@tarmiel said in I Want To Play A Game | Heigh-Ho | Screenshot Reveal:
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the video was released where these pic's originated from.
@tarmiel said in I Want To Play A Game | Heigh-Ho | Screenshot Reveal:
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the video was released where these pic's originated from.
no keys until they want to open the servers for testing. it could be 3 months it could be 6 months before that happens, if you have alpha or beta access. otherwise you'll get a key when the game is released.
alternative is they link your KS account to your fractured account.
how about major cities have an object that is built. a Dungeon entrance. it has leaderboards and the layout and mobs change each week. it could be procedurally generated and a max of x floors. any death is a forfeit of the dungeon for that week.
was watching an anime where these types of dungeons would popup at random locations. They were deadly but the final reward was a pretty powerful item. That wouldn't work in Fractured but imagine getting a legendary item and it's literally the only one ever in the game.
As an alternative once it's beaten or isn't the entrance is moved (magic and stuff move its)!
@kairosval said in Payment Model info and post release strategy:
@jetah said in Payment Model info and post release strategy:
depends if they allow a dagger to be changed into a 2h sword. If it's same weapon type then it won't matter as the gear is insignificant to power.
The example I have in mind is a mage that uses ice magic reskinning their mage robes to look like massive fire-covered full plate with a over-designed glowing orange halo and flame-based particle effects as they move, that kind of thing.
I get it because that looks cool and everything. But it's confusing, and has the consequence that you can't infer anything about a character from their appearance.
Good game design should use the appearance of a character to communicate something meaningful about that character in gameplay terms. The sword that does fire damage can have a fire particle effect, the mace that does electrical damage can have an electrical effect, if they're in full plate they're probably a tanky warrior, if they're in light armor they're probably an agile DPS, if they're in robes and cloth they're probably a mage, that kind of thing. Cosmetics can spoil the ability to communicate that information quickly and cleanly.
Like where Kralith said about looking up the hero's data in PoE? I get that that's a thing, but it shouldn't be neccesary. But the amount of over-designed cosmetic items in PoE makes that a requirement. If you have to look up raw data on a character sheet to get a basic feel for what kind of equipment a character is currently using, to me that feels like an art design failure.
In games with loot progression it also makes the visual progression of the design of gear meaningless too, but given Fractured's horizontal progression model that's probably less of a concern here.
But like I said: This is a minor quibble, and the lesser of all evils. So I'm not throwing my toys out of the cot about it or anything like that.
It'd be nice if there was a way to preserve the informational content of well designed art assets while still allowing for cosmetic customization. But I think that the conflict there is very real and those servers aren't going to pay for themselves.
it's possible that any elemental gfx is native to the weapon so that you can change the visual but never change the gfx unless there are gfx cosmetics. even then the type of element doesn't change just the looks (ie electric gfx can look like static electricity or singular bolts sparking off. fire gfx can be like a match or like a torch.)
you can still give the visual feedback and retain the type of element the character has. i doubt we see cloth that changes into plate or vise versa. but I would love to see robes over leather and plate...
maybe the color could be an indication however a color blind mode would be needed in some what.
@kairosval said in Payment Model info and post release strategy:
@kralith said in Payment Model info and post release strategy:
As for PoE it is obvisious, that this kind of payment method works very well. I mean, look at this game, there is absolutely no need to look nice, but people want to have the biggest Wings and the super cool skilleffects. People pay for such things, even it gives absolutly no extra power.
My only beef with the cosmetics shop thing is that weapon and armor reskins remove the visual cues that could have been used to communicate information about what another player has equipped.
This is very much a minor quibble and I think that a cosmetic cash shop is the lesser of evils when it comes to monetization strategies, so I'm not all bent out of shape over it or anything like that.
It's just one of those things where I wish there was an easy way to do both.
depends if they allow a dagger to be changed into a 2h sword. If it's same weapon type then it won't matter as the gear is insignificant to power.
@finland said in Kickstarter is coming - Are you ready?:
@prometheus Any changes to the management of in-game guilds? Will I be forced to create one for each planet/race (like for the site)? Will I be able to have only one open to all those with a pre-established alignment? Considering that the KS campaign begins tomorrow I would like to know it. Thank you.
I thought you wanted a guild per alignment... I could have swore you are completely against multiple alignments in one guild.
@ij0k3r
don't expect a game launcher or even a download till next year.
@sonnypk said in Kickstarter is coming - Are you ready?:
@Prometheus I just have a question regarding the timeline when the game is gonna available for the Alpha and Beta versions.
Alpha 1
Alpha 2
Beta.Regards
Sonny
next year. best right now are guesses and will change as the project moves along.
@specter said in About the story:
@virgulin There is no quest system other than the Divine quests and maybe some tutorial quests and city quests.
How will a story or lore be presented to the player?
@benseine said in hint for logout:
@jetah if that is the case then pve beastman would probably go explore Tartarous to see if they would get knowledge. But instead of traveling back, they will just restart the game normally... and voila! They are back on Arboreus. This is the fifth reason I came up with why you need to keep game characters in the game for 15 minutes or more after logging off. If you log back in within the fifteen minutes, you are still at the same location. If it is longer and you are on a foreign planet, only then do you port back in my opinion.
you're arguing with the wrong person. i want 15m character retention after logging out or disconnecting. again, tell this to someone else.
@loxreaten said in Pillage and raiding times.:
@jetah Well that's a bit extreme for the larger towns, i was thinking about 3.5 days.
I assume large town captures have large enough popto quickly repair it.
They are procedurally generating the planets once then they’ll be static.
Asteroids will be constantly procedurally generated.
Figured something like that happened.
I wasn’t aware of the focus on the humans first. I only mentioned the Beast and Demon to show something different to potential players. Too many games already have the human thing going.
@prometheus said in Humbly request start time of KS:
@eso said in Humbly request start time of KS:
@Prometheus I wanted to see if it would be possible for you to provide us with a timeframe for when the KS will start. With limited tiers on some potentially hot items, I don't want to miss out, or have to play f5 bandit for the day. Please, please, consider providing us with a window to expect it going live.
Newsletter with exact starting time coming tomorrow!
Don't forget time zones!
@grofire said in 3rd trailer before KS:
@jetah they have delayed it to the 25/06 because of E3.
which means the whole campaign should have been ready for the 1st! Which is why I don't understand why "Prometheus is too busy with the KS preparations". When you post a game on KS you don't wait till the day of to get everything together. You plan and have it ready before the launch date.
@rouza said in Story based exploration? or curious people?:
I do like that idea of "I am going on an adventure!" kind of theme if I had to pick one.
It would be cool to have some players that just roam around the worlds just doing lore.
the lore is something that stories and campaigns usually bring. Without that it seems weird. I wouldn't mind some NPC's that give some direction as far as a city quest/event where goblins population is too much and they need to be culled. Instead of a kill x of 100 or x% you have to go back to town.
That system could be setup to direct some adventurers to other towns. I would like to see something along the lines of "the city, City Name, up north bring word they need food supplies. The local wildlife has ruined the crops" event. You'd need transportation of goods and include some chefs to help feed everyone. This would allow player bandits to setup places to steal stuff!
I'm generally curious how the lore of the game will be presented if there are no general campaign.
I just remembered..
You don't actually kill a person, you bring their stamina (or similar) down to zero they are unconscious but not dead. You have to do a killing blow to actually kill them.
@basileus said in Thieves, Locks, and Lockpicking:
I believe there was a story about someone stealing a god tier item from someone else in Ultima Online, which was a huge thrill to read. Even so, stealing as a mechanic would take ages to be done correctly for very little benefit (a.k.a feature creep), and I wouldn't want the devs to go down that road.
I read about a 2 year process for a merc to infiltrate a corporation in Eve Online to kill the Corp owner. They ended up stealing over 5b worth of goods too!