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    Posts made by Roccandil

    • Can each of our account toons have a house?

      This topic came up today, and I was wondering! Specifically, I'd like to have a Beastman with a house in Arboreus, a Human with a house in Syndesia, and a Demon with a house in Tartaros.

      Will that be doable in any way? Say: maybe I can only have one claim per account anywhere in Fractured, but can I at least buy multiple city plots per account, on different toons in different places?

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Real Crafting

      @Jetah said in Real Crafting:

      @Roccandil

      there's a rat king which uses magic to control rats, the lowest of beast. these creatures are able to scavenge the lands undetected. though the magic of the rat king they're able to carry large items in their stomachs as though they're just grains of sand. kill the rats undoes the magic thus allowing some items to revert to their original size.


      really, just have some creativity and magic can solve all your problems!

      Sounds like a niffler. 😛

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      @Farlander said in Real Crafting:

      Have you ever played a game where there was nothing in loot drops but resources? I have and it is extremely boring to hunt. So much to the point you don't even want to go hunt. What is the point of combat in a pve area if you have no loot to look forward to when you kill stuff? What would even be the point of raising your combat skills if you live in pve land? Everyone goes out to kill things for the possibility of what will drop as treasure. That's the thrill that keeps you going for hours on end. So you are suggesting we camp a spawn entirely for some special resource that may drop so you can maybe craft something with it? I like special loot dropping even if it is purely cosmetic decorative items for your house or special blueprints that let you craft one item.

      Loot drops in Gothic always made sense: no random gear, just what the enemy carried. I really liked that. Rats dropping gauntlets, on the other hand, never made sense to me. 😛

      I would imagine, however, in a game where some mobs dropped every type of loot, and others only dropped common resources, no one would farm the latter kind of mob.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Unique mounts

      Unique mounts and gear in general would be awesome, if it could be balanced. Perhaps they could be owned on a timer, after which they would disappear into the world, where they could be found again?

      At the very least, the relics sound unique! 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Int, is the most important crafting stat!

      @deusex2

      I'd like to see that kind of system replace attributes entirely. To borrow from the horizontal progression system, maybe make attributes unlockable via certain tasks. So, while smithing wouldn't generically increase a stat, completing a simple, specific smithing-related task might +1 your strength (one time).

      Granted, that's not horizontal, nor would it allow new players to hop right in. Maybe just have attributes be on gear, kinda like Albion: you are what you wear?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      @Tuoni said in Real Crafting:

      @Roccandil with secret chest and treasures has the problem, that those are secret maybe once and it totally excludes rare drop mechanics. With RNG there can be several random spawning locations with random loot, so why not use system like that if it works about 1000 times better?

      Also RNG is a core element of RPGs, so I would leave chess away from this. 😉

      Finally, I am sure that most of the MMORPG players wants to see RNG elements in the game. Without that the game will become really boring and predictable pretty fast.

      Yeah, I'm with Gothix: I'd rather not see random loot drop. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      @Tuoni said in Real Crafting:

      I was wondering, how loot drops can be done without any RNG? Critical hit chances? Parry chances? Dodge chance? Damage scale? Resist chances? So without any RNG involved you can make the most boring and static combat seen ever. 😉

      Oh, I've seen interesting combat and loot drops done without RNG. 🙂 My favorite loot drop system is probably Gothic 1/2s. You got the weapon the enemy was using, and for animals, what you had the skill to butcher.

      As I recall, chests weren't random, either; special gear could be found in secret locations. In that case, it was the difference between a hand-crafted world and a procedurally-generated world.

      As to combat, Hero Academy had deterministic combat, including buffs/criticals/armor/attack/etc. (sometimes involving teamwork, using a consumable, or standing on a special location), and I thoroughly enjoyed that. Of course, I like chess, too. 🙂

      I've also thought about a system of sliding combat variables to replace RNG (since RNG is a kind of kludge to represent the massive numbers of real-world variables): so, say, if your final dodge number is higher than the enemy's final attack number, you will always dodge: but stamina, armor, number of opponents, terrain, wounds, your own chosen attack type, etc. could all combine to lower your final dodge skill. AoE would bypass dodge (so a rock, paper, scissors effect there), and so on.

      I think that could be a robust combat system, if well-balanced.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Int, is the most important crafting stat!

      I've never really been fond of the starting attribute build system, since it forces new players into a big decision before they personally have the in-game experience to understand it.

      Sure, they can go look up cookie-cutter builds, but the new players still won't fully understand how it will affect their own playstyle, and either way, I don't like telling new players to go to an external source before playing.

      Anyway, given that we've got the system, I do like the OP's suggestion. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      @Jetah said in Real Crafting:

      @Roccandil

      if everyone is following the same rules is it truly art? art is about being free. Sandbox games are about being free too.

      Who said everyone would be following the same rules? Music is about creating your own rules, and then following them to see where they take you. 🙂

      i know the whole video game system is built around rules but RNG helps the 'roll a die' type thing. sometimes you have a seasoned mechanic make a mistake, sometimes its a really bad mistake. I'm not talking ArcheAge RNG where you'll break an item at tier 10 thus losing it. but items that are crafted could have a small range, lets say for Fractured, just 10 points. It could use the tenths decimal as well to get 20 options. It makes the higher numbers worth more but doesn't mean you'll never get a high roll.

      I'm with Gothix: I hate RNG. 🙂 I consider reliance on RNG lazy development, and really, lazy gaming.

      For instance, I played an 80's game called Super Boulderdash, in which there were two kinds of mobs: fireflies, and butterflies. The fireflies always followed the left hand, and the butterflies always followed the right hand.

      Those were two very simple rules, but depending on obstacles and player actions, could result in human-unpredictable movement of emergent complexity. That's brilliant, like chess. 🙂 It leaves a great deal of headroom for player skill and experience to exploit the complexity, instead of the gameplay being dumbed down by RNG.

      Imagine, on the other hand, if chess were RNG-based: everything had HP, chances to hit, ranges of damage, etc. The rules would be more complicated, but less emergent, less deep. The gameplay would no longer be about seeing many moves ahead, and would be dumbed down.

      RNG is a mask, and games that rely on it are hiding a lack of real gameplay on the part of the game, and real skill on the part of the gamers. Which, no doubt, is why it's so popular. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Bought the Governor pack

      Sounds like a sleeping bag! 🙂 Do we get tents, too? Maybe a hitching post for mounts? Covered wagons?

      Would love it if a nomadic lifestyle were possible! 🙂

      posted in Town Planning
      Roccandil
      Roccandil
    • RE: Real Crafting

      I see the world exactly the opposite: rules are a map, that allow you to explore places you couldn't otherwise reach. 🙂

      Perhaps that comes from my study of Bach: without rules, music is a mess, but once you start creating rules, you get emergent order that you couldn't have imagined (like fugues!).

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      @Jetah

      But I like emergent complexity from deterministic rulesets (like chess). 🙂 The rulesets themselves don't even need to be complex to become humanly impossible to know all outcomes!

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Gamer Demographics & Namings

      @PeachMcD

      Sounds like the old question of whether developers create the game they want, or try to please as many people as possible (except themselves).

      I'm quite curious to see the world the developers want to create. 🙂 I may not like how it turns out, but I'd rather it was theirs.

      Attempting to please the crowd is the road to uniformity, not diversity.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Fractured and Albion

      Perhaps the biggest difference is that Fractured won't have tiered equipment or progression (where tier 4 is better than 3, and so on). Rather, progression will be horizontal. I'm not entirely sure what that looks like yet, myself. 🙂

      Another huge difference is the map: continents in Fractured will be one large land mass, not a bunch of small connected maps. Cities and houses will be in varying locations on continents, and teleporting from place to place will I believe either be rare or non-existent (excluding inter-planetary travel, which we haven't seen much about yet).

      Even in Alpha, the Fractured world feels much bigger than in Albion, where I'm never very far from a portal or a city.

      posted in Questions & Answers
      Roccandil
      Roccandil
    • RE: Gamer Demographics & Namings

      One thought this topic did trigger was that realistically each race would have multiple names: that which the race calls itself, and that which the other races derogatorily call it.

      For instance, as I understand it, the Indian tribe known as the Sioux were actually named that by an enemy tribe: "Sioux" meaning "Worm-people". The Sioux called themselves Lakota or Dakota, simply meaning, "the people".

      So, the Beastmen might call themselves Beastmen, but it's hard to see disrespectful Humans and especially Demons calling them that.

      I also wonder if the Demons would call themselves Demons. Biblically, demons identify as angels, and I think a case could be made the Demons would consider themselves the "good guys"! 😛 (Or, at least not the bad guys.)

      In short, each race would tend to consider itself the "enlightened" ones, and look down on the others:

      • Beastmen: close to Nature, despise Humans for technology's inherent transference of entropy to Nature, and Demons for being outright evil;
      • Humans: inventive and explorative: despise Beastmen for being tree-huggers, and Demons for wanton slaughter and destruction;
      • Demons: worship power, despise Beastmen for limiting themselves with their ideas of "good", and puny Humans for attempting to make up for their weakness with pathetic technological toys.

      I imagine any names given to other races might reflect the above. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Bought the Governor pack

      As long as you can't teleport between bedrolls like in Atlas! 😛

      posted in Town Planning
      Roccandil
      Roccandil
    • Happy 4th of July!

      Happy birthday, U. S. A.! 🙂

      posted in Off Topic
      Roccandil
      Roccandil
    • RE: Gamer Demographics & Namings

      @PeachMcD

      I think it's more important that the world of Fractured be true to its own rules (whatever those rules are), not ours. I assume, for instance, that Beastmen call themselves Beastmen for their own historical reasons.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      Anything but chores! 😛 I don't want to see items decaying unless they're being used.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Real Crafting

      I tend to not like decay-based sinks: they devolve into chores. 😞 That's why using PvP as a sink for gear is brilliant, in my opinion: if I die, I don't care that some of my gear was trashed and removed from the game, and if I kill, I still get loot! 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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