May not be a bug, might be intentional...like for someone who needs to bring up a Screen Magnifier program or grab their glasses to read the text and doesn't want to go through activating it all over again.

Posts made by GamerSeuss
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RE: bug with mouse over skill description
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
Also, it is worthwhile to note that Albion: Online, and other games like it are not actually the #1 rated MMOs out there, in fact, their own populations are declining at a rapid rate as more and more players are getting disillusioned by their system of coddling.
Just about any MMO with actual staying power on the market uses the very mechanic you say will doom Fractured to failure
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RE: The Trees are Our Enemy
@killergoldfish said in The Trees are Our Enemy:
I get that this game is in alpha. But that is no excuse for not putting any though what so ever, into what you do. Clickable trees where people kill mobs! Especialy if you are a basic attack char. Or when you are just trying to run from mobs. Which you will need to. That this has been brought up months ago, and nothing seems to have been done about it, is ridicules
Putting in thought isn't the same as implementing something during an Alpha.;...they need to prioritize things and decide what mechanics to hot fix during alphas, and what mechanics can wait for the QoL tweaks that are to come later. In between Alphas, they have more leeway, but still, every thing that they do takes time to code to some extent, and thus takes away from another project, and that's not even counting how interactions can cause a cascading affect on the devs time.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@Roccandil said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:
@GamerSeuss said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:
@Roccandil said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:
Losing gear in PvE will drive many potential players away. That's not a good thing.
Extremely casual gamers will maybe be driven away, but anyone who plays MMOs with some level of consistency will look at item loss on death as an expectation, not a discouragement. As my sister said (Stormbug) lack of loss on death=boring, monotonous, tedious, and something you quickly lose interest in as a long-term gamer.
Wurm Online has PvE death with item loss. ESO or Albion, on the other hand, do not have item loss with PvE death, just durability loss.
Which games have the lion's share of customers?
Is there any open world MMO with full item loss on PvE death that has more than a niche following?
To me, the point of MMO PvE is tackling a challenge with some friends. Spending most of my game time traveling to PvE content where I can easily be reset back to traveling again is not acceptable.
I have better things to do with my time.
Comparing to other games is great, here's a note to consider:
UO (Ultima Online) was the first real MMO, and when people think of the 3 greatest MMOs to ever come out on the market, generally speaking, you hear EverQuest, World of WarCraft, and RuneScape (versions vary) and for the most part, each of these games involve loss of gear when you die, sometimes in addition to XP penalties as well once your above like 10th level. Sure, EverQuest is long nerfed and out of fashion, but as much as I dislike it, World of Warcraft is still huge, and RuneScape has 3 games still fairly active, RuneScape Classic (based on RS1), Old School RuneScape (based on RS2), and now RS3, and the most popular of the 3 is OSRS. In Old School RuneScape, you lose everything in death except your 3 most valuable items (keeping a 4th if you have the right prayer active on death), it is a PvE / PvP combined MMO, with distinct PvP areas, and even flagging to mark those into PvP as the aggressors (for non PvPers in PvP areas). The main exception that RuneScape (all versions) has is that depending on where you die, you can go to Death's Domain and pay a portion of the price of what you lost on your corpse to pick it up there and not have to go back for your corpse.
Sure, you'll find some games that try to coddle players to the point there is no feeling of risk, but without risk, rewards don't mean anything. There needs to be something to discourage death, other than merely failing a task and having to start over...after awhile, that is no longer a deterrent at all. People will Juggernaut a task by throwing their characters after the goal 30, 50, 100x until they defeat the task, and nothing deters them from doing this, EXCEPT the fact that serious gamers quickly get bored at this kind of no-risk play.
I'm a PvE player, I only ever PvP'd in any game in defense of Newbs, or Myself when entering those zones. I have never actively participated in PvP really, so I'm saying this from the PoV of someone who recognizes that PvE is a very viable playstyle for serious gamers...and even we PvE serious gamers still want an element of risk, we just generally want the risk part to be the Game/Environment, not the other PCs.
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RE: Knowledge Points
There will be eventual new content, that may expand the Talent totals, number of skills and spells available, and of course, add new Critters, especially new Legends to fight for 'progression'
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RE: no progression
With potential added content, they should be able to keep KP progression going. New Skills/Spells added in, new Critters to fight, and of course, new Legends adding in the new tales/secrets they add in.
As to group and KP division, that is a work in progress, they are still fine tuning that one. I expect they will probably wait to directly address it until this Alpha is overwith, only because of how the code integration is probably related, but not knowing the source-code and engine myself, I could be completely off, and they will just fix it with a patch. Either way, it is on their radar, they've responded in other threads about this one.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
@Roccandil said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:
Losing gear in PvE will drive many potential players away. That's not a good thing.
Extremely casual gamers will maybe be driven away, but anyone who plays MMOs with some level of consistency will look at item loss on death as an expectation, not a discouragement. As my sister said (Stormbug) lack of loss on death=boring, monotonous, tedious, and something you quickly lose interest in as a long-term gamer.
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RE: shitty game
@grofire said in shitty game:
if that true why no developer say it?
Well, for one, as a serious Developer, i wouldn't even bother checking a forum that was entitled "Shitty Game" when there are so many threads to keep track of as there is. Shitty Game just pretty much says "I'm not even going to give this game a chance to grow, I'm not offering any constructive criticism, so go ahead and ignore me for more engaging patrons"
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RE: shitty game
@grofire said in shitty game:
@GamerSeuss said in shitty game:
I saw some general complaints, many of which, when taken specifically as you could filter them into, were about elements of a game that are pretty much industry standard traits of most MMOs. (Losing all your stuff when dying, needing to grind to get ahead, etc...)
im playing MMO since 1995, in many Korean MMO games, and some western, the longest time was on DragonRaja, while i haven't played on UO, and i can tell you that the standard was that stuff didn't drop when you died.
the first game that i played, that your items drop on dying, was AO.
that why i liked this game, 3 planets, 1 can be full PVP with drop loot, and the 2nd is moderate PVP, and the 3rd is no full PVP or i guess its PVP with no loot drop.Frankly, as my sister, Stormbug said, the OP is more than likely a Troll, just getting off on people's responses that feeds his/her ego while refuting his claims. I see no 'White Knight' syndrome responses...mostly what I see is people saying "if it's not for you, go find another game", "what kind of games do you consider fun" and "what would you have done to make it better, where's the constructive criticism"
it doesn't matter if the OP is a troll, some of criticism is correct like @Roccandil said, i feeling some of that too, the game was interduce as one and now its seems changed, and we haven't heard from the Developers on this matter...
there was about 7 different post on forum talking about solo playstyle vs city\group gameplay on the game, and there is merit since the game was (more then 2 years ago) interduce as welcoming to all playstyles, i hoped that the Developers will answer to anyone one of that posts.
maybe @Prometheus can join and help clear where the game is going?This is where people tend to forget that this is in fact an Alpha. During Alphas, not all playstyles may be represented like they will be in the final product. The specific purpose of the current Alpha happens to be fine-tuning the city structure system, and this go around, how the cities and nodes can be utilized together. The previous Alpha just barely introduced Cities, and I expect the next Alpha to still be rather City-centric, considering they haven't gotten Cities to where the majority of the player base interested in them are happy in that regard.
Later Alphas, just like earlier ones, will focus on the Solo aspect of the game more I'm sure. That just doesn't happen to be what they are testing right now, so those coming here looking for a fully enriching solo experience will find this set of Alphas lacking, nature of the beast.
Also, remember, being a Solo player doesn't mean you don't ever use the Cities for resources, The solo playstyle can still be accomplished by mostly traveling alone, and making periodic forays into town to stock up on those resources they can't make/gather themselves, sleep at an Inn if far from their private home to lock down a respawn point, etc... Solo play doesn't mean they are the only one that matters on the map, if completely, utterly solo play with no other player interaction was what someone wanted from a game, why play in a Massive Multiplayer world at all. I prefer Solo play myself, I want to travel the map by myself, or with a very small group of friends/family for jaunts, I want to establish my smallish niche guild so we can help facilitate each other in our solo and part-time group play, without focusing all the time on the 'community' of the game, BUT I play MMOs because I want games where other players and what they do also has an affect on the gameworld at large.
I love games like Baldur's Gate, Eye of the Beholder, Azure Bonds, etc... for when I want to play something with just me, or me running an entire party through a game. Final Fantasy is another that's good for that, but when I want to dive into an RPG, that means I want some possible interaction with other PCs, or at least, interaction with their impact on the world at large.
The first real MMO was UO, and that started the whole Corpse dies, lose your stuff mentality.
Variations have come out, probably one of the best out now, is Old School RuneScape, where you keep your 3 most expensive items (4 if you have a protective prayer going for it) and lose everything else on corpse drop. RuneScape also allows you to go to Death's office and buy your tombstone items out for a gold price lower than replacing them costs, but higher than the death price of items if you gather them yourself. You still lose all your disposable items, like potions and food you were carrying, as Death doesn't gather those, and there are items that are destroyed on death, or damaged/made lesser on death and need to be fixed/re-enchanted, etc... -
RE: Thank you for this Alpha
Excellent starter feedback.
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First, remember that the game is not Guild-centric. Towns and Citizenship of towns is not meant to be solely by Guild Control. It's nice that a Guild can take control of several towns, but each town works as a separate entity in support of the overarching guild. IE: if your a citizen of Guild City A, you help build/support/improve Guild City A, not all Guild Cities.
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It may not have worked this Alpha, but in previous Alphas, you could set your Chests and other things in your personal house to usable by: Self, Friends, Party, Guild, or Everyone, or any combination there-of. This means that presumably, once this particular Alpha test runs through its paces, there may be more sharing available in future tests when they possibly bring those options back. For simplicity sake, however, in an Alpha, sometimes options are turned off to set the focus towards what is being tested.
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The game is actually set to be both a Solo and a Group game, however, the particular Alpha Test phase you joined in on is one testing many of the Group Dynamic elements of the game as opposed to the more Solo focused elements.
Again, have fun playing, and look forward to hearing more feedback of this kind, as it shows someone who actively participated in the Alpha, and thought before posting and gave constructive feedback.
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RE: shitty game
@Roccandil said in shitty game:
@insomnia said in shitty game:
But responses aren't a surprice. But what can you expect from people that are simps to the game.
There is a difference between challenging and poorly designed content. This is just poorly designed
I bet you people lack anything to do in your life, since you like this. I assume you also buy Fifa every yearYeah, I skimmed the responses to your topic, and what I mostly saw were self-satisfied white knights happy to have an excuse to bully someone, while ignoring the substance of what you were saying. (And I consider that sort of response a troll, since it seizes on the superficial in an attempt to distract from the real issue.)
You, on the other hand, tried the game, had a bad experience, got pissed, and needed to vent. I'm not going to fault you for that.
For one thing, blaming the customer is a bad business practice, and for another, I think your fundamental complaint is accurate.
I've played Fractured since the first alpha test, and I'm increasingly unhappy with its direction. I wouldn't be surprised if it becomes like Wurm Online, with a small core of dedicated niche players, but not enough to truly populate the world.
And if the responses in this thread are any indication of the sort of player base Fractured would retain, it wouldn't be worth joining.
But is a Forum really the place to Vent a bunch of vitriol about a game?
Why not instead, make constructive criticism, give suggestions of how you would improve the game instead of exploding with a bunch of negativity, to the point that you even have the audacity to refer to your fellow gamers as 'retards' which is patently NOT OKAY!
I didn't really see any real points within his/her vitriolic word barrage. I saw some general complaints, many of which, when taken specifically as you could filter them into, were about elements of a game that are pretty much industry standard traits of most MMOs. (Losing all your stuff when dying, needing to grind to get ahead, etc...) and exactly NONE of what was said took into account that your not even playing a finished, or even close to finished game, but rather your experiencing the ALPHA TESTING PHASE of the game's development.
Frankly, as my sister, Stormbug said, the OP is more than likely a Troll, just getting off on people's responses that feeds his/her ego while refuting his claims. I see no 'White Knight' syndrome responses...mostly what I see is people saying "if it's not for you, go find another game", "what kind of games do you consider fun" and "what would you have done to make it better, where's the constructive criticism"
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RE: Ports are too expensive to travel on.
Ports in this game are NOT meant to be centers of trade, per se.
They put ports in as a way to travel from one side of a continent to another, in case say your Guild is getting ready to do a raid and you happen to be on the wrong side of the map at the time the raid is going. Of course, Legends haven't really spawned as of yet, so Raids are a future thing at best.
Ports are NOT allowing Carts or Wagons, so to answer your fears, no worries, you don't have to come up with thousands to move your cart/wagon via ports, as you can't do it at all.
The game is meant to not have fast travel in the general sense of it. The only time a port would be usable to carry goods above your character and what he/she is wearing/has in their backpack is when new continents are implemented. I believe then, they will have only very specific routes that can allow that kind of stuff to be transported.
As you say, PCs don't carry gold around with them if they can help it, so what you're going to want to do, if using ports is something you think your going to do with any frequency, is to specifically store some gold in the Banks of the Port towns your most likely to use, that you can draw upon in those times of emergency when you gotta use the ports to get to a guild raid, or help a friend on a corpse retrieval, or something of that nature. It's the same kind of forethought that will have a lot of PCs keeping a spare set of workable gear set up in commonly used town banks in case they die and need to do a corpse run from those locations.
Also, food for thought: Right now, there really isn't any Gold-Sinks in the game. Towns have upkeep, and private individuals not in towns can buy exactly 1 house, and after that, there's nothing for an individual to really spend Gold on at the moment, so stockpiling gold for Port fees is at least something productive you can do with the nearly useless commodity. Later, when Gold gains a real sense of value, things may be different, but right now, dropping 200-300 on a Cross-continental trip is actually a steal.
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RE: worth buying
Honestly, depends on your preferences, but really, it's too early to say as a wide angled answer. Some of us have been backing this game since it first went to Kickstarter a few years ago, so for us, the Risk/Reward is worth the gamble, but that's not everyone's cup of tea. if your having doubts, you certainly can't judge purely from the Alpha, as being an Alpha, a lot of things that make this game special haven't been implemented yet.
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RE: Feedback after few time playing
Remember this is an Alpha Test. A lot of your suggestions, whether I agree with them or not, are really things to expect in the final draft of the game before release, like mid-late Beta, definitely not Alpha concerns.
End Game Content has already been hinted at with the Legends and the Stories that go along with the Legends. We just haven't seen that actualized as of yet.
Lack of variety in resources is another thing that should come out in the final drafts, once they have tweaked the mechanical aspect of resource handling some.
Many people have asked for Tool-tips and Keyboard binding actions, but remember, this is something that should also wait until the game is closer to release, so they aren't constantly redoing the work over and over as they make changes for the Alpha, and later the Beta phases of the game. I personally would love to be able to shrink the play window in Window Mode just a little bit to facilitate my streaming, but I also understand such controls are by far not a priority right now.
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RE: [QoL Suggestion] Packing Station Storage accessiblity with just one click
I'm actually with boogie on this one.
In fact, I'd be fine with them adding a couple clicks to the Charcoal pile.
Why be in such a hurry for everything. You want the game to take some time to do, it's a game, some QoL upgrades are great, but some take away from the game and my preference is to see more things take a few more seconds to do.
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RE: Travel Time Mitigates Log-in Desirability
@Stabodee said in Travel Time Mitigates Log-in Desirability:
@GamerSeuss said in Travel Time Mitigates Log-in Desirability:
Yes, the Average Horse goes about 30 mph, but the average human runs at 28 mph, almost 90% of the horse speed.
What scifi books have you been reading? If I could run at 28 mph I would hold world records and not need a car or bike for transportation.
An average human's walking speed is around 3.5 - 4.5 mph. average running speed 6-8 mph and sprint 10 - 12mph.
@GamerSeuss But you are right, a horse with a person will travel roughly 4.5 -5 mph and will canter at about 8 - 11 mph with sprints up to 50mph.
All other points I agree with you!
Go to Google.
Type in "Average Human Running Speed"
The result that comes up is 28 mph.Now, I'll be the first to say the internet is full of misinformation, but as the Horse Speeds came from Google Search, made sense to just use the same source of data for comparison.
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RE: Please add a Combat Mode
Actually, as a programmer, I'd tell you that Key Binding should be one of the last things they fix, after everything is all said and done...I would like to be able to play the game in a resizable window though...it would help me as a streamer, as I don't have dual monitor support and have to monitor my stream chat via a cell phone because I can't shrink the window enough to put a pop-out chat window on the side
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RE: Travel Time Mitigates Log-in Desirability
@BlueGoblin said in Travel Time Mitigates Log-in Desirability:
@GamerSeuss I don’t think the carts are spot on at all, but I also know they’re going for reality. Horses can move that slow while pulling a cart and a quick goolge search shows:
The average horse can run at about 30 miles per hour and sprint up to 50 miles per hour. The average speed while pulling a cart is 2-4 miles per hour. While cute, it’s infuriating to the average player trying to enjoy a game.
Horses historically, don't really go that much faster than humans...
Yes, the Average Horse goes about 30 mph, but the average human runs at 28 mph, almost 90% of the horse speed. Yes, a horse can Gallop/sprint and reach 50 mph speeds, but they can only do that in short bursts before wearing out the animal, and they can't really do that pulling the cart along.
They don't differentiate the weight of the carts when estimating the horse's speed, and of course, the whole paved road speed up is purely arbitrary.Now, a horse pulling an empty cart should probably go faster, just as horses should be able to do a short sprint to get out of a combat zone quickly, requiring the rider to stop and walk the horse for a few ticks to cool it down afterwards.
Horses stats should have an affect, but currently, only Dex does.
Dex should be the horse's base speed
Str should be how much they can pull before they are 25%, 50%, 75% and 100% encumbered and have their speed reduced accordingly
Con should affect how much damage a monster can do to your horse before it gets dismissed, and affect how quickly you can resummon it to you. -
RE: Please add a Combat Mode
I think this is one of the top suggestions out there...When fighting, it really sucks having to move your mouse around to get that Sword Cursor when Trees, Herbs, Dead Bodies, etc... keep turning it into a hand. As a Mage character, this gets really frustrating for me. Once in Combat-Mode, characters should only have the mouse react to live enemies, and/or running away unless you drop out of Combat-Mode
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RE: Specter appreciation
Once the game is actually generating revenue, the Devs should really put Spectre in a staff position with pay...he does sooooo much for the community as a volunteer, they could make him the DM Manager (for in-game dungeon master volunteers who typically would take over his job when it becomes WAY too much for 1 man/woman to handle)