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    Best posts made by Jairone

    • RE: Founder Villa, Cottage, Palace?

      @Yitra Aye, I was only talking about actually settling down, having multiple characters who can select the options, and the upgrade idea. I see no reason why adventuring would not have a tent to camp with, especially given that far ranging travels would be a potential issue otherwise.

      I do think that the tent would need some setup to make it viable and not simply see people drop it to prevent PvP in various places where that would occur... so maybe it takes 15 seconds of not moving in a set location to set up, such that anyone actually on screen of close would be able to interrupt normally.

      posted in Questions & Answers
      Jairone
      Jairone
    • RE: This is so mysterious...

      @HolyAvengerOne said in This is so mysterious...:

      You're me, too?!

      Together we are meme?!?

      posted in Welcome to Fractured
      Jairone
      Jairone
    • RE: Weave Fracture cataclysm, Elysium lore into exploration

      @therippyone I was thinking more of something the dev team would add in, but maybe that could work. Ideally your blacklist idea would be a good one (where people who spam or contribute junk get banned) but with an extension for voting where people who up-vote bad things would then get a voting ban too.

      Because, well, we all know if they put in a voting system it will get abused by somebody. People cheat constantly together in systems like that to try to get higher ranks, recognition, around the rules, or whatnot.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Game availability once Beta Starts??

      Typically betas are down less, but not a consistent 24/7. They tend to be on and off in bursts that are up for longer and down for shorter times, but... unless it is an early access program they do not tend to be 24/7.

      Where that is no guarantee, it is what I find likely.

      posted in Questions & Answers
      Jairone
      Jairone
    • RE: Hello from Germany!

      Hello from over in the U.S. back at ya!

      Ich wünsche Ihnen eine tolle Zeit hier! Sorry if my German is off or rusty, I get so few chances to use it!

      posted in Welcome to Fractured
      Jairone
      Jairone
    • RE: Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs)

      @ekadzati @TheRippyOne
      You both have very good points about PvP, PvE, and the mixture of the two. I believe one of the biggest gulfs to many people with PvP is the effective comparison of what one is facing, which is a continual assault that ends only if the other player chooses to give up. Even when winning, some people get tired of the infinitely respawning assault.

      Where this matters is that most games have had really minimal needs for players, and an economy which either has minimal repair costs aligned to this or which is easy to the point of having hundreds of weapons for such an assault being made in a short time.

      Given the choice, many people would rather just avoid the trash-talk, the constant attacks, and the complete lack of any rules which hinder those who want to run such attacks (war-declarations overcoming all the shortcomings in many games, where alt-guilds that are homeless and get supplies from guilds with resources are used to attack everyone and anyone via war-decs on everyone such that they do not face some of the negatives of ganking, for example.)

      It's something I hear a lot. Some PvP players want no rules. They constantly push it. That lack of rules is the complete antithesis of a human society. Any such society would have some rules. So for demons, that might make some sense... but in general it turns most people off. The reason why is because they recognize that the people who want to harass others that way have every advantage.

      I won't insult people's play preferences, I'm just talking about why it turns people away. It is something I have long felt was going to eventually come to a head in the games industry, as developers look at population counts. I'm of the opinion that variety is king (and games devs need to stop chasing success) but... that also means that both PvE and PvP need to deal with the growing pains they have actively avoided for so long. PvE especially is a tricky subject when combined with PvP. People know all too well that any ability to be a jerk will be used by somebody (even something so simple to avoid as big graphics in the way of something in games). Thus PvP in any PvE gets a huge red flag warning by many. I do believe that rules could mitigate that, but there will always be some who just won't want to deal with it at all.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Attacks speeds depending on armor ?

      Good. Armor slowing users is an old trope that needs to die already. It leads only to one of two ends: That in PvP those players are just kited to death, and that in PvE the roles that utilize such armors feel less interesting to play as a result.

      There's room for stamina as a replacement to that idea, if needed. For instance, where I can sprint at basically full speed carrying 80 lbs. I cannot do so for as long as I can unencumbered. That's carrying 80 lbs. of odd bulk as well, not fitted armor...

      posted in Questions & Answers
      Jairone
      Jairone
    • RE: Weary MMO traveler seeks home...

      Welcome, and best wishes to you in all regards. Don't let the cats enslave you too harshly!

      posted in Welcome to Fractured
      Jairone
      Jairone
    • RE: Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs)

      @dragomok 🙂 I just... happen to have been involved in this a long time, and have slowly managed that clarity.

      It has taken many games and much thought on the matter to really get the various views pinned down, and there are a good half dozen levels of PvP in games people tend to go for (from full on, to various rules, to absolutely none).

      I'm at the odd "I like PvP sometimes, with rules" level. I know well enough that letting people run rampant will ruin anything else, and thus a game... but at the same time I think a little managed conflict via PvP can be good. I'd like to see it matter more to the actual games, though. Too often it's so temporary that it might as well just be instanced.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Quests for classes

      Not a terrible idea, but the abilities need to fall in line with the relatively low power curve of the game. AKA, maybe something with a T3 ability where unlocking it requires finding knowledge and going out to do specific things.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Character Creation

      @tulukaruk Yeah, I was just agreeing with Evol there that there was fun to be had with that.

      Obviously doing something like that can wreck havoc on an online game, especially when dozens of people have hordes of followers.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: The Tides of PVP

      The single best method to this is complex political and economic concerns. In short, without there being negatives to war there is no reason not to war.

      I picture the following scenario as the ideal way that avoids this: You have groups 1-6 here. Group 1 wants to fight a war. Group 2 is nearby, and a potential target. However, Group 2 shelters Group 3 from Group 1, and Group 3 provides a key resource in trade that Group 1 really needs and is not getting elsewhere. Group 4 is also a potential target with a border. It has relations with Groups 5 and 6, but those are only trade based and attacking would not lead to issues with supply or create border threats toward them.

      Group 1 decides to fight Group 4. They fight for a while, but once a critical point in the fighting is reached Groups 2, 5, and 6 all step in for their own interests. After a while of combat, some of the group maybe have a little territory gained or lost, but they all need some time to rebuild stocks and prepare more weapons, armors, etc. So the fighting winds down for a while.

      The keys to this are: Interests of various groups not being best suited by mega-grouping for the wins, complex economic factors and stocking up goods not being too easy, and benefits to the economic production when things are relatively peaceful (an easy example is that craft focused people left as war starts up need to continue work, but have bandits and monsters interfere and cannot do nearly as much as normal).

      How feasible all that is, and how forgiving players are to the limitations thus created, is a giant question at this point.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Ranking against total population

      Yeah, trivial posts are common. As to the other part of this, for some there might be points of interest. However, I see that as something that is just a little extra work thrown at the studio for a soon-to-be-ending system (as they noted that the foundation would be going down at some point here near the end of the year) unless something has changed.

      After all, the focus will be on alpha and beta coming up, which ideally will generate their own excitement.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Opinion on Monsters after the alpha

      @Roccandil One problem with the rare resource thing is that many PvE focused players aren't really looking for just a gather and sell type deal. Too many games have already shown that to be a rather small niche overall within that demographic (one that exists, certainly, but small). Further, the competition aspect there would be a direct turnoff to many of the people who I would expect to go toward Arboreus.

      Fractured has a unique chance to say "Sandboxes don't have to relegate PvE to this tiny little box". It is something I have personally heard from a fair few people. The better they can do at allowing a wider variety of play styles within Arboreus (exploring, crafting and interdependency mixing crafts and combat goals for both groups and solo will be important for actual town style groupings, and so on) the more likely they will be to get recognition for doing exactly that... the more they do what every other game has done the more such people will dismiss it as a disappointment.

      It cannot be all grind either, of course, because that is indeed as you noted

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Opinion on Monsters after the alpha

      @Jetah One thing that has simply never been done in the modern PvE type game is an actual community. Crafts are generally relegated to 5-6 types. Everyone can do everything. Etc.

      If there's a reason to actually care about the neighbors, even if you can also run around being the solo hermit, it has something to keep it from getting too stale. That's before anything else even comes into play, like politics, resource trading, events, those odd demon invasion attempts, seeking knowledge, and so on.

      The truth is that you are looking at this from a "What has been" perspective, because there has been a dire lack of anything beyond combat in MMOs.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: What challenges should guild alliances face?

      Logistic, enemy alliances, events, politics, and all that.

      There's always the potential for big battles so long as the technology can support it... but the best way to have challenges affect such a group is through the all too neglected parts of games. Droughts, floods, goods transport, and so on can all be things that make challenges for people in game, and the large a group the more they would have to deal with such issues.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Dang the roadmap gets me all giddy

      @Belligero It had best be. Simply put, one person building a town should be a pain in the butt. I'm all for allowing those who want to spend all their time on such things to do so... but there should be absolutely no advantage to doing it alone other than being able to make all the choices.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: People who buy a founders pack today get more than yesterday

      @Xzait Glad you opened up to join the community on a deeper level! 🙂

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Next test phase

      @Specter Yeah, anytime communication happens... it needs to happen on as many platforms as possible.

      I've seen this with many game studios, where they just post on one, and then wonder why people didn't know. The simple truth is that people aren't going to follow every platform, some people won't even use some of the platforms, and limiting information outreach is just a negative for studios. The few minutes to copy that to other places has a big impact on the connection to people.

      It is basically a classic blunder that even veteran studios have problems with... there is no harm, though, in taking the effort to fix it.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Fractured - a living world?

      @Gothix said in Fractured - a living world?:

      I remember playing my first RPG - Ultima VIII Pagan - very long time ago... during different times of day, NPCs walked away and moved to different locations, from home to work, and other. I remember it was very nice to have to pay attention to what time of day it is, to be able to perform some tasks. Shops were closed during nights, so you had to go to special shady vendors if you wanted something during that time.

      A lot could be done implementing this into the game. Make game feel more alive.

      This, and when the original Gothic came out and NPCs freaked out about you entering the wrong places for the first time with all of the rest of things added in... both games did so much more in times when so much less was expected (and often more than modern games that are supposedly so much more advanced).

      posted in Discussions & Feedback
      Jairone
      Jairone
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