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    Kazzier

    @Kazzier

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    Kazzier Follow
    TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by Kazzier

    • RE: Winter Alpha Spotlight – City Overhaul

      @BlueGoblin said in Winter Alpha Spotlight – City Overhaul:

      players can no longer run a small hamlet on their own. You’re now forced to be part of a coalition.

      @Prometheus This is a question I would like addressing on the stream if possible. In regards to the above quote, the recent changes imply that smaller guilds will not be able to have their own settlements, but rather each land mass will only cater to roughly 30 guilds. This changes the dynamic of the game in a huge way, forcing large coalitions and deterring playing in smaller groups or with friends. How do you vision this working? - I must confess I much prefer the idea of more smaller towns than just large cities.

      Also, I was discussing the fact that all cities are safe zones with a friend, and he made a valid point that we could essentially go into an enemy territory, hide inside an enemy city and wait for them to leave the boundaries. Once they are outside of their own city, we chase and kill them, only to return and be defended by their own (our enemies) territory. This feels as though it could be very easily abused. What are your thoughts on this?

      posted in News & Announcements
      Kazzier
      Kazzier
    • RE: No Hunger & Rest Depletion In Towns.

      @Razvan said in No Hunger & Rest Depletion In Towns.:

      I don't like the hunger system in the first place. It serves no purpose other than saying "this is a survival game because it was a hunger system". In the end, it doesn't add anything to the game and it's a nuisance. Food should give buffs based on ingredients, that's it.

      I completely disagree. I really enjoy hunger systems in all games. It's a major selling point to me and helps build an economy. Plus, the hunger in the game depletes incredibly slowly. All you need to do is buy a stack of food from someone and it's likely to last you a few days.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Winter Alpha Spotlight – City Overhaul

      Another question -

      I posted this on another thread but would you consider a compromise such as say......3/4 NPC cities across a map which are classed as safe zones, and then player towns are restricted to the actual guilds (with obvious benefits over NPC cities). Natural resource nodes could still be contested etc.

      This would also allow more smaller settlements, rather than forcing large coalitions. It would also allow more of the smaller guilds and groups to have access to their own land / towns and function independently (or collectively if they wish).

      posted in News & Announcements
      Kazzier
      Kazzier
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      @LonelyCookie said in The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight:

      Allow us to set how open our territory is. Closed - Selective - Open.

      I have to agree with this. The idea that all cities are safe zones and usable even by your enemies just feels terrible.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Fractured Online - Early Access

      Just a quick bit of feedback, whoever did the voiceover for the trailer nailed it. Had an epic feeling.

      Also, the following reddit post is currently the top thread on r/MMORPG:
      https://www.reddit.com/r/MMORPG/comments/wqnq5q/fractured_online_early_access_september_15/

      Which shows it's at least got people curious about it. Which is promising.

      posted in News & Announcements
      Kazzier
      Kazzier
    • RE: Gamigo Publishing Deal Q&A - List Your Questions!

      So I'm going to round some of the above comments up and turn them into questions for the sake of remaining positive. These questions are specifically for the "producer from Gamigo".

      Question 1:
      I like many others have reservations about the partnership due to concerns over how the game could possibly be handled, specifically monetized with Pay to Win. Is it possible for you (Gamigo) to verbally confirm that you will not seek to add P2W features in the future?

      (Like many others, we have seen the P2W creep into games and quickly kill them. We would like to avoid this happening here).

      Question 2:
      What is Gamigo's long term vison for the game.

      Bonus Question:
      If you were personally designing an idea for a cosmetic item that could be added inside a player house or town, what would it be? (Statue / Paintings / Mannequin etc)

      ....
      Thank you for your transparency. It's appreciated.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!

      I know it's already been discussed but I would still like to chime in:

      Resources REALLY need to be more scarce or have higher demand. I'm personally aiming to be a local merchant, and everything I have gathered, nobody is interested in buying because all resources are too easily available / uncontested. This is probably partly due to low population with it being an Alpha, but if you need food for example, it's literally everywhere, so there is never a need to "stock up". So for new players, or someone wanting to play casually, that's a whole system that isn't worth engaging with. Or if they do try to engage with it, it yields no profit.

      Harbours - Personally I am totally against fast travel, as it reduces the immersion of the game and I've seen it damage the open world in many other MMO's. That said, if it's here to stay, then whatever. The only true plus side to this is the "money sink" aspect. And I honestly think it should be extremely expensive to fast travel around the world, as otherwise the value of rare/locational items because eroded. Someone on the very south of the map should have a very very hard time attaining resources from the very north of the map, which in turn increases their value. Over-accessibility = no value or sense of achievement for acquiring it.

      Long story short - resources across the land need way more value.
      Thanks for reading. Hope this helps πŸ™‚

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • Arrows - Where did they go?

      So unless I am mistaken, arrows have been removed from the game (or are not yet implemented?).

      This is something I actually really miss. Why?

      1. It adds an immersive feeling, having to be thoughtful of your supply.

      2. It is an extra element to add to the economy for sale / trade. It's something low level players engage with to make money from wealthy players who are too busy to make their own.

      3. It generally feels really weird that bows fire unlimited arrows out of nowhere.

      I implore you to add arrows to the game. They don't need to be difficult to make (just sticks would do), but I honestly do feel they should exist in this game.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Arrows - Where did they go?

      I mean really all they need to do is use one basic "arrow" type, which is then used from the inventory. So no need to equip.

      The arrows can stack to silly levels, like 3000 and weigh virtually nothing. So it's rare that they have to be replenished.

      You can even make like 50 out of one branch, so crafting is simplified.

      That way it doesn't take them out of the system / economy but still gives most of the comfort.

      But removing them all together.......feels......off to me.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • Market - Sales lacking durations

      Probably not a bug as much as a feature net yet added(?)

      Items placed on the market should really have a duration. At present I am noticing that marketplaces are full of items and if they don't sell, they never drop out of the market (unless they are but I can't tell).

      I'm not sure how this works, but if we assume some players take a break from playing, but their items stay in the market indefinitely, you in theory could end up with thousands of auctions in each city.

      This also takes away value of sales from people that are actively playing.

      I'd recommend a duration of 1x week per auction submission.
      (The market should also take a small % cut of payments to act as a gradual gold sink - which would help with inflation)

      posted in Bug Reports
      Kazzier
      Kazzier

    Latest posts made by Kazzier

    • RE: Crafting Times and Resource Respawn Times

      I disagree with this.

      The respawn time is totally fine, if anything I would argue it's too quick considering the abundance of nodes in certain areas.

      In previous tests there have always been an abundance of resources for sale on the market, so even if you don't want to farm them yourself, buying them is often also just as viable.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Add another row to the inventory

      I actually disagree. Inventory management is important in games were economy is a main focus, and I feel we are in a good spot right now.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: So what build is everyone going for when the servers come back online?

      I'm honestly not sure what I want to play. Previously I made a hunter type build that I enjoyed a lot. So perhaps something similar.

      What I'm really looking forward to is working the economy. That was a lot of fun previously.

      posted in Character Builds
      Kazzier
      Kazzier
    • RE: Website confusion / display issue

      @Thijminecraft02

      No, You are safe πŸ™‚

      posted in Bug Reports
      Kazzier
      Kazzier
    • RE: Fractured Online - Early Access

      Just a quick bit of feedback, whoever did the voiceover for the trailer nailed it. Had an epic feeling.

      Also, the following reddit post is currently the top thread on r/MMORPG:
      https://www.reddit.com/r/MMORPG/comments/wqnq5q/fractured_online_early_access_september_15/

      Which shows it's at least got people curious about it. Which is promising.

      posted in News & Announcements
      Kazzier
      Kazzier
    • Website confusion / display issue

      Hi,

      I just noticed the following post on reddit:
      https://www.reddit.com/r/fracturedmmo/comments/wqwfr1/had_an_email_today_that_linked_to_a_different/

      The person in question is worried the link in the email isn't correct. Having looked, the website also isn't displaying correctly so I can understand some of their confusion.

      I haven't replied, as I thought an Admin/mod might appreciate the opportunity.

      2dab4784-180e-4202-879c-754e8e97262f-image.png

      posted in Bug Reports
      Kazzier
      Kazzier
    • RE: Feedback/Why I've stopped playing

      Correct me if I am wrong, but for people who don't want any PVP or risk, they wont have to be concerned about this on the PvE planet?

      So I assume this is fixed by simply awaiting the PvE planet.

      Just like us wanting the PVP environment - We are awaiting that world.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Fractured Online - Free Week

      Hi, just wondering if there will be any kind of PVP event for this? (or possibly at a later date).

      Thanks πŸ™‚

      Either way, hope it's successful.

      posted in News & Announcements
      Kazzier
      Kazzier
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      Liking all these improvements personally.

      Keep up the great work.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • Market - Sales lacking durations

      Probably not a bug as much as a feature net yet added(?)

      Items placed on the market should really have a duration. At present I am noticing that marketplaces are full of items and if they don't sell, they never drop out of the market (unless they are but I can't tell).

      I'm not sure how this works, but if we assume some players take a break from playing, but their items stay in the market indefinitely, you in theory could end up with thousands of auctions in each city.

      This also takes away value of sales from people that are actively playing.

      I'd recommend a duration of 1x week per auction submission.
      (The market should also take a small % cut of payments to act as a gradual gold sink - which would help with inflation)

      posted in Bug Reports
      Kazzier
      Kazzier