coming from a previous cultural expectation of the Alpha test, where players were going through resets every test phase, many of those coming back will treat this as a new go around I expect...making new characters for Arborea at least, so expecting to start from scratch.

Posts made by GamerSeuss
-
RE: Housing upkeep shouldn't lead to instant deletion
-
RE: Repairing? Kind of.
Personally, hate Albion, and have heard nothing but complaints from New World...
As to Repair/Salvage as a general mechanic...I'm not saying there is anything wrong with putting such a mechanic in your game, if the game is designed around it...but those are games that don't generally have such Material Glut in them...or should be. Fractured has a lot of 'junk' material build up. All useful, and all super common and easy to come by. This is by intent, so a Salvage system wouldn't work for Fractured.
-
RE: Monster / Drop rates balance suggestion
The thing about Wolf Spiders and indeed Wolves is the fact that because they appear so close to town, it is easy to farm them, then run back to town to heal, then go out before they respawn. By the time you get back to town, hopefully you've put on a Talent Point or two, and then they are easy..plus you've made a couple of Remedies for the Spiders...
Wolves become laughably easy once you have the Thorn Armor spell(can't recall its exact name right now)
-
RE: Neutral alignment needs a change
@Rife Considering it has already been established in the MMO community that PvEers outnumber PvPers by a huge margin, they are just less vocal, it doesn't really make sense that more PvP content is what is needed. More End Game Content, sure, but that doesn't necessarily mean PvP...the most anticipated World for instance is Arborea, the NO-PvP world, and more than likely, we'll get a huge resurgence of population once Arborea is released.
If anything, PvP is more known to drive players away...except for those vocal proponents for PvP. PvP is just more visible, they are the competitive types, watching/showing up on leaderboards, competing in competitive play, and members of aggressive guilds...
The solo and PvE player, the so inappropriately named 'casual' player as it were, is by far the lion's share of who plays these games, at least until driven off by gankers, that is.
-
RE: Enchanting system balance and tweaks
@Jacenson Agreed
A given Enchantment Path, you always get the highest Tier for that Path, IE if you qualify for T1, and T2 of Mana Regen(obviously, as T2 is just T1 but harder to qualify for) you get T2. However, if you qualify for T2 say Mana Regen, and T1 Bonus Mana let's say, then it should be random. Also, always consider the piece your enchanting, as if it has a similar Material enhancement, then it isn't possible to re-enchant with the same...so you can't put Bonus Luck on Rabbit Wool Armor, or a Rabbit's Foot Necklace, because it already has Bonus luck from the Material.
I like the Random Elements...it makes one look for Enchant Recipes that are more exclusive to the Enchant they want by seeking out possibly rarer combinations.
-
Are there some Recipes for items not implemented yet?
Mainly asking because I payed Gold for a poisonStaff Recipe and learned it, but I cannot find where to craft it and so I figured it may be non-implemented yet.
My theory, anyway, is the staff recipes with lowercase letters beginning their name aren't implemented as of yet. The other possibility is that there is a tech level upgrade needed still to make them.
@Arcahem @LordSkykal or anyone else who might know this answer...don't figure it is a bug, but putting it in a bug report in case it is.
-
RE: Repairing? Kind of.
@Tuoni You're not getting the basic math, so who's biased here?
Storage and Market space is finite, so eventually, items end up getting destroyed purely for convenience sake, thus sinking the materials that go into them. You can't put an item of less than 100% durability in the market, so those items go into storage, are being used, or get destroyed.
The 25% of materials 'returned' from salvage injects those materials back into the general overall pool of materials, in essence increasing Material glut instead of mitigating it. All you've done now is made it so that mats can be obtained back from old gear, thus possibly eliminating the need to either hunt or buy from the market to get your materials.
Yes, salvaging doesn't net you all the materials back, but if say 25% of all materials could be reclaimed via salvage, than ultimately, every 100 materials out there in the ether essentially equates to 125, and that's with only 1 generation of salvage. 2 Generations means 400 materials are worth 525 and it progresses, increasing glut.
Salvage ultimately adds to glut, and the only way you would be able to mitigate that is to lower the drop/gather rate of materials to compensate.l
It is actually a far more efficient resource sink to count on players Destroying old gear or running it until it breaks to remove it from the resource pool. This is already evidenced by the amount of low tier items being grind-crafted for Mastery and then simply destroyed. Even with being able to list 20 items in the market, so many more items are being created to get Mastery, and so few slots are available in chests and the bank to store the rest, that 1000s of these junk Primative items are destroyed regularly.
-
RE: [Prestige] Towns prestige is stucking, decaying and counting wrong
@Vortech I can confirm we're having the same problems
We're showing we have enough to pay our upkeep, and then some, and showing we owe, and our Prestige is now showing at 1100, and we're a Rank 14 town.
and
-
RE: Housing upkeep shouldn't lead to instant deletion
The thing you may be forgetting, right now, is that the pay or delete on a weekly basis encourages Beta Testers to at least check in with the game regularly to keep paying their upkeep. If they know they are going to be gone an extended period, they put a surplus of gold in their property treasury before they go to cover, but otherwise, it keeps them coming back to check, and if more gold is needed, go out and gather some, possibly checking out new content that dropped in their absence.
When the game goes live, sure, then you can give them a Warning, a Grace period, things like that, however, in medieval/feudal times, it all depended on the good will of the landlord, and even paying on time didn't guarantee anything really.
-
RE: Neutral alignment needs a change
@Tuoni THIS
you hit the nail on the head...Neutral is all about Consensual PvP, so it should never be forced, period...incentivize it some, sure, like only letting Legends be summoned by Neutrals, but don't go announcing their summons so they suddenly have a PvP free-for-all whenever they want to try to take down a Legendary Boss with a group of friends. They already risk campers and chance encounters of PvP while in Neutral.
-
RE: Repairing? Kind of.
On the subject of Dismantle/Salvage, here's the thing...
People think it is a resource sink, but it really isn't, and here's why:
When you craft something, you eliminate a resource to make a product, like 20 Leather turns into a Leather Body Piece, with a finite Durability. Now, that 20 Leather is gone out of the system, and that Body Piece is there, but slowly degrading as you use it.
If you can Salvage/Dismantle the damaged body piece for even 1 piece of the leather that went into it, now there is +1 Leather resource in the game again. Yes, you lose the Leather Body, but at the time most people get ready to Salvage/Dismantle a piece like that, they are already not planning on wearing/using that Leather Body, ,effectively making it 'out' of the active system. Sure, they could continue to use it, but it will eventually run out of Durability anyway, but you now got rid of it and brought back some leather, even if it is only +1 piece. If there is no Salvage/Dismantle system, however, when the Durability gets low enough, OR when the user plans to go to a new set of armor for any reason, they either set that piece aside as an emergency backup piece, or they destroy it, effectively sinking its material cost out of the game. Either way, We're basically adding to material glut with a Salvage/Dismantle system.As to a Repair system, you would have to carefully balance the requirements to repair something in order to make it not also screw up the Resource Economy in the game. By repairing equipment, you do 2 things, 1, you make current equipment last longer, effectively stretching its durability, meaning you can go longer without replacing it, AND all the enchantments you may have put on it, and you give Players a cheaper (in materials) way to craft, essentually using up less materials overall and perpetuating the use of favorite armor pieces, weapons, etc... instead of motivating them to try different configurations when something's durability gets low.
If you made repairs cost in gold and mats enough to counterbalance this, you might be able to stabilize the economy, but then would the repair system really be worth it?
-
RE: Temperatures & Weather Feedback Thread
doesn't yet, that goes to implementation of systems interaction.
Right now, campfires/fireplaces don't react to the weather....doesn't mean they won't, they probably will, they just haven't been integrated yet. During a Beta, you often will get new features added in, but they haven't fully been integrated with other related things already in the game, like Rain and Crops, or Cold Stacks and Fireplaces/Campfires.
-
RE: Temperatures & Weather Feedback Thread
I can actually answer that, Tuoni>
You first add in a new system, then you work with it with existing mechanics, then you add in new additional features to compensate for the new system. It would be standard game design practice to break it before you fix it, basically.
You want a major imbalance first, as that showcases what needs to be fixed, then you work on fixing those imbalances. You don't try to start from a point of balance, because then things don't tend to show up...they go unnoticed. There is the old axiom that you learn more from your failures than you do from your successes.
Also, as I explained in other posts, you generally have teams working on things, some are in the Bug Fix teams, they work on getting existing systems to work properly, some are in the New Development teams, they work on new features to be added in as they become available, and you also might have an integration team, that works on integrating the new systems with the old systems and tweaking them...not responding to bugs as much as revealed exploits and new ideas on blending systems. The integration team, for instance, would be the ones who get the weather to interact with the crops. It not doing so now isn't a bug, it is just not an implemented aspect of the features working together.
For the most part, these 3 major design teams work independently, and only consult with each other, but they don't swim in each others' pools on a regular basis. They come together during major planning meetings, basically All-hands meetings, but otherwise, they mostly would work independently with the design goals and their individual assignments as their guideposts.
-
RE: Repairing? Kind of.
I mostly tend to agree with @spoletta on things, but I still don't want a dismantle system in the game.
Even the proposed system isn't straight X+Y+Z=Q math...there are changes to the overall material economy that being able to recover any part of a craft will implement that in effect will make material glut worse, not better.
True, the proposal is for uncommon or rare mats, but by also tripling drop rates, you effectively increase their glut, giving them back with dismantle brings more into the mix, and you still might not see this increase their net use in enchanting, you just see far less demand for those pieces overall.
Durability is a number that hasn't hit its sweetspot yet, so until they get that right, judging things by adjusting it seems like robbing peter to pay paul mentality. Once the sweetspot for durability is reached on most gear, then may adjusting it for other situational things, like a dismantle system might be productive, but really, I'm hardcore into the No Repair/No Dismantle-and-recover camp.
-
RE: Temperatures & Weather Feedback Thread
@spoletta that's what I'm figuring, it is in, but not integrated
-
RE: Constant Game Crashes
More details
If your game is crashing because of the new patch, several things could be the culprit. Is your graphics card having trouble handling the additional workload of dynamic weather effects? Is the new RAM loading system somehow not agreeing with your system or not working as it was intended? Whenever a game crashes, you have to remember, your system is different than everyone else's and you thus need to provide more context if they are going to tackle the issue.
-
RE: Temperatures & Weather Feedback Thread
@StormBug Weather having an affect on the crops may just not be implemented yet, that is having two different systems interact, and in programming, that gets more complicated than you might think. When first implemented, they probably purposely don't have them interacting except graphically. On the other hand, a draught would only really affect crops so that I would see as something that would have to start working right away.
-
RE: Temperatures & Weather Feedback Thread
I think regards to the weather, many of the players are putting the cart before the horse.
Standard operating protocol would be to first introduce a system...like the weather, then after adjusting the pre-existing factors it interacts with in the game (Like armor) only then do you introduce other compensatory systems, like resistance potions and ointments.
You add a new system in, check how it works with the existing framework, then you tweak it, then you compensate for it as an ongoing system. Everyone saying the resistance potions/alchemy should come before the weather just seems backwards.
As to weather falling through the roofs of buildings, that is a cosmetic issue, and like mobs being able to run through walls and grass growing through the floors, it is something you clean up near the end, after the mechanics are properly balanced out for the feel you want.
I see the weather as what it is, another challenge in the game. You compensate the best you can, BUT this is a Beta test, so don't expect your favorite build to always be the one that will work while testing new things out.
I enjoy logging into the game and seeing it rain. I like the fact that until you get mammoth hide, you will be risking freezing stacks going in to hunt the mammoths, who's natural armor has adapted to their native cold temps...just makes sense.
And as far as new features vs bug fixes...bug fixes is an ongoing process, especially during Alpha/Beta, but you keep your development team working on promised features while your bug team works on tackling bugs...it is not an all-hands kind of thing, too many cooks spoil the soup as it were. This is why projects such as this are typically broken down into team assignments, even if the staff is so small that teams can sometimes be 1 or 2 people.
-
RE: This might be killing fractured population
@DarthJafo Visa, Mastercard, Discover, and AMEX aren't directly handled by those companies, they are processed by Merchant Accounts. When you want to take payments, you get a merchant account, like a bank account, set up to process credit cards. Each merchant account provider has different rates and rules, and criteria for acceptance of an account, which can include country of origin, business type, etc... Paypal is for instance just another Merchant Account provider, they just so happen to specialize in online transactions. They own Venmo, another popular company,
Each merchant account also generally has their own processing applet that you can plug into your virtual storefront, with its own integration issues.
As to concerns I've heard about adding new features while there are still severe bugs that haven't been fixed, people also need to realize there are generally some programmers that work specifically on bugs, and others developing features. New features will still be coming out, even as bugs haven't been fixed yet, because often original programmers aren't the best choice for bug sweepers, just like an author should never edit their own work...your brain will self-correct your code and you will pass over simple mistakes because you 'see' what you meant, not what is there...and with coding, it can be the difference between a capital and a lower cased letter sometimes. Also, when you are bug fixing, you first need to be able to reproduce the bug in order to explore what's going wrong, and then you go through how to solve it...just because lots of people report something doesn't mean it is even the same cause...just saying
-
RE: Login error
Might not be the answer, but last time I got an error like that, I closed down the Glyph launcher completely and restarted it. (making sure it wasn't running in the background via the task bar as well). The issue was an updated Glyph launcher, not an updated Fractured, so the update link for Fractured wasn't activated, and for some reason, I don't get update notices from Glyph, so mayhaps you don't either.