Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Razvan
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Razvan

    • RE: PvE Planet with PvP

      @Farlander Keep in mind that at release we are going to have mounts, so we'll be able to travel a lot faster than we can do now.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: PvE Planet with PvP

      @Gothix Except that in this thread we pointed out flaws in the current system instead of pushing agendas. I'm not interested in Arboreus, other than thinking of starting as a deer-kin if that's going to be the optimal nuker and if the plot-system will work as I understand, having a house there which will be eventually sold when the prices skyrocket.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: PvE Planet with PvP

      @Tuoni said in PvE Planet with PvP:

      If demons could not travel to Arboreus how they would get access to unique resources or unlock certain abilities which need exploration to other planets?

      I think they might not have access to those. I remember some time ago asking a similar thing on discord, and the response was that some content is restricted from demons. Then I asked if I can go demon -> angel -> demon and the answer was not because the angels can't lose karma.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: PvE Planet with PvP

      @humerus
      Open world PvE, but to be fair I really just meant anything that isn't instanced with private access.

      @PeachMcD
      PvP is not always a way to express your aggression and piss other people off. In this case, it's a way to protect yourself against griefing. For example, you have a full party and start farming goblins. Suddenly a trio who wants the same spot comes and decides that maybe if they piss you off, you will leave and they get the spot so they start attacking the same mobs. I don't see how this can be solved without PvP or instanced dungeons.
      Albion went f2p shortly after introducing RD. With the influx of new players this was a massive problem in the blue zone.

      @ price of resources
      It's not only about the risk involved to gather the resource, but also about the opportunities in which people would lose the gear. On the demon planet, guilds will have to use high end gear at least for sieges, so the resources needed to craft them will be used, which will raise the price. On the other hand, there are less reasons to use top gear in Arboreus. In the end, items on demon planet will be more expensive than items on furries planet and these 2 races will fight each other on asteroids. Anyway, I agree with Tuoni that there are measures that can be taken to make this more fair.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: PvE Planet with PvP

      @Tuoni
      I disagree with Arboreus being the best solution as currently planned. There are three obvious problems: OW spots which cannot be disputed (and will result in a lot of griefing), dirt-cheap local resources compared to other regions because there's no risk in gathering, and very expensive town plots later on because there are no sieges. Unless they are willing to make compromises, such as instanced dungeons for the first problem, I don't see how these can be solved.

      Imo, the planets should have been: no-loot pvp with flagging on Arboreus, full-loot pvp with flagging on human planet, unrestricted pvp on demon planet.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @Tuoni
      Add the fact that being in a huge alliance in Albion and playing inside your territory is basically safer than being guildless in RZ. That's the effect of monopoly and it will also happen here, but unlike Albion where you could go with an expensive set for weeks, here items get destroyed with durability and you'll still have to change quite often.

      @humerus said in Looting? Pickpocketing? Or Lock picking & Burglary:

      Also don't forget that PKing in a mid+ sized group has it's one cons: the supply cost of getting a single kill might just be not worth the husstle. 😛

      When you gank you rely on numbers, high mobility and (often) inexpensive gear raported to the area. Most of the groups won't fight back, and when they do and have a good chance of winning, you almost always have better mobility than them. We pretty much ganked every offseason and it always was profitable.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: What we could craft from the glass?

      @Tuoni said in What we could craft from the glass?:

      @Peter I guess different glass materials could be used in armors and weapons as extra ingredients. There is also different kind of mineral compounds (for real) which can contain glass or parts there of, like e.g. obsidian a.k.a. "lava glass".

      Quite neat. To add to your post, mirrors are made of glass. What about such an offhand object (mirror shield??!) which has a chance to reflect mind spells?

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: What we could craft from the glass?

      @Peter
      It's not crafted from glass either.
      https://elderscrolls.fandom.com/wiki/Glass_Armor_(Skyrim)#Smithing

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: New Quest Rewards Needed (Forums)

      @Peter
      Just go to https://fracturedmmo.com/the-foundation/
      On the "quests page" you have a detailed list of each quest and their rewards in points, which add up to your foundation level. Based on your foundation level you get the rewards listed on the "rewards page".

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Website is broken

      Hmm, where do you see this problem? It looks alright to me, both the forum and the website.

      PS: After further checking, the problem seems to be with screenshots and videos from the media section.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Death and what it entails

      I think one overlooked aspect here is the implications of life bar playing a role in pvp.
      Let's say 2 alliances have a big fight (300v300). Each has their forces spread in 3 groups of 100 people, so we get 3 zvzs (100v100).
      ZvZ 1: 85 dead for alliance 1, 20 dead for alliance 2 => decisive victory for alliance 2
      ZvZ 2: 45 dead for alliance 1, 60 dead for alliance 2 => mild victory alliance 1, alliance 2 decides to retreat
      ZvZ 3: 75 dead for alliance 1, 85 dead for alliance 2 => heavy casualties for both sides, but alliance 2 retreats

      After this stage, the 2 alliances merge all their remaining forces into the final lagfest battle.

      • If people die and have to respawn naked after being killed in pvp (regardless of the life bar), alliance 1 will have 15+55+25 = 95 people left. Alliance 2 will have 80+40+15 = 135 people left.
      • otherwise (same death rules as pve), people who got killed but are on the winning side will be up and ready to fight in 30sec. People who got killed on the routing side will get up in the middle of enemies and be executed. Alliance 1 will have 15+100+100 = 215 people alive, while alliance 2 will have 100+40+15 = 165 people alive.

      From my point of view, the first situation is more fair. If you died in pvp you should be killed, not knocked out, regardless of the life bar.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Death and what it entails

      @Tuoni
      It happened to another thread I watched as well. They migrated the forum to another server and maybe the last backup was too early and didn't include those posts.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Sieges: And how to make those a whole guild activity

      @Jetah said in Sieges: And how to make those a whole guild activity:

      @Farlander said in Sieges: And how to make those a whole guild activity:

      My question is the game going to be able to handle 50v50 fighting on the same screen?

      i dont even think 100 can fit on the screen simultaneously.

      If there is collision detection, then no; otherwise, they can fit on the screen and it will look like this. Having collision detection adds a lot of complexity and griefing opportunities, so the second scenario is more plausible.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Death and what it entails

      Well, the game is supposed to be full loot pvp, right?
      Imo, if you die to mobs and have more than zero endurance, you should get up after a few seconds. If you die to mobs and have 0 endurance, you should respawn naked to your spawn point or the nearest city and your body should be fully lootable (by everyone). If you die to players, you should respawn naked to spawn point / nearest town and your body should be fully lootable regardless of how much endurance you have because otherwise, we'd have some awkwardly long zvzs.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Sieges: And how to make those a whole guild activity

      Would this kind of model sound better than what it is in the Albion?

      I guess the answer depends on how much you can play per day. If you have a lot of spare time and you wish to dedicate that to the game, then Albion's system is good. If you have other obligations, then you'd probably opt for a more relaxed atmosphere. I'm not saying they have to do it my way, I'm saying that it would be nice to know in advance what kind of players is the game aimed at.


      @Tuoni
      The problem with crafters/refiners in Albion is that there isn't much in it other than being limited by premium (focus points) and the horrible grind. Eventually, some guilds realised that it makes more sense to have your own crafters instead of investing in someone who might eventually leave the guild. Still, you can only refine that much even with a full spec'ed character and in the guilds I've been, donating focus was a thing.

      @Gothix
      I know people in Albion (from my last guild) who merc'ed on their alts even for enemy alliances and they made good money from it. I don't really think there is a good solution for this kind of behavior, unless all the sieges happen at the same time (or split them in 2 timezones, EU and NA). On the other hand, merc'ing should be less of a problem in Fractured thanks to the size of the sieges.

      @Farlander
      One suggestion is to have multiple phases and objectives spread across the map for each phase (outskirts -> wall -> keep). Each phase could have 5 objectives. Whenever a faction controls at least 3 objectives in the same time, the timer goes down for them. When the timer for a team reaches 0, the siege either ends (if it's the defending side), or advances to the next stage (if it's the attacking side).

      PS: My beef with the other planets is that they are not necessarily less hardcore (you can hardcore pve if you wish on Arboreus), but have completely different gameplay. Basically, if you want unrestricted pvp, demon planet is the only place you can do it.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Sieges: And how to make those a whole guild activity

      In Albion, everyone contributed to the territory attacks, especially in big guilds, but in more subtle ways. I quit the game shortly after it became f2p, so my information might be outdated, but this is how it worked: every month it was the reset (invasion day) in which everyone lost their territories and you had to claim them with a raid party protected by a big zerg. After the reset day, starting from the war camps (which couldn't be owned by anyone), every tower could launch an attack on a certain tower. So basically, alliances owned whole biomes and you had to start with the war camps. Every day at a certain hour each war camp could either be pacified or used to launch an attack, which resulted in guilds having daily ZvZ around war camps hours. If an attack was launched, the gvgers had to move their gear to the tower the attack was launched from, which often required being escorted by a zerg. The cost of the gvg gear depended on the zone (because of the IP cap), but in end-game zones it was very expensive. Because of this, guilds had dedicated gatherers who donated % of their mats and dedicated crafters who donated focus to supply this gear. Albion has a lot of detailed logs, so you could reliably tell if the gatherers donated the agreed percent.

      The gvg (20v20 for towns, 5v5 for towers) was the last step in territory control, but as you can see there was a lot of work from the whole guild in this process.

      And then the towers could be leveled, which opened the whole cgvg scene. The best part in cgvg is that, especially in big guilds with lots of towers, new teams could get gvg experience without spending much or affecting the guild negatively.

      This also concludes why I quit: all that activity not only takes a lot of time, but also requires people to log in at a certain time every day. Then you also have season-related stuff (mage def, mage raids, maybe castles). If you play about 30h/week, you have no time to do anything other than guild-related stuff and if you're in a bad guild, a lot of content is locked from you. If Fractured turns out to have the same model, I'm not sure this is the game for me.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Archaeologist Sub Class Tree

      @Tuoni
      Your suggestion is good and we should absolutely have hidden treasures, but it's such a minor thing it shouldn't have its own profession. I think everyone who has enough PER should be able to see them, and in the case of chests, everyone with enough lockpicking should be able to open them.

      @Meiki
      I can see potential in such expeditions. Albion has a similar thing, random dungeons maps. Opening a map would mark a location and give you a buff which opens a randomized dungeon once you're near the said location. After the dungeon is created, everyone who finds the entrance can enter (they are not shown on the minimap). The location depends on the tier of the map - if you opened a high tier map, it would spawn in an area of high tier mobs. These dungeons have random themes, bosses and number of floors (1-5). The final boss always guards a chest. From time to time you might get a 5floors dungeon which ends with a legendary boss (and very good loot). I would absolutely love to see similar expeditions in Fractured and they have potential to be more interesting because Fractured has D&D mechanics.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Concerns related to the attributes

      @Manaia
      I'll start by telling that having played some UO and a lot of Albion, I have my own biases.

      I don't consider world bosses competitive content, because it's basically just a raid party protected by zvz, but I agree that this subject would derail the thread and we should make a separate thread about it.

      The thing with Fractured is that you can create a hard counter just from buffs and passives. If you dive someone farming ents (blunt/earth damage, fire vulnerability), you will have a big advantage over them by coming with a lot of fire res. So, as far as small scale and casual pve builds are concerned, if people follow metas it will be very easy to counter them because you know exactly what to expect.

      ZvZ is all about a good syncronization, so forcing certain loadouts is very important because otherwise you run in a lot of awkward problems, like having tanks that can't actually survive in the frontline, dps that can't follow up because they don't have an engage skill, or get wiped in the first counter attack because they don't have a defensive skill, or can't reengage because they picked skills with long cooldowns etc. Attributes are fixed and there is content besides zvz. Minmaxing doesn't really make a big difference in zvz, but it reduces the flexibility of your builds and greatly affects small scale content. As far as attributes go, I think guilds will just have minimum recruitment req for each archetype: have this skill unlocked and a minimum of x points in that stat, which would be used as baseline by the shotcallers.

      I haven't played D3, but I played D2. Going from pala to druid is not a respec, while going from charger to foher is. Back to my paragraph, the point was that killteams and hardcore pve parties are the only ones who gain real advantages by changing their attributes with every gameplay balance patch.

      @Tuoni
      I also wonder if they do gvgs and wcs, or proper sieges as in older MMOs.

      @KairosVal
      Some games allow people to turn skins off outside towns, but I don't think this will make a big difference in Fractured. On the other hand, if you can inspect someone and see their skills (as in Albion), once you are familiar with the game it takes a few seconds to figure out what the enemy can do.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: May 3 City Progression & PvP Q&A Livestream - List Your Questions!

      @Kralith said in May 3 City Progression & PvP Q&A Livestream - List Your Questions!:

      How i can imagine Town Sieges?

      I wanna know this as well. Will it be Albion-style (5v5, 20v20) where only selected few can join, but small guilds will have a chance against big guilds or basically a zerg?

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Should the animals kill each other

      Well, I don't really see the point of mobs fighting each other. At most they could change the spawn points so animals that are prey and hunter don't spawn near each other.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • 1
    • 2
    • 17
    • 18
    • 19
    • 20
    • 21
    • 35
    • 36
    • 19 / 36