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    Posts made by Gothix

    • RE: Real Crafting

      @Roccandil said in Real Crafting:

      how easy will it be to get resources from Tartaros to Arboreus, and vice versa?

      I don't think that's an issue at all.


      Lets assume glowing brimestone can only be found on Tartaros, and thus it's value is a lot higher if sold on Arboreus market. So now player (or a group) A starts the transportation of glowing brimestone to Arboreus to sell it there, but they are intercepted by multiple other groups (B, C, D,...) wanting to steal their good.

      It doesn't really matter even if 15 other groups will fight them over it, because whichever group wins, that group will still not return glowing brimestone back to Tartaros, because its value is lower there. That group will still end up transporting that brimestone to Arboreus to be sold there for better money.

      So glowing brimestone will still reach Arboreus for sure, it's just the question of which group will end up bringing it there in the end. Crafters in Arboreus will definitely be able to buy it there and craft stuff using it. This is why resource availability will never be an issue, regardless of how dangerous transportation is.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Ease up Starting Zone Gathering Resources

      @Warlunhardt said in Ease up Starting Zone Gathering Resources:

      You can lower Resources for Demon Race since lore says it’s a very hard land.

      Or perhaps they can lower an amount of resources (herbs, trees,...) on Arboreus because numerous animals that live there ate it all? πŸ˜‰

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Real Crafting

      There will be enough resource trading going on that no crafters on any planet will ever lack resources.
      The only difference will be that some items are cheaper to craft, and some more expensive, depending on where you are, but every crafter will be able to craft everything.
      This is how things look now. It is a long way till full game release though, so lets hold on to our sits and observe...

      I'm personally hoping for some kind of system (regardless of the details) where not everyone can craft everything, at least not equally.

      Everyone being able to craft every item just completely diminishes the need for trade.... and trading is one of the cornerstones of every sandbox MMO.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Pass for friends - the idea for the release

      That would still add an extra stress to the server, so I'm against such thing. Specially in a game like this, where information is worth a lot.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Town Seiges/Conquest in Different Worlds

      There are sieges on Tartaros as well. It's just that normal open world PvP doesn't have any flagging consequences like on Syndesia.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Week 75 - Weekly Drawing Winners

      Grats everyone! πŸͺ 🎊

      posted in News & Announcements
      Gothix
      Gothix
    • RE: Latest Newsletter

      @Specter said in Latest Newsletter:

      Also, newsletters arrive at different times depending on when the system expects you to be online.

      The system learns... Inb4 Fractured terminator. πŸ˜„

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Real Crafting

      @Znirf said in Real Crafting:

      For example, if you use one material rather than another, you could create an armor with more slots for enchantments or with different statistics.

      That sounds good.

      I hope this knowledge will be hidden on start so players will have to invest a decent time exploring, experimenting and finding out stuff. πŸ™‚

      I know eventually web will be full of info, but at least starting period would be extra interesting, and perhaps expansions could shift some stuff around so players have to explore again.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Real Crafting

      @Roccandil said in Real Crafting:

      @Gothix

      The idea of the same resources making something different in each location, though, sounds odd.

      not a completely different item, just a bit different stats or effect. So healing potion would always be a healing potion, but one created in different place (or with different other factors) could add a poison removing effect, while other one might add an additional small healing over time effect.

      Just a crude example. πŸ™‚

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Real Crafting

      @Jetah said in Real Crafting:

      do you know how easy it is for a 5 star chef to make scrambled eggs? you're saying that 5 star chef should have just as difficult time as the noob 7 year old just learning to crack an egg.

      That chef might have a very bad day, be tired as hell without 3 days of sleep, or have his arms broken, or a bad flue and headache.

      That 7 year old kid might be a genoius, and his parents might have tought him how to make eggs every day since the age of 3.

      πŸ˜‰

      There are always so many factors involved, so yeah, this is why I would prefer skill based crafting, where when you are having a bad day in RL and are not focused, your crafting in game might be affected. So playing effort and focus would always be rewarded.

      Also since this is horizontal progression game, this makes an additional sense, since crafters shouldnt progress vertically, but horizontally as well, so skill based crafting also makes sense to add a variety to products, rather than looking at simply "which player has bigger cooking number in his cooking book"... playing like that everyone will eventually end up with max number, so whats the point.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Real Crafting

      As long as geography affects crafting, so not everyone everywhere produces the same thing (even if they have access to same materials). πŸ™‚

      I'd love end results of crafting be affected by:

      • specific combination of materials (experimentation)
      • tools used (quality of crafting tools)
      • geographical location where item is being crafted
      • time of day
      • time of year
      • possibly some other factors as well

      The main purpose of all this being that crafting becomes something fun, that it depends on players (real persons) knowledge, and that different crafters will produce items of different properties, so we do not have a market saturated with 1 million copies of exactly the same item X.

      And of course since Fractured features horizontal progression, those end results don't have to feature large difference in raw power... perhaps they can add different flavors and situational bonuses to specific items, and raw power can only fluctuate in bracket of maybe 10% depending on potency, in addition to situational bonuses.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: How many channels will there be if implemented?

      There is little less than 8 billion people on Earth atm.

      By knowing that multi boxing isn't allowed, and assuming every single human on earth would be playing (including little babies), and counting in that Fractured will be released in a year or two, we can round up numbers a bit, and reach the following conclusion...

      System doesn't need to be able to handle more than 10 billion people playing simultaneously. Infinite amount indeed isn't necessary.

      Unless devs will allow aliens to play as well (in the event we become friendly with some alien races in a year or two). But then, I guess aliens could be pals, and gift us some better hardware as well.

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Real Crafting

      Problem with fixed blueprints is that eventually everyone would end up with "the best ones" and in the end, everyone would again be crafting exactly the same thing.

      Crafting should have many factors, that are determined on the fly so you can't just study up everything and after a while start producing the best stuff without an effort.

      Crafting needs to be an effort every single time, your first time, and your 1000th time, or else, eventually all products end up the same.

      Good idea would be to require (as one of the factors) that dangerous zone is needed to give bonus to crafting results... so if you craft in safe city, your pots are weaker, but if you craft in middle of danger zone, they are more potent.

      Risk vs. reward. And then you can be sure not everyone will end up with same results, but only those that take some risks will.

      And of course, there can be plenty more factors involved besides that.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: WoW Classic is coming

      I am a veteran WoW player, and I played retail since first vanilla release until the Lich King (around 5 years) at which point i quited retail because I didn't like the path at which wow was going.

      After that I spend additional years playing on private vanilla wow servers, for nostalgia, and for social aspect.

      I honestly don't know if I will venture into wow classic... I know already it will be different than old retail vanilla, even mechanically in some aspects. They are changing some things around.. I'll just add an example of changing parry cap to 14% for warriors at raid bosses, which will make raid bosses parry more against tanks, and each parry triggers increased attack speed gained by boss for a while.. which will then hit harder on tanks.

      (Many casual players don't know half these things, even if game was out for so many years, for example... most melee players still think that you have to stand behind raid boss only because so you could use "attacks that only work from the back", and so that boss wouldn't cleave you to death, while being completely oblivious to the fact that the most important reason to stand behind the boss is so he wouldn't parry your attacks - he can't parry from behind - so that resulting speed increases he gains wouldn't kill the tank).

      Many of those little things are getting tweaked for new classic, and classic will mechanically be different experience than retail vanilla was in old days.

      Many of those changes are still kept hidden by Blizzard, and will not be revealed at all (unless discovered by players), so we can't say for certain how the things in new classic will look like yet.


      Content wise, it will remain the same, and since I played this content for years, again and again, this aspect is not appealing to me anymore... perhaps I would join during first month or two, for low level world PvP while zones will be filled with people rushing back to wow for nostalgia, and when I reach 60 I might retire from there, as I raided everything to the death already and from that point on, there is nothing new for me to see, content wise.


      Class advices for those of you that wish to venture there:

      Warlock - best all around class choice. Is good at everything, PvP, raiding, dungeons,... and if Blizzard ever decides to expand classic with retail TBC again, warlock is the TOP class in TBC without any competition.

      Mage - good all around character, but bit boring to play in raiding, basically you will only spam frost bolt button from MC until AQ40... however, its a great class for AoE grinding, and preety fun to play in PvP. Future wise, in TBC it becomes not so great class to play.

      Hunter - the best class for leveling, and for solo (single target) grinding. It can also hold it's own in PvP. However in raiding, post MC, it scales very poorly, and you will never be anywhere near the top of DPS charts in raids. So if that's important for you, do not chose hunter.

      Warrior - slow leveler, but great to play at max level. Can hold it's own in PvP, and needed class for raiding (great DPS if played as DPS, and the only real tank). For raiding warrior is really rewarding class choice. However, you are adviced to have a different grinding alt then, as warrior is not the most effective grinder compared to some other classes.

      Rogue - leveling efficiency greatly depends on keeping your gear up to date, as without that it's a pain to level a rogue. At max level rogues are great in raids, and can also be fun in PvP (for people that have patience to stealth around looking for opportune targets).

      Priest - the best healer in vanilla, and is also good character to play in PvP. Priest is also a good choice, but consider that in raids you will have to be a healer, and changing specs between healing and DPS/PvP can get pretty expensive if you wish to do both regularly.

      Shaman - you will be asked to be a healer in raids, DPS shamans aren't that good in vanilla. Can be great utility class for PvP, if you want to be a PvP healer, Shaman is a great choice. Will require a lots of micro management though.

      Druid - you will be asked to be a healer in raids, tanking druids are less valued in vanilla due to some mechanical disadvantages over warriors. Druid is a hybrid class, which is decent for solo play, but not so good for raiding where you have to specialize in one role, druids are taken to raids because of buff they cast, combat ress and innervate, but you will not heal better then priests do.

      Paladin - you will be asked to be a healer in raids, due to some mechanical disadvantages over warriors in vanilla. Paladin is pretty decent class to play if you don't mind being a healer, its invaluable in raids due to great auras it offers to players in your raid. Do not expect to ever be a tank or DPS in raids, and even if raids let you, you will perform mediocre in those roles at best.

      posted in Off Topic
      Gothix
      Gothix
    • RE: Real Crafting

      @Roccandil I agree, something that requires you to use intellect, rather than just some RNG, or click the button mini game that make no sense, would be great.

      And there is lot more options (that wouldn't be known) that could exist. For example, besides only messing around with ingredients, temperatures and vials, perhaps...

      • some pots would yield better results if brewed at specific locations, perhaps in mountain climate, or near water, or at camp fire,... or perhaps at specific time of day.... all these could be hidden factors (alongside messing around ingredients and other factors) that players could discover (or not) that could result at more potent potions in the end.

      Players would keep their discoveries secret, or they could sell something they discovered to another player... which would again be a risk for other player to buy, as he has to believe that it's vaild info. And master crafters would certainly keep most valuable secrets for themselves.

      Whoever would have better knowledge would be able to make stronger potions that would be sought out and have great value (due to limited supply, and greater potency).


      All this... much better than just having zerg of crafters just herbing daisies and mushrooms and all creating a bunch of exactly the same pots... I really don't see anything attractive in that kind of plain crafting anymore.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Real Crafting

      I just wanted to emphasize that I am not talking about RNG crafting here. πŸ™‚ I hate RNG.

      I'm just talking about "real" skill based crafting.

      With a decent system (not something painful, or even time consuming) crafting can still be quick and even fun, you just couldn't be AFK while crafting. If crafting system is not just about "click random button while crafting", but something smarter, then an actual playing experience could make you better at it, and you could over time start making better and better items (or if you are really gifted and smart to figure it out right away, you might not even need a lots of time to become good at it).

      Of course, it is not easy to develop such a system that's fun, smart and good. But if devs could actually devise such system, I would much prefer it, then boring regular AFK crafting where everyone creates exactly same products.

      posted in Discussions & Feedback
      Gothix
      Gothix
    • Real Crafting

      (back story)

      So I logged in to wow, tried to sell some pots on AH, and when I checked back in a while there were dozens more pots with a cheaper price there, and none of my pots got sold. Story of our lives, right?

      When crafting is dry, and everyone makes exactly the same "stuff", economy always gets down to undercutting prices, devaluing crafters time which essentially makes crafting eventually worthless, and bots always help out drive things down even more...


      (question)

      Could we get crafting be a skill based process instead of having dry, old crafting style where you combine mats X and Y, and create product Z, and everyone who does this process creates exactly the same Z?

      So every time you craft an item, you get a different end result, based upon your active playing skills, applied while crafting something.

      So instead of clicking "craft", then AFK-ing for X time while your 100 copies of some item are being created, you would have to actively craft, using your skills, to try to get the better end results.

      (optionally there would be an option to AFK while crafting, but then you would get worst possible end results by default)


      This would do so much good not only for crafting, but for an entire economy, and multiple other areas of a game.

      I know this would require additional development time, but this would definitely be worth it (imho).

      posted in Discussions & Feedback
      Gothix
      Gothix
    • RE: Underground Nodes

      I mean... if there is no underground... where does all the poop go?

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: Underground Nodes

      Or if underground would be too consuming (development wise), perhaps mini portals that lead to different dimension, same place, different dimension... with perhaps different environmental rules that affect your character in specific ways in those dimensions...

      Plenty of possibilities. πŸ˜‰

      posted in Questions & Answers
      Gothix
      Gothix
    • RE: How many channels will there be if implemented?

      Also remember, not everyone starts in same zone. There are 3 planets.

      There could also be more than one starting mini zones per each race, so starting can be more smooth, even without sharding.

      Since levels do not exist here, there is no reason that everyone has to start in same spot. You can start more or less anywhere...

      posted in Questions & Answers
      Gothix
      Gothix
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