I will be the king. You can start sending me gold right away.

Posts made by Gothix
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RE: King Of Syndesia
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RE: Sieges: And how to make those a whole guild activity
Another way to not have too many players on one screen, would be to require sieges to have several phases, and multiple jobs...
Then you would need to decide what player goes in, in which phase, and does what job, so there is more to do for more people.
The worst option of all is to limit the sieges to low number of players. People are here for fun, and sieges are the huge part of it. For PvP players, not being able to join siege due to player number limitations would literally be game breaking.
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RE: Will food rot?
I also hope not.
We would like (hopefully, most of us anyway), exploration based, PvP endgame GvG, sandbox game, where you have plenty of options what you can do, and focus is on social mechanics.
Survival elements, will hopefully be minimal to moderate, and not hardcore, requiring you to live 24/7 in MMO, working to even be able to play it.
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RE: Sieges: And how to make those a whole guild activity
Perhaps cool down can be added, so when one character attends a siege, he has a cool down before he can join next one, so players will have to rotate who does each siege, so not same players have fun with siege all the time, while rest watch.
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RE: Concerns related to the attributes
@Tuoni said in Concerns related to the attributes:
Hmmm... I was wondering, that what would be such passives that would even need inspection? I am not saying there could not be any but from my experience it is enough to see what others wear and what abilities they use. Passives does not usually offer anything game changing and you can expect your enemy to use the best ones (meta wise) anyway.
Depending on design, passives can mean a lot. From my (TSW) example, passives were like 300% of the build.
You had active skills of certain type, they caused bleeds, vulnerabilities, they were piercing, etc they had many characteristics...
Then you had million passives, for example make piercing hits crit extra, then you could add passive, make all your crits raise your block rate by X, then you could put passive make all your blocks heal you for Y, then make all your heals do % damage around you...
I'm just sketching this, but passives could not only proc of actives, but of other passives as well, that procced of other passives, of other passives....
so when you hit enemy, if you had passitve to do aoe around him if you crit, then if your aoe proced something, then it chained to another passive, ... you get my point
It was insane what you could do with passive theorycrafting, in addition to your gear and active skill assortment.
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RE: Concerns related to the attributes
Active skills are easy to observe, yeah. Especially through recording.
But passives are much harder to read, especially if they don't come with visible effects. It all depends how game is designed.
Personally, I would love if game came without (or with "opt in" gear inspection).
Default: inspect off, and it is only available if you click allow for your gear to be inspected. -
RE: Details on inter-planetery travel for each race
There are more details out there. You just have to read through more of the spotlights.
You will even be able to find out what kind of debuffs different races will have on which planet.Just an example, when other race come to Tartaros, after a while they will get a debuff that will mark their location on map for all demons to see.
Read on to find out more.
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RE: The deer
Traps. Traps should help in catching a runaway animals.
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RE: Concerns related to the attributes
@Tuoni you can usually inspect someones gear yes, but not their build. At least I hope you will not be able to here in Fractured when game is released.
My example was from TSW because there builds were so complex that 2 players with exactly same gear could play with 1000% different efficiency, just based on deck they used, and their skills. (No I'm not overreacting with numbers, difference was enormous).
Player with green gear was able to utterly destroy a player with purple gear, simply by being a better (and smarter) player.
You can't say that for many games over the course of history. In TSW this was the case. And the reason was deck complexity and the complexity of the system behind it. -
RE: May 3 City Progression & PvP Q&A Livestream - List Your Questions!
I'm interested in more about what happens after city siege is lost:
- What all does winning guild get from attacking an enemy city, after they have won?
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RE: Concerns related to the attributes
I guess I always return to original TSW in discussions such as these, regarding builds and sharing metas online that everyone follows,...
If the game is complex enough (like TSW was back in the day), there is one rule:
The best builds never get shared! that 0.0001% of people that are able to make those, keep them for themselves, and their extremely close circle (clan).
Those "metas" that get shared online, are shared by "little bit above average" players, that want to be popular, that are streaming, writing guides etc. Those players then share builds they found good, in exchange for gaining better popularity.
By no means, those builds shared by those guys, are the best builds around, and often not even close so this generally means, that "metas" are just an above average builds, and lazy players, who can't be arsed to theorycraft themselves then use those metas -- and that's ok.
Why is that OK? Well because if you are skilled player with a brain and not lazy to put in effort, then you don't have to be a clone 12345 because you can just put in an effort, and make your own build that's actually better then metas shared on web.
I can personally vouch for that, because I used to be in a (old TSW) small clan of around 20 players, all superb theorycrafters, and MMO veterans, and we designed and used builds, that "metas on web" couldn't even compare to. And we kept those builds (and their variations) private for us, and never shared them publically.
I myself for example specialized in making solo builds (both PvE and PvP), then I tweaked and tested them for a long time until i perfected them. Then I shared them ONLY with my clan, and showed my clan mates how to use them. In return, I got their knowledge about builds they designed and spent time testing (tanking builds, healing builds, etc...).
I can tell you, those metas on web that everyone and his mother used, were not even close to builds we used.
Point is... "meta builds" aren't a problem. You don't have to be a clone -- you just have to be "not lazy" and put in your own effort into theorycrafting.
If you don't have the time or the will for that... than that's your own problem isn't it?
It's certainly not the problem of a MMO.
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RE: Concerns related to the attributes
Not a race change... but...
I would be in favor of minor character changes by services of plastic surgeon, hair dresser and barber.
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RE: City Naming
There should certainly be some moderation tied to that.
All kind of people will play this game.
Expect everything to be seen in city names...
Option:
City name (when founded) defaults to randomly selected name from the list of "dev made" city names.
Cash shop - purchase scroll of city name change
When scroll is used, submission is made to GMs. GMs then approve this name, and at that time city is renamed.
If GMs refuse city name, submission is canceled, and player has to make another choice and submit a new name.To not overwhelm GMs with failed re-attempts, after every submission, there is a CD when denied name can be re-tried with a new choice.
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
In a full loot system, everything must be able to get stolen. Thus the name "full loot system".
This is why soul bound gear does not fit in, from the aspect of being protected and not able to be stolen.
At most you could have some items that are soul bound, which, "when stolen", other player could not use (equip), but he would for example still be able to break it into materials, and use those materials for other purposes.
So soul bound items, sure why not, but rare, not common (and still subject to theft).
Protected gear: NO, definitely not. -
RE: How much storage is the game expected to take up?
Many modern games take 50Gb, so we can expect anything.
Although, due to nature of how Fractured will work, I expect it to be less than that. But we will see, it will depend on how much content in total we get.
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RE: What we could craft from the glass?
@Farlander I'm just speculating, and throwing around ideas.