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    Posts made by Gothix

    • RE: Have you noticed also?

      I'm researching anything I'm buying. From games, computer hardware, house supplies, you name it.

      If I'm buying a garden table, I'll research what material is best for it, how it handles rain, wind, physical pressure, whats the pricing, can i find chairs that match that table afterwards,...

      If I'm getting a wife, I'll research if she can make good cookies, etc...

      Without research, you will just regret most of your decisions in life. ๐Ÿ˜‰ Research minimizes the risks you are taking.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      @asspirin Yeah, I would make heavy armor offer strong physical protection (customizing armor chooses which types and how much of which physical protection, bludgeoning, slashing, stabbing,...). Heavy armor would offer much less magic protection.

      On the opposite side, cloth armor should offer stronger magical protections (customizing armor chooses which types and how much of which magical protection, fire, shadow, holy,...). Cloth armor would offer much less physical protection.

      Leather armor would offer medium amount of both, and customization would choose how much of which in same way like above.

      Player could then (if he can wear anything) mix and match, leather hat, cloth pants, plate chest,... And make his armor balanced for all, or he could min max cloth armor for specific magic protection for certain tasks, for example.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Mar 29 Q&A Livestream + Free Alpha Keys

      Ohhh a live stream!

      Nice, I missed your live streams! See you there tomorrow! ๐Ÿ™‚

      posted in News & Announcements
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      @asspirin said in Suggestion: Different spells have different armor requirements:

      By voluntary nerfing effect of mage gap closer you basically wrote youยดd use weaker version of warrior skill you can use with full potential. Why would you do this ? ๐Ÿ˜„

      No. In fact my point is, warriors should not have long range "jumps", "charges", or any long range gap closers.

      So basically, everyone (regardless of "school") can slot a "transportation" skill in skill bar (as long as he has learned it), and then depending on how heavy armor is currently on you, that "transportation" skill, would produce longer or shorter range transport.

      If your armor is 5kg then you jump (arbitary numbers) 20 yards, if your armor is 50kg, then you jump 3 yards, if your armor is somewhere in between, you jump appropriately as well.

      So basically each skill used, would check many factors, and one of factors would be total armor weight in this case.
      So other type of skills would check other factors, depending on what they do.

      So basically I wouldn't tie an effectiveness of skill purely to "specific school", but to various factors currently tied to character (like weight of equipment currently on him).


      Of course this is only one option. In case heavy armor offers "better protection", and does not nerf damage potention, then movement HAS TO be nerfed.

      Other options include, nerfing damage potential (without nerfing agro generation on "tanking" skills, so tanks can still hold threat), in that case "heavy armor" can offer better protection, good agro, good movement, but lower damage done.
      -- skill "deep wounds" can produce 200 damage and 100 threat
      -- skill "deep wounds" can also produce 20 damage and 100 threat, just by using different threat modifier, so base damage of skill can be completely irrelevant for threat generation.

      Other options is to not nerf anything, but make heavy armor not offer "better protection" overall, only the different kind of protection.

      There are other options as well, it just all has to be balanced. Some examples were written in my post.
      Those examples are not to be taken out of context, but of course, assumption is that they are used by balancing other stuff around them as well.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Hey Everyone!

      @Nesgi

      https://fracturedmmo.com/guild-profile/

      Clicking on search guild button gives you a list of guilds, where you can find out what all guilds exist here.
      Some with cool names, some with... special names ๐Ÿ˜„


      https://fracturedmmo.com/the-foundation/leaderboard/

      Clicking on guild TAB gives you a list of more active / more numerous (by player number) guilds.


      And finally:

      https://forum.fracturedmmo.com/category/3/guild-recruitment

      In guild recruitment forum, you can make contact with a chosen guild. Some of the guilds likely already have existing testing plans, and will play together.


      Or you can simply make contact through Fractured official discord with all the players that will be there when the test starts.

      https://fracturedmmo.com/discord


      Happy hunting! ๐Ÿ™‚

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Week 113 - Weekly Drawing Winners

      Grats everyone on engagement! ๐Ÿ™‚

      posted in News & Announcements
      Gothix
      Gothix
    • RE: Ideas you thought your were great but turned out not to be?

      @Razvan said in Ideas you thought your were great but turned out not to be?:

      I also see daily rewards as a chore.
      What about events that span over longer periods of time (1-3months irl) base on game lore, in which you mostly get cosmetic items? You don't have to login every day, you just have to get some achievements over the course of the event.

      This indeed sounds better. Gives you more freedom to chose when to do something.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Ideas you thought your were great but turned out not to be?

      @Xzait said in Ideas you thought your were great but turned out not to be?:

      What will drive players to keep playing when they reach 100%?

      I think this is personal question. I can tell you what will drive me.

      GvG, battle for control of territory, controlling trade routes, imposing rules, battle for reputation of your clan.
      Social aspects.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: When is this going to BETA?

      @Andemaru said in When is this going to BETA?:

      Hello, I want to ask the comunity here. Is it worth buying this game? I mean (for the content it offers?) your honest opinion ๐Ÿ™‚

      Ask yourself:

      1. Do you like old-school style RPGs (isometric perspective)?
      2. Do you like "sandbox-y" type MMOs where economy is driven by community?
      3. Do you like exploration based character progression?
      4. Do you like graphics style of Fractured MMO (check videos and screen shots)?
      5. Are you happy with just testing alpha / beta until the game release?

      If answers to above questions are mostly yes, then it's worth buying. ๐Ÿ™‚
      There are several packs to chose home depending on how much you want to invest.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Ideas you thought your were great but turned out not to be?

      @Whisper said in Ideas you thought your were great but turned out not to be?:

      Are there any game concepts you thought were great but after trying them out turned out not to be for you?

      Daily quests. When i first started playing MMOs, i thought daily quests were great. Something fun to do, and you can do it repeatedly, since they are not only "one time" opportunity that expires when done.

      Later on i very much changed my mind, and afterwards, I always hated daily quests from the bottom of my soul.

      Something mandatory that you "have to" do every day to not miss out on benefits. Making the game a job.

      Nowdays, I much prefer sandbox type games. Lots of options just thrown out there and you can do whatever you want, whenever you want, and there are no specific "mandatory" tasks that you "have to" do every day.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Suggestion: Different spells have different armor requirements

      Having armor impact your performance with certain play styles makes a lots of sense. There is several ways to accomplish that:

      1. like you mention, type of armor restricting certain spell / ability usage
      2. not restrict certain ability usage completely, but make particular abilities a lot more efficient / inefficient depending on type of armor used (that jump for example could have longer / shorter range, depending on lightness of your armor)
      3. not restrict ability efficiency, but make particular abilities cost a lot more / less mana / stamina depending on type of armor used (that jump could be cheaper in one armor type, while draining you more in different armor type)
      4. keep same mana / stamina usage, but make particular ability cooldowns different based on what type of armor you are wearing (that jump could have shorter CD if used with one type of armor and longer CD if used while wearing another type of armor)
      5. ...

      There is probably lot more ways to reward / limit particular playstyle deoending on armor type equipped, and incentivize players to use certain armor type for playing with certain decks / schools.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Map clarity

      Many players will say "game is supposed to be fun"...

      1. FUN does not equal "easy" to everyone. For some people FUN is an easy Farmville type game with no hardship involved, yes. But for others FUN is a challenge, hardship, victory through effort and through social mechanics, beating all hardship thrown your way (even ganking). So a claim " game is supposed to be fun so protect us from gankers" does NOT stand! This is only valid for a portion of players, for others this will make game completely unfun, and not worth playing (I'm not talking about gankers themself, I'm talking about large PvP population that aren't gankers themselves).

      2. Fractured MMO is for the above reason designed with 3 planets in mind with different rules. Arboreus is safe from ganking and everything you complain against so stop asking for the rest of the world to get changed to your personal liking as well. This is the characteristic of "specific group of people i was talking about", they ask for EVERYTHING to be changed to their liking, regardless of what other groups of players like. You have a whole planet free from ganking, if that's not enough for you, that's your own problem.

      Whoever doesn't want to risk loosing their gear to gankers, or a zerg for that matter, is free to stay on Arboreus, a whole HUGE planet that offers absolutely everything, and protecting you from PvP.

      One other interesting fact: I always see this "specific crowd" asking to limit ganking and PvP everywhere, but opposite is practically non existent here (I don't see people here asking to turn furry peoples safe zone into a PvP zone). It's because, for the large part, PvP community understands that different people prefer different play styles and they support it. On the other hand "specific crowd mentioned beforehand" will always ask for developers to protect them from ganking EVERYWHERE, and screw what the other player groups want.

      @Razvan I really don't care about what Albion did. ๐Ÿ™‚ Every single player deserves an option to play freely, yes that includes gankers. Just think of them like thieves and criminals of fantasy world. This is a danger factor without which game wouldn't be nearly as fun! Loosing your gear to them is an important RISK factor as well.

      Fractured offers 3 planets. Everyone is free to chose where his travels will lead him, and is free to take the risks if he wants to venture to more dangerous places. He is free to reject those risks and not travel there as well.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Map clarity

      I'm personally not a ganker, never been one. I much prefer challenging PvP.

      However, I'm the player that strongly supports freedom of play, and absence of mechanical limitations as much as possible.
      As much "sandboxy" the game can be, it should be.

      This goes for everything including ganking.

      There should be no programmed mechanics limiting gankers in any way in a PvP open world, besides social mechanics that communities themselves implement!

      Anything other that this, and your "sandbox" game, essentially stops being sandbox, and starts to feel like a limited software product, completely draining the appeal out of it.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Tapestry Rewards

      Housing type of rewards are always cool, especially for the folks that like housing. If rewards get added for some more levels, who knows, we might see more tapestry rewards. ๐Ÿ™‚

      That being said, I completely agree, that designing the game has a lot more importance than designing foundation rewards. ๐Ÿ˜‰

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Map clarity

      @Razvan said in Map clarity:

      gankers

      Oh come on man...

      I'm really tired coming to every single MMO forum out there, years before the release, and see the same specific group of people constantly crying about "gankers"...

      You have Arboreus to play on if you are affraid, as game is designed. End of story.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Week 112 - Weekly Drawing Winners

      Grats all! ๐Ÿ™‚

      posted in News & Announcements
      Gothix
      Gothix
    • RE: Map clarity

      @Razvan avatar knowledge does not produce mechanical raw power advantages which i am against. It gives you more options for more deck choices, which i said in my opinion, there should be.

      More deck choices (advantage in having more options to chose) - yes
      Ability for players to use human knowledge to their advantage (knowledge of terrain, playing skills) - yes

      Avatars having advantages through raw power spell difference - no

      There, specified again ๐Ÿ™‚

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Map clarity

      @Razvan let me put this in the simplest terms possible.

      Avatars should be as equal as possible mechanically, differing only in current deck of skills chosen.

      Humans (players themselves) should be smarter and less smart, so players with more brain should win.

      Game should allow PEOPLE to show how smart they are, rather than allowing AVATARS to show who has stronger fireballs.

      My posts are all perfectly aligned with each other. If you do not understand them, thats another issue. ๐Ÿ™‚

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Map clarity

      @Yitra said in Map clarity:

      @Gothix said in Map clarity:

      What is so hard to understand here?

      Most (PvP) players hate to be equal, hence the aiming and other bots in the history of gaming ๐Ÿ™‚

      Most people will certainly try to find an edge (even unfair ones).

      This doesnt mean developers should further help them to get an even bigger advantages including such mechanics in game. ๐Ÿ™‚

      If the aim is to try to make the game as horizontal as possible, then this should be attempted everywhere (wherever possible) mechanically.

      And then players can compete in amount of playing skills and game knowledge they have acquired, depending on amount of effort they have invested.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Map clarity

      @Razvan said in Map clarity:

      Haha, that's interesting. In the thread we were talking about grind you said that knowledge shouldn't give advantage because this is a horizontal progression game and now you say that knowledge should in fact give advantage. So how is it?

      Avatars should not get raw power mechanical advantages by (for example) "having stronger fireballs" than other avatars, and thus be able to own them without an effort.

      Your knowledge (human knowledge) should be your weapon, and if you have more game knowledge than other player you should be able to benefit from it.

      So avatars should be (raw power wise) as equal as possible (differing only in more deck options), but your human knowledge (and effort) is what should separate successful players from unsuccessful ones.


      So I play my avatar, and because I have more (human) knowledge i own you, then we switch avatars and you play mine and I play yours, but I own you again because our avatars are mechanically similar, but I (as human player) have more knowledge then you, and more playing skills.

      What is so hard to understand here? ๐Ÿ™‚

      posted in Discussions & Feedback
      Gothix
      Gothix
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