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    Best posts made by Roccandil

    • RE: Grueling upkeep!

      @Meziljin said in Grueling upkeep!:

      so if 200 citizen leave game, we will have a ghost town forever.... no upkeep it's actually the only money sink.
      It is frustrating each day we have to pay taxes, i hope dev will move to 1 per week (surely bigger, but stressless).

      A ghost town will only be a problem on Arboreus, since they can be conquered on the other planets. For Arboreus, I'd look for another way to solve the problem (if it is a problem): say, X number of unanswered citizen requests after Y time.

      Money is odd in this game: mobs poop it out, and cities eat it, for no apparent reason. That seems overly simplistic; I'd be much more interested in seeing how a barter-based economy would work (or even currencies that are player-managed!).

      Furthermore, even the food aspect of upkeep is odd. Who's being fed? Players already have to feed themselves and craft/build everything, and there are no NPCs around to help out.

      Upkeep would make more sense if it were wood and stone, to keep buildings repaired, based on actual usage plus natural decay per building.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: upkeep unrealistic

      So, cities are a chore-lock. 😞 I wonder how many people will really want to do the same things every game session, just to keep cities going.

      I know I'm not interested. It's increasingly evident Fractured isn't for me. 😞

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ranged damage feels too high.

      @Kazzier said in Ranged damage feels too high.:

      If anything, I would like fights and battles to last longer than they are currently.

      I like this, and would like to see it be a design principle. Since Fractured has so much territory, I'd like to see PvP be more about controlling parts of the map than getting kills.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: The current stats system is a turn off for the non dnd players.

      @Vaiduoklis

      I agree with your point, if only because character creation presents new players with choices that can't yet be meaningful to them.

      I think it's much better game design to present the choices after the player has had the opportunity to understand those choices in-game (and not expect the player to read a wiki first). That's good game pacing.

      As a lesser alternative, allow the player to easily redo the character creation choices once they have in-game experience.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Patch Log - v.a.2.5.1b + Moderation News

      @MeruemVBP

      I agree; there's too much decay/chores in the game. 😞

      Albion's system works very well: items have a chance to be destroyed when you die in full-loot PvP. I like that, because those who died in full-loot PvP don't care that some of their stuff trashed, and the looter is happy to get something. That economy works very well for crafters!

      Gear still takes damage (generally from a PvE knockdown), but can be repaired in cities with currency, so it acts as a short-term punishment for too many PvE knockdowns (eventually you have to go home, unless you brought a repair table, which are expensive and a risk in PvP areas). Again, that balance works really well, and is a constant currency sink.

      I wish we could repair gear with gold in cities: would be a good gold sink!

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: There should be 2 slots for Bandage and Food.

      @spoletta
      Wow, that's not fun! And it doesn't make sense, since a memorized ability isn't something you've got stashed in a pack or a belt somewhere (hence the whole "memorized" mechanic). 🙂 How would the two even conflict?

      I think there ought to be a memorized ability bar -and- an inventory bar for consumables.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: There should be 2 slots for Bandage and Food.

      Another point: if the choice is between abilities and consumables, then in PvP abilities will have an advantage, because you can't lose them if you die. Far fewer consumables will be made for PvP, brought to PvP, or lost in PvP, which will negatively impact the economy.

      Conversely, if there were a separate hotbar for consumables, you'd be at a disadvantage if you didn't bring -some- consumables into PvP. That would tend to promote crafting, using, and losing more consumables, which can only be a good thing for the economy.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      I can see that the basic idea of recipes is to tie crafting progression to the player, not to the city.

      With that in mind, a suggestion: Add a city building that allows players to buy both recipes and crafting training.

      Available recipes could be limited to research, meaning one city couldn't unlock all recipes. Crafting training could either provide direct exp (if there's a desire to reduce item spam), or an exp boost to actual crafting. The magnitude of training could also be gated by city level/research.

      That would tie cities back into crafting research and specializations, while keeping earned crafting progression tied to the player.

      Oh, and I was assuming city recipes wouldn't be an item: you'd just unlock it directly (so no buying recipes and selling them). Recipe items could still be a drop from bosses and chests, so hermits would still have a chance at them. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Primal fiber and dark splinter drop rate proportion

      Crafting primal weave requires one primal fiber and two dark splinters, but the only mob I found that drops those items drops far more fiber than splinters.

      I didn't see any other sink for the fiber, so I wound up with hundreds of extra fiber that I couldn't do anything with.

      Would be nice if the drop rates were changed to match usage, or if another fiber sink were added!

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let us gather small stones from stone deposits

      @GamerSeuss Even if it's intentionally not fun, it's still not fun. The mechanic doesn't make sense, isn't immersive, and promotes mindless repetition.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let's talk about recipes

      @stkmro said in Let's talk about recipes:

      RNG can also be introduced in determining whether experience can be increased when crafting a gear. For example, there is 50% chance that experience might not increase when an item is crafted.

      I very much hope the devs -don't- do that. 😞 Wurm Online had it, and I hated it. Made me feel like I was wasting my time playing.

      The current guaranteed incremental return on the investment of time spent is much nicer.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Let us gather small stones from stone deposits

      @DarthJafo

      Who said anything about flummox? After the Nth time of watching your toon slowly pick up a stone, how is it not dull?

      I also suspect that the server resources required to spam small stones everywhere isn't negligible. Allowing players to harvest from stone nodes would probably reduce the load on the server.

      @GamerSeuss said in Let us gather small stones from stone deposits:

      Too many modern players don't feel like they should work for anything,

      Games are about fun, not work. Not everyone enjoys mindless repetition, and for that matter, work shouldn't be mindless repetition.

      Rather, the impression I get is that too many modern players don't feel like they should have to -think- for anything.

      Incidentally, I've been playing games since the 1980s, so I'm not a modern gamer. 😛

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Server War PvP Feedback

      For me, the CC makes PvP uninteresting (anything that stops players from playing lowers the content value). The problem with CC is compounded by no notifications over your toon; so things just stop working, you can't see what happened, and it feels like the game broke.

      The most fun I had was a short 1v1v1 engagement where there was minimal CC, and we were all running around shooting at each other. 🙂

      Anyhow, this test has convinced me I want nothing to do with PvP, and I'm additionally disappointed, because I know that gear balance will be driven by PvP, not PvE.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Land / Plot Upkeep

      I'd make instantiated housing in the world: say at underground openings (Syndesia) or large trees (Arboreus), where it's logical it's an entrance to a much greater space.

      The non-instantiated housing is immersion-breaking, if only because the map (even Arboreus) looks like a suburban housing development project, with everything staked out and dirt roads in regular squares around unclaimed plots.

      Upkeep mechanics pushed me away from cities, and will probably push me away from my own house. I'll just be a wandering hermit. 😛

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Punishment for Reds

      Local reds should be punished on Syndesia, since it's (ostensibly) for faction-v-faction war, not ganking.

      I'd go so far as to punish any city on Syndesia that has reds as citizens. From a faction perspective, that's like a nation harboring pirates, bandits, or terrorists.

      So, I'd consider things like the following for cities with too many "Red" points on Syndesia:

      • Debuffs during sieges
      • Increase upkeep/crafting gold requirements
      • Divine reward drop penalties for all citizens of the city

      Ideally, reds on Syndesia would be from Tartaros during invasions, not local cities, and Tartaros reds wouldn't be debuffed. If you're a peaceful Syndesian out gathering during the invasion window, your blood is on your own head.... 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Engame Changer - Objectives Preview

      @Prometheus said in Engame Changer - Objectives Preview:

      After Endgame Changer: drink potions and catch new mounts with revamped mounts stats (the best are very rare!). Each type has a unique ability, but they all must be replaced when they die of old age (RIP mount).

      I'd rather have the existing mounts that never die, than shiny ones that decay like everything else. 😕

      If it's just going to vanish over time, I don't care about rare anything.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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