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    Posts made by Ostaff

    • RE: The Potential City Problem.

      @Gothix

      That's the problem with them having their information so spread out and in Q&A Videos instead of in text. Prometheus talked about Raids a while back already, all of this information wasn't knew. It was already out there. But a lot of people don't know about it, cause it isn't really readily accessable.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: im new hello

      Get ready for the alpha test 🙂

      posted in Welcome to Fractured
      Ostaff
      Ostaff
    • RE: How to redeem level rewards

      @Chenny2025 said in How to redeem level rewards:

      u redeem level rewards? Can you only do it when the f

      Foundation rewards will not be implemented until release. However, you are able to use the Title rewards now.

      posted in Questions & Answers
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Nekrage

      I do agree with it being nice to be able to steal from opposing cities.I think Prometheus has already said something about "raids" which is different from "seiges" and that may allow for the resource stealing you are wanting. If anything, they could always allow "pure theft" from cities on Tataros, crime "theft" on Syndesia, and "No theft" on Arboreus keeping with the main game design.

      Tararos is suppose to be completely chaotic anyhow, so no limits barred on that planet would work.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Prometheus

      Thank you @Prometheus. I agree with you 100%, and think you guys have been doing a great job. Alts really do not matter with that 1 resident per planet rule, and you even have a way to check alts at that. Multiple accounts is always a problem, and again something I don't really think you as a company can really deal with, as you can not tell rather the extra account is from another family member or not. I do suggest however, that when you finish the API for this game, that you give us the ability to check for duplicate IPs being used at the time of play (by account name) for us to better monitor our internal guild members (I prefer this much easier step compare to the alternatives).

      I see this as being the main issue the PvP people are actually having, since you really have already taken care of the Alt issue.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: What are the "Optional" choices you would like to see in the next test?

      @PeachMcD

      Well, they did have Taverns in that last test, just not very well done. You weren't able to place your tables in nice rows, and we never had any place to actually make ale 😞

      posted in Questions & Answers
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Tuoni

      I've played UO, Everquest, Dark Ages of Camelot (DAOC), Shadowbane, Lineage, Guild Wars, WoW, Ryzom, ESO, New Republic, and quite a few more that were only for a shorter time than those listed... I just can't remember all of them. Every game I've played has allowed Alts, and if a person couldn't have alts, they would use multiple accounts (like we used to do in Neverwinter for farming). Alts, is the easier to manage... its the multiple-accounts that is challenging to manage.

      @Farlander

      Yes, Fractured had already put things in place for this as I had mentioned in earlier messages. They have thought it through, and hopefully they will give us the back-end tie-in we are wanting (and I am sure they will, it is just not needed at the moment) to be able to manage the multiple-account problem. A lot has to do with what they allow us to access with their API in the end. I doubt it will be near Eve Online's level at the start, but would be nice to get there eventually.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Daily Message posting

      Daily my daily.

      posted in Off Topic
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Szai

      Me Neither! They actually have some nice things in store for us on this next test run.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: Knowledge

      @Xplozyon

      It is knowledge base in that knowledge acts like XP, not because the knowledge is suppose to be hidden. They can not make a game with hidden "knowledge" because people will post the information they do know on outside websites, which kinda renders keeping it a secret in game obsolete.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Nekrage

      Thankfully, I don't have to stoop to the child level you like going to in order to point out "your" fallouts. Your own members have done that for me in the forums and chat.
      And yes, we ARE a conglomerate of guilds. Guilds that span ever aspect of the play zone that have come together to make one main guild here in Fractured. This is definitely not a negative, though I am very glad to see you can't see far enough to realize that. Cause this allows us to have expertise in everything Fractured is wanting to share with us. And allows us to offer our members experiences that they want.

      And yes, I personally can not wait for New World and Ashes of Creation to come out 🙂 Too bad some people were banned from them 😞

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Nekrage

      Then you should already know how to stop people in your guild from joining another guild. If not, don't worry, TSE will show you how it is done. After all, we are a real guild. 🙂

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Tuoni

      Aye, the larger guilds will definitely have sub guilds on all planets and will be fully self-reliant on the resources they need, and they will have their "guild transport caravans". That is a very true statement. I think the reason for "account locking" planet membership was done specifically with that in mind. Again, there was no need for guild locking, since they basically did that with the property lock, and this way a non-hard core player is able to join multiple guilds on the same planet with their alts if they want to. No biggie.

      I still do not think nor see how an alt will effect a game, sorry. none of the reasons I have seen thus far have much merit. And as GamerSeus stated....there will be alts. There is no doubt there will be alts. So it is best for guilds who do not like that fact, to start working on being able to handle that fact. Cause regardless, of what I think, the devs have made the game with the intention of having alts from ground up. Thus, as with the "portals" polling months earlier, it is a worthless cause to debate it. It will be.

      (Now, if only we can persuade them to add a Camera movement and WASD stylem movement system.... sigh... if only it "could" happen)

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: What are the "Optional" choices you would like to see in the next test?

      @GamerSeuss said in What are the "Optional" choices you would like to see in the next test?:

      j

      Why would it have to be gold? They could set the city market up as a bartering station instead. Which I think would be a nice thing to have. Trading Resources for Resources, material for material. It would take a bit more thought and effort to implement, but I think it would be great feature to have 🙂

      posted in Questions & Answers
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Tuoni

      I see trading between planets to be the main thing, as even a single map guild (there will be 3 maps per planet from what I understand) will be able to collect most all of their planetary resources themselves if they are big enough. What matters is just how much of those resources we will need at city level which will prompt for more trade on a local planetary basis. I still don't see this as an "alt" thing though, since that would really be a LOT of potential work for a single person to cover, but more of a "guild" thing with the guild using its many members to farm the resources needed. As you stated, I really don't see how an "alt" will effect the game that much. This will mostly be about how "big" or "influential" your guild is as the more members you have, the more resources you will have. All and "alt" will really do, is give a single person the ability to make themselves more self-sufficient if they wish to live out in the wilds (so to say).

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Farlander

      Aye, I had gotten the gist of what you ment, As I said, I think the "different alts in different guilds" is a guild problem and not a game problem. The guild themselves should handle that, as I already stated, our guild has already implemented structure to cover someone from doing that with us upon beta release. And if we are able to get a specific back-end tie-in from Prometheus, we will be able to cover the multiple account issue as well. I would rather the devs work on making the game better than having to work on issues such as these. The alt issues are common issues that appear in any pvp based game, and I would think that most main based pvp guilds (like ours) already have their own system in place for dealing with it.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
    • RE: TRAMMIE SURPRISE CHECKING IN!

      @trammiesurprise

      WOW! Now that's a surprise!!!! 🙂

      posted in Welcome to Fractured
      Ostaff
      Ostaff
    • What are the "Optional" choices you would like to see in the next test?

      They said that they may be able to add 1 or 2 at most (if any) "optional" things to the next test.

      Our options are:

      1. The city market, a building to trade items for citizens and non-citizens.
      2. A first iteration of the city tech tree.
      3. Ability leveling.
      4. A proper pet system to tame beasts to fight at your side.
      5. Trolls and their encampments – several new PvE hotspots.

      Which options do you think the devs need to work toward adding?

      My two choices would be: 1) A proper pet system to tame beasts to fight at your side. and 2) A first iteration of the city tech tree.

      posted in Questions & Answers
      Ostaff
      Ostaff
    • RE: New Guy

      @Dylbake97

      Alpha 2 - Test 4 actually looks promising.

      posted in Welcome to Fractured
      Ostaff
      Ostaff
    • RE: The Potential City Problem.

      @Farlander

      How they will handle player trade is also something I am looking forward to in the next alpha test. I am hoping they put in a dual security layer on trades, where both parties have to agree to the trade at the end and if anything is changed in the trade since the first acceptance, they both will need to accept the trade agreement again. I've seen this in Ryzom and a few other games now and like it. I also hope they never implement a mail trade or global auction. That I believe would totally undermine their current game mechanics of having to transport the goods to and from city locations. However, I do believe they have already stated that we will have npc vendors to sell our goods at a "local" level. Which I think is what you were wanting. I've seen this also in some games (New World even does it) and love it as it encourages exploration and travel.

      As for your "alt" piece. I have no clue really what you are going on about there. If you are not wanting "alts" to be in seperate guilds cause of PvP purposes... I think that's kinda already handled with account bound homes/cities. Kinda hard to be in two guilds on the same planet, as you will only have access to one plot of land. Beyond that, our guild already has mechanics in place for monitoring that kind of thing. Don't see why the game needs to handle it when then Guilds can themselves. If you are not wanting "alts" to be able to mob rush a location for attacking, that's kinda handled in their long character load-up time. It's a lot faster and easier I think to just use the same character who died and transport him back to his last location for attacking. If you are referring to people zerging with multiple accounts, then well... that's a pretty hard thing to keep from other than it being a click based game which will really make it hard to handle 2 accounts at one time.

      Oh, and for Neckrage, as to the full loot thing.. remember that only the smallest planet of the three actually has a full loot system. The other pvp (faction pvp) is not full loot. and the third and largest planet (twice the size of the others) is pure PvE with no looting. Just from the way the game has been designed, the problems that you have seen with protected "farmers" in PvP will be a major factor here, and as the game is designed, no character will be able to have "everything". You will have to have an alt.

      posted in Discussions & Feedback
      Ostaff
      Ostaff
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