I have a (possibly naive) question. Wouldn't a 'good alignment' guild/city have trouble maintaining their good alignment if they are supposed to attack people for farming their territory (there's going to be plenty of 'farming' characters with good alignment that would be used to contest these resources). Or they'd have to get special characters meant for that purpose with a 'bad alignment', but that seems a bit counter productive, since they couldn't be part of the guild/city.
Posts made by Logain
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RE: Winter Alpha Spotlight – City Overhaulposted in News & Announcements
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RE: Winter Alpha Spotlight – City Overhaulposted in News & Announcements
@Prometheus said in Winter Alpha Spotlight – City Overhaul:
(...) on our Twitch channel(...)
You're making sure that the recorded version can be watched at a later point, right?
(Just a reminder
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RE: First Impressions on the new City Systemposted in Discussions & Feedback
Sorry for the stupid question, but where is that video? I don't see anything posted in news/dev updates/ design journal...
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RE: Next playtest ?posted in Discussions & Feedback
Fresh start with each new test (at least so far, might change later down the road).
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RE: Are guilds world specific.posted in Questions & Answers
@Ostaff said in Are guilds world specific.:
(...)It is the way the game is currently implemented (...) it is less likely that they would make "coding" changes and more likely to make changes to statements that they made before the game had ever been developed(...)
I'm not going to jump into the discussion there, since I have no credible source of information, but I seriously dare to doubt that conclusion. They are often implementing 'placeholders', in order to be able to advance on a different topic, which is then being completely reworked later on. That's actually a rather common practice with programming and I can't imagine that guild functionality would be considered final and fleshed out just yet.
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RE: Oooiiii how's it goinposted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here
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RE: Hi thereposted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here (and your question has already been answered in your other thread
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RE: saying hiposted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here
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RE: Say Chat?posted in Discussions & Feedback
(....)an option to have them would be nice(...)
As long as it's optional, great. But I'd hope it's far down the priority list of what should be worked on, especially when there's plenty of core functionality still missing (races, planets,...).
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RE: Week 156 - Weekly Drawing Winnersposted in News & Announcements
Thank you and congratulations to all winners!
Keep posting and having fun! -
RE: Aggressive and predatory creatures chase range way too low.posted in Discussions & Feedback
@GamerSeuss said in Aggressive and predatory creatures chase range way too low.:
(...)or the higher PC requirements and Network load the game will require, or both(...)
No, since AI is run on the server there is increase in client sided requirements or traffic.
@GamerSeuss said in Aggressive and predatory creatures chase range way too low.:
(...)The more quests they manage or are a node of, the deeper their coding(...)
Even if Fractured would be using a behavior tree (which I doubt that it does), branching has a very, very limited effect on CPU. This is even less of an issue with a state-machine.
@GamerSeuss said in Aggressive and predatory creatures chase range way too low.:
(...)I have both been a game designer in the past, and taught game design theory and I utilize my own experiences, and those of my students and contemporaries.
You might be amazed as to what's possible for programmers concerning AI with dedication, imagination and optimization. If you have a bit of spare time, you definitely want to check out on Screeps! Hence why I was asking for the source of your information . Yes AI is definitely within the top CPU taxing topics for the server, but without details on what's available, it's difficult if not impossible to say what could be done.
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RE: Aggressive and predatory creatures chase range way too low.posted in Discussions & Feedback
@GamerSeuss said in Aggressive and predatory creatures chase range way too low.:
(...)For obvious reasons, the AI is rather limited in resources for things like wildlife(...)
Could you elaborate on these 'obvious reasons'? And on the kind of limitation? And you source for that information?
I'm rather curious and AI is a topic that's near and dear to my heart. -
RE: Hey...Moin!!!posted in Welcome to Fractured
Welcome and Willkommen

I hope you're going to enjoy your time here! -
RE: New Here but Hello!posted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here
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RE: Hello. :)posted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here and especially the test
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RE: Week 155 - Weekly Drawing Winnersposted in News & Announcements
Congratulations to all winners!
Keep posting and having fun!
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RE: Shambling Bonesposted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here
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RE: Herro..posted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here!
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RE: Why hello there.posted in Welcome to Fractured
Welcome to Fractured!
I hope you're going to enjoy your time here! -
RE: Knowledgeposted in Discussions & Feedback
@Mirgannel12 said in Knowledge:
(...)I imagine most players would prefer grinding by killing things, than by crouching in the shadows(...)
I dare to disagree. I think a good amount of people want to 'reach endgame' as fast as possible with as little effort as possible.
steath prevents learning(...)
You'd start seeing people selling 'tours', where they go and distract/kill creatures and a dozen others just idle around.