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    Posts made by GamerSeuss

    • RE: Returning features

      @Mirgannel12 While that is personally what you are looking for, most of the other players looking for unattached personal plots want to do so for the purpose of being able to build higher level crafting stations unattached to the City system.

      This means that although this would work for your preference, it doesn't fit most of the preferences of those others looking for wild plots.

      The resident system works better in this regard, because it is attached to a city's tech tree, but independent of city sieges and can be claimed by any with the gold.

      Also, Small towns don't really make sense in the long run of the game, as you describe them, with limits on growth, because eventually, because of limited resources/realestate, any small town would need the capability to become a larger settlement, especially with the siege system in play, otherwise those small villages could be too easily overtaken by sieges, and it wouldn't really make sense that just being small would exempt a city from a siege.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: 'Legolas Quiver'

      @Mirgannel12 A lot of players were complaining about the weight it required to carry so many arrows around with them. This is especially true of the casual archers who only carried a bow because they were a melee character but wanted to be able to pull mobs and hunt rabbits/foxes/deer...etc

      Serious Archers were carrying around serious stacks of Arrows, or the parts to combine in the wild to make them, and even then, they were complaining about the weight, but they were actually carrying enough to not run out, and they were monitoring their arrow stash, and the 'casual' archers were not, and running out when they were like 2/3 of the way through killing like a rabbit or fox or something.

      Personally, I don't play the archery skill much at all, but would love to see Arrows still required, but maybe making their weight lower and stack size larger to compensate. Maybe divide the weight by 10, and multiply the stack size for arrows by 10 to compensate. They could also make it so more arrowheads/shafts are crafted per raw material used, but maybe add in feathers once bird mobs are added as part of the mix.

      Who's to say, that's what Betas are for though, to balance this stuff out.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Mechanics for Environmental effects Discussion.

      @Mirgannel12 Just have to maintain the balance between amount you want and amount you can reasonably code.

      Remember, everything that affects the game creates a new variable, and every new variable changes the equations underlying the code. As the Devs are working on balancing things, some degrees of uniqueness unfortunately have to be abandoned because the amount of code it would add and the amount of rebalancing that requires is not worth the relative in-game gains it presents.

      Time will tell.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Server Online?

      except for when they are patching the servers, yes, we have a 24/7 up system now for Beta

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Auction house strikes again

      If you had been watching the bug reports, you would know that this is a known issue with the Marketplace right now. You only get to place I think it is 20 items up for sale at a time, and any past that 20 slots fails and right now, the item is lost.

      Bug testing, however, is what a Beta-test is for. This is hardly the real game, so you expect things like this to happen when you test.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Scholar clothes vs. Battlemage armor etc.

      Some spells are okay with Medium Armor, and some are for Light. I would assume Cleric Armor would work with a lot of the healing type spells usually associated with Clerics, just like Warlock armor is for Summoners once that is implemented.

      Again, this is all supposition, as for as the Devs answering, I doubt it, as a big part of the game is about trying it out for yourself and not having the answers handed to you.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: A Different Perspective to Alignments and PvP Issues

      @Vortech Actually, it is the RNG elements that make a game a game...

      Without RNG, your dealing more with a task than a game, it is the elements of chance that make it gameworthy

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Neutral alignment needs a change

      @spoletta You don't have to flag for PvP, just have to go Neutral.

      You risk PvP at Legend camps, but that doesn't mean there needs to be a Beacon that goes out saying "hey, some party is off trying to take on a Legend, come gank them!"

      Evil is "flagged for PvP" and Neutral is a middleground. At a little more risk than Good, but not as hard up as Evil in the PvP scheme of things. You have to be willing to risk possible attacks to take on Legends, but you shouldn't be all but guaranteeing them. They will still end up as hot zones more likely than not, as there will be PvP guilds who camp the Altars, but if a group comes across an uncamped Altar, more power to them!

      Edit: I would say Legends are more-like End Game/Late Game content meant for both PvE and PvP players. You won't find many Solo PvEers taking them down in the beginning, but groups and also more experienced and better equipped PvEers who get to know which ones can be handled in smaller/solo situations will still be after them, as well as setting up larger scale Raid groups to take them on.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Stagecoaches a Fast-Travel Middle Ground

      @DarthJafo Actually, there are quite a few players who would pay to play, and then become professional Stagecoach drivers in game for some extra in-game resources like Gold, or other goods. There are already those who want to build Caravans, complete with guards, where passengers would have lower risk, but the goods and Drivers/Guards are possibly gonna get ambushed by 'Bandit' players.

      There is a whole dymanic of Players that like this kind of thing. Not saying I'm for any kind of Fast Travel other than the Harbour system, but that doesn't mean it is not a viable concept, as there are already people clamoring for something like it.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Neutral alignment needs a change

      Remember, although group play is allowed and somewhat encouraged, the Devs also want to, as best as they can, encourage those players who prefer to Solo and not align themselves with a Guild or City.

      They have tied Residency to cities, but purposely made it so Residents do not lose out when a siege happens, unlike Citizens. This was explained as an intended thing to encourage the Solo'ists who want to be loan wolf players. The same is true as to why you can gather from nodes that you aren't a Citizen/Resident of. They don't want to severely hamstring those players

      As to Legends, I totally disagree. I don't want to see every Legend encounter degenerate into a PvP hotspot. PvP is allowed, but again, Discouraged/disadvantaged on Syndesia...so PvE players should be able to summon and take on Legends without always causing every PvP player in the area to come challenge them for the right, when they came up with the items needed to summon said Legend in the first place.

      Players on Syndesia do not need to consent to PvP risks, they should still have a reasonable chance to play the game they want to play. Arborea is for the No PvP possible crowd, but Syndesia is supposed to be a good 70% safe at least from PvP and most players should reasonably be able to avoid, or not lose out too much from it.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Imbuing issues

      @dracokalen Also, what were you enchanting?

      If the item being enchanted has an ability as a default because of the materials it was made from, then it won't take a new Enchant for that ability.

      Example: Rabbit Fur Armor all Have Luck Bonuses, so you can't enchant Rabbit Fur with Luck. The already existing Luck overrides the enchantment.

      As for the multiple choices, as was said, this is intended. This adds a small bit of chance to the Enchantment system. In previous iterations, there was also a chance the enchantment would fail altogether.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: My least favorite thing (after 50 hours)

      @Tuoni I have been Beta-testing MMOs since EverQuest in the 90s.

      You put out some end-game stuff, near the end of the Beta-test, but in the beginning, your still balancing the early game stuff. The real meat of End-game stuff is in the planned Expansions, however, once they see how the public takes to the game, and more importantly, how things are working in the beginning of the game's lifecycle.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: My least favorite thing (after 50 hours)

      @Tredough The game being in Beta, they have not as yet put in any of the End Game content. Later-game content is supposed to be the Asteroids and to some extent, the Siege systems. Siege systems have been turned off to tinker with them, and Asteroids are expected in a few months according to the roadmap. Until then, the closest to End-Game content you will find would be Legend Raids, and that's about it...which is to be expected at this stage in the game development.

      Beta-testing rarely gets to test much end-game content, because your often not beta testing consecutively long enough to simulate end-game conditions, and because end game content is what gets added later (and often comes about as extra DLC content after release as more is needed)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: A Different Perspective to Alignments and PvP Issues

      I think you misunderstand Syndesia's intent.

      Syndesia isn't meant to incentivize Neutral play, it is meant to allow both PvP and PvE, but to de-incentivize Evil play. Good is neither encouraged or punished. It is allowed to exist. Neutral is rewarded by being able to access Legends and a couple other things, but Good play is never meant to be punished in a game, unless the world itself is considered Evil (like on Tartarus).

      Remember, MMOs simulate Heroic Fantasy, and also 'Good' gameplay fosters a welcoming overall gaming environment, and thus, the majority of the game should reflect that in encouraging their player-base.

      PvP is pretty much the smallest sector of gaming society, they just happen to be the most visible and vocal, because for PvP, it is more about competition than cooperation. The Devs want to encourage cooperative play on Syndesia, PvE only play on Arborea, and PvP/Hostility/Antagonistic play on Tartarus.

      Thus there needs be no punishment for playing Good. Not on Syndesia...the only 'real' punishment is that there is chance we might be attacked while doing our PvE activities. At least such attacks are not currently punitive. We are not, as PvPers often say, Carebear players, we want to see the world challenge us...we just don't want to enter into the more competitive aspects the PvPers enjoy.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: extra slots for healing and herbs

      during testing, not so much, but I'm sure once the game goes live, the Devs will install some Anti-macro detection software like most MMOs do. Of course, there is always new ways to hide macro use, but hey, what can ya do

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: About something

      @Ookywooky Another thing about Treasure maps is they kind of feel like quests, and other than the Tutorial, the Devs are trying to stay away from quest driven gameplay

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Bugs SVPPB - Update 22.04.22

      @THH said in Bugs SVPPB - Update 22.04.22:

      Gold in the global gold wallet is not used for market purchases or harbours, which i dont know if is is a bug, but is annoying af

      I know this one is by design and not a bug. Originally, they weren't even going to have a Gold Wallet, and Gold would be separately deposited in each bank just like equipment, but they changed things. Now you can access your Gold Wallet, but only when you are at a bank. The market, when they sell something for you, will deposit into your bank for you, but you have to have cash on hand to make a purchase. Again, all of this is by Dev's design. The idea of the Player-Driven Economy system they wish to engender includes having to carry gold with you when you might need it in the wilds (including harbors, and merchants) thus risking said gold loss to either PvPers, or Mobs that overcome you.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: extra slots for healing and herbs

      I'm personally okay with the number of slots we have. If you have to use a consumable that you haven't hot-keyed, you must open up your equipment and find it to click on(realistically, like opening up your backpack and searching for that potion you need amongst all the other junk you've tossed in there)

      Most people will start to put things like Bandages and Remedies in the same slots on their equipment screen whenever they have time to do make them/change out at banks/chests anyway.

      I think they purposely kept the hotkey slots at just the 8 which makes you choose between hotkeying a skill or a consumable. You get a separate hotkey for your mount, weapon swaps, and of course the preset hotkeys for opening various windows. This works well, and makes people think.

      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: Needed: Cosmetic Rewards for Beta Testing

      @Kazzier I second this. The Foundation system 'as is' is pretty rewarding, even if it stops at around 250 (I'm past that) and they can of course add to the rewards later in the Beta with contests and special Forum Titles, like they offered for some things in Alpha.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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