for by the town with an upkeep that deletes money from the economy.

      • Towns should have job boards that can be posted on that hold money in escrow until tasks are accepted and (within a time limit) completed at which time the person who completes it will be paid.

      • Job boards should also allow people to post buy orders for quantities of resources and goods and keep these separated from the auction house (see quests).

      • Items should have a chance to be permanently lost on death or after too many repairs.

      • Item degradation should slowly deteriorate a weapon's maximum durability over time (with horizontal gear, this shouldn't be too awful). This will also play into crafting later.

      Why?

      Economies in games are one of the signs of the health of the game itself and this is doubly so regarding hardcore sandboxes where the economy of the game stems directly from player input and output, far more so than themeparks, where npc content often adds more to the economy outside of cash flow and resources they can be obtained elsewhere.

      It is a precarious balance that always has to be maintained. When new items enter the game, when new cash flows are introduced, something has to become a cash sink or item sink so that inflation isn't out of hand.

      There’s probably a lot more that I could say on economy, but I am no expert here for sure.

      Economics isn't my forte. πŸ˜›

      That said, I'm pleased that Fractured plans to have job boards/notice boards. Hopefully, in conjunction with player quests, this will facilitate your suggestion. πŸ˜„

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: [Poll] City Reputation System

      Interesting suggestion, @Gothix! It would definitely serve as a social mechanic that incentivizes skill and a positive reputation. (Which should help deter ganking, if karma is involved.)

      @Jetah said in [Poll] City Reputation System:

      i thought they said there were limited NPCs and no grinding. wouldn't rep require NPCs and grinding?

      How so?

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: What challenges should guild alliances face?

      Excellent work @Bardikens!

      Glad to see the suggestion doc is ready for release and discussion.

      In addition to the stuff we already discussed, I wish to say again I support your call for a guild audit log that allows officers to track who has joined and left the guild within a reasonable timeframe so Discord permissions and such can be adjusted accordingly.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: Hello

      @Yaiks said in Hello:

      I was wondering, how much this is inspired by Albion Online. Since I play AO for a while and it's getting kinda repeatable and so boring. So is it something similar to AO or not?

      Welcome to the Fractured community!

      Hopefully this game will have very little in common with AO. πŸ™‚

      posted in Welcome to Fractured
      Alexian
      Alexian
    • RE: House Pythias [HoPy] -- Now Gathering Like Minded People

      A bump for our friends in House Pythias!

      posted in Guild Recruitment
      Alexian
      Alexian
    • RE: See you on the battlefield

      Remember, remember the 6th of Augu -

      Never mind. Welcome to Fractured!

      posted in Welcome to Fractured
      Alexian
      Alexian
    • RE: What challenges should guild alliances face?

      @Jairone said in What challenges should guild alliances face?:

      Logistic, enemy alliances, events, politics, and all that.

      There's always the potential for big battles so long as the technology can support it... but the best way to have challenges affect such a group is through the all too neglected parts of games. Droughts, floods, goods transport, and so on can all be things that make challenges for people in game, and the large a group the more they would have to deal with such issues.

      Thanks for your contributions to the thread! πŸ˜„

      Those of us who support a politically dynamic Fractured agree with you: logistics should play a significant role in undermining casual power projection by guilds and alliances. It should be possible but extremely challenging for any entity to project and maintain power, especially across large distances.

      Since Fractured is incorporating energy and hunger mechanics into the game, they will hopefully play crucial factors in a would-be conqueror's calculus.

      @Jairone said in What challenges should guild alliances face?:

      @Roccandil I disagree with the dominant group thing. Most games not only have them with numerical advantages (which is easy to see, and historically accurate, but makes for a terrible balance in games like this) but offer increased rewards for the results often further skewing the next results.

      Put on a level field, things often change. Where some of the players might indeed be very good, the same is likely true of those who they were dominating with those advantages. In fact, those who were being dominated are likely as good or better on average, because they have faced hardships forcing them to attempt to improve.

      That all is an aside to the entire debate on zergs otherwise, though. Creating good systems that don't punish players within games due to such advantages is a tough thing. At least for games with less vertical power curve we have more limited imbalances to address. πŸ™‚

      You have the right of it! πŸ˜‰

      As many of us have said in this thread, numbers (and greater numbers) should absolutely be an advantage in most situations. Though again, as was the case in the real world, there are military scenarios in which an army's greater numbers can prove to be a hindrance to them based on terrain and logistics.

      @Gothix said in What challenges should guild alliances face?:

      @Roccandil said in What challenges should guild alliances face?:

      Hmm. I don't think friendly fire would reduce zerging (see below), nor is that my goal.

      Your goal is not to reduce zerging? Well... i guess that explains a lot... lol

      Personally i prefer where skills determine the outcome of the battles and not who brings 1000 players vs 150.

      Skill and numbers should both be factors in an army's success or failure. Guilds and alliances should have the opportunity to bring greater numbers to bear against their enemy if they have that advantage, but there should be realistic costs and challenges to such an effort.

      And adding player collision mechanics and enabling friendly fire could add additional factors into the field of battle, requiring more tactical deployment of forces, enabling scenarios in which smaller armies could use their enemies' greater numbers against them, and creating an altogether more interesting, dynamic, and unpredictable war framework.

      (Though, granted - all that we suggested does require much greater skill, patience, and tactical acumen than what is needed to simply drown your enemy in a chaotic zerg and spamming AOEs with abandon. πŸ˜‰ )

      All in all, it seems that most people who've posted in this thread support examination and possible implementation of the proposals discussed, which is good. I'm pleased to see that so many players support ideas that will make the game more challenging and exciting for guilds and alliances and who wish to avoid the many pitfalls of Albion Online's controversial and highly criticized set-up that SBI is still struggling to correct after 2 years. πŸ˜„

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: The Shadow Empire

      A hearty shout out to the Empire, Fractured’s premiere imperial guild! The empire’s leadership is experienced, their ambitions significant, and their vision absolute.

      posted in Guild Recruitment
      Alexian
      Alexian
    • RE: ETA on developer forum?

      Gonna echo what some of the others have said; part of the reason I upgraded from Governor to Creator was the opportunity to interact more exclusively with the dev team: receiving updates and progress reports as well as the chance to provide feedback. πŸ™‚

      posted in Questions & Answers
      Alexian
      Alexian
    • RE: Week 80 - Weekly Drawing Winners

      Congratulations to the winners! πŸ˜„

      posted in News & Announcements
      Alexian
      Alexian
    • RE: ETA on developer forum?

      @PeachMcD Completely agreed! Thanks for the thoughtful and reasonable response.

      posted in Questions & Answers
      Alexian
      Alexian
    • RE: ETA on developer forum?

      @LilCassiopeia said in ETA on developer forum?:

      @Alexian Good question was wondering about that sometime ago as well. πŸ€”

      DMS is an 8-person development team and I have no doubt they're busy creating actual content for us, so I'm not too worried. 😊

      But it would be nice to see the dev forums or at least a reliable ETA on their creation.

      posted in Questions & Answers
      Alexian
      Alexian
    • RE: [VDR] Vandiir: Who we are and who we aim to be

      Vandiir is a vibrant community and one of the preeminent factions in Fracture's current community. If you're looking for a strong community dynamic and fellowship, check these folks out! πŸ˜„

      posted in Guild Recruitment
      Alexian
      Alexian
    • ETA on developer forum?

      Good afternoon @Prometheus and @Znirf!

      I'd like to know where we stand on the promised and highly anticipated developer forum for Immortal+ pledge backers. Do you have an ETA for this feature that you can share with us? πŸ˜„

      Thanks in advance!

      posted in Questions & Answers
      Alexian
      Alexian
    • RE: What challenges should guild alliances face?

      @Gothix said in What challenges should guild alliances face?:

      @Jetah said in What challenges should guild alliances face?:

      i also think the whole isometric view will be a problem for zergs too. Only so many people can fit on a screen, thus only so many can attack an object. then add in friendly fire with no-clip with line of sight projectiles hitting the nearest object, it'll be pretty hard to blob things.

      Player collision and friendly fire are indeed the most efficient ways to deter zerging.

      Yep. Imagine a scenario where a battle is being waged between two guilds, one smaller than the other, but the smaller guild is trying to hold a bridge or choke point and the larger guild has to find a way to breach it. Player collisions and friendly fire would make such tactical scenarios much more dynamic and exciting since both parties would have to be very, very judicious in their troop configuration, deployment, and management of the terrain.

      As opposed to just being able to literally run right through the enemy and haul ass towards the target. πŸ˜‚

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: What challenges should guild alliances face?

      @Xzoviac said in What challenges should guild alliances face?:

      I think a simple way to stop zergs, the more people bunched together the more likely a horror will spawn that attacks everyone in its path, killiable but unpredictable jumpy smashy hard to lure, and will fight big clumps of people, will add a bit of chaos to guild vs guild pvp

      Almost like the Thresher Maw from Mass Effect or some such.

      posted in Discussions & Feedback
      Alexian
      Alexian
    • RE: What challenges should guild alliances face?

      @Fortie said in What challenges should guild alliances face?:

      @Gothix Yeah, taxes are fine, but i hope Fractured will not allowed that large guilds. Large guilds = zerging in open areas.
      I hope there will be some normal cap, like 100 players, not 1000 πŸ˜›

      How would you have them deal with overflow guilds?

      posted in Discussions & Feedback
      Alexian
      Alexian
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