@KairosVal Turning Demon -> Angel, last time I looked into it, was planned to be very difficult. You may want to start with human or beastman so you can hang out on Syndesia - griefers will want to avoid it because griefing has consequences.

Posts made by FibS
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RE: The community in Fractured is amazing
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RE: Animations
It's Alpha 2 after all. The last time I tried to sign into this game (prealpha), it couldn't even connect, and most players couldn't move at all. That's how development works.
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RE: Your favorite Dailies, or what you would like to see them as.
Do not use dailies. Use intuitive repeatables
- NOT intuitive: You must go to a specific place and talk to a specific NPC to explicitly get a quest. The quest is to gather 100 rat tails. No rats you have killed before taking the quest count. Not every rat drops a tail. You must return to this specific NPC to turn the quest in. Regardless how long you wait after taking it, whenever you turn it in, you have to wait for the next server midnight to take the quest again.
- Intuitive: Right from the start of the game, all rats drop rat tails which do not count against inventory space. The drop rate is 100%. You can take rat tails to a specific NPC who hates rats and/or oversees their extermination to get a reward per rat tail. You can turn in 100. You can turn in 20. You can turn in 7. Any number is fine, and you never take nor turn in any quest at all.
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RE: To the Blessed Beasts and the Demonic Damned, are you going to strive to become their karmic counter-part?
To summarize:
- Beastmen start out on Arboreus as good-aligned
- Demons start out on Tartarus as evil-aligned
- Humans start out on Syndesia as neutral
- Beastmen who become evil become Abominations and are, in most regards, Demons
- Demons who become good become Angels and are, in most regards, Beastmen. (What kind of Demon you picked determines what kind of Angel you are.)
- Thanks to meeting a stretch goal, Humans can become Liches, but last I checked the exact system for this was not finalized
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RE: Housing Limits?
There's a casual voxel (Minecraft-ish) MMO called Boundless which allows players to build as many houses as they want, using a beacon / plot system. Every planet is smoothly divided into square plots, and a character has a certain number they can distribute across all their beacons.
What's more, if you develop a particular beacon enough, all of its plots "reserve" the spots 2 plots out from theirs, preventing any newer beacons than yours from claiming those plots. (All plots "reserve" the plots above and below theirs regardless of prestige.)
This is balanced by the game auto-generating new planets based on player / plot count, and by the fact new characters can simply choose where on the planet they spawn, complete with a button to swap between a geographic view and a highlight-player-buildings overlay.
Also, beacons need to be fueled and will expire otherwise, causing its plots to regenerate back to a natural state soon afterward.
So, my suggestions for Fractured are:
- New characters should be able to scroll over their starter planet and pick where to spawn. This way, new characters can just pick an unsettled area to put their house down.
- The game should keep track of how many houses there are on each planet, updating at least once a month (or once a week would be better.) Each planet should then auto-scale or auto-expand itself thru new continents etc. to be several times larger than needed for how many houses there are, to avoid shoulder-to-shoulder syndrome. The planet never scales down if the house count drops, only up if the house count expands sufficiently.
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RE: Ideas you thought your were great but turned out not to be?
@Jetah said in Ideas you thought your were great but turned out not to be?:
but you actually do. typically you'll fall behind in whatever is being traded for your time. whether it's gold, reputation, gear, azerite, etc. if you dont do them then you're behind those that are doing it every day.
That's literally how an MMORPG works. The basic idea of grinding to gain experience is the same. It's even a daily, if you take into account the XP decay system.
Oh, I'm sorry, you're not suffering XP decay as you play, you're earning "extra" experience by NOT playing, that's different.
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RE: Ideas you thought your were great but turned out not to be?
Daily quests are a chore because of how they're presented. It's not that different from the player deciding to play the game and accomplish x every day except that instead of "getting to" it's "having to".
Daily quests are also a chore because of how many there are. There should always be a limit, such as doing any 5~10 daily quests per day, so you don't feel like you "wasted" the 100s of daily quests you didn't do.
Wherever possible, repeatable quests should be made organic. Instead of going to the NPC, getting the quest to turn in 100 rat tails, and then going out to fight 100 more rat boys and nothing else, then turning it in and then starting the quest again, you should always get rat tails as you fight rat boys and can just turn them in whenever for rewards.
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RE: Where is the news of the next test phase...
The irony is that the staff are being incredibly professional with how they're dealing with this guy. I would've gotten fired two pages ago lol
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RE: Rhykker Mention of "Pay for Convenience"
@Psymantis said in Rhykker Mention of "Pay for Convenience":
[...] I loved the beta of a game called City of Steam but it launched with an asian publisher and constantly demanded feeding, like a greedy pet. They apparently separated from the publisher (I'd left before that) to try to survive but It was ruined beyond redemption by then and it closed down. They might have made money in the short term with their greed but wouldn't they have been better off thinking longer term? [...]
Modern companies, especially mobile companies, do make money long-term from this strategy. This is because of a technique called asset-flipping: developing one game, or even stealing somebody else's, and re-releasing basically the exact same game multiple times with only cosmetic changes.
The one iteration of the game failing means nothing to them. They will do the bare minimum needed to release it again with minor changes until this repeating scam stops working.
Of course, Fractured is not an asset-flip... but it's why the bulk of companies practice this. Digital video games are rapidly becoming a bootleg market just like China and Russia, probably because entities from those nations own controlling shares of several international corporations, and only indie devs remain as any show of force against it.
@Basileus said in Rhykker Mention of "Pay for Convenience":
In Elder Scrolls Online, people pay for things like riding lessons (speed up mount speed which is otherwise limited to 1% gain a day until you hit 60% which is maxed), experience scrolls, housing furnishing, houses, and crafting research speed boosts. These things are convenient and don't make the game P2W.
Elder Scrolls Online is a very poor example, as the game is sold in consequential installations. The store itself considers most content beyond the base game purchase to be DLC, referring to the biggest content packs as "expansions". ESO's expansions and content DLC are most certainly Pay 2 Win, as the best equipment sets in the game come from the expansions / DLC as untradeable dungeon loot, you can't craft jewelry at all without Sommerset, and every new zone adds new quest lines and Skyshards that boost your skill point cap.
If you're one of those people who considers earning ingame gold faster (and thus being better able to afford important items in the player market) to be "pay 2 win", then it's even worse, because whatever the newest content is is also the best content to farm for gold. Newer style motifs and mats are worth much more on the market, and it's far more expensive to purchase for Jewelrycrafting than it is for any of the older crafting lines (though you can harvest Jewelrycrafting mats without Sommerset, you just can't use them.)
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RE: Min/Max'ing and crafting/fighting
@Farlander said in Min/Max'ing and crafting/fighting:
I guess I'm not really understanding horizontal progression. Progression seems to suggest items get better but horizontal seems to suggest not going up. So how does something get better if it doesn't increase in power? What makes stuff better as it moves horizontally?
Compare having 5 STR and 5 INT to having 1 STR and 9 INT (or vice versa.)
That's horizontal, and in most games the purer build is better because it doesn't split the DPS, so it's a case where horizontal movement is an improvement.
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RE: People who buy a founders pack today get more than yesterday
@Pwnstar said in People who buy a founders pack today get more than yesterday:
Right, which is why I said the guy who claimed we are viable from the instant we start is wrong. Gear increases stats and you have to buy/make/find it first.
If a character that was just made 5 minutes ago was "viable" against a character after 40+ hours of progress, I would want my money back because that would basically mean there was no gameplay for that 40 hours. Not any consequential gameplay, anyway.
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RE: Fan Weapon Type
Fans are a very common weapon in fantasy games, especially if a dancer archetype is implemented or extensive Eastern themes are present. The fan from Naruto mentioned - the Bashōsen - is a mythological item from Journey to the West. It's also referenced in the Sonic games, where it serves as Jet the Hawk's weapon.
It doesn't seem to me that Fractured employs these themes at this time, though I'd welcome it in a future expansion.
I don't agree with the fans being folded for use as knives, however. They'll be much too thick. The usual solution is to make every spine on the fan a blade, or even replace its fabric with sharp metal sheets, and use it as a slicing weapon while it's open.
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RE: Is this game similar to Albion Online?
I'm a little tired of hearing "Albion???" myself, but I figured I shouldn't say anything about it. After all, taking about Albion makes me angry, and I've got enough anger.
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RE: Ease up Starting Zone Gathering Resources
This game doesn't really have coherent "starting zones", other than that - if I recall - there are respawn areas on all planets where you can't be attacked, even on Tartaros. I would imagine that these areas are about pissing distance in diameter, or may even be individual caves accessed from the overworld.
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RE: How many channels will there be if implemented?
One.
If the world is too crowded, they'll just make it bigger. They have the ability to expand the world procedurally.