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    Best posts made by Kazzier

    • RE: First Impressions on the new City System

      @Gropes said in First Impressions on the new City System:

      @Kazzier I thoought all these changes were pretty good what is OP suggesting exactly?

      Not in relation to OP's post, but a proportion of the playerbase dislike some of the changes.

      I don't think people minded the reduction of cites, as that in many respects made a lot of sense. Although it might hurt small guilds / groups who wanted their own small piece of the map to call home.

      The main issue people had was cities becoming safezones and how that changes the whole dynamic of the game. Your guild's base can essentially be accessed by your enemies, and then your enemies can take advantage of your cities commodities. They can also stand there taunting you and such and there is nothing you can do about it. That can feel very un-immersive and is a bit of a slap in the face to anyone who wants to take their cities and the game seriously. There also wont be random events happening in cities, such as brawls, duals or robberies, as they are all safezones. There was discussion of having an option to allow players to change the rules of their cities, however even so it still changes a vast fundamental of the game, as undoubtedly the majority of cities will be inclined to be friendly/open cities, aka, safezones.

      I'm not exactly opposed to changes such as these, as they have their advantages. It certainly helps casual players and less-knowledgeful players start out (which is a good thing), but it also takes away a lot of what the game was originally envisioned to be (by many players outside of the PvE planet).

      I think the problem is several people are concerned that recent changes are altering the games design direction and it feels more....casual centric in recent design than what was originally being developed.

      Personally, I think the only safezones should be inside buildings and the starting zones. I think that's a fair compromise. Otherwise I feel it impacts the immersion and identity of the game too heavily. But that's just my personal opinion.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: PVP World - Concern on ruleset

      @GamerSeuss said in PVP World - Concern on ruleset:

      The Devs have specifically stated not only that the current PvP ruleset we see will be for Syndesia only, but also that Tartarus will be a whole world, full loot PvP experience for those who want that full loot experience. That has not, and as is right now, will not change because among other things, that is what the Devs are promising to the PvPers who aren't getting the heavy PvP experience they want in Syndesia

      Excellent. That's the kind of reassurance I was after.

      Appreciate the replies guys.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Statement on the Gamigo-rumors

      O.k, just done some research to see if I can piece things together.

      The website in question is "https://uncertainfolder.com/"

      The clue on the website is "HIWHC ECTERS SLIE DEHIND HI TEH UNCERTAINFOLDER", which is an anagram of "WHICH SECRET LIES HIDDEN IN THE FRACTUREDONLINE"

      On the banner above is an eclipse, which I believe is in some of the lore / art of Fractured (I may be wrong).

      There are hints and talk of deities, which is a key theme of Fractured. There is also heavy emphasis on 3 different worlds, which also strongly corresponds with Fractured's 3 different planets / playstyles.

      The Twitter of Gamigo clearly implies said game will have player housing. Which is a main feature of Fractured.

      The website https://fracturedonline.com/ was registered in "Registrant State/Province: Hamburg", which is also where Gamigo are based.
      https://www.whois.com/whois/fracturedonline.com

      It's possible that we are wrong, but considering the evidence and Dynamight Studios silence on the topic, I would say it's almost certain at this point that Gamigo are involved in some capacity.

      I'm also likely not alone in expressing concern over the agreement between companies, as Gamigo have a very bad reputation in the gaming industry - Just as an example:

      I wouldn't blame Dynamight Studios for seeking funding via them, especially with the monetization system they are planning to use. HOWEVER, I and many others would very much appreciate a post expressing the terms and involvement of Gamigo, namely with some reassurance Gamigo isn't planning on doing a quick money grab or overly-whale hunting tactics / P2W etc.

      So far Dynamight Studios have proven to be wanting to develop the game in the right way, even if not everyone agrees with certain design choices. They appear to be doing what best for the game and the players. What we need now, is some kind of clarification on the recent changes, and what likely impact this may or may not have on the game.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Most of the newer changes kind of just suck.

      I haven't tested any of this myself yet, but I can kinda see where he is coming from.

      I have yet to see ANYONE flag for PVP. And thinking about it, I don't really see much benefit in doing so. There doesn't feel like any competition or interaction with other players in the open world - Hell even resources seem over-abundant (but that might be due to low population with it being in beta). Myr basically feels like a full PvE world.

      Obviously this is an issue that wont be present on the demon world, but in terms of a world that should have some access to all kinds of content and encourage interaction between players/competitors, it feels like it's missing a trick.

      My personal solution would be to have the top half of the map essentially a "red zone", where if you stay in that zone longer than 1min, you are automatically flagged as being able to be killed and looted accordingly. This way new players can simply stay away, but players looking for a challenge can exist in this zone.

      But that's just my opinion. I'm personally holding out for the PVP Zones / Lands. (I suck at PVP - I just enjoy the economy better in such lands).

      Still very impressed with the actual development speed mind.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: On Bug Reporting & Exploiting During Beta

      Can I just say a huge thank you and show of appreciation for the ban being permanent.

      Things like this should always be the heaviest punishment possible, and your team stepping up to take appropriate action, gives people like myself a huge boost in confidence in your ability. Hackers and cheaters should never be tolerated.

      Excellent work. As always, any suspicion of cheats like this, will always be reported ASAP.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Stagecoaches a Fast-Travel Middle Ground

      I don't like fast travel mechanics in any game.
      However.......
      If you hired a stagecoach (buildable in player towns), which then automatically travelled via waypoints to other towns etc then I would actually like this idea.

      Basically it would make travelling easier (but not erode the travel/time investment) and also double up as a gold sink, which the game is currently lacking.

      Not a bad idea as long as it is basically just a taxi feature. It should also still be attackable though. So there is risk involved.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Say Chat?

      I certainly want an option for chat bubbles. However granted there are more pressing design matters. Hopefully it's something that can be turned on in the options at a later point, then everyone's happy.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Let's talk business! (And the lack of it)

      @Alexian said in Let's talk business! (And the lack of it):

      Put the marketplace at the lowest branch of the tech tree
      Ditch harbors; seriously, no need for fast travel
      We may need to revisit locking resources to cities so it prevents rival cities from harvesting them directly, forgoing trade
      Emphasize/incentivize niche roles like roaming merchants/merchant caravans/merchant guilds to travel between cities

      I think I have to agree with all of these points. Especially the point regarding fast travel.

      If you think about this, once gold has a more abundant presence in the world, unless fast travel costs are EXTREMELY high, it's always going to be a go-to mechanic simply on the basis of how convenient it is.

      If we use World of Warcraft as an example here, once flying mounts were introduced to the game, resource gathering became significantly easier because all of the risk in getting to those resources were removed. You also remove the possibility of bumping into random people/events. This can make the game feel empty - if they don't have to actually engage with the open world.

      Lets advance on this, if there is a small cost for instantly traveling from one side of the map, to the other, but the benefit is that you skip large amounts of danger and save vast amounts of time. Your always going to do it, because it's a path of zero resistance. Thus in turn this makes the world less interactive and has less opportunities for things such as traveling merchants / bandits etc. It also means that pretty much anyone can get pretty much any resources from anywhere, which is a problem we are already seeing (people asking for region locked nodes etc). I honestly believe that fast travel shouldn't exist in this game. OR, if it is included, it needs to be very very expensive to deter people from using it for general resource gathering.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: City Management Feedback Thread

      Just a bit of feedback from someone who was jumping in to get a feel of things, but not overly participate:

      1)
      I jumped in a few days after alpha release and decided to run around the player cities and find a city where I could make a home and work the local market providing resources for cheap amounts of gold (I like to engage in economy). To my surprise, at the time, I couldn't find ANY cities that had even bothered to make a market. Likely due to it being far less imperative to a starting city than other buildings. However the problem with this, was that as someone who was intending to play the alpha casually (hardcore PVP server at release, for the active economy), I found myself somewhat lacking in ways to engage with the economy, because for whatever reason.......nobody prioritised making a market.

      I suppose this problem will be less apparent as time progresses on the server, but I do think cities should be encouraged to build a market earlier in the tech tree.

      2)
      Another observation while running around player housing: Many houses seem to stack building loads and loads of processing facilities. While I get the practicality of this, it looks stupid to see a line of houses and then say....12 smelting stations all in the same area. I honestly believe that such crafting and produce stations should be within the city grounds only - it also makes people gather and interact, which is good for the game.

      Hope this feedback helps!

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Consumable slots

      I'm agreeing with Seuss and Speletta on this one.

      I like the fact that you have to strategize more. Too much convenience and it ends up taking away from the game.

      There are plenty enough hotbar slots in my opinion to facilitate this.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Thoughts so far

      More cooking recipes mixing various ingredients. Just for flavour (and maybe some for buffs?)

      I was planning on writing a similar piece of feedback. If you look at some of the cooked foods, the images show the animal has been cooked with rosemary etc. So having additional resource requirements (with perhaps a minor buff) would go a long way in terms of usefulness + benefit the economy. It would also be more realistic.

      Chat bubbles above people's heads

      I made a similar post requesting this a few alphas ago. I do think it is something that will be added at some point, because chat bubbles are too important not to have. There's been about 3 instances now where I have been trying to help new players and they don't even realise I am trying to talk to them. Chat bubbles are very important for this reason.

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Thoughts so far

      @GamerSeuss said in Thoughts so far:

      If by chatbubbles, you mean just a small indicator that your posting in chat, that might not be so bad, but actual bubbled text would be way too intrusive.

      I disagree. I found it helped me significantly while playing and learning UO (and other games). It certainly doesn't have to be intrusive, it can be done in a subtle but effective way.
      It's also quite easy to incorporate an option to turn this off, if the user requires.

      A comedic example:

      23a55ccc-50d0-473c-bca9-52d569feeadb-image.png

      posted in Discussions & Feedback
      Kazzier
      Kazzier
    • RE: Limited uses for recipes

      My personal view is that full gear crafting should be available to everyone, constantly. Perhaps only certain town crafting benches allow certain crafts. This visually gives people something to work towards and acts as a carrot on a stick. It would also give certain towns a uniqueness.

      However........resources for the better gear is increasingly harder to get. For example:

      (Easy accessibility) Hide Armour - 10x leather, 5x linen weave
      (Average accessibility) Leather Armour - 20x leather, 10x linen weave, 5x dire wolf hide, 1x fox tail
      (Hard accessibility) Assassin Leather - 50x leather, 20x linen weave, 10x dire wolf hide, 5x fox tails, 1x dragon fang
      (Extremely hard accessibility) Shadow Armour - 100x leather, 50x linen weave, 20x dire wolf hide, 5x fox tails, 1x shadow wax, 1x shadow dragon scale

      etc etc

      Making the best gear harder and harder to get/farm the materials.

      This way everyone can make the gear, but really you need to either go out and get the materials yourself, or expect to spend a lot of money on the market purchasing them.
      (The market should also take a % cut of payments to act as a gradual gold sink - which would help with inflation)

      This also encourages grouping up to farm materials, which is healthy for the game.

      posted in Discussions & Feedback
      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
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