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    Posts made by Phylosophys

    • RE: Roadmap To Alpha 2 - Test 3

      Hi @Xanowrath,

      When I said that a player should be respawned in the "closest temple" it was to put everything into context and make it feel more RPG like if there was a in game kind of reason for ressurecting, like: a new life granted by the Syndesia goddess Iridia, goddess of fortune and mother of all humans.

      It does not necessarily has to be the "closest temple", it can be a temple from the choice of the player, or the temple from the last city visited, etc.

      By the way, about the system "where you just became a ghost when you dies and had to find a way to get a res from a shine or kind healer", why not have both? First you become a ghost for a given amount of time, lets say 60 seconds, so that you can have a chance of being ressurected by a shrine priest or healer, and then if you fail, after the set amount of time you get respawned in a temple?

      Regards.

      posted in News & Announcements
      Phylosophys
      Phylosophys
    • RE: Roadmap To Alpha 2 - Test 3

      Salve, @Prometheus,

      Reading the Roadmap To Alpha 2 - Test 3, when explaning about Player Death, you said that: "after death, you’ll be able to choose to resurrect at home or at the last tavern you rested in" and explained that "this makes paying a visit to the closest town a key step when exploring a new area".

      I understand the "playing a visit to the closest city" need, but thinking about the lore/storytelling and knowing that each planet has one or more deities, given the possibility of building temples and churchs for such deities, why not make the respaw location the closest temple or church? I mean, each city should/may have a temple and you could also scatter other temples around the maps. Besides, these being sacred places, they could even have other uses.

      Just wondering, from the lore point of view, respawing in the house or the last visited tavern is kind of dry. I think that telling that a player is granted a new life by the grace of one of the deities gives a better RPG feeling.

      Ciao.

      posted in News & Announcements
      Phylosophys
      Phylosophys
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      Hey @FibS, yes I know this idea may not be worth implementing at all. I put it forward just to present an alternative to "soulbound" equipment as was being discussed above.

      posted in Discussions & Feedback
      Phylosophys
      Phylosophys
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      @Razvan, yes I know that one of the main selling points of the game is the full loot pvp. It is exactly because of this that I said that should exist a probability for the stealth to activate upon player death. In addition, it should be something rare, requiring rare material and high crafter knowledge/talent.

      posted in Discussions & Feedback
      Phylosophys
      Phylosophys
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      Hello everyone,

      My two cents to the discussion. Instead of going with the "soulbound" equipment "extreme" solution, why not let a crafter kind of "imbue" the armor with the ability to turn the player body invisible upon death? I mean, in the game there is already the stealth magic ability. Why not include in the game some material (from some strange animal or monster perhaps) that gives a chance that upon death the equiped armor renders the body invisible? In addition, the invisibility probabilities would be cummulative, more armor pieces with the property would increase the chance of success.
      I think this would be a neat solution. First, the material that would provide such ability could be made very rare. Second, to use such material would require a high crafting/enchanting knowledge.

      posted in Discussions & Feedback
      Phylosophys
      Phylosophys
    • RE: Alphabet Game!

      Mayhem...

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Alphabet Game!

      Ragnarok

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Your favorite Dailies, or what you would like to see them as.

      I have nothing against dailies, however, they have to be well tought and feel integrated with the game "environment".
      Take the usual and boring sequence, go to NPC, get asked to kill 100 rats just because NPC is ratophobic, return to the NPC to collect reward. This just feel artificial and boring.
      Something more interesting would be: take the cities context of Fractured, with more people around the city, the amount of trash generated increases, thus the population of rats starts to increase, and deceases start to appear, food storages start to be eaten by the rodents, etc. With all these problem appearing, the game should start to ask players to get rid of trash, help killing some rats to control their population, colect herbs to make medicine, crafters could help make rat traps, etc. All this integrated in the dynamics of the city population daily activities.

      I think this kind of integrated dynamics would open the possibility for nice dailies.

      posted in Discussions & Feedback
      Phylosophys
      Phylosophys
    • RE: Alphabet Game!

      Tetrahedron

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: La lunga attesa...

      @AppleRez hahahah, certo. 5 min. della giornata.
      In effetti, l'altro ieri stavo pensando di scrivere un script Python con web Mechanize per ottenere tutti i punti possibili usando un paio di account email fittizi. Ma poi ho capito che non ne valeva la pena.

      posted in Discussioni Generali
      Phylosophys
      Phylosophys
    • RE: Alphabet Game!

      Torrential

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Alphabet Game!

      Kraken....

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Week 116 - Weekly Drawing Winners

      Very nice. A bit surprised to find myself among the names in this week draw, since I am not exactly an exemplar community member.
      Congratulations to the others Fractured fellows.

      posted in News & Announcements
      Phylosophys
      Phylosophys
    • RE: Daily Message posting

      Lets do this again.

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Daily Message posting

      YAUDP....

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Daily Message posting

      YAUDP.....

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Daily Message posting

      YAUDM.....

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Daily Message posting

      YAUDP....

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: Daily Message posting

      Ecco YADP.

      posted in Off Topic
      Phylosophys
      Phylosophys
    • RE: April 12 Player Cities Q&A Livestream - List Your Questions!

      Salve,

      As pointed out in Spotlight #7 – Towns, Governors & Politics, the most important metric of a town is its prestige counter, contributions to the prestige of a town are tracked for each citizen, and total prestige can earn the town the title of Village, Town, City and Metropolis.
      Which player actions earn prestige points? Each action grants the same amout of prestige points? If not, how the actions are ranked in terms of pretige points? The player actions have to be carried inside the town area to account for prestige points? How the total prestige thresholds are define for a town to evolve/regress from the current title to the next/previous title?

      It was also pointed out that neutral areas are located around the borders of a village area, etc, and that in these areas of the map all kinds of player buildings are forbidden. And knowing that usually the town areas are interleaved by free areas that can be claimed by players. So, all this mean that two town areas cannot merge, thus preventing small cities to become metropolis? if many players claim areas in the free areas and build enough houses to be as populated as a village, these players settlements will not have the option to evolve into official towns? claimed areas cannot be merged into town areas?

      Finally, knowing that a metropolis is a town area large enough, with a large population of NPCs and players and with enough player activity. From a tecnical point of view, can you give some insights of how the developers are planning to manage the big computational load that such player concentrations will impose in the game servers, so that to playability is ensured and smooth?

      Ciao.

      posted in Discussions & Feedback
      Phylosophys
      Phylosophys
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