Lich is a nice addition. I was feeling like humans were a little boring, Lich fixes that.
How would Lich intersect with technological augmentations? Steampunk Lich!
Lich is a nice addition. I was feeling like humans were a little boring, Lich fixes that.
How would Lich intersect with technological augmentations? Steampunk Lich!
From a professional perspective, I'll be very interested to see how server stand-up, teardown, and migration play out during testing.
Nah, I think that's too grandiose.
If things come together, Fractured will be the natural next step in the spiritual succession from Diablo II => Multi-player Diablo II (PoE) => Actual MMORPG Diablo II (Fractured)
Hellfire demon.
Angel will be my endgame once I've finished any knowledge-related quests I care about in Tartaros.
We're at 75% with 10 days to go.
592 backers is really low. I had assumed that way more of the forum community would put money down. I was expecting to really have to fight for Immortal EB, which is why I woke up at 4:00 am (local time) the morning that the Kickstarter launched to get one locked in early. As of right now there's 193 left out of 250.
Given that Dynamite doesn't actually need the KS money to continue development, I almost hope the KS fails at this point.
There have been games in the past (can't think of any off the top of my head, but it's a thing) where the initial KS campaign fails, but they follow up with a second campaign later once they have more marketable assets, and the second campaign does fantastically well.
From what I understand, Dynamite doesn't actually need the money to succeed or deliver right now. So if the campaign fails now, they can put together a do-over later. And the do-over could be amazing.
At this point I'd prefer taking the option for a do-over later over barely limping past the finish line.
@evolgrinz said in Hyping this new MMO :
Hype is bad for a game. It will raise the expectations too high, what usually results in disappointment when a game comes out.
Slightly off topic: I like group based gameplay. But I'm time-poor and most of my mates don't play MMOs. So it's hard to find and maintain a group. So I wind up solo-ing quite a lot.
One of the things I liked about GW2 was how world events would lead to spontaneous groups.
Foundation level 60 because of this message.
::happy dance::
I also vote for Cohh.
We already got a shout-out from
.@grofire said in Community Call - YouTubers You Know:
cohh carnage Is a twitch player with 16k viewers stream daily that play different mmo's, he done some sponsoring in the past https://www.twitch.tv/cohhcarnage
I hope Dynamite get this right as it would really add some depth to the world.
Getting lore right is tricky though. Because lore is storytelling where the world is the main character.
Like all storytelling, you have to start out with a hook and give the audience a reason to care. Once they're invested, you can give them some information, but you have to break that information up with something exciting. Each spike of excitement needs to feed back in to a reason to care about the next chunk of exposition. Interest curves apply.
I've played too many games *coughPillarsOfEternitycough* that treat lore as a massive text dump that only gives the audience a reason to care after you've waded your way through a novel's worth of exposition. By which point most of that exposition will have been forgotten in the mind of the audience anyway.
Look, just checking: Is all the duck stuff in the forums a reference back to Mark Jacobs and CSE, or is there something else going on?
Eh, no harm in taking a break. I got really buzzed on Fractured initially, but then there was a long wait until the Kickstarter. So I've been mostly disengaged for the last six months.
After the kickstarter campaign, regardless of success or failure, I'll probably be really active for a week before bugging out again. I'll eventually come back in once alpha access starts - presuming of course that I get access via kickstarter.
So if you're feeling burned out, there's no harm in taking a break and coming back later. Might be easier to sustain the buzz closer to release.
You do you buddy.
@xzoviac said in Bit worried where the Kickstarter is:
I backed Star Citizen in the past and it leaves me hesitant on the amount i want to back though
Not trying to do a hard sell on you or anything, basically just using this as an excuse to rag on Star Citizen.
I didn't back Star Citizen because it just reeks of being too ambitious to ever possibly succeed. They were trying to do way too much, way too soon. So far, history has backed me up on that prediction. I look forward to paying full price for Star Citizen after it is released.
One of the things about Fractured that makes me like it so much is that the scope of the project Dynamite is proposing is ambitious but also grounded in what could actually be achievable, and Dynamite has been very restrained when discussing which features will or won't be likely to be delivered on release. Also, the timelines that have been proposed seem entirely reasonable - none of this "We'll go from alpha to full release by Christmas this year." nonsense.
Having worked as a project lead on enough software projects in the past, you get a feel for when someone's estimates are grounded in experience and competent project management, and when they're a delusional optimist. Dynamite's plans pass my smell test.
However, the irony is that precisely because they're being so measured and responsible with their promises, that makes them underwhelming on the marketing front when compared against the kind of wild over-promising and subsequent under-delivering that is the norm on Kickstarter.
For example, Dynamite have stated outright that their stretch goals will not involve core features. That is exactly the right move to make if you want to deliver your vision on time. Kickstarter campaigns that involve core features are basically introducing scope creep as a marketing strategy, and scope creep is poison to project delivery.
The problem is that precisely because Dynamite are level-headed and serious, their marketing seems lackluster next to all the other projects that wildly over-promise. Many people have fallen for Kickstarter hype before and been disappointed. So when Fractured comes along and is making an appeal that is presented in more of a rational "thi-is-what-we-can-actually-achieve" style and less of an emotional "this-is-why-our-promises-are-amazing" style, it doesn't press the same buttons on the amygdala. So people have a chance to engage rationally - and the rational skepticism based on prior disappointment actually gets a chance to be heard, and executive function says no.
So the very fact that Fractured's scope and campaign strategy are achievable ends up working against Dynamite because of how many other game studios have poisoned the Kickstarter well with over-promised feature-creepy delusions.
To be clear, this isn't a criticism of the people that aren't investing in the Fractured campaign: It is reasonable to be risk-averse given the overall landscape that we're all being presented with.
It's just an acknowledgement of the underlying mechanics as I see them. It's a damn shame that the signal of Dynamite's professionalism against the background noise of unprofessionalism is actually working against them. Markets are weird.
Missed the stream because of work, but I've caught up now.
@Prometheus, thanks for answering. Particularly liked the answer about how non-stargate travel between worlds being randomized within a target region. Sounds good.
I'm assuming humans.
Humans have the greatest variety of gameplay, so should appeal to the greatest number of players, so should get superior numbers.
That could easily be mistaken though. Will have to wait and see to find out how it shakes out.
@muker said in Meaningful Guilds?:
@wolefie Well, among the outstanding guilds will definitely be guilds: traders, mercenaries, miners, artisans. Recently, we discussed the courier Guild, which would also fit into the game if it were necessary to transport a very large number of goods from one planet to another.
Red Frog Freight: Fractured Division.
From my memories of Arx Fatalis and Black and White, this is one of those ideas that could be great in principle but become unusably bad when trying to use a mouse to cast something quickly.
@jetah said in hint for logout:
@kairosval said in hint for logout:
@jetah said in hint for logout:
@kairosval said in hint for logout:
I like the 15 minute timeout in unsafe locations on disconnect.
I don't like the 15 minute timeout in unsafe locations on logout. My problem is that it feels too punishing on players that aren't exploiting and have limited time for their gameplay loops.
I think that a good compromise might be to allow players to create a safe logout zone in the open world by creating a campfire and clearing out any aggressive mobs and enemy players in a large radius.
I think that getting players to manually set up camp is a more immersive and balanced method than the super-gamey channeled-logistics-spell route when it comes to enforcing players to not log out in the middle of combat.
I think that if players can create a safe logout zone with planning and consumable resources, then the 15 minute penalty on logging out in unsafe spaces becomes reasonable.
instead of using alt+f4 or removing network access they could just hit escape then logout/exit and are instantly removed from the game world. to me that's just as bad.
Do you seriously claim to think that:
A) Allowing players to log out safely while out of combat by spending time and resources to set up a safe camp first...
... would be just as bad as...
B) Players disconnecting mid combat to avoid death without penalty?
If so, I don't believe you.
i don't believe people should log out outside of a city or personal plot.
I believe that is too punishing on non-exploitative players, particularly if there are long journeys and no fast travel.