Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. GamerSeuss
    3. Best
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Best posts made by GamerSeuss

    • RE: Housing Thoughts

      @Vortech Maybe you weren't here for it, but there has been a rather vocal outcry for more residences further away from cities. Since all residences are connected to city tech trees, solo'ists can't just make their little oasis in the midst of danger they always want, but further from town plots meet this need half-way. Not so far from town as to not be connected to their tech trees, but not so close as to feel like your just part of that town's suburbs.

      People want to make roadside inns and hunting cabins and such and try to be totally divorced from towns as much as possible...some people anyway. Different play styles for different players afterall, and Fractured is trying to cater to as diverse an audience as possible while keeping to their core values.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: First Impressions.

      @Kralith Thanks!!!

      1. PvP on Syndesia is meant to be heavily discouraged, AND the vast majority of players are in Young Status still anyway, so I would hardly expect ANY PvPers out there as of yet. This is the game's first Weekend, afterall.

      2. As Kralith said, the Servers just came up a few days ago, even if you can 'jump right into the action' you still can't really expect to be taking down Dragons on day 1. Shoot, the game is also still in Beta (in fact, this is the very first week of the very first Beta, we just barely broke out of Alpha) and so even more, you should not expect all the Gameplay promises to actualize as much as you seem to.

      3. Again, if you call this a Massive Grind, you might want to stick to games without a combat feature at all. You can't really GRIND in Fractured. You can repetatively do things in order to amass certain resources...but that is Gathering, not Grinding. Grinding would be going on and killing/killing/killing to level your character. Every monster has a cap on its Knowledge Points, AND you have other routes to Knowledge Point gain, like Gathering Resources. You want a massive Grind, play WoW, EverQuest, OSRS, Guildwars, these games can be super grindy. FO is reasonable in its expectations for killing mobs, jumps into action fairly quickly, and has a diverse gameplay setup, already, and they aren't done with it.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Most of the newer changes kind of just suck.

      @WaterMerchant Actually the game went from testing full loot to where it is now, however, from the very beginning of the game, it was stated that only Tartarus was going to be the Full Loot, PvP planet. It wasn't sprung on you. It wasn't a bait and switch, they were clear from the beginning that Syndesia would not be a PvP focused world, and that they would experiment with ways to balance out the world of Syndesia to meet the expectations of the game. Syndesia, as others have said, is working pretty much exactly as it is meant to right now, PvP-wise. It is an available, but heavily discouraged option. Tartarus will always be a full loot PvP planet, because that is also the exact plan from the beginning. The only way Tartarus won't be kept PvP heavy is if nobody signs up to play it PvP, not just because so-called "carebear" players argue it into PvE over PvP. Yes, people might want to play the other races, BUT that is not how FO is designed or intended, and the Devs have been pretty adamant that they won't be changing their core values and goals for anyone.

      The game 'impression' you speak of was never given by Dynamight Studios, it was made clear from the very beginning that it would NOT be that way, in fact. If you misinterpreted what they were selling, that is on you, as they were 100% clear, and this is coming from someone who has been backing this game from the very beginning.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Player spawn locations during pvp combat is a big issue.

      but the PvPers are in the minority.

      Syndesia is not supposed to be balanced between PvP and PvE, it is just supposed to be possible for both, but it is supposed to be 'safer' for PvEers and be a real challenge for PvPers. That has always been the developmental goal as I understand it for Syndesia. It was never meant to be a PvPers playground, or even balanced (which isn't possible) it is just supposed to allow PvP at a steep disadvantage.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Player spawn locations during pvp combat is a big issue.

      PvP is Allowed on Syndesia, but it is 100% meant to be heavily at a disadvantage, by DESIGN.

      If you want to set up PvP ambushes near towns, expect people to do the quick reinforcement option. It only makes sense. What doesn't make sense is setting up a Ganking Ambush near a populated area where the 'peasants' can rise up against you.

      This is not, and never was meant to be, a full loot PvP playstyle only game. When you go to PvP on Syndesia, expect a huge challenge. For the most part, Syndesians are free to be PvE. Only those who truly want to engage in the PvP system should have to worry about PvP as more than an occasional inconvenience.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Player spawn locations during pvp combat is a big issue.

      @deltus You seem to have mistaken Syndesia for the PvP planet.

      The real answer is, if you have a problem with things being stacked against the PvPer, stop playing until Tartarus comes out.

      Every place on the map is not 2-3 minutes from a town. The distances are further than that, and there are obsticles that slow people down in places. For instance, the Vale of Shadows is much more than 2-3 minutes from a town.

      Just expect to be at a disadvantage. You should be beating them players once, then running away, if you intend to be a PvPer, not sticking around and keeping up the fight. As has been said before, running away is very easy in Fractured, so if you must, jump on your horse and get out after doing a couple kills. That's what your gonna get if you attack Blues, as otherwise, mostly, your getting Bandages anyway. Why whine about it, just know that Syndesia is not meant for your playstyle, and wait for Tartarus if you want more PvP fun than that.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: The absolute ridiculousness of mage gear

      I typically play mages, but I have to disagree.

      Yes, I want more gear for everyone, and expect when the game launches, there will be lots of choices, but as to mage gear without recipes...

      Although I hate the recipe system, I can easily see why there isn't as many mage gear options on the game. Mages don't need as much gear.

      1. Mages currently have armor that almost never loses any durability
      2. Mages typically attack using skills that don't even really require a weapon at all.
      3. Primative Mage Staves give basically an unlimited non-mana magic ranged attack, already. Yes, improved staves would give a bigger damage hit and also typed damage other than 'magic' but I would still call that advanced gear.

      Now look at the other characters:

      Every other character HAS to have a weapon to attack, or get up close to unarm strike, for much higher risk.
      Archers, your other ranged attackers, still must have a bow to use their archery abilities. Fighters have to have melee weapons to use melee abilities, and often these are separated by types, Slash, Bludgeoning, Piercing, etc... so they often need to carry multiple weapons around. They have other armor varieties, but they are right in the thick of it, too, taking damage.

      Shoot, the Mage starts out with Mage Armor, which over-rides the worn armor and protects the mage fairly well for the occasional hit they may sustain.

      I don't like recipes, let's get that straight. I'm not for how they are so far, but I do completely understand why they are treating mages this way in comparison to other classes. The naked mage build is still a thing people are looking at for PvPing, afterall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Political Discussions on Discord

      @Ablabla Now we're getting rediculous. Let's just try to keep the insults at bay, shall we?

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Player spawn locations during pvp combat is a big issue.

      @diabalo12 Do, Syndesia has been advertised from the beginning as the Mixed PvE/PvP world, with PvP supposed to be at an extreme disadvantage so as to discourage PvPers from attacking PvEers. That was clear from the very first advertisement of the game.

      PvP is possible, but on Syndesia, it is supposed to be mostly between PvPers, and not force PvEers to participate, or overly risk too much PvP. Some small risk of PvP is out there, but the PvEer is supposed to be at an advantage to compensate.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Solo playing became extremely difficult.

      @Tyrgrim Solo play has always been a major draw of MMOs actually, going back to Ultima, Online the first major MMO out.

      The Multiplayer feature isn't simply a demand that we require group play tactics, but rather, people want to be in a shared dynamic world where what they do changes things, and what others do also change things, where they can compete with other players directly, and not simply on some leaderboard. I've played MMOs for years, since Ultima, Online in fact, and most of my MMOing career has been Soloing the games. I would occasionally join in on a raid team, but generally only when it was absolutely required, or specifically when a group of friends managed to come on and synchronize things. (a rare occurrence in my situation usually)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Solo playing became extremely difficult.

      Actually one need not join a Guild to join a city. Yes, many of the cities will be Guild controlled, but by no means all of them. Non-guild cities will probably be far more open to guildless player interactions, citizens or not.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feature Suggestion - Map Icon for personal craft blueprint items.

      Actually, such a feature has been suggested many times. I think the gist of it was, blueprints are placed so willy-nilly that it would quickly bog down all the resources of the game if you had additional resources going to track all the various blueprints in the map.

      This is why others have made different suggestions that would limit the amount of derelict blueprints out there. Time limits on them if they aren't completed, and especially if they are never started, etc...

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Free key to Alpha test

      @Frankol23pl said in Free key to Alpha test:

      @Bhan yep i wish i can suport but 24 $ its too much to acess to Alpha. I thing a Alpha need to be at free not to pay.

      Alphas are rarely a Free endeavor anymore...the supply of potential testers is a lot higher than the demand now. Your lucky to get much free Beta time anymore, and practically no Alpha.

      That being said, keep watching the forums, as near the end of the testing phase of each Alpha so far, they have opened up a small window of free play to stress test the system with the increased load, usually 2-5 days worth, and you might get in on that. You can also experience the game vicariously by watching those of us who stream the game.

      This is originally a Kickstarter, crowd-funded project, and thus, when you support the game, your actively paying for the game's development all around. There is no big Uber-company behind this, Dynamight is a small studio putting this together on a small budget. They've done better than they expected, but in today's gaming world, charging for Alpha access is definitely a thing.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Travel Time Mitigates Log-in Desirability

      @BlueGoblin said in Travel Time Mitigates Log-in Desirability:

      @GamerSeuss I don’t think the carts are spot on at all, but I also know they’re going for reality. Horses can move that slow while pulling a cart and a quick goolge search shows:

      The average horse can run at about 30 miles per hour and sprint up to 50 miles per hour. The average speed while pulling a cart is 2-4 miles per hour. While cute, it’s infuriating to the average player trying to enjoy a game.

      Horses historically, don't really go that much faster than humans...
      Yes, the Average Horse goes about 30 mph, but the average human runs at 28 mph, almost 90% of the horse speed. Yes, a horse can Gallop/sprint and reach 50 mph speeds, but they can only do that in short bursts before wearing out the animal, and they can't really do that pulling the cart along.
      They don't differentiate the weight of the carts when estimating the horse's speed, and of course, the whole paved road speed up is purely arbitrary.

      Now, a horse pulling an empty cart should probably go faster, just as horses should be able to do a short sprint to get out of a combat zone quickly, requiring the rider to stop and walk the horse for a few ticks to cool it down afterwards.

      Horses stats should have an affect, but currently, only Dex does.
      Dex should be the horse's base speed
      Str should be how much they can pull before they are 25%, 50%, 75% and 100% encumbered and have their speed reduced accordingly
      Con should affect how much damage a monster can do to your horse before it gets dismissed, and affect how quickly you can resummon it to you.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: [Feedback] Party Knowledge sharing feels bad

      @Farlander said in [Feedback] Party Knowledge sharing feels bad:

      I wouldn't consider grouping to be abusive. If someone is willing to spend their time leading another player around to get knowledge more power to them. That's the part that makes a mmo great...cooperation. By taking away the ability for everyone to earn the same amount of knowledge points you will in effect push players toward solo play. Aren't we wanting to help people enjoy group play?

      I remember the early days of SWG, we would fill our groups to max so everyone could run around and get the achievement nodes. It was saddening that when most got those they didn't group up for anything except major hunts.

      Actually, we're supposed to be showing a game that encourages both Group and Solo play. Current testing phase is very Group-centric, but Solos are supposed to be not only viable, but completely supported and encouraged as well.

      Personally, I would take the base knowledge value of the creature, divide it by the number of players in the attacking group, and that's how most knowledge would be awarded. If a single member of a group is more than 50% below everyone else in knowledge of a particular creature, that character would get 1.25 shares, while anyone with 100% on a creature would only get 75% share (which would equate to nothing for them, but still take away from the total KP of the creature)

      This way, everyone on equal footing levels up equally within a group, but those lagging behind get a small bump, while those 'finished' with a particular mob take less away from the whole.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Please fill up your Trading Posts!

      You're still missing the point...the towns don't really have the power to drive the currency right now.

      Until you can legitimately drive the economy, coinage is a symbol without meaning. The US Dollar started out on a Gold Standard, then they came out with the Silver Certificates, which meant all gold was backed by Silver, nowadays, the USDollar is backed by the US's value in the Stock Exchange globally. The fact of the matter is, there is still a finite backing to grant legitimacy to the coins/dollar bills/credit out there.

      In game, a city owner could create coinage until the cows come home. That still doesn't change the fact that gold itself doesn't really matter to the Governors out there beyond upkeep of their cities. Their resources aren't going to suddenly fill up their trading posts with the new currency replacing the Gold Piece, because they are still going to value their resources more than the gold they could get openly trading right now.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Please fill up your Trading Posts!

      only if there is a demand for it. You have to have a demand before money or any other resource becomes valuable. Ore, Leather, etc... has value because in game, you need it to make better armor and/or weapons, money, really, is used to upkeep a city if your a member of a city, and to buy (1 time) a private plot, if your not, and then it's mostly useless. Adapting another currency will still just do the same thing, unless the Governors of cities 1. Start to charge their citizenry for some of the amenities in their towns, and 2. Mandate to each citizen an alotment they must pay towards the city upkeep...and again, this only assumes that they aren't taking advantage of the current situation, Like Nekrage has said, and just keeping their cities as Rank 1 to avoid paying upkeeps, and just grabbing as many cities in their guild as possible.

      NPC merchants who sell things for gold would create a value to gold, but in a player driven economy, where right now, most things are being made as needed by players, and major construction, like Metal, is controlled by cities who can choose to sell off goods and/or raw materials as they see fit, your not going to drive the economy up by just creating a few new currency systems. Yes, private property has value, but only that value the owners of the property, and the buyers of said property attribute to it.

      Once ports really open up and get used, that will draw out some money. Once Towns get most of their standard citizens equiped with a set of good gear, and a backup set, then towns will start to sell off excess raw materials and/or finished goods. Until then, your in economic limbo

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: no progression

      With potential added content, they should be able to keep KP progression going. New Skills/Spells added in, new Critters to fight, and of course, new Legends adding in the new tales/secrets they add in.

      As to group and KP division, that is a work in progress, they are still fine tuning that one. I expect they will probably wait to directly address it until this Alpha is overwith, only because of how the code integration is probably related, but not knowing the source-code and engine myself, I could be completely off, and they will just fix it with a patch. Either way, it is on their radar, they've responded in other threads about this one.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: The Trees are Our Enemy

      @killergoldfish said in The Trees are Our Enemy:

      I get that this game is in alpha. But that is no excuse for not putting any though what so ever, into what you do. Clickable trees where people kill mobs! Especialy if you are a basic attack char. Or when you are just trying to run from mobs. Which you will need to. That this has been brought up months ago, and nothing seems to have been done about it, is ridicules

      Putting in thought isn't the same as implementing something during an Alpha.;...they need to prioritize things and decide what mechanics to hot fix during alphas, and what mechanics can wait for the QoL tweaks that are to come later. In between Alphas, they have more leeway, but still, every thing that they do takes time to code to some extent, and thus takes away from another project, and that's not even counting how interactions can cause a cascading affect on the devs time.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Attributes reset (Requested Feature)

      Think I would disagree with this, only because you will see early game, people prioritizing Strength and Constitution as it would increase survivability, and then late game, once they are geared and talented up, they would respect the completely other way around, taking advantage of the fact that gear and talents shore up those needs, between resistances and other perks, and instead max out things like Intelligence for the Mage power, as an example...Respec'ing should be more involved, maybe during testing it would be okay though

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • 1
    • 2
    • 12
    • 13
    • 14
    • 15
    • 16
    • 17
    • 18
    • 14 / 18