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    Best posts made by Farlander

    • RE: Trading, In-game market

      I'd rather not have a time decay mechanism. I have played where games had that and even your logged off time counted. I'd rather have a use decay system as well. Crafting is my love in games and I even want that lol. Otherwise you spend too much time always trying to remake gear.

      UO also had the durability system that lowered the max durability each repair so eventually it just broke and couldn't be repaired. I would also like the stats of the items to not change even though durability goes down. Otherwise you might as well call it junked long before it reaches 0 durability because the stats drop so much it's not useful.

      posted in Questions & Answers
      Farlander
      Farlander
    • RE: Trade caravans...?

      I know Ashes of Creation has the same idea they plan to implement. On their game one group would be escorting 1 wagon I believe. I also think there as well it is resources and crafted goods that would be moved from one area to another.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Foundation chests

      Collections no matter what they are is good for devs. For alot of players collecting is what drives them in the game to stay.

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

      I don't want friendly fire and I don't want collision with friendly players. I don't care if the game is mimicking real life. I play the game because it isn't real life. I've been in too many games where griefers just ruin them. They use the rules to their advantage to make the lives of other players miserably. Rules that were not intended to be used in the manner they use them. Then devs have to find work arounds because no one wants griefers in their games.

      In real life a griefer would face consequences. They would be put in jail or even put to death. Devs can ban but rarely do players get banned for griefing because they were only using a loophole. If there is friendly fire dickheads will just go around killing their "friends" until they get booted from their guild/alliance. Then they will just hop around until someone catches on to their game. Even one incident can jeopardize an entire guild/alliance and ruin the fun for even more than the person they griefed.

      Everyone is so worried about these large alliances taking over everything. If this is a problem for you just join one. Most large guilds don't have very strict rules. They can't because it is too hard to control and enforce them. Most just say "have fun". It's a source for grouping and finding others to do things with. If you don't like one group move to another. If you want to be in one with your friends only then make an alliance with a neighboring large guild.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Lootable Corpse?

      Also there is no permanent death so in fact the person killed can just report it as well. There you have your witness theory
      😄

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

      @Gothix Are you saying in medieval society you could get away with murder and thieving? I think history would dictate a different response. You are trying to base your results for consequences on real life results. The game world does not replicate real life. In a game world people don't track down individuals that do wrong. A person that does wrong can go log out and that is the end of your trail. So I will say this to you, don't go comparing game world capabilities to real world abilities for finding criminals.

      A game has to have a reaction for every action. If you commit a crime you are flagged. If you commit a crime a guard whacks you. I don't want you commit a crime and nothing happens unless another player does something about it.

      @Alexian I would like you to explain to me how friendly fire will keep other players from griefing players in allied guilds? You can either do damage to friendly players or not all the time. Unless the game has instanced battle fields where that ruleset is turned on it is on all the time. So you can be walking in town and some dickhead allied player who decided he was bored with the game can come up and kill you unexpectedly. Guards won't do anything because he is your ally. So let's hear your fix for this problem. Boxing in (collisions) is the oldest play in the book for blue killing. Are you ok with a group of griefers going around just boxing in people for the hell of it? There are many players whose only fun is making others not have fun. These players don't get banned because they are playing with the rules of the game. I'd like the rules to stop this behavior. If you want to call me a snowflake go ahead. I'd then suspect youi are one of those players that enjoys making others upset 😉

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Attacks speeds depending on armor ?

      I asked in another armor thread about whether heavier armor was going to lower stats like dexterity or perception while wearing bulky helmets as it does in D&D.

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

      The reason I'm posting in this thread is because I don't want to see friendly fire and collision. There are too many ways to exploit those game mechanics to grief. I haven't seen much in the way of resolving those problems other than "deal with it this is a hardcore game not meant for carebears". I will push back as well until I see the final product has ruled it out in the release as long as others argue for it.

      The argument that I need to go play some single player game is the same argument used by players for decades in mmos when they want the ability to kill other players willy nilly I will throw this at you, if you want to go grief and kill players at your heart's content go play a free server where like minded players have set up those rulesets for you. I'd suggest UO Outlands. They actually promote reds/greys or at the very least don't impost harsh penalties. I've paid for this game just like everyone. I have as much a right to try to mold it to my liking as anyone else.

      I also don't want to see some 13 yr old decide to go on a town killing spree because he's bored and jeopardize an alliance. Some of you are arguing against alliances and I do agree they can be no fun on the receiving end. I'd rather see caps than rules that make alliances near impossible to maintain.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Character Customization?

      Customization options are in the best interest of the devs for making money. The more they provide the more people will buy from a cash store later lol.

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

      I never said that griefing was going to be completely eliminated. I've played online games long enough to know that jerks are going to find a way to be jerks. If I see ways to prevent griefing I'm going to voice my opinions. I've not demanded that the game be my way or no way. I've asked that two game mechanics not be implemented. I've expressed my reasons why. And yes I was told by Gothix on several occasions to go ahead and quit Fractured to play solo games. He's been rude as hell in alot of his posts. He's that typical pvper that wants everything his way and will attack anyone that disagrees with him.

      If friendly fire is turned on it will in fact affect all planets unless it is turned on in certain situations and places. Unless I have missed that point in the many posts then I apologize. The only solution I have seen is to allow sneaking past people. That in it's very nature means death in alot of situations. Speed is important escaping an attack.

      So to clarify when do you see friendly fire being turned on? Where? If it is on all the time then someone could very easily go around towns spamming their AOE to kill everyone. The fact you say friendly fire means they are not going to flag as criminal. Unless you are saying it will flag as an aggressive action. If so AOE attacks will be as useless as they are in Pathfinder Kingmaker. If they don't flag as aggressive then we have a problem because that now enables people to kill in the no pvp zones.

      As for collision mechanics it is an easy way to box players in. Normally when a creature is aggroed on a target they will not switch targets. So someone seeing you are low health just comes up and boxes you in. Happens all the time in games like UO. Again this is something that can happen in the nonpvp zone. I've not at one time talked about changing the pvp zones. I could care less what they do with the pvp planet.

      I don't think I've been rude in my replies. At least that wasn't my intentions. I merely stated my opposition and concerns with the proposed changes. It seems to me that the disagreement is provoking hostility. Also on a few occasions now extrapolations on what I've said have been made. You incorrectly made statements about my posts that weren't there.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Combat Targeting

      I will definitely be trying it out. I wouldn't want to think I have wasted this long without at least seeing the gameplay from a personal experience. I liked SWTOR gameplay myself. There was a targeting system but more importantly there was delay between ability uses that were noticeable. You had to use some strategy in combat. I prefer that to button mashing and spamming attacks over and over which is more arcade style. Gothix is totally right on the lag issue. I played UO early days on dial up. If you had to manually aim back then you would have never hit anything lol.

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

      Wow Gothix I'm not sure whose posts you are reading because I just went and reread mine to see if I had been toxic as you stated. I guess disagreeing with you is toxic. I never called pvp players dickheads, in fact, I never referenced pvp players at all. I did call griefers dickheads. I'm sure you have heard or even said/typed harsher words than those yourself. I already said this in my last post, but here it is again for you personally. Please open your eyes and read the exact words I type so you don't get confused.

      I could care less what happens in the pvp lands.

      That clear enough for you? With that said logic dictates that I'm not, in fact, trying to make sure the rules are meant for every player. Although in reality I guess that's not exactly true because every player is playing the same game so I guess every rule is actually for every player. There really isn't anyway around that argument for me so I guess you got me there.

      I do not want to see rulesets that do carry over to the pve lands. Thankfully Specter hopped in and answered that for me. With that said I'm dropping from this thread because any other replies is not worth my time.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Ocean Exploration?

      In addition to ocean exploration I'd like to see an underground level put in to explore 🙂

      posted in Questions & Answers
      Farlander
      Farlander
    • Sparring/Duels

      The beastlands will have no ability to damage other players. I know from my UO days often players from the same guild would like to spar or practice pvp. Also in SWG there was the option to duel someone. So I was wondering if this option might be considered for Fractured. This would allow players to damage each other by consent in the beastlands safely without interference from outside players. This would also allow organized pvp if groups can wage war on each other for roleplay purposes.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Is Fractured going to be as grindy as say Wurm On-line?

      Isn't knowledge going to increase your stats? I thought I saw some bonuses from knowledge unlocks. However, the stats are capped at 25 right? That includes all outside bonuses from gear and knowledge? The knowledge to me is what sounds like the grind.

      posted in Questions & Answers
      Farlander
      Farlander
    • RE: Fractured = SAO

      I'm pretty sure the original post was forgotten as your thread was hijacked lol.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: Is Fractured going to be as grindy as say Wurm On-line?

      Oh man nothing compares to grindy building like Life is Feudal lol. There were tons of resources that had to go into each wall segment. Before you could even start you had to level your ground. That even required moving dirt and rock. Some resources had to be moved from the mountains which meant alot of travelling. It would take 100s of those trips back and forth to the mountains. Resources were finite so if you ran out in one location you actually had to survey where you could find the resource again. Sometimes that meant building a new mine to get to the marble, stone, ore etc... We started out with about 8 guys working on the project of building our castle. A month later with guys working 4-8 hours a day we had about half of it done but were down to two of us. We gave up lol. Keep in mind you had to constantly replace tools which required our blacksmith making them nonstop. There also was no carts or magic to teleport around. You had to load up what you could carry and run with it back to the construction site. That in itself could take 10 minutes of just holding down a key. With that said I wouldn't complain about 2 hours. Sounds good to me 🙂

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

      The only situation that will likely matter is pvp. Most players won't complain if you are doing as well as them in pve if you are 1 hour old and they are 5 years old. However, I don't see how someone with +5 on all their stats won't destroy someone as a fresh creation. If we compared it to dnd of two level one characters, the guy who has +5 on all his stats is going to beat the other almost every time unless the weaker guy gets alot of rolls in his favor. The added bonuses are big enough that the weaker guy is not going to be able to overcome the difference in bonuses from the stats.

      That being said, every player in my campaign would quit if over 5 years they didn't see any improvements to their character to beat a level 1 guy hands down. I would imagine that achievements from knowledge give you bonuses to defense, attack, better spells with higher damage etc...Those are going to stack to the point the new guy will get creamed by a well developed character. Developers can't make new content faster than players play it. So if "working" on your character to improve it isn't a thing what is there for players to do?

      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.

      posted in Discussions & Feedback
      Farlander
      Farlander
    • RE: How will be decided which group takes a farming spot on Arboreus (animal planet)?

      @Yitra I expect the pve areas to be overpopulated for this reason. It has been my experience that most the pks do indeed search for easy prey. They speak about the fun of fighting other players when in fact what they really mean is the fun in beating down kills that have little chance of fighting back. I've seen many a new player spawn with pks trolling. They aren't there for the loot just to get some easy kills for the sheer fun of bullying weaker players. I detest this playstyle. To me the form of pvp that should be emulated in a game is organized pvp or specified pvp zones where everyone is actually there to fight other players.

      posted in Questions & Answers
      Farlander
      Farlander
    • RE: Pet system can be based on UO or Daoc?

      I played UO for 9 years. Pets were definitely a point of argument in pvp and pve. You could train a pet to be a huge overbalance. In fact, the best pve characters were tamers with a mob of pets. Those stats weren't static and extremely high stats are definitely a game breaking thing. Stats are usually a direct link to the power of any creature. High hps meant your pet could tank and withstand a ton of damage. With a healer behind it you could tank without ever really worrying about losing your pet unless you got mobbed by spawn.

      posted in Discussions & Feedback
      Farlander
      Farlander
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