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    Best posts made by GamerSeuss

    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      Since anyone can generally grind out 1000 gold easily in about an hour, the costs here aren't that high at all. If anything, the game needed more gold-sinks as it is, or gold would be too economy breaking with inflation caused by gold glut.

      The game NEEDED gold sinks...so now all crafting takes gold to do...except primitive from inventory, that is...that is improvising. Anything else, it is assumed your paying for various little things, like upkeep on the crafting stations, resins, dyes, high and low grit sandpaper, oil, etc... used in crafting that they didn't want to individualize...On top of that, if you use a town station, you pay an additional tax...makes sense.

      I'm a crafting heavy player, and I find this perfectly reasonable. Once the game gets really going, crafters will be able to reflect their costs back into the price of their finished goods...in fact, if people are smart, they would immediately go to their old market listings and adjust all their prices to reflect the additional costs...if we all do it, then the pricehike will be uniform, and should stabilize the economic impact overall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Alternatives to Unique Character Names

      I've always been a fan of Unique character names in MMOs.

      I hate logging into a game and finding 15 versions of Gandalf, Merlin, and Drizz't Du'Orden in the game. It always takes away from the immersion for me.

      I am also not a fan of account ID/Tags attached to names for the same reason, and non-sensical/profanity names are also a no go.

      Unique house names are a compromise I like, but even then, I wouldn't want 50 Merlin _______ out there with just a different last name. Part of the fun of a Role-Playing game is to come up with a cool fantasy name for your character, afterall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Combat overall must be improved, clunky, sounds, animations, feeling, inmersion.... is pretty pretty meh

      @Eigus Sounds and Animation are being worked on...but aren't high priority over actual mechanics.

      As to the actual method of combat itself, this is working as they have said they wanted it to work. I don't anticipate much mechanical change in this. They want it to be click intensive, no autotargeting or autoattacking, manual aiming type combat without the option for keyboard or joystick/gamepad changeover...at least that's what's been said.

      Of course, I'm just a tester like you, but I've been testing since testing began, and that's the impression I've gotten.

      The actual mechanics of combat I find quite immersive and helps set the game apart from other games...but then, everyone's opinion is different.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Combat overall must be improved, clunky, sounds, animations, feeling, inmersion.... is pretty pretty meh

      @Eigus Yes, there are people who feel the combat is clunky and non-immersive, but there are also a lot of us who enjoy it immensely.

      Things like sound and animation fixes aren't things that are going to be high-end priorities during testing, they just need to be smoothed out by launch, but understood that everything else in the game comes first.

      Every group is different, and your never going to please everyone, and that's fine, that's how the world works.

      This game is going for a very specific asthetic in gameplay, with mouseclicking and no autoattacking being a standard. Keyboarding the hotbar and no gamepad support are conscious decisions by the devs in order to get the asthetic they want.

      Things like skill activation timing are still being worked on, of course, but that has changed throughout testing. We now, for instance, have skills that can be activated a few times before cooldown kicks in, not a one and done thing...like the Arcanist basic healing skill. They have also said that eventually, it will be a conscious choice what you put into your hotbar, because you won't be able to activate things like remedies and bandages from inventory, thus cleaning up combat even further. Either you hotbar it, or activate it out of combat situations anyway...(not sure what the final idea with be...they may even add another hotbar slot or two, or even add a 'belt' or other piece of equipment that grants a dedicated slot or two for such things)

      The gist of it is, they need to get the skills and weapons and enchants and talents all balanced and then once that happens, they will be able to fine-tune the combat to exactly what they want, but whether or not that will meet with your expectations is hard to say. There will still be those of us out there who really enjoy it so far the way it is, afterall.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Updating the enchant aspects

      The enchanting system and its depth and complexity is my absolute favorite part of FO.

      Having said that, I'd still agree with @spoletta that it could use some rebranding as well as additional enchant types to extend the value of certain reagent attributes in the system.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: How long is this beta? I want to buy the silver package!

      @Althalus Actually, you were greatly misinformed.

      They have said from the very beginning that after every test phase there would be a wipe. Each Alpha had a wipe, and They have ALWAYS said, since the very beginning of the game that there would be a final wipe prior to release at the end of Beta and no beta progress would move into release.

      Also, open Beta said that they would 'try' not to do any wipes before the final wipe, but that if the game necessitated it, they would do so, like for a major patch/bugfix/exploit correction. So far, they haven't done a Beta Wipe, but that doesn't preclude one.

      Whomever told you there would be no wipes at all was not giving you the straight info that the Devs have always said.

      As to plans for an Open Beta, none has ever been officially mentioned. We do occasionally get an open Beta period of like 5 days to stress test and tempt the public, but as of now, there hasn't been any official announcement of an open Beta phase, although several of us are kind of pushing for a final like open beta the last month before wipe/release.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Wagon and Carr

      Those time sinks are there on purpose, so although it has been asked before, I don't see it happening.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Carriages?

      This has been suggested before in different iterations, but the Devs have been pretty adamant that they don't want fast travel. Horses, Harbours, and the portal between planets is about it.

      We have talked about carriages, caravans, and other permutations, but fast travel is something they don't really want. (I think carriages/caravans might make for interesting content added travel, not exactly faster, but eventful and structured)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • The Book of knowledge needs an update

      I know that this is a Beta, but I would love to see a revamp/update to the book of knowledge entries for Armor and Weapons to better reflect which Recipes you have learned on your character.

      Right now, by looking at the Weapon Page, for instance, I can see that I have Primitive Mage Staff at Mastery, but can't see what other staffs I have unlocked with recipes.

      Also, since they implemented the Poison and Acid Staves, they never added them to the page whatsoever.

      So, when there is time, I would love to see those staves updated, and maybe an actual color change or something on those weapons/armor pieces you have learned a recipe for.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • On Raids, a collection of observations.

      This isn't exactly a bug report, but a collection of observations based on the last couple raids I was involved in.

      I will preface this by saying that I am not typically a Raid/PvP type player, so this is not from an expert in that regard.

      1. The walls need to be subject to damage to something other than siege engines. Otherwise, you kill the catapults, the raid is basically over for the attackers. Might as well at that point end the raid if the wall hasn't been breached.
      2. On walls, it does appear that wooden walls and stone walls take about the same amount of effort to destroy, so there really is no advantage (just cosmetic appeal) to upgrading from wood to stone walls. If anything, Wooden walls should be more susceptible to 'Fire' based damage from player spells, so a wood gate could be knocked down by Fireballs let's say. On the same note, something like the Tectonic spell should help knock any wall down eventually.
      3. Pass through abilities: It turns out that some movement abilities can allow you to get through sealed walls, Things like Lunge, The Thunder Rush spell(misremember the name) and possibly Battlejump (heard someone say it, but not sure) can bypass walls. Relocate didn't seem to work. In one raid, if there was a lootable body on the other side of the wall within click range, you could click the body to just walk through the wall as well.
      4. A big fail for the raids was the ability by players to move their avatar in around other features, like the catapults themselves, preventing them from being targetted. When you try, you get the gears/interaction cursor instead of targetting swords, thus making it that much harder to protect the catapults, which as aforementioned, makes a raid hard if the catapults are taken out early. Might be a good idea to also up the HPs of the catapults so they can at least last longer, OR, have a seige only mechanic for hot-fixing/healing catapults by adding wooden logs or something to them during the seige to symbolize patching broken rigging.
      5. In one raid, I was out getting ammo for the catapults when the raid timer started, and I was frozen with my wagon full of stone on my way back. Mainly need to know if this kind of freeze is intended, or not. This way we know if we have to be back in the raid zone before the raid starts or not. It was known that logging into a town during a raid is supposed to freeze, then kick you out of the town if you are not a defender, but it is not known about my particular issue.

      These are just several observations. I'm not sure what the solutions to these issues might be, but wanted to give as detailed a set of feedback as I could. I know I was one of the ones that was able to Lightning Rush through the walls after the Catapults went down, but I would like to know if that was intended, or would be considered an exploit. (we did stop doing it, as a guild decision)

      As others have said, the collision mechanics need to be looked at in regards to seiges/raids as well, as just ironing out collision code would probably go a long way to improving raid experiences for everyone. We would know, for instance, if wagons were meant to block ranged attacks/totems, and of course the pass through mechanics would be ironed out.

      Thanks,

      Doc!

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Gathered Feedback: Restrict buyers to only lowest cost items

      Personally, I like that the market might default to the lowest cost item as a suggestion, but also want, as a player, the option to go for the higher priced market item. I might do this to help move the economy along more, or because I know a specific seller has an item on the market at a given price, and I'm trying to specifically help that player, but may not be able to manage to meet up with them timetable wise to make the purchase agreed upon. Yes, multiple people may have the item at that price, and then I'm stuck, but that's why I might agree to make it an oddball number to identify it. Say Me and Storm couldn't meet online for some reason with our schedule, but I wanted to see Storm a recipe, I might make the recipe cost 15,123 and then she would look for that price exactly, as few others would list at exactly that price.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Races restricting freedom of play.

      The 3 Races and how they are handled is a Cornerstone Concept of this game.
      As such, this is one of the things that the Devs are more than likely going to dig in their heels about overall.

      Realize, of course, that although the 3 races are world specific, and alignment factioned intially, Classes don't really exist in the game, and any character can learn any Skills and Talents, so you are given a large amount of choice.

      The Races aren't as much about splitting the player base between likeminded adventuring groups, but more to splitting the playerbase among different distinct play-styles. Demons are for pure PvP player types, Wildfolk are for pure PvE player types, and Humans are for those who like a little Peanut Butter with their Chocolate (Mixed Pvp/PvE types)

      The game is not really developed towards the idea of mixed racial groups traveling together, and although there are elements borrowed from D&D, that is more a side-effect of being an MMORPG, not a direct correlation. All MMORPGs were initially inspired by D&D, afterall, going back to UO, so cross pollination is to be expected, without copying everything over.

      The fact of the matter is, even though the current movement in D&D is making everyone able to play every way they want, without no true Racial Distinction enforced, that doesn't mean the entire player base is even behind that there. I'm against Gatekeeping in games, HOWEVER, I don't see it as gatekeeping when you try to stick to a specific world them in your game, based on popular fantasy or sci-fi tropes, or even intend to develop your own specific cultural biases within the structure of the game.

      Anyway, not to get into a debate about societal structures and Gatekeeping, suffice it to say, Fractured is built around the story of the 3 races and their distinct differences, and may give the option for Demons to become Angels, Wildfolk to become Abominations, and Humans to become Liches, or they may even drop that in the future. The Race=World linik however I fear is mainly here to stay.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Races restricting freedom of play.

      Sometimes, adding restrictions adds to and doesn't take away from the fun. Also, a 'Bad' DM is only a DM who doesn't run their table consistently.

      Nobody's fun is wrong, if a table doesn't match your style, don't play at that table, doesn't mean that DM is bad in any way...it's a fallacy that has been engendered in modern versions of D&D saying you should always strive to say 'Yes' to the players. Sometimes, a DM could and actually should strive to say No and maintain the story idea that they want to run. Just like you have the right to play your character's personality the way you want, so the DM has the right to play their Campaign's personality the way they want. If you and your party don't mesh, then its the wrong party, and if you and your DM's campaign don't mesh, it's the wrong campaign.

      Same goes with MMORPGs. Fractured is for a certain type, or rather, 3 certain types of players, and its built to foster those 3 separate approaches and the Race system is how they chose to segregate those playstyles, and they baked it into the core, on purpose. Sometimes, you totally cheapen a concept by giving in too much to one group of players, at the expense of the ones originally attracted by your core concept.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback on Legends

      @Logain no way Fractured can be completely Horizontal. Even I admit that. It is, however, about as Horizontal as a game can get away with and still be fun and have combat themes at all.

      Advancement is still based more around versatility than actual power creep. The game just takes a Rock/Paper/Scissors approach to some combat situations. Did you load-out the best Skills/Gear to face this Mob? Did you anticipate what this PvP opponent brought to the battle?

      A brand new player and a 2yr vet can still take on a new mob together and both get KP, both feel useful, and if need be, just give the newer player some spare gear for that second outing against that mob, and switch out a skill or two to better contribute.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback on Legends

      @Logain actually, i like this idea and could see it explored further

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback on Legends

      actually, there's another thought, maybe a recipe, ANY recipe can also be required for Legend summons. That gives us a Recipe sink, because they do become obsolete eventually.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback on Legends

      @Logain My thoughts are, the biggest deterring factor for legends are:

      1. Possibility of getting Ganked as a PvE player
      2. Amount of Resources needed to Summon them.
      3. Currently, many of the Legends do not work.
      4. Once all Lore Pages are gained, they don't really offer up much that is worthwhile based on the consumption of the reagents at the alters. I mean, legendary reagents are good, but currently at least, they are scarce enough that nobody is using them for enchants, and the enchant system needs an overhaul anyway as many reagent attributes are completely unused.

      I am not opposed to some other value being added to Legends, and I definitely want to see Legends opened up more for the purely PvE characters out there, not just a beacon for PvP players to come in. Your idea with Prestige is intriguing, I do admit, and the double summons idea has merit as well.

      I don't think Legends need to drop gold, unless said Legend is a Gold-mob anyway (Wolf Legend shouldn't drop gold, nor Spider, nor Bear, but Goblin or Jotun or Primordial, sure).

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Importance of NPC in range of sandbox dynamic game...

      One of the goals of FO is for things to be done/made available via Players, not NPCs, so things like NPC merchants, and of course, any kind of Quest giver shouldn't be added.

      Some window-dressing NPCs wouldn't be a bad thing, and of course there are the NPCs that were part of some of the Kickstarter plans that would fit in. Mayhaps a Town Cryer that the Gov/VG can set to give messages of import to the town/guild could be a thing.

      The 'empty' feel of Fractured is mainly because population numbers are currently very low. That's in part because we're amping up to a wipe, and partly because it being a Testing phase (currently closed Beta) people did what they came to test, then moved on until new stuff was dropped into the game, perfectly natural. Sure, some of us die-hards stayed, and that's good for the game too, but your going to see that population ebb and flow during testing phases. Hopefully, after launch, you still see an ebb and flow, but with a greater concentration of players during peak times.

      I am, in other ways, not really in favor of too many NPCs outside of mobs within the FO framework. It's one of the features that attracted me to FO

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: No steam key??

      Steam right now is early access to Closed Beta. A Steam Ky would be a Kickstarter perk, and those perks are not set to kick in until actual release. The only perks that people get before release are like Forum Titles, Credits in the Store (but what you buy isn't in game yet) and Alpha/Beta access through the Devs. If they make Steam keys available, they will probably not be until full release in Winter, so 4-6 months from now.

      Also, no-where do I either remember or see anything about Steam Keys being offered. The most I remember hearing is that the game would be playable/purchasable via steam when it went live. It's not even live, and as Steam charges devs to give out Steam Keys, its understandable that they wouldn't want to take away from their development budget to provide keys they never promised.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Feedback after 50 hrs

      The rough state of the game is partly because although Steam calls this an Early Access game, it is still Closed Beta.

      Also, the game was plagued by a lot of major bugs in the opening weekend.

      Finally, this is a niche game, and one of the niche elements people want is the less focus on progression over variety, and the enchanting system is probably my favorite part of the game, bar none.

      No game is for everyone, however, and so if that's your spin on it, more power too you

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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