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: Spell Tool Tips

      9% is not very high, and you don't know if any of the Monsters have resistances that affect this either.

      I know you can roll a 20 sided die 500 times and never once get a 1 or a 2, or you could roll that same die and get more than 50% of your results in the bottom 10%, so it is really hard to judge using such a low percentage...even when comparing to other spells, because every new roll is another chance for the RNG gods to skew your numbers.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: This Alpha needs a Second Kick Start Action

      Actually, this Alpha is going pretty good. You can't really judge an alpha by only a week's worth of data anyway. There is a reason the Alpha was set to run a month, and to end it premature for anything but a major bug problem would be silly.

      Remember, different testers have different schedules and priorities, and also, some things in game are being tweaked as we go along even in this alpha, during hot bug patches on an almost daily basis to handle the little things found by people. Some of the intended Alpha testers, for instance, may not even have gotten to log in at all yet, so their feedback isn't even reflected yet in the alpha testing. Other testers work M-F and can only log in to test on the weekend for limited time slots, and should still be allowed to come in and give the game as much of a once over as they possibly can.

      I still find much in the game to explore and try to fiddle around with. My sister is contemplating changing Cities right now to explore a relationship with a different city than the one we started with, while I and my GF are looking at staying put because of the involvement in moving everything we've established. I'm beginning to get quite the enchanter's station set up in my home in town, for instance, and I'm still trying to deck out the optimal equipment build for my characters.

      People like me want to put the game through as many paces as we possibly can in the very limited time we're allotted to play in the alpha stages, and cutting that already limited time short would really be a disservice to those of us still die hard about doing the alpha test justice.

      I currently am running 4 characters in the game, 2 of each archtype, and I plan on possibly creating a 5th character with a more Archer custom build in the future as well. I play both Solo and Group with 2 or 3 of us at a time, so far, and would love to get in a session or 2 with a larger group of players as well. Shoot, we haven't even had a chance to explore every area of the given continent yet, let alone spreading things out into further continents and worlds at this stage.

      Instead of ending the alpha prematurely, a better idea would be expanding the 'Tutorial Quests' with some more exploration quests to get people checking out some of the other areas on the continent that aren't getting as much traffic because there's no-one incentivizing you to go to those areas.

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

      @Hathos I think discouraging evil is a good overall choice. Yes, you can be evil, but as evil is a 'disruptive playstyle' for the majority of the population, it only makes sense to incentivize Good and Neutral play over Evil play, making it so that the player(s) have to try to balance their 'negative actions' in such a way as to keep themselves in the Neutral category for the most gains, quickly trying to leave the Evil moniker behind when it is attained so as to reap more rewards.

      posted in News & Announcements
      GamerSeuss
      GamerSeuss
    • RE: Foundation level 400

      @Razvan said in Foundation level 400:

      @GamerSeuss
      If you're active on the forums, it's not that hard. I've only been here for a year, level 308. Haven't recruited anyone. Being active (daily points, weekly drawings, points from surveys and newletters) gets you a lot of points.

      Oh, I'm sure, I spent the first couple years not very active at all, and I'm at lvl 222. I was just explaining how someone could make 400. There are actually lots of ways...the weekly point giveaway, filling out the after test surveys, daily postings, recruiting, its really not that hard, I just gave some examples of how to make it real easy.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: [UI] Quest text inconsistent with item name

      I get you, @appleezz

      @Prometheus As to a quest inconsistency that could have much more major ramifications, The field grain in the Northern city at least, is called Field Wheat, not Rye, even though the Quest calls for Rye (and unlike with the previously mentioned inconsistency, Wheat does also exist in this game, so it would get really confusing for those players who weren't in the test where the quest was changed to avoid exploits)

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      Have to say, this is a pretty standard thing in MMOs as it is. Even not always having a deathmark is pretty common. I do agree clicking on your body should autoequip what you can (unless you have something else in the appropriate spot.

      Retrieving one's corpse though is part and parcel of the MMO experience and shouldn't be made too easy

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

      @Alexian As much as I personally agree with punitive damages for those who grief all the time, I can see the point that many PvPers have made, and why this would affect the Dev's decision making processes to take such penalties away or lighten them extremely.

      The ONE thing you don't necessarily want to do in a game is encourage your player base to NOT play the game for any length of time. Yes, as a world punishment, it is the kind of real punishment that could have an impact and lessen griefing in the extreme, BUT it could also drive these highly lucrative players away from the game and send them packing to another game entirely. This is a net loss in revenue for the Devs, and thus bad for the community. Sure, there are some who would stick to it, or play on alt characters and such, but most of those who are hard griefers are not exactly the understanding, reasonable types and I could see a lot of rage-quitting because of this.

      The new rules and limitations, I think, are a good compromise in this regard and will keep people playing the game overall.

      posted in News & Announcements
      GamerSeuss
      GamerSeuss
    • RE: Water system

      They explained from the beginning that the Ports are specifically not for moving goods around as it would defeat their economy model, but instead, are a compromise on quick travel so that someone could join in with a raid with their friends from across the continent relatively quickly, or come do a rescue party kind of thing.

      The entire economic system of Fractured is based around physically having to transport goods from one place to another overland. This is to prevent several of the issues found in other games where this kind of player driven economy breaks down because of mass marketing.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • PSA: For those new people (and returning) who want to make suggestions and report bugs

      Before making a suggestion on how to change a feature in the game, or before reporting a bug, do everyone a favor, yourself included, and click the Search Icon up in the upper Right Hand corner of the Forums Screen and type in a key word or two and see if your topic has already been addressed.

      I know not everyone has time to go through every single forum post in this game. (We're a talkative bunch) however, after awhile, it begins to get really really tedious when the same conversation about the same suggestion ends up having to be done 20 or 30 times.

      If your doing this for the Foundation Goal of making a "New Post", you get credit for posting in an existing Forum topic, so you don't need to make a new post for those points.

      We could also consolidate all the "Hello, I'm New" threads to make it easier to find and monitor posts about new issues without wading through as many of these variations out there as we tend to get.

      This is just my own personal opinion, mind you. I'm not a Developer, or on staff for the Forums or anything. I just would like to see our efforts to improve this game optimized by gathering these hot topics together in single threads instead of seeing the same old topic rehashed every time a new person joins the game. EVERYONE's feedback is valuable, even if it is on a subject that the Devs have already made their mind up about...I'm not saying to still your voices. I just want people to benefit from seeing what has come before on a subject, before starting some of these discussions over for the upteenth time.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Player Professions and possible implementation idea

      I definitely see some merit in this idea, with a caveat.

      I still think people should be able to branch out and do everything, but, your generalist, like in real life, generally has to work twice as hard to get all their ducks in a row to produce things because they are dabbling in so many things, and thus, rarely exceed a certain level of proficiency with any one discipline because of it.

      Want to make your own Tanning Station in the wild, all the things that go into that tanning station need to either be bought or made there as well to make it work. Special chemicals produced through the alchemy skill and an alchemy workbench need to be produced to 'finish' your tanned goods. special metal frames need to be ordered and carried to your plot for assembly to finish making your crafting station, etc...

      A single self-sufficient 'prepper' type hermit could still thus exist, but they would find reason to come into town occasionally in order to special order something they can't easily make themselves, or they would spend all their time making their infrastructure work out.

      A farmer may harvest veggies, wheat, flax, etc..., then carry any they don't use into a town to sell off what they have extra and use the funds obtained to buy what they do need, like meat for the fire, good charcoal, paint and stains, medicine for sick plants, etc...

      A nearby rancher could have an agreement with said farmer to take his leftover food veg to feed his own stock. Horses and cattle eating wheat/hay, pigs eating a mix of various foods, carrots, apples, etc... and in return, gives a portion of the meat and dairy they produce back to the farmer...

      in other words, just how real world economics of such industry work.

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

      @RedIO The fact is, they want to deincentivize Evil on Syndesia.

      They don't want to give the 'Evil' aligned players easy ways to bypass the rest of the game by just being evil, like gaining KP from victims, or being able to assess your opponents before attacking. In fact, the last is completely the wrong way to go even if you wanted Evil to thrive, because the one check and balance that has been available for anti-griefing has always been the risk involved with attacking a seemingly helpless victim only to find that victim can take you out, or attacking what appears to be a fat merchant only to waste your time on someone with no lootable gear/inventory worth the trouble.

      They definitely don't want to make it so that a PvPer can solely progress in the game through PvP play. PvP play is outside of the progression system, as that is their main incentivized system to explore as much of the world(s) as possible.

      posted in News & Announcements
      GamerSeuss
      GamerSeuss
    • RE: Adept access

      @ProstoSmile said in Adept access:

      @LonelyCookie
      Ok, ty for comment, mb i buy this game, adept edition, but it's sad.

      as a Kickstarter, your getting a heck of a deal, especially as the kickstarter campaign is technically long overwith. Normally, when you back kickstarter projects, 5-10 backings give nothing but a Thank You, and it's a minimum of 20 before you start to see any incentive. Right now, the company isn't even really in drastic need for sales, so they can wait until you can afford a higher tier anyway. They've already said they've made more than they ever expected.

      Companies always need money, but not enough to add anything to the Adept pack. Wait, they might do a sale later that adds value and/or decreases the price.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Moving Enchanting table (wrong blueprint model) cause weird positions

      @Kralith Hey, I kinda like that last one

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Player Professions and possible implementation idea

      It will take a combination of things to incentivize crafting without incentivizing making several alts.
      1st. Limit the number of Alts on an account. If players have to shell out real world money for that 3rd+ character slot, they aren't paying to win, but they are going to make it a judgement call as to the value of that 3rd+ toon. I mean, once you own the game, you could make multiple free to play accounts, with your crafter alts on those other accounts, but this would depend on how you manage the free to play logistics. I know the game is buy once, then play forever, if you have to buy each account, again, it becomes do you buy another account, or just buy additional slots.

      2nd, Limit geographic availability of materials. Because materials are going to have to be physically transported from area to area, not just deposited in a bank somewhere, then withdrawn somewhere else. This will make it so your crafter will either have to make certain major caravan runs to get rarer (to their area) materials, or will have to pay someone else for doing the same.

      3rd. Time constraints. If some part of the crafting process has a longer than a few ticks time 'cost' it will also limit how often people try to specialize in multiple crafts and such, because we only have so much time to invest, period. Some can play 12 hrs a day, 7 days a week, others are lucky to fit 2 hrs a day, 2 to 5 days a week into their schedule, and some may be able to do like 8 hrs, 2 days a week, Saturday and Sunday, which also happens to be usually the busiest time on most game servers by time zone. Another time constraint besides crafting steps, is material refresh rates for non-mob related materials. How long does it take for that dandelion to grow back? and that mandrake root? how about that iron node?

      4th. Linking some crafting steps to only in-city finalization. This would allow cities to tax this final step, and would incentivize the solo'ist player to sometimes come into town for more than just simple trading. That regular trip to town might also be to finalize 6 or 7 projects they've been working on at the 'polishing' centers for that craft.

      5th. The durability system will encourage constantly recreating some of the same things over and over again, as their older projects get used and worn out, and old customers need to come back and re-purchase that armor set they liked so much from a revered crafter. Crafters thus would have to balance their time between redoing some of the same old recipes they've been doing over and over again, and attempting new recipes, or even trying out experimental 'create a recipe' segments in later game crafting.

      6th. Certain recipes need to be purchased/unlocked using knowledge points, and certain steps in the crafting process may be augmented or even unlocked using the Talent tree system.

      the above steps would technically allow all characters to attempt any craft, and refine any craft, but only to the amount of time and effort they wish to spread out between those crafts they do. Do you gather your own materials, or pay other players for them to save time. Do you make all parts of a project, even if different parts take different craftings to complete, or do you pay someone to supply certain pre-fab parts, so you can focus on the craft you really like. Theoretic example: Say Tanning requires certain alchemical concoctions in order to complete advanced tanning. A player then has to decide, do they train up Alchemy to make the chemical themselves, or just buy the chemical ready-made from an alchemy specialist.

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

      @OlivePit I think the actual intent was for Luck to have an affect on the RNG, and I agree, things like Luck and Skill are important to mitigate RNG results. A Master Chef shouldn't burn the soup every time she makes it, and a luckless buffoon shouldn't be making Perfect crafts every time they sit down to craft.

      I think there needs to be both a Luck affect on skill usage as far as an RNG goes, AND a Talent branch dedicated to focusing your luck towards certain avenues...One branch has your Luck go towards Crafting, another towards Finding more materials, and a Third towards Combat.

      posted in News & Announcements
      GamerSeuss
      GamerSeuss
    • RE: Adept access

      Actually, I'm not European, I'm in the US.

      The price for the game is very high for me too, but, the value is beyond the price, AND you are still forgetting the fact that this is really an extended Kickstarter crowdfunded project. Your not paying a studio that has outside backers, big or small. Your actually coming in and backing the game. Traditionally, that kind of funded game doesn't adjust prices at all for regional differences, because they can't. It's a backer-investment strategy.

      My comment on the weaker economy was reflective of the weaker currency values, not on the culture. Any country's currency value in the global market represents that country's buying impact on the market at large. That is how the global marketplace works. Usually, when a company does regional adjustments to their pricing on a product, it is because, as you say, they are specifically trying to expand into that market, maybe because they have had previous products do well there and it's worth the gamble for them to take a bit of a loss to widen their reach. A company like Dynamight, however, isn't really looking for broadening their reach at this point in their marketing strategy. They will keep the packs out and available, and that, honestly, really is a courtesy at this point. Many other crowdfunded companies, at this point, would close the store for now, or start pre-selling for when they release, but 'founder's packs' would no longer be available. At best, those who have founder's packs would be able to upgrade them, but no new pack holders would be drawn in.

      Dynamight Studios is being very agreeable, though, and still trying to allow others the ability to get in early, but without totally snubbing those who came in at the beginning when they really were just an idea with no real backing. They are also throwing in various ways to alpha test, including the end of each tests' stress weekend when they open the floodgates for 2-5 days. They are also not restricting Streaming of Alpha Content, something that is still relatively new on the market. Your lucky your able to still get a founder's pack at all right now, adept level or otherwise, and that you don't have to wait until the game actually releases (or at least goes into 'Open Beta')

      I'm glad that there is a large MMORPG demand market where your from. It means your not hurting for options to play...and who knows, once the game fully releases, you might find some regional pricing breaks included, after the company does some careful market research into the viability of that strategy for their product. Remember, they wish to keep this game a Not Pay to Win game, mainly a pay once to play, or pay monthly for some vip perks play, and that's most of what they are going for. Almost everything else you will pay additionally for will be cosmetic in nature, prestige things that have nothing at all to reflect on the mechanical aspects of the game. In a day and age when almost every MMORPG is embracing the nickel and dime pay to win scheme, these guys are working hard to make something that stands out instead.

      Thank you for your respectful comments, I really am only trying to defend Dynamight's business model. As I said, I live in a very tight budget myself, about $850.00 US per month as a fully disabled person, but I've been backing and following this game since it went to Kickstarter, and I've gradually upgraded my package to the Legend tier, and hope to get to Eternal tier before release, for the very real benefit of Lifetime VIP (gambling that the game will be around long enough to make that worthwhile)

      See, that's the main gist of this. Unlike other games, as a crowdfunded game, each of us backers are gambling on the success or failure of this game making our investment in the game worthwhile or not. That's how it differs from just buying a game, and that's why they don't do much adjusting for regional pricing. If you follow the forums, there was even a thread about trying to get the system to autotranslate pricing into local currency, with some expecting the price to lock in, even if they keep the window open for a few days while the currency rate changed.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Map interface not working

      @Hawkshield Sometimes Direct X doesn't work well with different Graphic Cards, especially integrated non-dedicated ones.

      In the computer gaming world, a computer without a dedicated graphics card is now considered low-end, not mid-ranged anyway. There is a Benchmarking system that they use now, that gives your PC/Laptop a rating between Lvl 1 and 4 based on your system as it is suitable for gaming. You generally need a non-integrated Graphics card to get to even just Level 2 in most cases.

      I feel for your issues, and I know Prometheus is working on a whole lot of bugs right now. It may be that they are working on your issues, and haven't solved them yet, it may be that they are still backlogged on a few other issues, and haven't gotten around to your issue yet. Remember, the Alpha is only a week and couple days old. During the Alpha is when the programmers and Devs(still mostly the same people, just a few more of them) are at their busiest. Prometheus has been pretty quick to respond to several bugs still, which means yours is either lower priority, or they aren't giving an update until they find something to update you with. If it is something to with Direct X Drivers, and how they render things, communicating with the Graphics Cards and loading into Memory, their hands might be tied, and they can't exactly do benchmark testing on that, AND keep up with all the other demands. If it is Direct X, that is going to probably be either unfixable, OR something they will have to work on between tests.

      Also remember, the Devs have no control over the updates to Direct X, as that is a separate company. That's why something that works in one test, can stop working in another through no change on their part.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
      1. From a developer's standpoint, Alt spam is a good thing. Especially if they charge for alternate character slots or charge for each account, especially as there's not monthly fee except as VIPs.
      2. The above considerations will cut down on alt-spamming. If it costs real world money to alt spam, and there is no other real pay-to-win advantages they can get out of doing so, than the only ones doing it are going to be those who really really want to play with all the various craft variations on dedicated accounts.
      3. As I said previously, if you make all crafts available to all characters, but include a few limiters, like time constraints, than alt-spamming won't really be as much of an option to progress towards their goals, will it? time sinks will exist whether you are on your main or your alt accounts, same is true for material needs, city based finishing proceedures, etc... The only real difference will be talents you might spend on and recipes. There looks to however, be plenty knowledge points available mid-game, so recipes should be fine on just one account, depending on how many crafts your splitting them up between, and how much time you have to practice said crafts, as to talents, you get 5 different talent presets, AND at any time, you can delete and respec a Talent preset, so really, you have an infinite possibility to use that to make multi-craft characters. Especially since much of crafting should be done near a fire where it's easy to activate different pre-sets between crafting attempts.

      All in all, their implementation of their design principles seems to be spot on, and I'm totally behind how they are going about things. Sure, a small tweak here and there might improve things from a few individuals' points of view, but then again, those some tweaks could ruin it from another segment of the player base, who's to say. I thus think, the least we end up trying to change or influence the implementation of their basic design principles, and the more we rely on the Dev's particular interpretation of how those principles need to be enacted, UNLESS they call for general comments specific to them, the better we will ultimately be as a community. I joined this game back in 2017 as a Kickstarter, mainly because I fully wanted to embrace their design principles, and as such, I trust in these developers, who would set such design principles, to have a fairly good idea of how they intend to implement them, and further, I see their current implementation doing EXACTLY what they intend. You however, see it going the other way... time will tell which of us is right, and how the developers go on feedback in this regard.

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

      @r6G4596Y7G9AwD0TzJTxFSZx not sure what games your counting as MMOs in your claim.

      I know some said Neverwinter Nights was an MMO, but it really wasn't. The number of players it could handle in a session was finite, and definitely didn't count as 'Massive.' I did love the game and beta-tested it before it came out, but it wasn't an MMO.

      MUDs were the precursors to MMOs, and could handle far more simultaneous players than NWN, but they were not really MMOs either. I must admit to never having played or seen M59, but it came out in 1996 going into 1997, and Ultima came out in 1997, so I have to assume your counting either MUDs or NWN in your claim. That's fine, different people hold up different criteria for what they Count, but in the established gaming world, the first Official MMO was Ultima Online, followed by EverQuest. I played a little of UO, but it wasn't until EQ that I found a game that really spoke to me as an MMO.

      regardless, I think you may be mistaken as far as how successful Fractured can be based on the current changes. I think a lot of those changes will appeal, and as some have pointed out, there will be the All PvP world for those who want Rampant PvP, and there will be the No-PvP world for those who don't want even a chance at being ganked by other players. Syndesia is meant to be that middle ground for those who want there to be a chance, but also want to mostly play PvE, accepting the risks involved, as long as they feel the risks have been mitigated sufficiently to keep the game fun.

      posted in News & Announcements
      GamerSeuss
      GamerSeuss
    • RE: Elementals

      Whisps can only be hurt by Magic, so if your a melee fighter, you cannot hurt them at all. Even mages need to do a lot of magic damage at once to kill them as they seem to absorb magic and heal

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • 1
    • 2
    • 5
    • 6
    • 7
    • 8
    • 9
    • 17
    • 18
    • 7 / 18