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    Posts made by FibS

    • RE: A race can be more useful for one role than another, take it into account

      Race affects your stat leans and your initial tendency for PVP, but each of the races can successfully manage any of the basic playstyle roles. Some will take a bit more work than others, such as converting a Beastman to an Abomination or a Demon to an Angel

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Stance on RNG Loot Boxes

      @target said in Stance on RNG Loot Boxes:

      I think that comes down to a matter of speed. If it takes 2 years of grinding to get to the top vs paying and getting there now, that's 2 years of a competitive advantage(both economic and combat). That's pretty p2w.

      If it takes two years of grinding the game is already not worth playing long before it adds anything resembling P2W.

      The combat advantage obviously won't be there in Fractured, but I can see one form where an economic advantage could get you unfairly ahead: settlement building. If a guild can use irl money to purchase resources that allows them to get vastly upgraded buildings, making their settlement harder to siege, that would give them a big advantage over other guilds that aren't spending.

      It absolutely would not, because the ingame money they are getting for their cash goods is the exact same money that other players already have and also need to spend on the same top gear and guild expenses.

      Ingame money doesn't come from nowhere. Someone has to spend "2 years" to grind up the ingame money and the (cosmetic and ultimately useless) cash shop items have to compete with all of those goods for the buyers' money - all the while, cash shop items will drop in value and the goods cash shoppers are buying will go up, balancing themselves out.

      You could point to gold bots, but every game I've ever played has had the economy ruined by gold bots within a few months of launch, whether it has a tradeable cash shop or not.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Fishing

      As long as you actually fish and not just sit there and AFK for ages while your character catches absolute crud / gets PK'd.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Stance on RNG Loot Boxes

      @gothix said in Stance on RNG Loot Boxes:

      @FibS

      [a lot of utter nonsense]

      Paying to get to the top faster is not P2W. It's only P2W if your top is higher than a free player's top, which in this case it is not. A top paying player and the top free player are of equal numeric strength.

      The free player is actually at an advantage because, having actually played, the free player has more game experience, while the paying player skipped it expecting his gear to make up for his skill. This works in crappy MMOs that aren't skill-based, but it won't work in Fractured.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What unusual weapon types would you like to see?

      @darian said in What unusual weapon types would you like to see?:

      @fibs If you where paying attention to my argument, i was referring to the fact that spears are OP in REAL LIFE.

      ... which is not a fact because they aren't, which "if you [were] paying attention" you would have noticed was my first sentence, but I'll go into further detail.

      Polearms are next to useless in any form of close quarters. These wars you like to talk about see them used in very open fields in large-scale battles where armies not only have time to prepare formations beneficial to whatever weapons they're using, but basically slam mindlessly into each other swinging wildly and see who survives, which appeals to the advantages of large shields, polearms, firearms, siege weapons, and other "large" armament. Big wars see big weapons.

      But in skirmishes or duels at a closer distance (which is what MMOs are like i.e. actually relevant) these glass cannons are not even remotely overpowered, because they are rendered impotent by anything that stops them from hitting at full reach. This is the same flaw found in any fighter with a longer reach than his opponent - even a longsword vs. a dirk or a tall boxer vs. a short one features the recurring phenomenon that they cannot hit (with force) an opponent who's standing too close to them courtesy of leverage. To say otherwise is simply a naive power fantasy akin to the super katana myth and, ironically but not unexpectedly, entirely hypocritical relevant to your accusations of Hollywood spoiling.

      In addition to the constant vulnerability of close range, large weapons literally cannot be swung in a narrow corridor or when there's a whole bunch of crap in the way for their opponent to hide around or stand next to. Outside of war where you will be avoiding setting these stages for conflict, you do not have the luxury of consistently choosing advantageous places for your weapon and will be subjected to this inconvenience regularly.

      Specifically to address this flaw, all bearers of any mid-to-large weapons "in all cultures in all periods of history" have also carried a smaller sidearm, i.e. a shortsword or dagger. This is why samurai carried two swords of different lengths, why riflemen carried sabers, and one reason why modern infantry carry knives, despite the latter two having guns - because guns are not invincible or "OP", and neither are polearms. They are explicitly designed for mid-to-long range fighting, and inferior to smaller weapons at close quarters.

      My subsequent "argument" was composed of suggestions and examples of how to balance their alleged (and fallacious) "OP-ness" and represent their actual properties in the context of a game. I chose Dark Souls because I have enough experience with it to explain how spears work in it, and because I find its implementation to be the most accurate to a polearm so far as silly video game physics go.

      QED polearms are not magic god weapons either in reality or fiction and there will be no issue balancing them, as they are self-balanced by their ample flaws in any context other than the zerg rush nature of large-scale classical wars.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What unusual weapon types would you like to see?

      @wolfox said in What unusual weapon types would you like to see?:

      Crude gunblades

      In medieval or fantasy settings I tend to prefer that "guns" be interpreted as "not-altogether-realistic crossbows".

      Crossbows are forefathers to guns in many ways, and their association with fighting vampires / the undead / etc. fits right in!

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Construction? Other than villages.

      @specter said in Construction? Other than villages.:

      @benseine Same.

      @Baslak @FibS Please use English in this section of the forum. If you want to discuss Fractured in Spanish, make a thread in the Spanish subsection instead.

      Sorry about that. I've also edited my post to include translations.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Suggestion: Just something I always wanted. Name my sword!

      @jetah said in Suggestion: Just something I always wanted. Name my sword!:

      there are people who Role Play and this gives them something to get immersed. filters can be used while players could report the offending names to get them changed. I see character customization more in the abilities you equip and knowledge you unlock and not how you look.

      Roleplaying needs no support mechanics, and in fact benefits from not having any, because prefabricated systems are by nature limited.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Construction? Other than villages.

      @baslak said in Construction? Other than villages.:

      @fibs Me parece algo arriesgado y empeoraría la jugabilidad en caso de que tanta actividad no la pudiera soportar los servidores, aunque no esta nada mal en un principio la idea que nos acabas de comentar
       
      [It seems a bit risky and could worsen the gameplay because the servers couldn't support all the activity, though the idea isn't bad.]

      Funcionó para Ultima Online, un juego de 20 años ...

      [It worked for Ultima Online, a 20-year-old game...]

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Construction? Other than villages.

      Fractured has many many many of the ideas, both content and technical, that I was planning for my own MMO some years down the road, which is why I'm so interested in it, so here's another one they can use if they want. (I lost my indepth notes on this so I have to word it generally.)

      There are different classes of construction and each one has different requirements. You're perfectly free to build any "temporary" structure (campfires, tents, siege weapons, nothing more advanced than small wood cabins) pretty much anywhere you want. The issue is that if you build one of these camps within a city limit - whether that is a prefab'd city or a player city - they can be alerted and might interpret you as a raider camp which you may or may not be and come kill you.

      "Permanent" cities can't be built within an existing city limit. They have to either negotiate or compete for dominance of the build-enabled player world and have to fulfill certain conditions (population size, economy simulation, w/e) in order to upgrade themselves to "bigger" cities, allowing them to claim more world cells as their city limit and have more structures. Bigger cities begin appearing on maps and, if there's any kind of compass system, can appear on that too.

      One of the permanent structures that can be built is a housing plot. These plots are of standardized sizes, and players can design their personal houses anywhere at any time, but only manifest them in the game world once they own a plot that's large enough to fit it.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: What unusual weapon types would you like to see?

      @darian said in What unusual weapon types would you like to see?:

      @xanowrath said in What unusual weapon types would you like to see?:

      +1 for polearms! So underrepresented in games these days.

      Most likely, because they are so OP they have been used in real wars for over 3000 years. (Last known successful bayonet charge was done in Irak, 2004 by a British squad that got ambushed by AKs and grenade launchers and shit) Balance that without making it feel dull!

      Polearms aren't "OP" - they're useless at any distance closer than their maximum range which can be 10+ feet, or within confined spaces that don't have room for them to begin with. This is especially true for slashies as opposed to stabbos.

      As a reference, Dark Souls not only incorporates both concepts, but further makes polearms especially easy to block and prone to staggering the user when doing so. It more questionably makes all Thrusting attacks deal low damage in general unless they land counters, i.e. hitting during an enemy's attack animation. As a compromise, spears and thrusting swords can be used while still holding one's own shield up (no other weapon can).

      While we're on the subject of Dark Souls:

      @Maethor

      I would also like to see shield and bucklers better differentiated, shields should have a substantial stamina and speed drain.

      Dark Souls has three shield classes. From small to large they are Buckler, Shield, Greatshield.

      The larger the shield, the worse it is at parrying (most Greatshields cannot parry at all) and the better it is at holding up and letting things bounce off. As long as you meet their stat requirements (like STR), however, heavier shields have less stamina drain - you lose stamina for each hit blocked, and the same hit is less of a whomp against a bigger shield.

      All shields of any kind in Dark Souls completely block any arrows that hit, except for the gigantic spears fired by greatbows which are used to slay dragons. Blocking one of those sends you flying off like a pinball.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Suggestion: Just something I always wanted. Name my sword!

      -1 from me, because of the nature I expect of Fractured.

      Naming gear doesn't give anything to the game as a whole and will quickly make a farce of the setting. The only weapons I would ever name are "iconic weapons" that should never be removed from my character because they are my character; if my sword is taken and used by somebody else like a generic weapon, which I expect every single weapon in this game can be, then it is not the sword I named it as.

      Also, bots will find a way to use it to advertise, and griefers will name their weapons such that even killing and looting them exposes you to hate speech.

      It's a frustrating, lore-breaking, idiotic practice with zero benefit that I'd rather not see.

      @Dybuk

      Therefore, would you agree to be able to name your game character using only lists of selectable names?

      Thank you for giving us an incredibly good reason not to have nameable weapons - the ludicrous idea of "MMO for six year olds"-style name sanitizing. I am not about to sacrifice customizing my character who I get to keep, for customizing a weapon which I do not.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Server will be North American?

      They use magical super cloud servers that are probably all over the world in a quasi-sentient nano-based system. Fractured will eventually become the dominant species on Earth and all Sarah Connors will need to remove their telephone listings.

      posted in Questions & Answers
      FibS
      FibS
    • RE: Stance on RNG Loot Boxes

      @gothix said in Stance on RNG Loot Boxes:

      If you are able to spend real cash to purchase cosmetics, and then exchange those cosmetics for in game currency, followed by buying best gear from crafters in game. This would create an enormous P2W advantage.

      No it wouldn't lmfao. So many people make up this wild fantasy P2W scenario that is completely at odds with the reality of every actual game that lets players trade cash shop items.

      • Cash shop items do not consistently and instantly sell, because you need to find someone who wants the specific item you're selling. The more commonly desired the cash shop item, the less it's worth and the harder it will be to get someone to buy it from you and not from someone else. Trading cash shop items is simply not a reliable way to make ingame money, and nobody uses them as such
      • Cash shop items do not generate value, because the ingame money the items are sold for, and the hypothetical "best gear" bought with that money, must still be generated by players beforehand by playing the game, cash shop or no cash shop.
      • Any game that gives a noticeable PVP advantage because you went from max level with decent gear to max level with "best gear" is already a badly made game regardless of how you get that gear

      Your ad hominem conspiracy theory about "causing P2W", in addition to being a projection, falls flat when you consider that I am dirt poor and can't buy anything in any MMO.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: PK punishment

      @gothix said in PK punishment:

      [...]
       
      So your claim is just simply wrong. As wrong as it can be.

      Keep living in denial, bud.

      I have absolutely no reason to prove anything to you; whatever you say and think, you're still going to get mad that Fractured doesn't let you pathetically pick fights you can't lose, you're still going to leave the game because you actually need to be skilled to PK in it, and the rest of us will still keep playing a game that's better without you there.

      Was nice talking to you. o/

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: PK punishment

      @gothix said in PK punishment:

      Fixed 😉

      No, he was right the first time. Compensating PK scrubs end up playing alone, and as they're a tiny minority of players the game ends up dying with no player base.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: General Game Design Suggestions...

      @pogo said in General Game Design Suggestions...:

      A World that has to be “Thema Park” Designed will not sustain as long a generic World [...]

      The argument here is that a world with distinct biomes that each spawn specific enemies and specific resources will lead to crowding and overfarming, as opposed to a wider and randomized spread of enemies / resources all over the game world.

      There are a few ways to solve this with a "theme park world":

      • Scaled resources: In Elder Scrolls Online, a given resource node will always spawn the same kind of resource, but it will spawn a different tier scaled to your character. There is a 50% chance the node will match your character level, and a 50% chance it will match your corresponding crafting level. e.g. If you're CP150+ with maxed Metalworking, all ore nodes you ever find will be the top-tier ore, while someone else will see a different tier of ore in the same spot.
      • Instanced resources: In some MMOs, nodes only appear for specific players to begin with. Anyone else who walks to the same spot will see nothing, and you'll be free to gather uninterrupted. These resources might share to party sometimes.
      • Dynamic fertility: In some MMOs, harvesting resources in a sub-area or killing many enemies in an area temporarily lowers the spawn rate of resources / enemies in that area and raises the spawn rate in every other nearby area instead. This prevents camping of one area and is especially effective if players can't tell what the fertility levels of each sub-area are to begin with.

      Character Customization (Individualism). Nobody wants to look like everybody else (e.g. Albion expect Tabard and Shield)

      Character customization doesn't at all guarantee uniqueness because most players are not the slightest bit creative or original. If given the ability, 2/3 of the player base will be pure black Demon ninjas with Japanese rice hats and flaming green wings named XxXS3phir0thXxX.

      But for the sake of the other 1/3, I say yes to as much customization as is plausible. Keep in mind that more options means slower development for new content that has to work with all options.

      Make good Social Interaction somehow rewarding vis versa. Plus you have to have a good reporting anti GoldSeller, Botting Feature. Otherwise this will ruin most likely the Economy and thrives Players away.

      There's only one way to fight bots on a longterm basis, and I don't want to talk about it in public because 1. it's very complicated to explain and 2. that would help the bots defeat it before it's implemented.

      But I can safely say that the practice of most MMOs to ban every bot they see as soon as they detect it is the single worst way to fight bots ever. It would literally be better to do nothing because then you free up processor cycles and manhours for more fruitful tasks.

      Make the Game B2P rather than “Premium” or give it a small monthly fee

      Fractured is already planned to be buy once, play forever.

      If you want a broader Audience, make the game not too Hardcore or you’ll push out the Bread-and-Butter Players that you need to develop further. I mean that in the sense, that someone “with a lot of time on his hands” can outplay someone with only 2h / day to an extend where he’ll never catch up.

      You really need to read the existing information. This is the first thing addressed.

      Endgame is important. I’m not sure if there is a Story or a phase where you have to do things in order to get there…but Endgame, or Lategame is the part where Games stay or Fall. Most games that are still on the Market do that by “Resetting” stuff from time to time (D3, PoE,…) or just Adding tons of Content very year (e.g. WOW). I have no specific Idea here, but there should be something beside doing the same stuff over and over.

      Every game eventually devolves into "doing the same stuff over and over" once you have done everything in it once. Even "new" content (new dungeons etc.) is the same thing with new skins. The game can't make up for your gaming hygiene, and it's up to you to find fun in the game that isn't rushing to "endgame" and then stopping.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Stance on RNG Loot Boxes

      @jetah said in Stance on RNG Loot Boxes:

      @fibs

      problem is developers will place rng boxes in because it generates more income rather than placing an item with a price tag.

      Again, this is not a problem, especially when the items are cosmetic.

      You're also incorrect; for instance, Elder Scrolls Online has both seasonal lootboxes and direct item purchase.

      You can dissolve unwanted lootbox results into lootbox points to directly purchase a specific lootbox item. (Duplicate items automatically dissolve.)

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: PK punishment

      @gothix said in PK punishment:

      I don't want to see any PK punishment.

      And I don't want to play Quake, I want to play an MMO.

      posted in Discussions & Feedback
      FibS
      FibS
    • RE: Stance on RNG Loot Boxes

      @jetah said in Stance on RNG Loot Boxes:

      @fibs

      problem is, why would a developer put items up for sale for a static price when they can get people hooked on gambling addiction. it's already been proven that people spend more on RNG boxes than not.

      give most people a chance at a 'high value item' and they'll take it over a static priced item.

      ..? You worded that oddly. You said "problem is" but then didn't give a problem, at least not a problem with my post.

      Approximately 10% of a given game's player base spends a significant amount of money on lootboxes. These 10% alone spend enough to commercially justify most games (and mass-advertising lootboxes that 90% of players dismiss out of hand).

      We're quite fortunate when the lootboxes are cosmetic, or when the lootbox contents are player-tradeable, or when the lootboxes can be grinded for, considering what a huge incentive they give to executives who treat video games only as a business investment.

      posted in Discussions & Feedback
      FibS
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