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    Posts made by Jetah

    • RE: Player generated quests (work orders)

      @Razvan said in Player generated quests (work orders):

      I see now what you meant about "transport goods between cities without needing to visit them" and how I misunderstood you. I still think this feature is unnecessary because a system of local marketplaces and local chests with ability to set up privileges can simulate just that without the need of being coded by developers: nobody will set up a trade route that it's worth less than the transport, so by default it's more profitable for the courier to have a friend gank him outside of town and split the money instead of doing the delivery. Of course, some people are honest and won't try to scam the patrons, which means that at the very least they can let us filter the good ones from the bad ones by only opening the contract to characters with over x deliveries and/or y% success delivery rate and/or value of successful transported goods divided by value of total transported goods is greater than z. In the end the very same result can be achieved by visiting the forums and picking up a reputable person that offers those services. For example in Albion, a game that is similar to Fractured, you know that this person is trustworthy. Another reason why I think this feature won't be very much used is that, as I said earlier, most guild will do trade runs.

      About the second point (placing remote buy/sell orders), I don't really care because I don't plan to trade much, but I think it's unfair for someone who PVEs or ganks to flip the market in the downtime as easily as someone who primarily plans to be a merchant.

      transport contracts have a deposit that the courier puts up first. that amount is up to the person placing the contract. if the amount is higher than the goods, the courier is out the deposit. in Eve Online the contents were in a locked container, the courier couldn't see the contents.

      to me the most valuable method is transport; moving trash to another area or planet so it becomes treasure. remote orders can be limited too x per day (24 hours, rolling 24 hours, etc) or x total orders up simultaneously. I do like limited access to remote orders so Knowledge could limit remote orders to 5, as example. maybe an upgrade rank could make it 5 per real day, the third rank could be increased range of the orders.

      to me open contracts are easier for players that will have trust issues. I can place 5 items in a chest for transport from A to B for a 500g deposit and pay 200g upon success. If people think the 200g payout is too little then it wont get accepted. if the contract is accepted but not completed (within a set time) then Karma can be reduced/increased.

      I'd also love to see transportation guilds start up that can try to get NAP with alliances so they can get goods around the planets. Imagine a neutral transport guild that has NAP with 80% of the game so that pvp/pve guilds can fight with access to goods from other planets! those 20% that didn't agree could be retaliated by the 80% that did agree to them for messing up their supply of off-world goods! now you have competition between those that want to steal the goods, those that want to guard and those that want the goods to attack others.

      posted in Discussions & Feedback
      Jetah
      Jetah
    • RE: Player generated quests (work orders)

      @Razvan said in Player generated quests (work orders):

      @Jetah said in Player generated quests (work orders):

      there should be knowledge for business and trade. thus allowing a player to place remote orders (similar to Eve Online) within certain ranges. This allows a business player to buy/sell/transport goods between cities without needing to visit them.

      No way, no, because remote sell orders and transport would make the trade caravans risk-free, thus pointless. As of buy orders and quick travel, we should be able to teleport naked with nothing in the inventory from one town to another (with the exception of inter-planetary travel, of course, where this restriction doesn't apply).

      there's no quick travel in the game with goods, invasions aside. a remote order placed that needs to be transported has to be accepted by a player and has to move by a player. there's no p2w transport in Fractured. it's the only way to get a transportation profession existent. this was also mentioned in the Contracts Post which I linked to.

      posted in Discussions & Feedback
      Jetah
      Jetah
    • RE: Eclipse Question

      @Razvan said in Eclipse Question:

      the devs want inter-racial guilds.

      actually it took a while to get them to accept that because it was originally based on karma.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Player generated quests (work orders)

      @Razvan said in Player generated quests (work orders):

      @deusex2 On the other hand, marketplaces with buy/sell orders make the transactions smoother, create a better (more fair) economy based on demand and supply, greatly reduce the number of scams and make it easier to spot gold sellers. Local marketplaces were confirmed, so the items won't magically appear to your inventory, but you have to travel there and claim them.
      If you played Albion, I imagine Fractured will have a similar system: if you sell <item A> in <town M>, the players have to physically be there to buy and claim it. Same with buy/sell orders: if I place a buy order for <item B> in <town M>, in the event someone travels to <town M> and decides to sell <item B> to me at the price I put the buy order, I have to go to <town M> and pick up the item. Both the seller and the buyer have to physically be in that town in order to place a buy/sell order and claim the item in that local marketplace.

      there should be knowledge for business and trade. thus allowing a player to place remote orders (similar to Eve Online) within certain ranges. This allows a business player to buy/sell/transport goods between cities without needing to visit them.

      posted in Discussions & Feedback
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Gibbx said in Houses in the wilderness:

      @Jetah Dude you, as always, totally missed (or ignored) my point. if you were to build a cabin in the middle of the woods far from civilization you will probably be forced to use whatever materials you can find nearby. Most likely you are not going to be following building codes and may not be an experienced builder. If you building in a city you will have access to better materials, will need to follow building codes and may even have a professional do the work. That structure is going to be sturdier and last longer that the cabin in the woods.

      The fact that some structures have lasted hundreds or even thousands of years only PROVES my point. they are the structures that have been built with superior materials by master craftsman. they have probably also received maintenance over the years (or need it now). That being said most of the structures built hundreds of thousands of years ago have long since decayed to nothing.

      All homes need maintenance. How onerous the game mechanic will be remains to be seen.

      you mean to tell me that materials can't be transported to anywhere the building is being built? There are plenty of real buildings in the world that are/were 'built in the deep woods' that are still up. My grandparents home was built after a hurricane in the 30-40's. It was built using materials that was 40 miles away (moved by train then by horse-n-buggy. It's still standing, has better materials than current built homes and will probably out last the new homes going to be built in the next 1-5 years.

      you seem to be the one missing or ignoring my point that buildings that were built 100+ years ago wasn't built in the city but were built in the woods and the city grew to them or grew around them.

      to prove my point this is the oldest wooden building known which was built around 600AD then rebuilt after a fire in 700AD. The 'city' isn't much and is still a distance from said city (12km SW of Nara and 30km E of Osaka google map Now imagine how that area was back 1300 years ago). AND Japan is known for typhoons, fires and salt filled air which is probably the worst conditions for wood buildings.

      While that is an exception, I'm saying it's possible to build a house in the wild and it still last generations later.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Player generated quests (work orders)

      https://forum.fracturedmmo.com/topic/1239/contracts

      There was a game that allowed houses, and all house tools, to be setup to be funded by other players. IE you click a wall of an unfinished house, you see the owner is offering 1g per unit of log and the wall needs 10 logs to be complete (that specific portion). You gather 10 logs, you bring them to that house then are paid 10g for those logs. Those logs are now added to the wall and that material is (full or zeroed out). Lets say the next material is mortar. same process: items are added to the wall, the person that supplied it is paid.

      posted in Discussions & Feedback
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Farlander said in Houses in the wilderness:

      I think you guys are really overt thinking this. This all sounds like making the game more complicated than it needs to be. A house should be a house no matter where it is located. I also don't see a need for a building to have a quality rating. The devs would just be making their jobs harder if they had to track such statistics. IMO houses should all age deteriorate the same and refreshing them should be easy.

      but if i want to use better resources i should get an easier to maintain house that last long between repairs.

      If players have to spend a ton of time, energy and resources in the game to keep their houses from vanishing then where is the time to spend having fun in the game exploring?

      that's kind of my point when I read that houses will have constant maintenance. it shouldn't degrade in a (game) year. but it's a way to force/guide people to buy the carpenter so that they can 'play the game' instead of having to repair the house every day.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Gibbx
      mate. building codes still exist. those products still exist but have to travel further. there are homes/buildings in japan that are 1200+ years old. by your logic they should have been torn down 5 years after being built. The pyramids shouldn't have lasted as long either, according to you. there are homes in EU/UK that are hundreds of years old too. again, according to you that should be impossible.

      @Razvan
      If you don't log in then I can understand it decaying at a faster rate. but if someone is logging in daily or even 5d/w then it shouldn't decay in a month.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Pluto said in Houses in the wilderness:

      @Jetah

      True, but wood is definitely treated in this day and age in order to protect itself from the elements. Take a stained deck vs an untreated deck.

      I'm no carpenter, but I'll take the stained deck lol. Whether that applies to Fractured, I could not care less. In fact, I would argue maintenance costs should be more expensive in a city

      if you get cypress wood, you wont need to stain, paint or even buy pressure treated. cypress doesn't rot or wont rot in your lifetime. The wood type has so much more to do with the longevity than processes. If you want pine or even oak then you'll want it treated (paint, stain, pressure treated) in some manor. But those processes can be done with 'magic' that's going to exist in the Fractured world.

      I dont like the idea that we'll have to maintain a house that'll deteriorate in a month (which is one game year). That just isn't right to me.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Gothix said in Houses in the wilderness:

      @Jetah yes it depends on materials house is build from, but do you have those materials (high quality processed materials, not raw ones) far away from civilization?

      No, unless you drag them there, and with manual travel using horses and small cart it should be hard effort. Lot harder to build house in wilderness than in city where you have processed materials readily available.

      Players will be able to process materials, but my point is that players shouldn't be able to process materials up to maximum perfection in wilderness... such processing should only be available in "civilization area", and then if someone wants to make an effort of repeated long runs to his wilderness home to drag those materials there, sure.

      Otherwise, just outright building a house with lower processed materials in wilderness, should result in houses that deteriorate faster.

      wood is wood. you just have to cut it down to the thickness you want. there isn't any 'processing' at all. people in the jungle, use a hatchet, axe, etc to get the same boards those in the USA get with machines.

      you're trying to act like wood is different if it's cut down in a forest or a city. it's the same wood.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Legend Pack access to Alpha 2

      @Elex said in Legend Pack access to Alpha 2:

      I got my legend pack yesterday but the game site don`t allow to download in this test (test 1). Do i need to wait the next test or no? Thanks.

      if you buy a sports ticket for a game in 2 months, can you enter today?

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Gothix

      not really. a house is a house. those outside city limits still deteriate at the same pace as those in city limits. wood doesn't rot faster because it's x distance from a city center. actually being in a city could be worse because of fire, termites, roaches, rats, (and with Fractured) raids. I'd say having a house out of the city is better and offers more than being within the city limits.

      my grandparents house is out of the city limits and it isn't degrading faster than those in the nearby city. Same for my fathers house which is just down the road. The 'city' is a 10 minute drive (at interstate speeds). The grandparents house is made of cypress while some parts are made of pine. The cypress will not rot, not be susceptible to termites, black ants, etc, but the pine parts will be. This is why I said "it depends on the materials the house is built with".

      There's a youtube video I watched where a hotel, IE very susceptible to visitor damage, used solid oak on parts of the hallway and rooms. The bath was an all-in-one section (which was cheaper than built-on-site) so they spent more for that solid wood so that the maintenance would be cheaper in the long term.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Week 100 - Weekly Drawing Winners

      Merry Christmas!!!!

      posted in News & Announcements
      Jetah
      Jetah
    • RE: Houses in the wilderness

      @Gothix

      maintenance should really depend on materials used. cheap and easy materials should cost more to maintain but hardy and expensive materials should last longer.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Ocean Exploration?

      @Xzoviac said in Ocean Exploration?:

      Being a pirate lich sounds very appealing

      oh the cosmetic skins for that one!!!

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Ocean Exploration?

      @Shivashanti
      but that's side scroll game, not isometric!

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Ocean Exploration?

      @Logain said in Ocean Exploration?:

      @Jetah said in Ocean Exploration?:

      (...)the planets/fractures are procedurally generated. i'm not sure how much manual work is added in for refining the landscape or placing city center spots (or if they need to be placed).

      Assets are a huge part of the work and it would likely depend how well the engines (Unity and SpatialOS) can handle this with the current camera. But since they are planning dungeons and asteroids, I would at least consider a larger underground area 'viable'. Handling water does require a lot of new mechanics though.

      water can be handled in two ways (quickly thinking). surface water where the character can 'dive' but it's pretty shallow (can be a little deep) to do some quick gathering and spearfishing. then there could be complete underwater, the ocean could act as 'flyable' area where the character can dive. this would give the visual appeal of being in an ocean.

      i just think it'd be pretty sweet to setup trade routes, farming (pearls, seaweed, fish that are more coral based, sponges, etc) and spear fishing. boats can be used to fight sea bosses, mass fish with (cast or trawl) nets, etc. I just like the idea of a guild getting in a boat and having some easy accessible pvp.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Ocean Exploration?

      @Razvan said in Ocean Exploration?:

      @Jetah I was mostly talking about Farlander's comment https://forum.fracturedmmo.com/topic/9741/ocean-exploration/13
      "Underground to me means something like the Underworld in D&D. An entire area that can be settled." -> this is pretty much the equivalent of creating a new planet in terms of how much work the devs have to put for this feature.

      ah. i was thinking of something similar but didnt consider it could be settled. i could see the demons wanting something underground. @Yitra as a demon, being underground could be amazing!

      the planets/fractures are procedurally generated. i'm not sure how much manual work is added in for refining the landscape or placing city center spots (or if they need to be placed).

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Ocean Exploration?

      @Razvan

      water is a good medium which is much different than being on land. i mentioned instances, or loading screens, only because i'm not sure how the engine can handle 'underground' caverns. so by turning it into a load screen, they can make it like an open zone area with little lightning.

      posted in Questions & Answers
      Jetah
      Jetah
    • RE: Is Fractured going to be as grindy as say Wurm On-line?

      @asspirin said in Is Fractured going to be as grindy as say Wurm On-line?:

      @Headbash No levels, you grind only for abilities you use and for equipment you use. And the only quests you do are ones for changing effect of those abilities. Check alpha replays to see how long it takes to grind ability (but don´t forget its still alpha).

      there's no quest, only exception is the karma changes for angels, lich and abominations. while it isn't a 'quest' the only other task i know of will be unlocking the different ranks of skills.

      @Headbash
      there's no leveling for characters. Wurm is an asian grind game, which most asian games are.

      posted in Questions & Answers
      Jetah
      Jetah
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