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    Posts made by 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: Argument for meaningful choice in crafting with time gates for a diverse economy.

      Opportunity cost is the best gating mechanism I know of: if you're spending time progressing one discipline, you're not progressing another. No other limitation needed. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      @GamerSeuss How is waiting for mana regen work?

      The more I play FO, the more I'd like to see mana removed, with abilities balanced around cooldowns.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      @Maltos

      How long should the player have to stop playing in order to play?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      @Clinion Hmm; we'll see. 🙂 Horizontal progression tends to reward zerg-v-zerg. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      @MidniteArrow Gotcha. I do wonder what role a tough melee unit with low damage would have in Fractured PvP, or if everyone is expected to be a DPS of some kind.

      Have dedicated healers with few to no damage skills showed up in PvP?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      @MidniteArrow

      Wouldn't that apply equally well to melee DPS? How would that apply only to tanks?

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      In a zerg-favoring open world environment, what kind of role can a tank have?

      Albion solved it by making tanks the specialists able to CC an enemy group long enough for ranged DPS to drop AoE on them, while the tank had enough stats to survive prolonged front-line exposure to the enemy force.

      Fractured's friendly fire is interesting, but basically makes Albion's solution a suicide mission for tanks. 🙂 Also, mages with massive ranged CC seem to make that tank implementation unnecessary.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Ability Attributes and "Mana"

      I agree there's a problem, and if the devs don't want to add another resource, I can see your solution working (albeit with a lot of changes to the knowledge tree and enchants).

      I'd rather see a stamina resource introduced, though. 🙂

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

      @MidniteArrow

      Mindless is not hard. 😛

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

      @MidniteArrow A dirt bank, or a depression, works as a wind barrier too.

      I just don't see stones having a significant enough effect to warrant the potential mass irritation of the playerbase.

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

      @MidniteArrow What benefit is there to making campfires irritating? I note that they are irritating, annoying, and mindless, but not hard.

      As to mining nodes, your comment once again demonstrates how silly it is to predicate campfires on the presence of stones. 😛 I'm simply trying to compromise in a manner that fits existing game systems, but I'd be fine with removing the small stone requirement entirely.

      In Real Life, you need the presence of dry wood, not stone, to make fires. 😛 You also need skill to get wood burning (assuming a lack of modern tech).

      As it stands, campfire creation in Fractured isn't immersive, isn't fun, and what it buys the game seems negligible at best.

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

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

      placement more complicated.

      I could see making it possible on all/most mining nodes. Would that be enough coverage?

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

      @DarthJafo

      Mining for ore, chopping trees, and delivering goods are logical world activities, but you shouldn't need stones at all to make a fire.

      If the developers really want fires to involve small stones, however, then harvesting them from stone deposits is not only less boring, it's less server load, and it seems reasonable to get small stones from the place you get big stones.

      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: 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: Use item trashing in PvP instead of decay to power economy

      @spoletta

      Ah, in Albion, everyone drops gear in PvP. Wasn't Tartaros supposed to be full-loot PvP, though?

      So, maybe I'm suggesting more PvP should be full-loot. 🙂

      @Jacenson

      At least for me, an economy based on decay is boredom incarnate. If there's no other way to power the economy, I consider it already broken.

      The best part of this game is how the knowledge system rewards you for doing lots of different things. In contrast, the crafting system is a disappointment, since it rewards mind-numbing repetition.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Use item trashing in PvP instead of decay to power economy

      @spoletta If Arboreus were standalone, sure, there'd be no item sink, but with PvP item sinks on the other worlds, gear would constantly flow from Arboreus to those worlds. (Albion Online also had plenty of safe PvE content you could use top-tier gear on, and its economy was still the best I've ever seen.)

      While I'm sure crafters would love items to wear out faster, so they could sell more stuff, the decay isn't fun for me. It's too much work for too little payoff, and it's pushing me to ignore the item system and crafters entirely.

      In my gaming experience, decay is a bad item sink.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Use item trashing in PvP instead of decay to power economy

      @spoletta

      I'd allow repairs of all gear for gold in town, like Albion. (For PvE, that's just another limiter to how long you can stay in the wilderness before needing to come back.)

      Arboreus would thus be a gear fountain spilling into the gear sink of the PvP worlds, which would lead to trade missions and standard routes from Arboreus that could be intercepted.

      Albion didn't trash gear on PvE death, only on PvP death, so that's what I was suggesting.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Add option to display debuffs over character

      Especially with debuffs like stun and freeze, it would be very nice to see that icon pop up over my character's HP bar, since that's where I'm looking during combat.

      As it is, it can be hard to tell if my skill didn't go off because I was disabled in some way, or if I'm (say) clicking on a corpse instead of the enemy.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
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