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    Best posts made by kellewic

    • RE: The psychology of gaming

      @mrchipps said in The psychology of gaming:

      @fibs

      @gothix said in The psychology of gaming:

      1. skill should be more important than gear and SKILL CEILING should be placed extremely high (offers long term progression that is not limited by other game content)

      Another point to go along with this is that, while most people may reference there being 400 skills. With how information travels these days, it is only a matter of time before something becomes way more used than something else. Before, you may see different things because everyone believes their way is the best but now there are so many intense theorycrafters that the ultimate way of playing will be found eventually.

      I think what they need to focus on is incorporating different skill from the player in order to fully clear something. Puzzles, reaction timing, memorization, knowledge (both in game skill system and knowledge of how new encounters work). There needs to be more emphasis on the player and less on the character that exists in the game. The character in the game is just an extension of ourselves.

      I think this is one thing Secret World did pretty well. Player skill mattered quite a bit since you had to know your skills, the skills of your group (and how they work together), and all the mechanics of each encounter. Anyone messing up any one part of that could sink a group pretty fast provided you're doing content near your gear level.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Unlocking human (rather Syndesia) technology

      @eurav I know; hence my question. I've never heard of a non-Abomination (Beastman) being able to stay on Tartaros.

      Same for non-Beastman Good not being able to stay on Arboreus, holy or not, with the possible exception of Angels.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: The psychology of gaming

      @mrchipps said in The psychology of gaming:

      I think these things should be constantly improving and working against the player base. We as players will always find the answer and publish those things for others to go after at some point. I think the thing that works against developers is this. They may develop something that is overall challenging, but once it is solved, it becomes absolutely easy. I think randomization so that one answer is not the ONLY or overarching answer is the goal.

      If you randomize even parts of the game like they do the map, then one answer can't be used by everyone and there will need to be some skill involved. Now how they implement that is up to them, but overall if you have a static encounter, there will always be a static answer.

      I think some randomness might help, but too much and players will just get frustrated. Think if every night someone came and moved your car to some random location - would get old pretty quick.

      A wolf is a wolf and will have a finite set of attacks and where it can be found. There can be different types of wolves, but generally they will be found in a biome that matches their (sub) species. This will all get cataloged on the Internet - it's the nature of games. There likely won't be any single coordinates for you to find a type of wolf, but you'll likely know which biome and since those will be cataloged you'll have a general idea where to go to accomplish whatever knowledge tasks require wolves.

      Unless the locations of the various biomes is random, which I doubt since this would add to the frustration of players, this will happen for pretty much everything in game. Now the layout of a biome could be somewhat randomly generated - PoE does this a bit - so that camp locations of goblins and mobs aren't in the same exact location each time.

      The part of the game that might add a lot of "randomness" is the open world PvP since each encounter could be different - this really depends on how gear, biomes, talents, etc all interact.

      Finding knowledge could as well if there's luck involved in finding some specific knowledge so doing the same thing 5 times might not yield any results, but the 6th time does but I think generally some piece of knowledge will have a finite set of triggers and those will get found and cataloged.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Will humans be able to change with karma like demons and beastman?

      @eurav said in Will humans be able to change with karma like demons and beastman?:

      @cinnao said in Will humans be able to change with karma like demons and beastman?:

      Humans don't change with Karma. I'm pretty sure you can choose to be a good or bad Lich.

      I am pretty sure it was once said that most likely Lichs will be neutral alignment and get bonus an in int (maybe also in Necromancy), while maybe loosing some strength or other attributes. But yeah, when you are neutral you can choose ur playstyle 😉

      When a Human becomes a Lich they retain their karma and alignment.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: VIP system : What do you think ?

      @phaethonas said in VIP system : What do you think ?:

      1. Crowfall/Dual Universe/Any game with RMT + player driven economy
        Real money --> VIP token -->( in-game gold --> mats )--> gear with stats

      This sounds like WoW last time I logged in with the WoW Token you buy for cash then sell on the auction house for XX gold.

      My opinion is anything I can buy in a cash shop should be non-tradable for ingame items like mats, currency, weapons, armor, etc.; however I would like to see them tradable for other cash shop items. It's inevitable to get duplicate items especially if they implement loot boxes like PoE has, which contain "random" cash shop items worth at least the cost of the loot box.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Will there be fast traveling?

      @Jetah said in Will there be fast traveling?:

      between planets, yes.

      between towns/locations on the same planet. i hope not.

      There is planned teleportation on the same planet, but you can't carry resources through - it's geared as a way to meet up with others quickly. Was in Spotlight #2.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Bit worried where the Kickstarter is

      Damn @Greenfire, that was a worthy, and dare I say, eloquent post. I'm of similar mind. I want a game I can play for years. For me, even if Fractured is a little bit better PoE, I'm good since I played PoE from open beta and loved it, so pledging was easy for me and my counterpart @Ladyrowan.

      I really think some spotlights on governing/towns and crafting need to come out ASAP. Having so many higher tier kickstarter rewards tied to governing with little to no information is likely hurting the purchasing of those packs. I've also seen a lot of posts on the forums from the crafters who have precious little information to go on which I think leads to people staying on the fence of whether to purchase or not.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: End-Game content

      @Goemoe I'm not insulted at all - was just pointing out different people find many different things fun. I don't see this game as one to lead players somewhere - like quest lines or paths of progression in other games. Fractured is a sandbox MMO so thinking about it as something similar to WoW will likely lead you to disappointment.

      Looking at your initial list:

      Multiplayer dungeons, world bosses, raids, difficult foreign lands/islands, in which you can't survive on your own. And what about lore and stories told by well crafted questlines?

      1. Multiplayer dungeons are a thing - the Labyrinth with 3 levels so far.
      2. World bosses - unknown but would be cool to have huge creatures in the world that are hard to kill - reminds me of Secret World
      3. Difficult foreign lands/islands - yes since there are 3 planets and it's been mentioned asteroids could come into play
      4. Well crafted questlines - it's been stated there are no quests beyond the divine quests
      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Haven't pledged? Want to upgrade, but not sure yet? Tell us why!

      @Silarc Here is a bit of information on VIP in this news post (about half way down)

      https://fracturedmmo.com/cheaper-packs-pre-alpha-keys-more/

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Fractured and Albion

      https://forum.fracturedmmo.com/topic/2129/like-albion
      https://forum.fracturedmmo.com/topic/6812/will-fractured-upgrade-on-what-albion-online-did
      https://forum.fracturedmmo.com/topic/5931/what-elevates-fractured-above-similar-games-like-albion-online

      There are many, many more threads about Albion and Fractured; these are just 3 I found quickly.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: July 16th Crafting & Building Q&A: List Your Questions

      Looking at kickstarter rewards there are buildings from Cottages to Castles, which indicates there are different sized plots. Are there a fixed amount of each? Or is it build where your building fits?

      How many crafting specialties are planned and what are they (i.e. metal smith, carpenter, tanning, leather work, etc.)?

      Will there be different "levels" to crafting (i.e. apprentice, journeyman, master)?

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Memory worth of abilities

      @asspirin @Gothix

      How the cost is chosen, I have no idea.

      Regarding slots, there is the top bar where in a resting phase you can swap out based on your memory points - so you could put more there than can fit on your hotbar (the bottom bar).

      Out of combat, you can take abilities from the top bar and swap into the hotbar without having to rest.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Why Magic users will be OP compared to physical users

      @Gothix man, I miss my leech healer in original TSW

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Simple workbench / Strong poison?

      I have a screenshot that they were there yesterday 🙂 He can't take that away from me!

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Small Guild's Sharing a Town

      @scrimmage said in Small Guild's Sharing a Town:

      What kind of Governance should be in place for smaller guilds sharing a town (Free Town)? Town Council? Super Small Senate, or some kind of King's Moot? I know that smaller guilds will have to share because of limited town space, and that some guilds will be better off sharing a town (like mercs, merchants and supplier guilds. MAYBE EVEN A TOWN WATCH GUILD OML I JUST REALIZED) but what should be in place to make sure the interest of the townies and their guilds interests are being considered.

      We'll probably see several types of these from Council where everyone has same votes or number of votes based on guild size, resources, whatever. A town watch guild would be pretty cool - I know several mercenary guilds are out there so they may take this up.

      and what's to stop a guild that takes up 2/3rds of the population from setting the town to a guild town? Just interested, thanks. ^.^

      Absolutely nothing and once it's a guild town only the Governor and Guild Leader (if not the same person) have to approve it changing back to a free town.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: How do the devs stand against modding?

      At this point I'd settle for being able to change keyboard shortcuts 🙂

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Asking for images to build up the wiki

      @Cotrabotieso It was mostly up to date until this last test - not enough time to update it over just a few days. Lots of things changed this last update. Any help is definitely appreciated - doing it solo is quite difficult as the number of changes keeps increasing every release.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Anyone figured out what does luck / charisma affects exactly?

      @Razvan the formula is

      delta = Chance - Chance ^ (1 + Luck/1000)

      might be a little hard to see it's an exponent but it is superscript to Chance.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Looking for Wiki feedback

      @kellewic said in Looking for Wiki feedback:

      @Harleyyelrah @Gothix Yes, that is doable. Will work on it.

      Was going to do it later today, but decided to just do it now 🙂

      Can find the new links under BASICS heading. This also made me realize we need to work on the Items/Equipment pages.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: How to implement fast travelling?

      @Razvan said in How to implement fast travelling?:

      @GamerSeuss @Farlander
      Aren't docks, which will hopefully be implemented this test, basically fast travel? The thing is that they are on the edge of the map, so as long as they keep resources in the middle I'd say it's alright.

      It was in Spotlight #2 they mentioned they would have "Gateways", which at this point seems what the Harbor Office covers. If that Spotlight is still accurate, you need to discover each location before you can travel to it. They also said you can only take yourself and not things like stone, logs, wagons, etc. through.

      posted in Discussions & Feedback
      kellewic
      kellewic
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