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    Posts made by GamerSeuss

    • RE: Horses and their drops

      More than likely, as horses were never really meant to be attacked for loot in the first place, they just attached the horse to the regular wolf drop table for expediency.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: Please fill up your Trading Posts!

      only if there is a demand for it. You have to have a demand before money or any other resource becomes valuable. Ore, Leather, etc... has value because in game, you need it to make better armor and/or weapons, money, really, is used to upkeep a city if your a member of a city, and to buy (1 time) a private plot, if your not, and then it's mostly useless. Adapting another currency will still just do the same thing, unless the Governors of cities 1. Start to charge their citizenry for some of the amenities in their towns, and 2. Mandate to each citizen an alotment they must pay towards the city upkeep...and again, this only assumes that they aren't taking advantage of the current situation, Like Nekrage has said, and just keeping their cities as Rank 1 to avoid paying upkeeps, and just grabbing as many cities in their guild as possible.

      NPC merchants who sell things for gold would create a value to gold, but in a player driven economy, where right now, most things are being made as needed by players, and major construction, like Metal, is controlled by cities who can choose to sell off goods and/or raw materials as they see fit, your not going to drive the economy up by just creating a few new currency systems. Yes, private property has value, but only that value the owners of the property, and the buyers of said property attribute to it.

      Once ports really open up and get used, that will draw out some money. Once Towns get most of their standard citizens equiped with a set of good gear, and a backup set, then towns will start to sell off excess raw materials and/or finished goods. Until then, your in economic limbo

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Please fill up your Trading Posts!

      You're still missing the point...the towns don't really have the power to drive the currency right now.

      Until you can legitimately drive the economy, coinage is a symbol without meaning. The US Dollar started out on a Gold Standard, then they came out with the Silver Certificates, which meant all gold was backed by Silver, nowadays, the USDollar is backed by the US's value in the Stock Exchange globally. The fact of the matter is, there is still a finite backing to grant legitimacy to the coins/dollar bills/credit out there.

      In game, a city owner could create coinage until the cows come home. That still doesn't change the fact that gold itself doesn't really matter to the Governors out there beyond upkeep of their cities. Their resources aren't going to suddenly fill up their trading posts with the new currency replacing the Gold Piece, because they are still going to value their resources more than the gold they could get openly trading right now.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: It's missing.....

      Alphas are purely about mechanics and bug finding, Betas are about Achievements and Quality of Life fixes, then going live is the finished product. Keep in mind, many alphas have no element of heavy graphics yet either, and don't give a whole continent to explore initially.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Want to respec at camp fire.

      I like the change, personally. I feel your HP maximum might need to reset over time, but otherwise, that part of the game I think is spot on.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Travel Time Mitigates Log-in Desirability

      A little faster would be good, and I say this only because when traveling with my GF, me on horseback, her running, she was almost outrunning my horse.

      As to watching a horse's backside for 40 mins, remember, even on paved roads you can be attacked, and once the game goes live, such attacks will probably increase, so it will still be exciting. I'd bump up the horse's speed maybe 20%, but that's about it, and as far as Wagons/Carts go, I think that speed is just about right.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Please fill up your Trading Posts!

      @boogis said in Please fill up your Trading Posts!:

      @GamerSeuss you simply dont understand how it all work, and it obvious. Like I said a governor with brain will manage how to use this system for huge benefit.

      I'm an economist, among other things, so I know quite well how currency works. Without the backing to give your currency a real value, it has none. Right now you have currency as a nigh on infinite resource...especially if you like to kill zombies, skeletons, and goblins, the 3 biggest sources of coinage. Smelting and striking individualize currency does no good if there is no demand for the little discs of gold in the world at large.

      In the Alpha state that the game is in currently, your really not going to solve your issue, no matter how much you try to spit-patch it with competing currency markets. No demand means supply is meaningless. Doesn't matter if it's the generic Gold piece found in the wild, or Oran'Thal's Golden Dragons your trading in. Nobody wants to trade, so there still won't be much trade...

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Dedicated Farm Cities

      Farming and Mining are two very different types of resources.

      A Mine requires finding a Vein of Ore to harvest from. As a Vein dries up, you dig deeper and expand your mine to continue producing ore.

      A Farm requires Arable land. A combination of space, fertalizer, seeds, irrigation, and effort. A farm can be placed wherever the owner is willing to sacrifice the land-space to create the farm, either inside or outside of the city walls. The main difference between Farming resources is a matter of scale. Exterior farms can grow larger yields of produce, and certain types of land are better for certain types of crops...also, certain crops have a minimum size needed to be viable. Example being Corn...ever try to grow corn in a backyard garden? It's hard to keep the Corn growing, as it takes a minimum of about 10 plants or so to really make a patch of corn viable. Then there's Rice. Rice grows in Rice paddies, which are partially submerged mire-type areas. Rice grows basically upon the water in shallow swamp like conditions.

      Now, each city has a finite amount of room to build. If they choose to sacrifice citizenry housing for farming plots, that's their decision to make, but it is viable. Some cities, on the other hand, are adjacent to actual Farming Nodes, so like the Rice Paddies and large fields where you see a reall plantation sized crop of grains and cereals being produced. This is the benefit that a city with a farming node has over cities having to sacrifice their housing space to keep up their food supplies.

      In addition, of course, the game is ripe with wild beasts with edible flesh that adventurers are constantly collecting, but some Food Nodes in the future might actually be good places to put a more domesticated herd for meat and dairy and eggs.

      The game is going for as much realism as it can get, and that's why you don't have the farming strictly limited like you do the ores.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Please fill up your Trading Posts!

      @boogis said in Please fill up your Trading Posts!:

      I have already explained in many posts and even made a video about this with 30 minutes detailed explanation. The problem what devs have, that they ve made one step, but the have to make the second. And second one is governors make their own golden currency. That's it. It will fix everything. Not going to explain, I'm tired. Peace and love to all.

      In actuality, in an Alpha setting, individual currencies would just exaccerbate your problem, not even coming close to solving it.

      If Gold Coins really have no relative value in the game, then individual city/guild/area currencies would also have no real value, just whatever value the creator of said currency tries to assign to them, with no power behind them to actually back up that currency.

      Currency systems only work if there is a set amount of currency based on some other real commodity backing that curency, a scarcity of resources, and said currency, and a measurable way of evaluting the influx to the outflow of currency into the gaming world economy.

      Sorry, your solution is a total non-solution, because it doesn't by any means answer the underlyng issue.

      Now, if the 2 Game World run cities had Trading posts, and they actively adjusted prices according to supply and demand of resources in the 2 hemispheres of the game (North West and South East parts of the map), then you would begin to establish some baseline value to gold. Further, these cities would make it so unaffiliated players would have at least some access to crafted raw materials such as Iron Ingots and Tanned Leather. As the game wants the economy to be 100% player driven, I don't see that happening.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Unable to make 7th enchant on body armor

      is the new enchantment a tier 1 or 2 your attempting? Tier 2's require 2 slots to fulfill

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: [Feedback] Party Knowledge sharing feels bad

      @Farlander said in [Feedback] Party Knowledge sharing feels bad:

      I wouldn't consider grouping to be abusive. If someone is willing to spend their time leading another player around to get knowledge more power to them. That's the part that makes a mmo great...cooperation. By taking away the ability for everyone to earn the same amount of knowledge points you will in effect push players toward solo play. Aren't we wanting to help people enjoy group play?

      I remember the early days of SWG, we would fill our groups to max so everyone could run around and get the achievement nodes. It was saddening that when most got those they didn't group up for anything except major hunts.

      Actually, we're supposed to be showing a game that encourages both Group and Solo play. Current testing phase is very Group-centric, but Solos are supposed to be not only viable, but completely supported and encouraged as well.

      Personally, I would take the base knowledge value of the creature, divide it by the number of players in the attacking group, and that's how most knowledge would be awarded. If a single member of a group is more than 50% below everyone else in knowledge of a particular creature, that character would get 1.25 shares, while anyone with 100% on a creature would only get 75% share (which would equate to nothing for them, but still take away from the total KP of the creature)

      This way, everyone on equal footing levels up equally within a group, but those lagging behind get a small bump, while those 'finished' with a particular mob take less away from the whole.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Playing Solo Possible?

      Cities and Nodes are a primary purpose of THIS phase of Alpha Testing.

      In Alpha Testing, rarely do you get to test all sides of the dice to see what's what. You need to wait until more Solo-focused content is being tested to judge. Earlier tests, pre-cities were such tests where the soloist had just as much to do as the groups.

      As to being a soloist, being a solo player does not mean you never interact with others, it means you don't necessarily join groups or raids. A soloist can still be expected to go into towns and buy items from their trading posts and crafters. Especially items they themselves cannot currently make. As much as I would love to see personal crafting areas in wilderness housing, it doesn't mean I don't understand that such stations do fit better in the narrative in cities.

      As a soloist, you will accumulate a lot of gold if you kill humanoids, and as you don't own more than 1 house, and are not beholden to a city, you have very little to spend said gold on out there. Spending gold to buy necessities you can't make yourself is a perfect and historically accurate use of such resources.

      Hunters/Furriers out in the North would often catch far more pelts than they themselves could use. About once a month or so, they would bundle their extra pelts and other odds and ends they had gathered and hike into one of the closest cities or at least remote trading posts and trade their excess for things they couldn't produce themselves.

      Some crafting benches make perfect sense to be soloist available, like skinning posts and tanning tubs, where others might be considered more the kind of thing that needs to be maintained in a city, like a smithy and smelter. Enchanting tables might fit either one, but require being set up on a natural magic node or something similar, to work properly.

      posted in Discussions & Feedback
      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
    • RE: [FRAC-2265] Buggy House

      As Co-owner of Stormbug's house, I also attempted to build a Fireplace and an Enchanting Table, and again, it won't allow it. We keep getting the message that we must be in a house that we own, even though it's the house we built, on the plot we claimed in the city we're citizens of.

      posted in Bug Reports - Closed
      GamerSeuss
      GamerSeuss
    • RE: The City Monopoly Meta

      You want to encourage Ranking up cities over owning many smaller ones across the map?

      Make city ranks truly matter. The higher you maintain your city rank, the more advanced building options you have available to you.

      Example:
      Currently, an enchanting table can enchant any tier enchantment based on what reagents are gathered.
      Revision: A basic enchanting table at an alchemy center can enchant tier 1 and 2 enchantments, an Advanced alchemy center (requiring a Rank 3 city to contain it) can also enchant tier 3 and 4 enchantments.

      Currently: a Smelting and Metal Working shop can smelt any metals and alloys you have the raw materials for, and they take the same amount of time to do so.
      Revision: A Basic Smithy can smelt Grade 1 metals and produce simple alloys (Copper, Tin, Bronze, Gold and Silver), a Journeyman Smithy (Requiring City Rank 3) can smelt Grade 1 and 2 metals and produce intermediate alloys (all of the above, plus Iron, Steel, Nickel, Brass, and Platnum), and a Master smithy (Requires City Rank 5) can smelt Grade 1 metals/alloys with a 25% reduction in time required, smelt all Grade 2 metals/alloys, and has access to Grade 3 metals/alloys (Blood Steel, Adamantite, Spirit Metal, Mithril, etc...)

      If a city loses a Rank needed for a given building, any current projects would continue, but with a 25% time penalty for completion, and new projects would only work at the appropriate level of the new City Rank.

      This would give City Ranking a Real meaning to the owners. If you want access to the more advanced resources and capabilities, you have to build up and maintain your city in the rankings.

      Other options to keep people from running city monopoly groupings would include a 1 week cooldown before you can swap cities after changing. IE: Initially, you join a city, it gets credit for you as a citizen and you start to contribute. If, however, you decide to leave that city and join another one, your new city gets credit for you and the old city loses credit, but now you aren't allowed to quit and change cities again for 1 week. This will prevent constant citizenry reshuffling.

      Account lock city ownership. This way, a given account, not the individual toons/characters decide ownership of a given city/house/business in game. This means you have to get a whole other account if you want to multi-box several city ownership by a single person.

      Instill some 'Natural Disaster' mechanics that periodically plague a city, causing more upkeep to be needed to maintain the city ranks, keeping groups from spreading too thin their attentions. Example: A swarm of Ore-mites breaks into the Mine of the city. until the Ore-mites are cleared out, no resources can be gathered from that mine. A blight hits 30% of the crops in a area of the continental map. All cities crops within the area are affected, and additional upkeep costs are incurred by said cities to research a cure for the blight to get their crop yields back to normal, or the current crops must be burned out, the soil refreshed, and whole new crops started from scratch, requiring several citizens participate in the massive crop rotation to save their fields. (all or nothing, either all fields are burned down/plowed under, or the blight keeps recurring until cured).

      With the above suggestions, running cities will take up enough resources and focus that splitting your focus to run several other cities will become a lot harder, AND cities are encouraged to grow and expand, instead of just maintaining at Rank 1 and minimal effort.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Who's Streaming

      I had meant to stream last night some Fractured, from Midnight to 9am I was streaming, but as I couldn't get into Fractured, it ended up being Old School RuneScape's Trailblazer II Event content.

      This is okay though, as Alpha testing is when you want these kinds of crashes to happen, so that when the game goes live, it doesn't crash as much.

      Hopefully, my next long stream window everything will be working properly, especially as that's this Saturday, Extra-Life's Gameday marathon time. I'll be starting no later than Midnight (baring tech issues) CST and streaming as long as I can physically handle it (I have chronic fatigue, so might need a break, also depends on how busy my chat channel is) before taking a 2 hr break and coming back to finish up as best I can of the 24 hr period. Much of that time is already earmarked for Fractured, although I will probably jump into Old School RuneScape at least a little bit, for my established fan-base's benefit as well.

      https://twitch.tv/gamerseuss

      posted in Discussions & Feedback
      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: Idea. Holy trinity

      @boogis said in Idea. Holy trinity:

      @Stacy555 63 yo kid who started playing rpgs from 2005. tank/heal/dd is newer version of what im saying.

      Actually, Tank, Healer, Damage Dealer were terms used in Ultima Online, and EverQuest, arguably the first MMORPGs out there, and they had already started in use in TTRPGs before it went digital...This coming from a TTRPGer since 1978.

      Your Classic Trinity was actually Magic-User, Fighting Man, and Thief (OD&D, 1974 white/beige booklet edition)

      It has evolved over the years, but it got boiled down to Tank (Damage Sponge), Damage Dealer, and Support (Healer/Enchanter, Buffer, Skill-jockey)

      It actually changed to a 4 part system really, not in direct link to the Rock-Paper-Scissors analogy, in fact, as they quickly differentiated between the Healer-Support person and the Skill-Jockey Support person. That goes to when they added in the Cleric to D&D. The 4 ultimate CORE classes thus were Fighter, Cleric, Wizard/Mage/Magic-User, and Thief/Rogue and all other classes were built around the roles those played. It finally really got highlighted in an actual D&D edition in 4th edition, and players were up in arms because they believed that D&D was devolving into an MMO clone, forgetting that MMOs came from D&D in the first place, and all they were using were different terms than SOME might have been used to. In 4th Edition, it was the Defender (Tank), Striker (DPS), Controller (Blaster, Mage, Area Attacker), and Leader (Healer, Support, Strategist)

      So no matter how old someone is in the game, don't go throwing your age around and degrading others for being newer than you. Stacy555 had a valid argument, and your dismissal was not exactly good form.

      As to the Rock-Paper-Scissors mechanical theme, no thank you, I like every character to try to be dynamic, by how a person plays that character, and if someone wants to start an Arcanist, and then unlock a bunch of Melee skills to switch-hit at times, good on them! That's why this game is built around the Pre-Set system for Skills/Spells and Talents

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Horse Population

      @ReverendOne said in Horse Population:

      @GamerSeuss said in Horse Population:

      Please, people, it's like day 1 of Horse implementation. They started out with Server Request Overload, so let them do some balancing before complaining too much!

      Complaining? I suggested the devs increase the horse population during alpha. Or do you honestly believe the devs want us to spend whatever time we have available just running around looking for something instead of actually testing game features?

      Part of the thing about the Horses is they are a marked difference from walking/running around the board...thus, they need to be rare enough that everyone and their brother doesn't have one on day one. Testers, especially newer testers who haven't been through the grind of multiple Alphas, need to learn to appreciate how much goes into walking the map before they start using Horses, Wagons, and Shipyards to speed things up. It is all part of the test. If Horses were the only thing new we were testing, or even the primary new thing, then maybe they would start everyone with a beginner mount, but they are just one part of the test, and they are also testing the availability balancing, and the catching of horses, as opposed to just buying or getting one when you start...so the test has more impact on overall game play.

      I haven't found a horse yet either, and I really want one, BUT I have seen enough players with horses to know they are out there to be found, and they haven't been forgotten.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
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