
Posts made by Gothix
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RE: Trade
and itโs not logical to sell these materials to the enemies
You obviously do not follow todays weapon industry lol.
War profiters do not care who they sell too, they just care who pays better.So selling weapons to the enemy is not only realistic, it's reality.
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RE: Trade
demons should not be interested in people's money ...
Why not? How the hell are we supposed to buy shiny stuff to our demon chicks otherwise?
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RE: Mob Leash questions.
Yeah it is too early to tell how it will end up.
I would personally prefer moderate leashing, but with creatures being challenging enough to kill you if you pull many of them.
You should be able to pull, but not to kill a whole bunch of them at once.
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RE: Communications and Video Accessibility Act of 2010 (CVAA) (US)
My head hurts from all these laws...
must.. relax...
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RE: ๐พ๐๐ฉ๐ฎ ๐ ๐๐๐จ๐จโ๐ฉโ๐งโ๐ฆ
I like when all NPCs in towns can be killed. When games put kids in towns, those NPCs are usually immune to damage, and it's not immersive when you raid a town, and kill every body but kid NPCs still roam around like nothing just happened.
So I'll vote for provisional yes.
Yes IF kids can also be killed like every other NPC, or if at least during raids, kid NPCs would react to the situation, run around crying and shortly after disappear from the town (hidden somewhere), so when town is ravaged it becomes barren, and not with 2 kids in street playing cheerfully with toys.
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RE: PVE loot mechanics
Perhaps players can report bots and sufficient numbet of reports would turn them into FFA target regardless of the planet they are on.
Organized false reporting would obviously bring consequences to reporters.
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RE: Curious
@Warpuppy You can go make a guild <Legion of Angels> and start recruiting.
Other choices:
<Warpuppies Angels>
<Heaven can Wait>
<Almost an Angel>
<Dogma>
<All Dogs go to Heaven> -
RE: PVE loot mechanics
@EvolGrinZ said in PVE loot mechanics:
I personally love the Guild Wars 2 loot system. Everyone participating gets their own loot and this even counts for harvesting nodes, so there is no rush to who get's to the harvest node 1st.
This also prevents a race for the DPS who can do the most damage to get the loot, and prevents trolls with high DPS from killing off NPC's a low DPS player engages in and preventing them from getting any loot.That is fine in a cooperative PvE games.
But in a PvP enabled games where competition around resources is one of key factors, that type of looting system simply does not fit in.
Those other games have other measurement / reward systems. Which team is able to clear this dungeon, or that raid, and for this accomplishment then a whole group gets rewarded.
Fractured is based around resource systems, resources are used to trade, gain gold, build gear, craft everything, and there is no classic dungeon / raid systems.
This is why resources have to be competed factor, and not a shared factor, otherwise Fractured could very well be made into a full PvE game.
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RE: PVE loot mechanics
@Kralith I couldn't find english version anymore, but you will understand this one.
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RE: Discussion Tips and Tricks, nice to knows for Guild creation
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Never start the guild alone, you can either bring some of your friends from past games and form a guild with them, or if you are new to the game and alone, then first meet up a few people in the world, get to know them, and when you have a few nice people that are trustworthy enough and fit you, form the "guild core" together. Always start like this with some core, because decent players will always check if you have a nice guild core before joining, they will not randomly join randomly made guild.
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Once you have your guild core, talk about rules you wish to have, and make those rules and put them up before you start further recruitment. Again decent players will not tend to join a guild that doesn't have any rules, because this would mean that that guild will also have bad attitude players inside, and no rules to prevent bad behavior, so they will avoid such guild.
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Prepare some communication platform so players can communicate (and also where rules can be laid out, so everyone can see them). Today a discord channel is basically a must, while forums are optional (but nice to have).
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Use a combination of autocracy and democracy but make sure your type of leadership is laid out in the guild rules so it clear to see how it works. Basically use autocracy system, distribute some tasks to officers, but always let guild members have input on what goes on in the guild. Basically, hear your guild members out, and make sure majority voice is heared and taken into account when making decisions, but always have the leadership make the last say, never just let things go to a public vote, that just brings chaos into the guild.
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you don't have to be active 24/7 yourself, but you have to make sure that leadership together is active. Have officers that you can trust, and that are active enough, so that at any time someone from leadership is available to players. Depending on that you will decide how many officers you want in guild. Hardcore guild requires less officers because everyone is active and online often. Casual guilds require more officers because people are less active, and having more officers means that there is higher chance someone from leadership will be online to do stuff.
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Always have core activities planned for guild, so there is always something to do, but let enough free space around them so people can do their own thing as well. The amount of planned activities will depend on how hardcore your guild is, but always have something planned, regardless.
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As leader always care what your members think, and be fair in disputes (do not pick sides based on friendship). However, never let people go without consequences for bad behavior, it will just lead to more bad behavior. When needed, make sure people have consequences, and in last case scenario boot people from guild without regret. Some order must be maintained, this is so members of your guild can have peace and not have to tolerate troublemakers. You do this for them.
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Have fun! Because that's the main point of gaming.
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RE: Suggestion: Secondary Learning stat
How about INT being used to faster learn mage knowledge, CHA being used to faster learn support knowledge, STR being used to faster learn melee knowledge, and DEX being used to faster learn ranged attack knowledge?
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RE: Crafted Items / Unidentified Items
@Eurav since Fractured is promoted as a dynamic MMO, I'm hoping that down the line devs will implement something that will make knowledge gathering a bit... well dynamic.
So that knowledge points aren't always found on same spots, thus guides will be circumstantial at best. In this way new players would still have to explore and search to find knowledge, instead of just following guides on the web.
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RE: Anyone into Ashes of Creation?
CoE is even worse then AoC, lol. I followed it on start, but when I saw P2W aspects of the game I went as far away from it as possible. I had quite an arguments with white knights in their forums, I told them what will happen, but hey, to each his own.
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RE: Unity has blocked SpatialOS - What's up and what it means for us
Hopefully they will learn from this.
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RE: Unity has blocked SpatialOS - What's up and what it means for us
And we can post in forums again!
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RE: Anyone into Ashes of Creation?
@mazikar (About Ashes of Creation, and dev studio involved with it)
I saw those devs for what they were a long ago, when I noticed at first how they lie to players (or more precisely, conveniently avoid to tell the truth on many occasions).
AoC was designed as combination of PvE and consensual PvP game, where non consensual PvP was designed with mechanics to be a subject to "over the top" super harsh punishment.
(getting your hard obtained gear completely destroyed, loosing your characters stats basically becoming useless, and not even being allowed to defend yourself afterwards when you are "red" because even defending yourself from attackers then would get you lose more of your character stats)
Basically any attack on a player that chose to not defend himself would horribly screw your character over.
And devs even called Ashes a PvX game with a focus on PvP (lol). They smartly avoided to tell what the game really is, and used false marketing on many occasions, in attempt to draw as much as possible of PvP crowd into game for more cash influx. They used false marketing for the game on many occasions.
At that point I decided to leave and not look back.
Of course their forums were full of "special players" that liked this sort of thing, and white knighted those devs all over the media, not caring that devs lie to PvP player base false marketing PvP aspect of the game, because those players were interested in PvE only anyway, and liked mechanics that would screw PvPers over.
This is why Ashes was appeared to be so hyped. PvE players hyped it while all the real PvPers left and avoided Ashes in a large circle. 90% of comments about the game in the media were made by such PvE players.
So Ashes ended up (falsely) promoted as game with large focus on PvP stuff (sieges etc) but it was bound to be a game played by 90% of PvE population, that will not care much about PvP aspects. Now I'm, not a prophet or a future teller, but in my personal opinion I see this as a fail, and I saw those devs as dishonest in their actions, and this was enough for me to leave.
So, I'm not following Ashes anymore, but if you are saying that things don't look so bright there, I can only say that I'm not surprised.
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RE: Crafted Items / Unidentified Items
But this is, and should be, a social aspect, and not an aspect of hard implemented game mechanics.
If people will respect one crafter more then other crafter (due to his actions and play style), and will be willing to pay more to buy gear from him rather then pay less to buy the gear from another guy, that's up to people to decide, and not up to hard game mechanics to dictate.
Reputation and respect comes out of your socialization, your play style, your getting around with people, and not by "following a set of rules dictated by game mechanics, to artificially increases your cough reputation".
This is why when things such as reputation (and similar) are concerned I never supported any game mechanics connected with that. This all should be naturally obtained in game, and it should be 100% layed on people, and as peoples views change, things will change.
TLDR: I don't support any game mechanics connected with "player reputation", because this should be 100% a social aspect and not driven in any amount by any sort of game mechanics.