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    Posts made by GamerSeuss

    • RE: map suggestion

      there is a button for that already, beneath the slider when your in full map mode

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Fix Health / Death penalty

      @Roccandil said in Fix Health / Death penalty:

      @Kralith said in Fix Health / Death penalty:

      @Roccandil you think easy mode let people stick around?
      Easy mode games will get "played through" fast and people will leave it after short time, because it isn't challenging, boring and without a soul.
      Did you ever thought about, that people are here, because it was promised not to be an easy mode game, as we have countless and countless out there?

      That's a thoughtless answer, with a predictable insult. It isn't about easy content, it's about efficient content. It's logistics, not tactics. 🙂

      For example, Albion Online has perhaps the most balanced handling of PvE "death" I've ever seen. It's a significant penalty to get knocked down while fighting a mob pull in PvE, and can ultimately mean failure to bring down a hard boss. It does not, however, break up the party, and it's thus a content-efficient solution.

      Is Albion Online "easy mode"? 🙂

      For many people who don't have hours to spend on game sessions, this is the problem:

      • Getting a PvE party together can be significant overhead
      • Getting to the content in Fractured is also significant overhead
      • Once in the actual content, location loss from PvE death interrupts the content and puts folks back into overhead mode

      I don't see many people putting up with that for long, no matter how many clueless "easy-mode" insults are thrown their way. Our time is valuable, and the more inefficient Fractured's content is, the easier it will be to find another game to provide better content.

      As far as I can tell, Fractured is well on its way to being a small, niche game, with a mostly empty world.

      Yes, in a lot of ways, Albion Online is Easy Mode.

      they used to let campfires cure everything and let you respect your talents and skills, that was never the intent to keep, but originally, towns weren't really a thing yet. Most of us made a sigh of relief once campfires were moved back from being a full restore rest point. We, the backers of the game, for the most part, want a game where we feel like survival is an accomplishment, and frankly, Fractured handles it quite well, while still giving you some get out of trouble free situations like the fact you only lose 15% of your max health each time you go down, and you get a 10 second 'safety' to run away. It's certainly not Easy mode, but it is very forgiving, it strikes the right balance in a lot of us.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Wizard Towers

      @Kralith said in Wizard Towers:

      In general i nice idea.

      But this one:

      @Roccandil said in Wizard Towers:

      • Multiple interior stories (at least three!)

      is probably not possible for reason of restrictions in the isometric game mechanic.
      You just can do this, if you instancing your houses.
      Salem the Game did that, if you enter a house you get an own separate house instance, where it is possible to have house levels, but they all had their own instances separated from game world.

      Old School RuneScape also uses an instanced housing plot

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Fix Health / Death penalty

      Another option would be to have some kind of tip jar chest that would allow people to deposit gold and/or goods in, but only the town owner to withdraw anything (and their designated agents)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Next Alpha Starting Location Suggestion

      In actuality, not knowing how they were going to work, it was only logical that most Governors wanted to try and grab coastal cities as opposed to the more in-land centrally located areas. Why, you might ask, it's simple:

      1. Coastal Cities are easy to locate so initial gathering of citizens is simpler.
      2. Coastal Cities are the only cities likely to have access to and control of a Port
      3. Centrally located areas, like the Heartwood also happen to be more heavily populated by dangerous Mobs making it troublesome to get those cities built up to the point to where they can become productive. This is especially true in the Heartwood region, where whisps wonder around with their posse of Treants and Sproutlings. The whisps being all but immune to physical attacks, and the heavy hitting treants taking on your melee fighters while the whisps stun lock them is a brutal combination. Sure, you might want a challenge, but that's usually after you get your city infrastructure built up, but you don't want whisps wandering through town while your doing initial construction.

      The point of this Alpha was to test cities and resource nodes, so they obviously wanted to spread out the resources and make them rather plentiful. In future Alphas, they may put other resources into play, so a wider variety will be around, and thus resources can kind of follow natural biome-centric standards. (Farming resources near open grasslands, Mines near mountains, not producing mountains just to produce mines, etc...)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Chariot/Caravan/Carriage instead of auto follow.

      This idea I love. I'm not a big fan of all the auto-this and auto-that requests, but a Caravan/Wagon/Litter/etc that allows passsengers (at their own risk) to travel in AFK mode, while 1 or more live active players control the caravan's progress and protect it if it comes under attack. This could allow groups to have several go AFK while leaving a couple active for long hauls, and at the point of troubles, an offline message could be sent by the 'live' guards giving a heads up to their passengers to give them a chance to re-enter and participate, but if they are too late, they suffer the consequences.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Panning Camera

      As to the characters on higher ground having advantage, that actually pans out in combat strategy anyway. Generally speaking, in real life, if you hold the elevated land, you have an advantage over those beneath you. You have a longer field of view, and an easier time doing ranged-based damage. Also, if able to melee from high ground to low ground, like with a long spear/halberd or other polearm, you definitely hold the upper hand.

      Regardless, I still like the idea of a rotating camera. Sure, it might be a little extra to think about during combat, however, 1. It's realistic, as a character can change their orientation in real life, why not in game, and 2. It is a fairly standard practice in games out there, so even without using the keyboard nav buttons, just using the left and right arrow keys to roll clockwise/counterclockwise would be a big help.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Panning Camera

      The other option would be to be able to rotate your camera view, so instead of always having North as the top of the screen, you can face other directions, by rotating your camera, so that you have the furthest view to the front of your character. Many games use a rotating camera feature and it wouldn't screw up isometric play at all.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: what will happen ...

      Systems are so different from one test to another, that it necessitates a total wipe between each test so they can again see how each player, party, guild, city, etc... builds up from nothing once more.

      Minor examples:

      Between last test and this test, Knowledge Point cost for Talents went from a static 1000 per point to 2500 for the first few points, then 3000, and up.
      Between last test and this test, the Mining and Farming nodes were introduced, as were ports, horses, and wagons.
      AND, between last test and this one, Respec'ing Skills and Talents went from Campfires out in the wild, to only when resting at Homes/Taverns.

      Imagine trying to test these new systems if you had come into the game with an already maxed out 60 Talent point character? How about a city that is fully built, populated with citizens, and now has no room to add the new building types to the game, and isn't modified to relate to the nearby node it's associated with?

      A full wipe is essential, and already fully planned for and a standard at least through the Alphas, and supposedly the Betas too (although later Betas might not go through full wipes, who's to say by that stage)

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Item dropped from mobs

      Those things aren't on their Drop Tables, mainly because the Devs are dedicated to a Player Created Equipment Economy...other than getting a little gold, or maybe some Healing Salves or Food off of say a Goblin, generally the only things your supposed to get from Mobs' drop tables are bits and pieces that can be used to make something later on. Shoot, even in Tabletop FRPGs, it is often said that the 'Weapons' used by undead like Skeletons crumble to dust when they die, because it was purely the Necrotic Energy animating the Skeleton that was holding the Weapons/Armor together in the first place...that is, unless said item was intended by the DM to be in the creature's treasure. Goblin shamanic totems are dedicated to Goblins' dark gods, so wouldn't work for PCs, and their weapons are smaller sized, and of shoddy quality, giving only a slight increase to what the unarmed goblin could do in combat...etc

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: feedback - too much mouse clicking

      Actually, this is a Hybrid PvE/PvP game, and as such, PvP especially does in fact benefit from click timing in combat, and thus, an Auto-Attack Feature is not recommended.

      In point of fact, Auto-ANYTHING is not in the spirit of the originally intended game...Some might want it, but I'm willing to be a large portion of this community anyway, would prefer no Automation be added within the game.

      yes, we want to go in and out of combat mode, or some other method to prevent clicking on the environment from getting in the way of combat, but if anything, I would think a majority of us would like to find a way for the game to really reward people for timing their attacks, even more precisely. As to anything even remotely AFKable, we don't want to facilitate that option at all.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Item dropped from mobs

      @Farlander said in Item dropped from mobs:

      I remember in UO if a monster dropped you it would rummage through your body and take items from you. It would be nice it humanoids did this and when you killed them you might actually get something decent. No worries to those players that complain about items having to be crafted by other players because it was lol.

      Trouble with this is coding it. You now take what's supposed to be a disposable MOB AI that is there to basically be killed by the PCs, and now you have to have it attached to a Database that's constantly changing +Item, +Item, +item until it itself dies, and a new, bare mob gets to take it's place, which only refers to it's Drop Table. Believe it or not, from a programming standpoint, that is a huge dedication of resources.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Concern regarding lack of communication and transparency

      @LordRellik said in Concern regarding lack of communication and transparency:

      because half the stuff released for this alpha is still not working as intended.

      This here is more than likely the logical reason why they aren't getting on with the newer stuff like Legends that have been promised. Until they get the features they thought were going to go smoothly, going smoothly, it only makes sense for them to defer to focusing on that.

      As to the 'great at communication' and 'over and above the call of duty' that I stated, in most games, and I've been beta testing games since before MMOs were a thing, but the first MMO I beta-tested was EverQuest, back in the 90s, anyway, in most games, when your in the development stage, the Devs might update the testers of when to expect the Testing Servers to be available, and when a Hot-Patch might be expected, and other than that, it generally could take them anywhere from 2 weeks, to 3+ months to come up with updates for their tester community. Outside of when an active test is going on, the Devs are very very active in the Forums and Discord speaking to us about our wishes, concerns, ideas, etc... They are very responsive. During a test, their energies are going elsewhere, and I know (because it has been posted by Spectre) that not even Spectre gets to talk directly to Prometheus as much when the Alpha is going on.

      Prometheus took extra time, this alpha in fact, to produce 4 update videos prior to the alpha's launch, and as far as I remember, having watched all 4, only 1 of them even had anyone else with him to bounce questions and comments off of, unlike previous videos. This was because their schedule was such that he and Oxfurd couldn't coordinate their schedules like they usually do. If you watched previous video updates, Oxfurd, one of our Content Creators/Streamers, has been there to host these updates.

      It is more important that they fix what's wrong in the Alpha currently, than even taking 10 minutes to post something like an ETA on those future features, because as any programmer can tell you (shoot, any kind of creator) a 10 minute post actually can take several hours out of your work day to actually put together when your reporting things to people in an official capacity, expressly because you don't want to make further promises or imply things are going to happen until you have made good on previous promises.

      I don't just blindly sing the praises of the Developers, I've been following this game since it first came to Kickstarter, and I got my lowly Adept Founder's Pack. I've gradually upgraded my backing since then, even though I am a retired, disabled person with very limited income, because I believe in the vision that these Developers have for this game. and I respect the actual real effort they are putting into doing the game right...not letting anything get in their way, some things may slow them down (Corona Virus/Covid-19) but nothing is gonna stop them!

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Thoughts on PvE and Progression

      Remember, there is a hard limit currently of no more than 60 Talent Points I think it was. If you front load Talents, you end up back-loading skills/spells once you've filled all your 60 pts on talents.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Concern regarding lack of communication and transparency

      Actually, Prometheus and Co are going over and above the call of duty to keep us informed of things. They are of course forced to back-burner some things when immediate bugs must be addressed, like for instance the Server crash on the 2nd day of the Alpha.

      I would much rather have them working hard on the game and the various elements, than taking time out to give us ETAs when they are unsure after dealing with bugs, how the cascading affect of the patching will affect the new expected features.

      Feel good, in most games, any new features like that would be held until the next alpha altogether, but the gang is trying to hot patch some stuff in that they have primed to launch, and so far, they look like they are going to go full steam ahead forward with those plans.

      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
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