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    Posts made by Jairone

    • RE: I'm new, what is unique to this game?

      The most basic information is that the game is a sandbox with three worlds that have different rulesets. In terms of unique, there's the PvE focused world of Arboreus. In terms of less common, the game doesn't really do levels so much but instead uses a knowledge system with only a few ranks. So everything you are doing is the goal, rather than grinding levels to start.

      There's a lot more than that, of course, but those are some big points about the game overall. For more details, I suggest starting with the news/blogs on the main site, then asking specific questions as you feel you need. Everyone is going to have different focal points, after all!

      posted in Welcome to Fractured
      Jairone
      Jairone
    • RE: Just a(some) quick question(s).

      @jetah That's actually where basic contracts would be a good thing. Ideally with some system that allowed for identifying who exactly broke it, but just that it is broken is enough in ideal terms. Not so sure in realistic terms.

      After all, either somebody is going to have a bunch of broken contracts for scamming, or it's going to be a one-off thing where something went wrong. Sadly, there will be people who game systems with reputation just like always (for example, very simple contract trading back and forth if it is an automated completion % system will give them a solid rating while they scam others).

      AKA, there really does need to be something to cut a little deeper, because the moment people start showing failed/scam contracts the counter will be a flood of successful ones. Heck, the scammers will unite to do that.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Kickstarter still in FAQ

      Probably just something they haven't looked at in the efforts around other things. Good to point it out.

      Maybe they could simply note that "Kickstarter was funded, and options for buying in exist on the Fractured store as a continuation of crowdfunding including counting toward crowdfunding goals."?

      posted in Questions & Answers
      Jairone
      Jairone
    • RE: Pledge Packages?

      @lilithdragonflower Verify you have them disabled in incognito as well as that you do not have a normal chrome window open to start (they are loaded if you have the normal window open, which can cause issues with the incognito window).

      If that doesn't work, trying a browser specifically for this may help. I can verify that the buttons work differently with chrome defaults (extensions all disabled in incognito without a normal window open).

      posted in Questions & Answers
      Jairone
      Jairone
    • RE: [Poll] PvP or PvE, now with more precise scale!

      I don't mind PvP as a whole, although I do not like ganking or griefing behaviors (ganking lacks the competitive part to me, the entire idea is an advantage so extreme that you cannot lose). Thus I tend to like them more as a split up set of activities.

      That said, I do like things like sieges and such. I think there is a lot of potential room for something like that within the human areas, with Tartaros being the free for all. Of course, we have had some words on that before, and what the developers do is what they do!

      I basically just want to minimize people who have the only interest of causing problems for others, while still getting to have fun with both types of gameplay. I specify separate because, as is so often demonstrated, "People are why we cannot have nice things." AKA, if people can make things really bad for each other, they will. That doesn't mean (separate) that there should be only battlegrounds, but rather that there should be times and places rather than a complete free for all style (imo for Sydensia).

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Alpha 1 Testing Town A

      I'd think maybe near Myr Lower Spine. Not sure if anyone has their eye there yet, but it seems like a decent spot with a variety of terrain and stuff.

      If not there, maybe by Sunset Peaks or Reaching Plains?

      I'm loathe to go to certain spots that seem like they have no mine nearby, since trade will likely be less than optimal in early alpha.

      posted in Town Planning
      Jairone
      Jairone
    • RE: The Fractured Store Is Live!

      Grats on the store launch!

      posted in News & Announcements
      Jairone
      Jairone
    • RE: how do you want your pet and npg?

      @grofire That's a lot of coding, server to client checks, and extra stuff that leads to lag for a fringe case of a few people not wanting loot and not being able to trust their group members. Where it might be nice, it's not practical from a code, server, or client standpoint. It has too many negatives, for too few cases of use.

      @TheRippyOne As to combat pets, I think that becomes a big balance issue solved by total power. Pets being more than just a speed bump, but not overpowering people without them, is important. I'm thinking that having a range for pet power levels, and having them debuff the owner appropriately, is the best method. That use of extra data and coding is actually a benefit to trying to balance the two for a decent experience, mitigates the idea that always killing the pet (or the person) with focus fire is the best tactic, and leaves a wide range of potential for the devs to work with. It doesn't impact the server a ton, since it applies to only those with a pet, shortening calls and checks. Still, just based on coding requirements they may opt for something in the standard 'Pet is 10-20% of player power, but has enough hp/armor to make it not super-easy to kill' range.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: how do you want your pet and npg?

      @grofire Are you saying that the party members should have some sort of option to force loot turns not to skip them? That could be acceptable for random fights against a bunch of creatures, but what about something like a boss encounter? What do you do with the treasure chest you find if somebody has that flag on, and does that mean everyone has to have personal loot that cannot be traded under such a scenario?

      I think a more practical option would be having a requirement for members to agree to changing loot rules (so they can't set to leader only at a boss or something). Otherwise, if the loot rules are a problem let the group know you will leave unless they change. There's not exactly a ton of people who will just say "Oh well, you can waste my time for your profit" out there...

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: [PvP Poll] If you had to chose, what type of PvP do like more?

      I prefer 'structured' group PvP. That is, PvP with some basic rules of engagement and less of the imbalances that tend to make solo PvP on two or three other people possible in so many MMOs. For me, that means War-decs need to be important and limited in some fashion (at least for humans, because PvP on Tartaros is a whole different thing).

      I think a hard-cap on outgoing war-decs would be the important thing. You could have as many incoming as you could get... but without the outgoing cap there will be people who simply declare war on everyone to run around with less consequences for attacking anyone they find at a disadvantage. Those players need to be on Tartaros, not the human world.

      I strongly believe that the best use of the worlds is to segment out the types of PvP as well as the levels of such conflict.

      P.S. This survey basically confirms for any developers out there why community based policing doesn't work. Very few people want to WK PvP. Not only is it mostly chasing people, but if you want to have a group set up you have to wait for somebody to chase. The idea that such a thing will work for a game based on player actions alone... is something that really needs to die already!

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Economy essentials

      One thing I can say for sure, is there are better ways of item removal than RNG quality upgrade mechanics. Even if it is just wear and tear requiring skilled crafters to fix things (rather than a tiny bit of coin to an NPC) it works. In fact, it gives craft focused people another skillset that is in demand, and usually needs less resources for their goals. Fixing can still eventually leave items with very low maximum durability in such a system, which means after a while a new one is still needed. However, RNG upgrade stuff is not only rather annoying, but leaves people feeling like they have to gamble repeatedly until they 'win' to even compete. Which in reality means most people don't bother.

      Solo players will want the loot, but mining will likely be something that is a group activity on any world with PvP at all. I'm expecting that they will have a variety of other activities that would be viable for trade to obtain such goods from a town.

      I'm hoping currency will be local, although hopefully not over-bearing to carry for trade. Maybe there will be some sort of bank note system, where only specific people can cash at towns with a bank building? It would be a reasonable safeguard to see from Humans, although the other worlds might not have any such thing. Of course, there might also then be some black market for such things in particularly evil places...

      I believe they mean player structures with invulnerability will be limited to an area around their chosen home, and only one such home allowed (maybe one out and about, but as many homes in towns as towns that are willing to assign you a home). Maybe I'm wrong though. It does make sense to limit personal spots like that, and it is effective at keeping the clutter down. As to maintenance, that's why carpenter NPC contracts exist. There is a sort of gold sink there, although how many might be needed, and how much they cost, is yet to really be seen (1 might only be able to manage a pretty small house, for example, leaving people wanting more if they want more cool stuff).

      I'm expecting NPC vendors to sell some things, maybe in limited amounts at random off a table of goods. More important will likely be hirelings. For example, we know about guards and carpenters already. I'm expecting they may expand upon that idea.

      posted in Questions & Answers
      Jairone
      Jairone
    • RE: how do you want your pet and npg?

      @grofire There will be loot rules, like in most MMOs. That likely won't prevent or force anyone to take things which would flag them as a thief... but rather be for the party to be able to prevent people from being kleptomaniacal and leaving the rest of the group feeling left out (or alternatively setting it up for one person to get everything as the rest kill).

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: how do you want your pet and npg?

      Having some utility can be cool, but loot functions have problems as noted.

      Maybe instead pets could help you with other tasks, such as generation of different resources. It would make sense for a number of food items, some could help with lumber, others could dig to make stone and dirts easier, etc. This wouldn't increase capacity or anything, just speed up the process a tiny bit.

      Just as a thought where they can be of some use, without being too OP or anything. Having them be at risk of being attacked at the same time would ensure people who like taming have a solid purpose in groups too.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Alpha 1 Testing Town A

      Aye, judging by the map having the spots, looks promising.

      posted in Town Planning
      Jairone
      Jairone
    • RE: Where do you want to live?

      With regard to the alpha 1 map... it won't be about where to live to me, so much as seeing what I can break. Because, well, that way it won't (hopefully) be broken later.

      I say that with hopefully in there like that, because all too often there's a list of bugs that are long, and some things are left undone based on priority for a long time. For example, one game I was able to extend fuel use in cooking by turning the fuel on only to start the recipe (then turning it off) and cycling for each cooking like that. Obviously not intended, but they had bigger problems. So cooking without heat was a thing.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: I want this type of 'environment interaction'!

      I have a feeling that trying to do that fluid dynamics stuff on a server with a lot of rivers and such would be a really big problem. It just needs a lot of data crunching. I'm thinking maybe in 7-8 years it will work decently with online games.

      As to generic transformation stuff, it is possible. However, it will also usher in a bunch of new issues and potential problems. Terraforming is rare in games due to the very issues that come with ground mesh alterations, such as AI and interaction maps updating.

      It is do-able, but maybe not the best use of resources just yet. There's a lot of interesting potential in tech down the road, and I think we are approaching the point where more and more world interaction will be a thing (as it becomes easier to work with the hardware, and there's some software to look back upon as to how to do things). Just... not there yet.

      posted in Discussions & Feedback
      Jairone
      Jairone
    • RE: Alpha 1 Map & Pledge Integration

      @frilliking Store does not have an exact date yet, but I'm sure they will let us know! Expect an email update once it is ready! I'm sure they will have one! 😄

      posted in News & Announcements
      Jairone
      Jairone
    • RE: Alpha 1 Map & Pledge Integration

      I am not sure they aren't thinking that @Esher . And it has worked fine in a number of other sandbox style games, at least. Especially near town it should be okay.

      I doubt people will invest the huge amount of time to build and maintain roads for griefing, because I expect covering a large area with them would be a huge undertaking.

      posted in News & Announcements
      Jairone
      Jairone
    • RE: Alpha 1 Map & Pledge Integration

      Woohoo! Sweet stuff!

      Question for you @Prometheus : Is there any intention of forum title selection for packages instead of just foundation rank? Not to give you guys extra work or anything...

      posted in News & Announcements
      Jairone
      Jairone
    • RE: Future Spotlights Content - Vote Your Favorite Topics!

      Aye! Take your time. Just... if it's not out within the month, expect us to start withholding the rum.

      posted in Discussions & Feedback
      Jairone
      Jairone
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