It's looking good!

Best posts made by Harleyyelrah
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RE: What is the point of having your own plot of land?
The point of having your own plot of land is to use as a respawn point. Also you can use it for extra storage. You can have a personal plot out in the wild somewhere but still be a citizen of a city, you just won't respawn at the city but can use the crafting tables.
The implementation of the player cities really added a lot of quality of life for guild groups who like to play together.
I suppose solo players who don't like group activities don't like it as much
But overall an MMO should focus on social/group playing, because that is the biggest difference between the MMO and a single player game.
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RE: What is the point of having your own plot of land?
@GamerSeuss said in What is the point of having your own plot of land?:
Actually, Solo play has been a major aspect of MMOs since their inception with Ultima: Online. The point of MMO is to have a massive shared world where what you do has an affect, and what others do has an affect as well. There is competition, not just for scores on a leaderboard, there is the chance to group up to overcome very big challenges, like Mega-bosses, but a player can also stay solo, and spend their time in game maybe practicing skills, only to sell their wares to other players instead of just to NPCs.
Guild/Large group players just have to realize that Solo players have their place to, and every right to expect the game to also make the game fully playable by them.
A shared world is my point. Some solo players only want to be able to do everything on their own, without needing to interact with others at all. Solo players do have their place, but one person being able to achieve exactly the same thing as a team of 20 people is ridiculous. If a player doesn't want to become a citizen, that's fine, but then they should not be able to enjoy the privileges of citizenship. If it's about available crafting/being locked out of crafting, then they should either join a city, or trade with other players who are citizens.
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RE: What is the point of having your own plot of land?
@Chapex said in What is the point of having your own plot of land?:
From the role point of view, the house system needs to improve in terms of the possibility of choosing different styles of construction and decoration, customization of colors and textures, etc. In that sense, at the moment it has no use.
There is also the option to select it as a resurrection point and when acquiring a lot close to a specific area of ββinterest it would be more convenient to appear after a death and continue with the activities. If I am not mistaken at the moment this is not possible, therefore it has no use.
Other housing models will be implemented later in the game, you can see this in the founders' packs already by them offering different house models.
Your house is a resurrection point currently in the game. It is probably the most useful feature at the moment.
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RE: The Potential City Problem.
@Sativo I certainly hope so! That brings the PvP content in the PvP sandbox!
We live for the fighting
That's why Fractured appeals to our guild!
Also thank you Prometheus for your responses in this thread!
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
Yes, I understand that there will be solo players IN an MMO. However, there is still no reason why these permissions should not be left up to each city's governor instead of a mandated setting by the game.
Unless the worry would be that no governor would set their city to "Open." In that case, do you know why? It would be because it is NOT beneficial to the governor and actual citizens at all, so no governor would want it!
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
Thanks everyone for responding in this thread. The original issue that I was concerned about when I started this thread has been mostly addressed in this Q&A by Prometheus here
I wanted to thank Dynamight and Prometheus for taking the time to honestly assess player feedback and concerns. Going to keep an eye on how all these plans will be implemented into the game and continue to give feedback!
I guess you are all pretty passionate about your opinions on MMOs lol. It's a debatable hot topic for sure but this thread wasn't started with the idea of trying to make a war of "group players vs solo players". I was merely stating that if Fractured was trying to find a middle ground between supporting solo players vs group players, then they should offer the community the tools to do so instead of trying to force any permissions settings. And it seems like so far they do have fair ideas about that, so I'm not as worried now
Please watch the Q&A if you haven't yet before any further replies here!
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RE: Wow
Nothing new to discuss, we're now all waiting for the next test session to be announced. Players play the test, give feedback, test ends, wait for next test. Some people do the daily postings for the Foundation points, but it's kind of hard to have something to talk about if we already talked about it all and are now waiting for the next news. It would be kind of strange actually to expect more posts right now... what would we even talk about? o_o
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RE: Why this game is not fun
@Ostaff The point and click moving is perfectly fine for this game. Some of the targetting/hitboxes need a bit smoothing out, but if you read this guy's post pretty much they were just running around trying to auto-attack instead of using combat abilities and then saying it's hard...
Of course it would be harder then.. you are missing more than half the combat system..
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RE: Friend's list
I think a friends' list function is useful but please don't make it something where someone can just add you on their friends' list without your own permission! I hate that, in many other MMOs people abuse that function just to spy on whether someone is online or offline! For example, if there is a "Player A" who is always PvPing in a certain area, and people want to avoid Player A but need to go to that zone, they can just add Player A onto their friends list and see when they are offline and go to that zone during then! That is just one example of how a friends' list could be abused if players can add Player A onto their friend list without Player A approving and confirming that they are really friends.
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RE: Physical Immune enemies should be removed.
I think they should add magic-immune enemies, maybe even in the same area, so that everyone who goes there is more likely to need to group up and be thoughtful about what they are fighting instead of mindlessly killing. Having melee-immune enemies at the moment without any magic-immune enemies in the same test phase is kind of unfair.
Also we need some clarification on what the criteria is for Knowledge Point gain in a party. Is it supposed to be only if you do individual damage/debuffs to the mob, or is everyone in the party supposed to get credit for the kill even if you don't do damage (like if you are tanking)? @Silynx has posted a thread about this in the Bug Report section here
If we are only supposed to get KP credit if we do individual damage/debuffs to the mobs, then having any 100% physical immune or 100% magic immune enemies is kind of annoying, but I suppose we would just be forced to switch abilities for those specific times we are farming that type of mob?
Either way though, ONLY having physical-immune enemies without having magic-immune enemies is unfair and shouldn't happen.
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RE: Solo playing became extremely difficult.
@Zori First of all SHE not HE.
And second of all if you read my points at all, I actually answered #4 of YOUR response, which was your suggestion being that a player should be able to become a citizen and yet have a plot elsewhere, I was telling you that it is already possible.
Accusing others of not reading when you yourself is the one who didn't read, well. That's not how you expand or contribute to a discussion on the forums.
@grofire At this point of the implementation, there is no tax yet, and there are groups that are planning to be a bunch of friends playing together and not players who want to "exploit" you.
If you don't want to join a city, you can always trade with players who did join a city. Trade hides in exchange for leather, or something to that degree. This whole system is to support group and player interaction. Fractured is supposed to have dynamic economy based on players, it would be worthless if everyone could do everything solo. We would all be playing Minecraft then.
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RE: Tanning Tubs Are a Disaster
While I think that the intention behind the current set-up is so that people can carefully choose which city/group they want to be a part of, I do agree with you that it is a potential disaster for cities that plan to be made up of "non-guild citizens". Currently any citizen can put stuff in or pull stuff out of the specific city's tanning tubs. Greedy or impatient people will likely be inconsiderate and just steal things. The 16 hour tanning process being the longest crafting time (in this current version of the game) adds to the frustration of someone possibly stealing it or destroying it.
A group that is working honestly together to organize and share resources like my guild does can combat the greediness, but in turn it raises doubts about letting outsiders become citizens, which MAY hurt the community of the game. I can imagine that there would be quite a lot of drama over this issue in a city mixed of more than one guild, or a city made of "free citizen" players not affiliated with each other in any other way.
In addition, without a record of some kind to tell who placed an item in and who took it out, the potential for trolling a 16-hour cooldown is a big risk. Let's say player A and player B are both citizens of the same city. Player B is secretly a terrible evil person. Player A places his hides into the tanning tub. Player B goes to the tub when no one else is around, and deletes the leather. Player A comes back to no leather after waiting for 16 hours. He wants to complain to the governor, but nobody knows who did it! It happens again and again, and eventually player A gets fed up and leaves that city. Now the city is stuck with the secretly evil player B instead of having nice player A!
Maybe something has to be implemented to prevent these situations?
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RE: Patch Log - v.a.2.4.0h
Thank you Prometheus and Dynamight team!! Great work!!!
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RE: [QoL Suggestion] Packing Station Storage accessiblity with just one click
+1 to this suggestion. I don't mind loading the packs one by one going from the Storage to my cart, that's a little tedious but still fine, however having the menu default opening to the Crafting package tab instead of the Storage tab is quite frustrating, especially if I am already having to load a full cart of grain/protein packs individually.
If it somehow opened the other way around, opening default to the Storage tab and then you have to click the Crafting Package menu to craft packs, that would be quite a bit less frustrating. Or perhaps maybe if you click the part where the packs are visually stored then it opens the Storage tab, and clicking the actual Table opens the Crafting menu? If that is easier to implement it may also be a good solution in my opinion.
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Basic Feedback on 5 Day Open Stress Test/PVP
Hello, here's my feedback so far on some of the new features:
Alignment system
- Basic implementation is great so far! Really glad we can toggle evil alignment now and start testing it.
- Unsure of how evil alignment + militia works at this point. If you join a militia and are also evil alignment you can attack those in the same militia as well, but does that mean you do not get negative karma for attacking those in different militias?
- Suggestion: Have alignment be tied to guild somehow just like militia. I think it may be problematic if all alignments can be in the same guild. Hoping that there are future plans to deal with this!
New Graphics:
The game looks great! Really enjoying the new graphics.The Aggression "Toggle"- I understand that it was a bug to be unable to interact with the environment when it was on, but with that topic.... can we possibly get a separate "Combat Mode" toggle that makes us unable to interact with the environment?? It is a quality of life thing so we do not start picking branches while fighting treants or pick up mushrooms while in a pvp death battle.
Friendly-fire: I think it's a good idea to have friendly fire, but maybe more abilities should actually be impacted. For example, Ice Spikes is not considered a friendly-fire ability, when we can randomly cast it into a group without having to be concerned about positioning.
Certain spells being able to crit is also a great addition so far!
Thank you Dynamight Team for this surprise testing opportunity! Looking forward to the longer test in February!
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RE: Patch Log - v.a.2.4.2c
Can we have another toggle key that DOES block interactions with world items, as a "Combat Mode" type of feature? So that we don't suddenly pick up a dandelion in the middle of battle xD
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RE: unbalanced pvp - unarmed naked mob griefer.
Something has to be done about how mobs behave after their original target uses stealth. It's not even pvp at that point if someone is pulling mobs and then running over to another player and stealthing so that the mobs turn and go kill that second player, it's pure griefing.
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RE: City Management Feedback Thread
@Kazzier The reason why nobody has placed a marketplace yet is because it requires research points which are precious and take some effort to get. For example when it's a choice between unlocking crafting at higher tier mats or advance smelting or a marketplace, most would not choose the marketplace.