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    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
    • RE: Would tents be a viable inclusion?

      Good idea. Place to log out in the wilderness.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Housing

      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: Suggestion.. Add button (auto-run)

      @OlivePit

      hmmm strange...

      yaya.JPG

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Guild Creation - not working...

      I cannot create a guild. Are there restrictions on this?

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Player vs Player: Two Questions

      I am looking to find out what you think is an appropriate penalty for a player killer with (10) murders upon death. I would like to see your responses. Please do not respond to other people's perspective, but rather what you think would be a fair and balanced penalty for that player killer.

      Question: What kind of penalty should a Player Killer (PK) have after dying with 10 murders counts?

      Question: Do you intend to make a Player Killer (PK)?

      Answer: I think the PK should perma-lose 5% of their health upon every death and undergo the current bounty/jail system that has been implemented.

      Answer: Yes.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Player Killer Penalties

      @spoletta

      How about perma health loss? Right now, if a player dies they can sit by a forge/fire and regain their health loss. I think a great penalty would be that the player killer loses health permanently (10%, 20%, 30% debatable), which ultimately leads to re-rolling another character. This game is built around the commodity of time. When players are pk'd they ultimately lose time (gathering resources & crafting gear), when a pk dies their time in building a character will be lost.

      Health loss is already part of the game, implementing it for a player character wouldn't require many changes.

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • RE: Roadmap To Fall Alpha 2021

      I have read some great comments so far. It is incredibly hard to balance a pvp system and retain people that have no interest in it. Here is what I like so far:

      • Bounty hunting and jailing - cost to leave
      • Pks can't interact with any city services

      Here is what I do NOT like:

      • I don't like the idea of "choosing" alignment. Ones' actions dictate alignment.
      • Item/loot dropping differences between alignment

      Here are some suggestions:

      • When a pk dies by a player or mob they receive perma health loss that can NOT be restored at a fireplace. (as opposed to temporary health loss that is currently in the game)
      • When a pk is captured, not only do they go to jail and/or pay to get out, they receive a curse that reduces their attributes (STR, DEX, INT, PER, CHA, CON) by 1 or 2 or 3 etc. The curse stacks for re offenders.

      This will eventually require that the person delete and re-roll another character. The game is built on the commodity of time. When a player that seeks to do good dies and loses weapons/armor/resources - they are losing time. When a PK has to to create another pvp-ready character - they are losing time. They will undoubtedly consider the options more careful when there is a measured penalty.

      posted in News & Announcements
      FLeaLoD
      FLeaLoD
    • RE: Roadmap To Fall Alpha 2021

      Thank you for the update.

      A penalty for a PK on death or capture might include all or some of the following (I realize some are already implemented):

      • Jail time and its cost
      • Loss of talents (based on quantity of kills?)
      • Loss of knowledge points
      • Perma health loss (that can NOT be recovered sitting by a fire)
      • Some type of perma-curse that reduces the PK's physical/magic resist, swing speed or cast speed?

      I am not a fan of the loot reduction for certain good/evil characters but I do think there needs to be some type of penalties. Thought I would put some ideas out there.

      Thanks,
      FLea

      posted in News & Announcements
      FLeaLoD
      FLeaLoD
    • RE: Treasure Maps

      Okay, that's too bad. I think rares that have no impact on pvp or pve, add to a player run economy. I got into rare trading in UO and it was a lot of fun. I had something to spend my gold on and it was fun showing off the potted plants, open book, chess set in my house in UO. Paintings, vaces, plants, architecture pieces, rare blue prints (of furniture) from common to rare would be a great addition to the game - notwithstanding the pvp and mechanics are completed and in place.

      Thanks for the info.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
    • Treasure Maps

      I searched and did not see much discussion on this topic. Have treasure maps ever been discussed by the Fractured team?

      Thanks.

      FLea

      posted in Discussions & Feedback
      FLeaLoD
      FLeaLoD
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