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    Posts made by Logain

    • RE: Instanced Dungeons/Raids

      @finland said in Instanced Dungeons/Raids:

      @logain 4000-6000 CCU well not at launch tho πŸ˜‰ that was a statistc after the big drop.

      You might want to read the complete statement, not just the first few lines. They peaked at 30k CCU, which is an incredible achievement. but nothing that could be planned and relied on.

      @finland said in Instanced Dungeons/Raids:

      Anyway we are going off topic and the problem still remains.

      It is somewhat on topic and relevant if your argument is that the population can't be spread out enough to design open world dungeons and would thus require instanced dungeons.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Instanced Dungeons/Raids

      @finland said in Instanced Dungeons/Raids:

      @logain Albion Online had 180k accounts at launch. Indie game does not mean that can't be popular.

      Oh, I see, you have been using the wrong figure for a comparison in that case! It is very important to use the correct metric when debating a design, the amount of accounts is mute when it comes to how 'busy' a world really feels, your best bet (unless you can provide a heat map, which is impossible since the game doesn't exist yet) is concurrent users.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Instanced Dungeons/Raids

      @finland said in Instanced Dungeons/Raids:

      (...)single server with 10k?100k? (...) players (...)

      Thank you, you just made my day πŸ˜‰
      100k concurrent user in a game developed by a non AAA studio (no offense intended, but they simply don't have the resources to come even close to that).

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Instanced Dungeons/Raids

      @finland said in Instanced Dungeons/Raids:

      (...)Albion Online(...)

      Albion Online is (contrarily to how Fractured is being promoted) heavily focused on grinding. This means you have to kill the same boss over and over again and there is end-game content because of progression, where people naturally start to stack.
      We have been told this wouldn't be the case in Fractured, because you have neither progression (only very limited in power, more in variety), nor do you have to keep grinding a specific creature.

      @finland said in Instanced Dungeons/Raids:

      (...)relaxed dungeon experience(...)

      Now I wouldn't express it in such a harsh and blunt way, but I agree with the general gist of your statement in another thread, which fully applies here (tricky versus relaxed, needing players to safe-guard enticing cooperation and interaction in an MMORPG) as well:

      @finland said in Enemies with immunity:

      (...) blizzard has done it due the noobs around. Tricky things make childs cry! (...) People where feeling more usefull. "Shit they needs me for that boss!" And so on, you needed a big pool of players (...)


      @finland said in Instanced Dungeons/Raids:

      (...)Said that why don't you want to give some enjoyable content also for those that does not like your playstyle?

      I do! As long as it doesn't negatively effect the complete design of the rest, while there's an alternative. Which unfortunately is the case here. You can have absolutely safe and laid back PvE only in an open world dungeon if you interact and cooperate with people who guard you in the meanwhile (that's the alternative) and you get rid of the countless botters that completely mess up the competition in PvP (that's the negative effect on the design of PvP).

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @finland said in Enemies with immunity:

      (...)

      Yes, I was agreeing with what you posted before already.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Instanced Dungeons/Raids

      @finland said in Instanced Dungeons/Raids:

      (...)Instanced thing are good to avoid pvp while doing pve. You can fully focus on one thing.

      You can still focus on PvE and avoid PvP in an open world if you manage to cooperate with others! Have one half guard you and watch your back while the other is busy with the PvE aspect, then either switch or pay your guards. πŸ˜‰ I can even quote you. *winks *

      @finland said in Enemies with immunity:

      (...)If people wants to play solo they can go for a single player game not a MMO that should entice the cooperative gameplay(...)

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @finland said in Enemies with immunity:

      (...)high resistance shoud be like 95%-99% damage reduction(...)

      And that's exactly the point I'm not sure people understand mathematics and the concept of 'non leveling' in Fractured. If you have a creature resist 95% of the damage, you can as well turn the creature immune without much difference in outcome. In your typical level based game, yes, you could simply gain however many levels are required that the creature is both no threat to you and even when dealing only 5% of damage you can kill it. That is simply not the case though in Fractured (as it is currently planned, or at least promoted), since you can not gain levels and you supposedly gain very little 'power', but instead gain more variety though more knowledge. If the creature is meant to be ANY form of challenge to a player yielding abilities that the creature doesn't resist, it means you stand no chance to kill it with 1/20th the damage (or less if creatures can be weak to elements!).

      @finland said in Enemies with immunity:

      (...)Having resistance/mitigation make the game more enjoyable and cooperative. (...) If people wants to play solo they can go for a single player game not a MMO that should entice the cooperative gameplay.

      I wholeheartedly agree!

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @jetah said in Enemies with immunity:

      (...)high resistance(...)

      People keep mentioning 'high resistance' but always fail to provide concrete numbers. What is 'high resistance' in your books? 10% damage reduction, 25%, 50%, 75%, 80%, 90%, 95%, 99%...?
      (This is not a rhetorical question, because the perception of what is 'high' can vary drastically)

      @jetah said in Enemies with immunity:

      (...)I watched an anime (...)

      No comment πŸ˜›

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @chrightt said in Enemies with immunity:

      (...)Main point is there is a better option(...)

      What is a good versus a bad option is a matter of perception, which is different across your possible audience. Some people enjoy 'when things make sense' (not being able to stab a ghost with a kitchen knife, since the ghost is immaterial), others enjoy just having an easy time where nothing they do can go wrong.

      @chrightt said in Enemies with immunity:

      (...)To be forced into using certain toolsets to finish certain quests doesn't seem like a free roaming experience for me.

      You are not forced into using a certain toolset, but on the contrary, you are forced not to use one single toolset out of 14 available. That's a vast difference.

      @chrightt said in Enemies with immunity:

      (...)why bother designing the nonsense giving some random crap immunity when high resistance will work for a wider range of mobs?

      You're not designing anything extra. Resistance is a superset of immunity and as such, if you write proper, robust code for resistance, you get immunity 'for free'. That said, do you think there's a massive difference between a 90% resistance and immunity in a game where there's little progression on strength? You won't have characters that leveled high enough to blow an 'early game creature' out of the water without breaking a sweat (read as in can nearly be AFK and still kill the creature with no chance of perishing).

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Week 07 - Weekly Drawing Winners

      Wow! Thank you very much!

      posted in News & Announcements
      Logain
      Logain
    • RE: Hello

      Greetings and welcome to Fractured!

      posted in Welcome to Fractured
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @chrightt said in Enemies with immunity:

      (...)Guess you haven't been doing much playing(...)

      Do we really have to get down to the level of argumentum ad hominem? But if that somehow helps you, I've been playing video games since the release of the Atari 800 XL, including the very first MMORPGs on dial-up connections.

      @chrightt said in Enemies with immunity:

      (...)Have you thought deeply about game design or understand it at all?

      Yes. Preferences are different depending on your target audience. What sells well for VW wouldn't sell for BMW or Rover and vice versa. That doesn't mean these brands can not be successful, or would be creating bad cars.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @chrightt said in Enemies with immunity:

      @logain But the guy I mentioned wasn't roleplaying a beggar. You're comparing apples to oranges.

      No, but another person could, that was the point I tried to get across. If one person can roleplay as a knight, it's only fair another might as a beggar? Only because a person wants to roleplay something, it shouldn't mean it's possible and easy.

      @chrightt said in Enemies with immunity:

      (...)Besides, making an immunity system with random creature rolls(...)

      Nobody said that, people have suggested immensities where they make sense.

      @chrightt said in Enemies with immunity:

      (...)Oh yeah, and no matter how hard other people might defend the game, it does suck at that point and it definitely will lose players.(...)

      No matter what you try, you can never appease everybody. If you decide to allow players to kill fire elementals with fireballs, some people won't play the game. That's why it is important to select a specific target audience and then carter to that.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @jetah said in Enemies with immunity:

      (...)You assume people will have all abilities(...)

      @jetah said in Enemies with immunity:

      (...)if a character doesn't have spells (...) then physical immunity will suck(...)

      I do not assume that somebody has all abilities, but that they can acquire enough diversity with a reasonable amount of effort.

      @chrightt said in Enemies with immunity:

      (...)It forces players to play something they might not want to do(...)

      I could turn that argument around and claim that a roleplayer playing a beggar should be able to kill the mighty dragon blindfolded without breaking a sweat. Then again, would that really be a challenging game?

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Something unique about Fractured

      @kenta said in Something unique about Fractured:

      (...)due to reasons I'm not too sure of(...)

      It's a normal development for an indie niche game and they fully expected it. I would think that if Fractured manages to sell as many copies and keep as many concurrent users as AO after launch, they would be both extremely happy and very lucky.

      The interplanetary traveling and interaction together with the 'no-grind'-knowledge system and the MOBA aspect (specifically of combat) is what has me interested in Fractured.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Hello!

      Welcome to Fractured, you're not the only one who's eager to try the game πŸ˜‰

      posted in Welcome to Fractured
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      @jetah said in Enemies with immunity:

      then you have the people that pick fire and have to fight a fire immune boss. the qq will be loud on the forums.

      Since you can select and change your skills any time you rest, I'm sorry, I'd feel very little pity for that kind of fools.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Hello! New to the world of fractured

      Welcome!

      posted in Welcome to Fractured
      Logain
      Logain
    • RE: π”Όπ•Ÿπ•–π•žπ•šπ•–π•€ π•¨π•šπ•₯𝕙 π•šπ•žπ•žπ•¦π•Ÿπ•šπ•₯π•ͺπŸ’Š

      I sure hope we're going to see full immunity on some creatures.

      posted in Discussions & Feedback
      Logain
      Logain
    • RE: Hi there!

      Welcome to Fractured!

      posted in Welcome to Fractured
      Logain
      Logain
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