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    FLeaLoD

    @FLeaLoD

    TF#1 - WHISPERER

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    Website www.lordsofdeath.com/

    FLeaLoD Follow
    TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by FLeaLoD

    • Crafting considerations

      First, the game is amazing. As an online gamer since UO Baja 1997 (Counterstrike, Shadowbane, Warcraft III, Darkfall, Albion, Legends of Aria, Huntshowdown, Crowfall currently), this game is amazing and has a lot more potential. I am not a forum-warrior, always enjoy a good debate with the forum-academics lol. Anyway, Alpha's and Beta are established for testing and at times, developers like to get player feedback.

      Here is mine. I think game mechanics are greater than anything that a game can provide in a players experience. That said.

      Time seems to be a sink in this game. Traveling to other cities, mob spawns, waiting for smelting, leather, gathering etc.. I really like that actually. All players seem to have equal opportunity to resources. Location forces trading. That is all a tremendous, positive aspect for the game economy.

      However, I don't think Fractured offers introvert gamers or small groups much in the crafting arena - thus creating a deficit for these small groups to acquire weapons and armor on an equal footing. Simply because I don't want to locate in a major city or become a citizen to it? Rural property owners, small rogue groups are disproportionately restricted from crafting. I have yet to see a reasonably explanation as to why other than the arbitrary "the developers intended it this way". Curious as to what is the mindset or mechanics of this and why?

      Here is a possible solution: Depending on the size of the lot, only allow a player to build according to the size of the plot.

      Small plot = 1 smelter allowed
      Medium plot = 1 advanced smelter allowed
      Large plot = 2 advanced smelters allowed
      and so on...

      That way, time limits an individual's ability to mass produce, but it still gives small groups of players the ability to craft comparable armor and weapons against larger guilds. I want to compete in small group pvp, live on the outskirts of a city without having to be established in a city area.

      Example: There are three (3) people I have recruited to play this game currently. They are close friends. I am getting a 4th involved today. I may try to make this an official guild game in time (which will bring 20 to 50 more players) as I am testing it. My current small group of friends cannot compete against larger guilds in creating equal tier weapons and equipment. We would have to join a city, and craft inside the city. It just doesn't make sense, frankly a barrier that may scare us away.

      Unleash individualism.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Rares

      I would love to see rares in this game. It kept me playing UO for a long time. Some ideas: Very rare blue prints drops for furniture, mountable deer, bear, wolf, troll heads, vace, pillars and architecture. Random lootable vaces, rugs, carpets, dye tubs or items in mob camps that spawn at certain times daily, once week, or once a month for limited times. Rare colored horses that spawn etc.. Small content additions like this go a long way in creating excitement and trading opportunities.

      I am generally not a fan of rare drops that impact pvp. Balance is difficult enough to attain in any game.

      Take care,

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Log out - can't log back in bug

      When I logged out, outside of my house area I still can't log in because my character is still in game.

      posted in Bug Reports
      FLeaLoD
      FLeaLoD
    • RE: Plot unkeep

      @Jacenson

      I think it would be an interesting aspect of acquiring plots if the buildings/additions stayed. The Fractured team could put gold value standard on each building/addition that can be added to a plot, then an individual could potentially buy it for the assessed value. Possibly, automatically be placed on the auction, then decays after 2 weeks if not purchased?

      Some ideas.

      FLea

      posted in Questions & Answers
      FLeaLoD
      FLeaLoD
    • RE: Crafting considerations

      GamerSeuss, that is a fantastic post! I really appreciate the history. I think you are on point, I like your idea better. It could also be an opportunity to provide a gold sink. Well said, thank you.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Log out - can't log back in bug

      That or the log in server is down.

      posted in Bug Reports
      FLeaLoD
      FLeaLoD
    • RE: Suggestion.. Add button (auto-run)

      @OlivePit

      hmmm strange...

      yaya.JPG

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Suggestion.. Add button (auto-run)

      Auto-run key. I am really impressed with the game mechanics. Overall, A+ on the game so far.

      Regards,
      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Housing Thoughts

      I support housing throughout the territory not just in urban and some of the designated rural settings. I would like to see spots located in advantageous locations for PKs, hermits, anti-socials, small guilds and PvErs.

      Three tier housing system:

      Urban (in the city)
      Rural (unincorporated)
      Country (sporadic locations outside rural areas in plot clusters of 3's 4's and 5's).

      At the same time, allow the Governor the ability to tax each of these tiers differently (there should be a tax ceiling). If you have some pesky country folks terrorizing your citizens, tax accordingly. Also, allow the Governor of the territory to place "guards" around housing areas that attack reds, KOS players or grays. For example: Guards near a housing area where known pks are housed could provide to be irritating. I believe housing is one of the most sought after aspects of an MMO.

      Note: Guards should not be invincible, just difficult and annoying to kill.

      Theorycrafting rant off/.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Crafting considerations

      @spoletta Grofire is correct.

      I would add that UO (developers inspiration) created a solo style game. Doing so invites group, guild and faction fighting/conquering play-styles. The opposite is not true with a group build type games. Build a guild game (Shadowbane & Crowfall come to mind) , there is no place for solo or small group type players.

      I really enjoy the game, it has potential but the reliance on a person running a city/tech tree has proven to be onerous for this casual gamer.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD

    Latest posts made by FLeaLoD

    • RE: Crafting considerations

      @spoletta Grofire is correct.

      I would add that UO (developers inspiration) created a solo style game. Doing so invites group, guild and faction fighting/conquering play-styles. The opposite is not true with a group build type games. Build a guild game (Shadowbane & Crowfall come to mind) , there is no place for solo or small group type players.

      I really enjoy the game, it has potential but the reliance on a person running a city/tech tree has proven to be onerous for this casual gamer.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Crafting considerations

      This aged well.

      As a casual gamer, with a few friends playing I was NOT excited about the current housing/plot model. Where Governors owning and maintaining a tech tree that controls what an individual puts on their plot of land and what they can/can't craft. It is why I spoke up about it early on in this thread and another. The game forces a player to rely on other players that you don't know to run a city because you don't have the time or manpower to do it yourself.

      You rely on the Governor and his cronies through the tech-tree and upkeep to maintain the city. You could spend hours - building a house, forges, benches, loading up chests, bringing loot and resources back to the house only to have the city owner and guild running it abandon it completely. Like what has happened in a few cities already. It escalates people that game casually, within these areas to quit the game because they are stuck on a tech-tree-less plot buried in chests full of loot.

      Build in another area you say? No thanks.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Guild creation not working

      Guild creation is not working for me.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Housing Thoughts

      @spoletta Your last point is a good one. Housing is a safe spot which could pose problems for people fighting mobs near their house.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Housing Thoughts

      @OlivePit

      I am not sure why you continue to push against new ideas or inferring you know exactly what the devs thought process is. The game is still in Alpha, this is the time to push new ideas and hope they stick. Should I remind you of your post you flip-flopped on regarding the auto-run key that came to fruition? I think it would be great to give a Governor more leeway in taxation. It could cause an uprising, perhaps a seige, a tea party.

      @spoletta I disagree. I see city and rural. That's it. I would like to see small clusters of housing in random spots, near mob zones, high traffic areas etc.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Housing Thoughts

      I support housing throughout the territory not just in urban and some of the designated rural settings. I would like to see spots located in advantageous locations for PKs, hermits, anti-socials, small guilds and PvErs.

      Three tier housing system:

      Urban (in the city)
      Rural (unincorporated)
      Country (sporadic locations outside rural areas in plot clusters of 3's 4's and 5's).

      At the same time, allow the Governor the ability to tax each of these tiers differently (there should be a tax ceiling). If you have some pesky country folks terrorizing your citizens, tax accordingly. Also, allow the Governor of the territory to place "guards" around housing areas that attack reds, KOS players or grays. For example: Guards near a housing area where known pks are housed could provide to be irritating. I believe housing is one of the most sought after aspects of an MMO.

      Note: Guards should not be invincible, just difficult and annoying to kill.

      Theorycrafting rant off/.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Would tents be a viable inclusion?

      @Mirgannel12

      I agree.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Thoughts on the alpha test

      @Jameow

      Some great suggestions in there.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Housing

      @OlivePit

      I have seen those. I think my aforementioned ideas are good changes. Like auto-run, I hope theorycrafting on the forums successfully changes their mind or gives them ideas to make Fractured a better game.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD