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    Posts made by Gothix

    • RE: Your favorite Dailies, or what you would like to see them as.

      In general, I would say that I personally dislike "activity timers" all together.

      However, cool downs on professions are not so bad, because I can always do other things to get gold, and then spend gold to buy leather that I didn't get by tanning. There is always other options.

      Daily quest rewards are usually soul bound in MMOs, and if you missed it you missed it. You wasn't able to purchase it or get it in any other way.

      Now... IF daily quest rewards were something that wasn't soul bound, and there is economy tied to it, and you can do something else, and just buy "daily rewards" on the market, then it wouldn't be that bad.

      But this mostly wasn't the case in MMOs, and this is why when players hear "daily quests" red lights turn on everywhere.
      Which is not the case with profession cool downs for the before mentioned reasons. 🙂

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: What we could craft from the glass?
      • material to build greenhouses, that are mandatory if you want to grow certain plants near your house, rather then having to go to another climate zone to look for them.
      • housing, material used in profession to build furniture
      • material used to craft weapons, glass arrowheads, made out of glass with special properties, add different effects to projectiles, glass as material used in crafting other tools, either for combat or for some professions
      • glasses and bottles for use in taverns
      • marbles for falling traps
      • magnifying glass, a multi use tool used for some professions, and to start a fire for campsite (in conjunction with rocks and wood of course)
      • ...
      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Archaeologist Sub Class Tree

      I'd say its a question of investment vs potential return.

      IT heavily depends on how many towns are estimated to get ruined over time. If there would be "little to none" abandoned cities then cost of investment to design a whole profession that relies on it would be not worthwhile.

      If it is expected to be many abandoned cities, then it can be worth it.

      It would be a calculated risk, designing this.


      Point: I can see this down the line in expansion, once devs see how gameplay will evolve, and will abandoned cities tend to be common, or a rarity.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Your favorite Dailies, or what you would like to see them as.

      Ah I would also like to connect to that example with leather. 🙂

      Sure tanning leather can have 24h timer, until it's complete. But... you can tan 1 leather, 2 leathers, 15 leathers in paralel.

      So if you didn't tan 2 leathers today, you can tan extra 2 tomorrow, and you didn't miss a thing. 😉

      If you however miss doing "daily quest" today, you can't simply do the double job tomorrow, you missed that reward forever.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Your favorite Dailies, or what you would like to see them as.

      If we are arguing semantics and also bringing RL in... 🙂

      Then "daily" just means something that you do every day, and it in no way has any cool down tied to that activity.

      You eat daily, but there is no cool down, so you can eat as much as often as you want (that not being healthy is another issue). 🙂


      If one simply wants to convert a world to be used in a field (like gaming) than you have to consider what that word means for the "most" individuals in this field (in this case players).

      "Daily" imho. for most players means a quest that you do 1 time per day, that has cool down of 24 hours.

      Activities that you simply do every day in game, "most" players do not call dailies. When you hear daily, in your mind is something else.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Your favorite Dailies, or what you would like to see them as.

      While it may take a day to craft leather, you may for example also steal that leather from someone else, or purchase it, or... (other sources of obtaining it, without cooldown)... You are not forced to do this daily activity, and you can still get that item in another ways.

      But this is still not the point, as I said, the main point is psychological effect "daily quests" have on players.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: What kind of game do you hope Fractured will be?

      Sandbox based, but where "flexibility" comes with the cost. So your choices still matter.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: How to "obtain" in-game money

      Ohh gems... shiney! 😄

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Whats the probability this game will actually see beta and a release?

      What if... you get the game now and just keep in in the box. In that case it can be both released and not released in the same time. 😉

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Concerns related to the attributes

      Perhaps, cash shop can offer purchase of full attribute reset.

      Meanwhile in the world, through exploration, challenges (or whatever) players would have a small chance to find "translocate 1 attribute point to another place" scrolls.

      Those scrolls should be character bound in that case, and have a limit how much you can have at once (like 3 or something) so you can not hoard them, perhaps even an expiry timer in addition to that. And with a low enough chance of getting those, "purchase attribute reset from cash shop" would not lose purpose, while still offering players to transfer a point here and there for "free" through gameplay.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      @Farlander

      Players aren't equal, in fact every single player will be vastly different. But the major point is, players will not be different vertically (in power) but horizontally (in utility).

      Gear wise, gear will be different by stats (not total number of stats, at least not hugely different by that, just different in stat allocation), and in enchants.

      So you will not be able to say one gear piece is vastly superior to another one, you will just be able to say it's "different than another gear piece" and more efficient in different kind of scenarios.

      Thus, no "epic" gear. Just specialized gear.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Whats the probability this game will actually see beta and a release?

      And not everything is a factor of chance.

      85% is the devs development effort (so not a chance, but depending purely on how much devs pull it off), and 15% could go towards other factors (like managing to acquire a GOOD publisher, and similar, that is also not all pure chance, but also majorly devs negotiation efforts, lets say 10%). Lets say 5% is chance.

      Sure you have a minor 5% of chance too, depending on various circumstances, global economy and maybe some other factors.


      So you have formula (devs effort being on scale from 0% to 95%):

      It will release -> "devs effort" + 2.5%
      It will not release -> 100 - "devs effort" - 2.5%

      ... and so far devs effort is pretty damn high. 😉


      We are talking about chance of "game releasing" above.

      "Game succeeding after release" is another formula -> quality of publisher (and their publishing policy) becomes a bit more important there, but still, the design of a game (developers base effort) remains a major factor.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Roadmap To Alpha 2 - Test 3

      Inb4 we start seeing churches (temples) that besides a prayer (and respawn) also offer hamburgers, ale and games of chance. 😉

      Taverns will kinda loose on weight if they aren't able to be set as spawn points anymore. Or, alternatively, people will just tend to build taverns close to temples.

      posted in News & Announcements
      Gothix
      Gothix
    • RE: How to "obtain" in-game money

      @Clinion

      Processing various ores, in this case gold ore, then processing it into money, then buying stuff from people that have other professions using this money.

      Processing gold ore will not be easy, it will require the source (mines) that will be point of conflict, and an entire enterprise.

      So that means one will not simply "grind money" on his own. And certainly not from rats. This will ll be a part of entire economy infrastructure. You will need a profession to get to money (either gathering/crafting or services).

      Humanoids will likely drop a little money, yes, but this will be minor amounts, and not something that would enable you to effectively grind for your needs.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: What we could craft from the glass?

      @Tuoni said in What we could craft from the glass?:

      @Gothix said in What we could craft from the glass?:

      Dragon glass...

      ...will say nothing more. 😉

      How it works in Fractured? Kills demons instantly? 😉

      Or perhaps the white beasts. 😉

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: So, what is the plan for "fun"?

      sandbox = constant competition + social mechanics
      absence of boundaries (as much as mechanically possible)
      "out of the box" strategies


      PvP (either by combat or by politics), on personal and organized level (town vs town, guild vs guild, alliances,...)

      There is gear progression, a SIGNIFICANT one... its just NOT a vertical one, but a horizontal one instead (check enchanting system, gear customization, etc.)

      This gear will be constantly lost (so you have to work to KEEP your progress, it doesn't come as granted), since this is full loot system. Lost more often on PvP worlds, but possibly even on PvE worlds due to being broken by usage (if we will have durability system) -- mobs on Arboreus could even be damaging gear harder than mobs on Tartaros and Ayndesia to compensate for the lack of pvp combat.

      Towns will be won and lost, rules will be made by guilds, applied to zones, changed through conquests.

      Trade routes will be formed, fought for, lost. People will get rich, or lose their wealth.

      Wide social mechanics, politics, social bounty systems,... much more.

      Housing, farming, RP, ...


      Sometimes, for players coming from theme park environments this all is hard to see at the first glance. Need a bit experience with (real) sandbox MMOs, to understand and appreciate it. 🙂

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      If there was a such thing as epic gear (and I'm totally against that idea), but just for the arguments sake... then this gear would not be something that you use every day... but rather something that you keep locked in your storage and only put on when you venture to specially important assignments, and when you end the assignment, you repair it and store it back for safe keeping.

      That being said, I'm totally against an idea of "epic gear".

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: What we could craft from the glass?

      Dragon glass...

      ...will say nothing more. 😉

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Archaeologist Sub Class Tree

      In addition, knowledge that can be found should be limited, to X finders.

      If few people already found what there is to find, there is nothing left to find for others. Or at least finding chance can progressively reduce, through number of findings.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Pro tip: Blocking users hides all of their posts, forever

      I usually in MMOs only block spammers, because they are the real scourge, and they do not let you see rest of the chat ingame.

      I don't have issues with "insert negative attribute here" 🙂 I'm not overly concerned what random "insert negative attribute here" people on internet say or think.

      In fact, I like to be able to see who is "insert negative attribute here", because they I add them to my "insert negative attribute here" list, and make sure whenever I meet them anywhere in game, I make their gaming life miserable. 🙂

      posted in Discussions & Feedback
      Gothix
      Gothix
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