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    Posts made by Roccandil

    • RE: Wizard Towers

      @Kralith said in Wizard Towers:

      @Roccandil said in Wizard Towers:

      Multiple interior stories (at least three!)

      is probably not possible for reason of restrictions in the isometric game mechanic.

      I've seen multi-story isometric tower interiors (I think Baldur's Gate had them). As I remember, it's mostly a question of what's grayed out and what's not.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Wizard Towers

      I'd love to be able to build a wizard tower on a wilderness plot! πŸ™‚ Specifically:

      • Multiple interior stories (at least three!)
      • Ability to place the crafting stations for weaving, staff creation, and item enchanting (as well as a real fireplace/bed for memorization)
      • Outdoor herb garden plots and animal pens (in the eight tiles around the central tile)
      • No upkeep; just up-front upgrade/build costs
      • Customizations for my Aristocrat pack! πŸ™‚ (I'd trade existing bonuses for this.)

      I could see other themes as well:

      • Hunter's Lodge (allows placing of woodworking and leatherworking stations/tubs)
      • Outlaw Camp (blacksmithing stations)

      That would provide more options than just which city to join.

      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: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @StormBug said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      If this is an issue you are having then you are doing it wrong.

      This is a systemic issue that will contribute to a lower population.

      Consider Albion Online's solution: you never lose gear or location in PvE. Instead, if you get knocked down during a PvE engagement, you effectively can't get back up for the duration of the engagement (unless you have a high-level holy healer).

      Either the rest of your party wins without you, or you disengage and try again. That system worked very well, and was a lot of fun. I never saw anyone complaining that it was "carebear" or "casual" (and the AO community isn't exactly reticent to complain or call others carebears πŸ˜› ).

      My best PvE memories in AO were fighting the roaming Avalon construct bosses, that could take many minutes of PvE from a precisely-tuned party to burn it down, and if a cascade of knockdowns began, you had to restart.

      That kind of fun would be impossible in a PvE death system. One death, and your team is broken, and you've got to wait for someone to ride out to try again. How is that ever a good thing, whether for fun or business? It's disrespectful of people's time, and I suspect most people will find something else to do.

      The idea that you should lose gear and location for death in PvE is so destructive I wonder if anyone pushing it isn't trying to sabotage the game. Either that, or it shows no idea is so bad it can't find defenders! πŸ˜›

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @GamerSeuss said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      @Roccandil said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      @maze

      Losing gear in PvE will drive many potential players away. That's not a good thing.

      Extremely casual gamers will maybe be driven away, but anyone who plays MMOs with some level of consistency will look at item loss on death as an expectation, not a discouragement. As my sister said (Stormbug) lack of loss on death=boring, monotonous, tedious, and something you quickly lose interest in as a long-term gamer.

      Wurm Online has PvE death with item loss. ESO or Albion, on the other hand, do not have item loss with PvE death, just durability loss.

      Which games have the lion's share of customers? πŸ™‚ Is there any open world MMO with full item loss on PvE death that has more than a niche following?

      To me, the point of MMO PvE is tackling a challenge with some friends. Spending most of my game time traveling to PvE content where I can easily be reset back to traveling again is not acceptable.

      I have better things to do with my time.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @Kralith said in shitty game:

      OKAY @Roccandil lets forget his rude stuff, i will cut it out and answering his experiences.
      Will that be okayish for you?

      Yes. πŸ™‚ I appreciate it!

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @maze

      Losing gear in PvE will drive many potential players away. That's not a good thing.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @munch said in shitty game:

      On Albion you will lose durability of equipment, which then repairing them will cost you more than you farmed for the last hour or hours, and after few deaths your equipment is so broken that you can barely do anything, and then you will have to run back to the city to repair, or make a repair bench or how its called.

      You get many knockdowns in Albion before you can't keep going (twice as many as you used to, in fact), and yes, you can also bring a repair bench with you (although the dungeon parties I was in almost never needed it). But you never died or lost gear in PvE, since all gear is repairable (and I believe you no longer lose consumables or resources on knockdown, either). Loss only happened in PvP.

      I see no good reason to have PvE death or item loss. That will hurt the game more than it will help.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @munch said in shitty game:

      @Roccandil Losing all your gear when dying i dont see a bad thing about that.

      Its a Full Loot game, Of course you auth to lose all your gear when dying, its the whole purpose of that.
      Here its even more customer friendly, because you don't lose your Horse.

      if you are a carebear who doesn't like to lose all your gear when dying, you can go and play another game too.

      Because New World is already changed because of people like you, please don't ruin this game too.

      Losing all your items on a PvE death will push away many potential players. (Not even Albion has PvE death! Wurm Online does, but then, it's not a good example of a healthy MMO.)

      One problem is real life scheduling for group PvE activities: you spend time organizing a party, then spend time traveling to the content, but if one player dies, resets back at base and has to come back, that wastes everyone's time.

      Realistically, that's not workable for many people (including me). Albion's knockdown system for PvE worked well, and Albion isn't exactly a carebear sort of game. πŸ™‚

      PvP is different, of course, although there's room for variation:

      • Full loot for kills on Tartaros
      • Inventory loot for kills on Syndesia
      • No loot for kills on Arboreus

      Could even vary that more: a character living on Tartaros will always lose all loot for PvP deaths on Syndesia and Arboreus. A character living on Syndesia will always lose inventory for PvP deaths on Arboreus.

      That would tend to discourage all but the most serious invasions. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @Kralith said in shitty game:

      Also written for @Roccandil
      Hmm you mention me, but you donβ€˜t really refer to my statements.
      Well, i can also talk to a wall instead.

      I'm not ignoring you: I just don't like doing big walls of interleaved quoted text. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      Losing all gear for a PvE death is harsh, and will discourage many players. I'd remove the possibility of dying in PvE altogether, and make dying only possible in PvP. (I note that's essentially how Albion works.)

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @Kralith

      Most gear upgrades are gated behind cities, and I don't like that design or direction for the game. I consider solo gameplay to be extremely important to the health of an MMO, and Fractured is more and more shafting solo players.

      Losing all your gear when dying plus the immense travel times (and difficulty of finding your corpse) is another effective way to push away customers.

      The business problem is opportunity cost. A game is meant to provide entertainment, and if most potential customers feel they have a much better chance of finding that entertainment elsewhere, well, you're probably not going to stay in business long.

      I find myself bored with Fractured very quickly now: it's mostly chores plus traveling (and really wonky combat, though I'm hoping that's just Alpha). I do like the knowledge system, but the more I see of the overall design direction, the more I'm thinking this won't be my game. 😞

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @insomnia said in shitty game:

      But responses aren't a surprice. But what can you expect from people that are simps to the game.
      There is a difference between challenging and poorly designed content. This is just poorly designed
      I bet you people lack anything to do in your life, since you like this. I assume you also buy Fifa every year

      Yeah, I skimmed the responses to your topic, and what I mostly saw were self-satisfied white knights happy to have an excuse to bully someone, while ignoring the substance of what you were saying. (And I consider that sort of response a troll, since it seizes on the superficial in an attempt to distract from the real issue.)

      You, on the other hand, tried the game, had a bad experience, got pissed, and needed to vent. I'm not going to fault you for that. πŸ™‚ For one thing, blaming the customer is a bad business practice, and for another, I think your fundamental complaint is accurate.

      I've played Fractured since the first alpha test, and I'm increasingly unhappy with its direction. I wouldn't be surprised if it becomes like Wurm Online, with a small core of dedicated niche players, but not enough to truly populate the world. 😞

      And if the responses in this thread are any indication of the sort of player base Fractured would retain, it wouldn't be worth joining.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: shitty game

      @insomnia said in shitty game:

      What a shitty game. What incompetent retards thinks it's a good idea to give people useless gear and make it a pain to get better. You do fuck all damage as a "warrior". Yet you don't seem to be able to get a better weapon. When you die, you revive weaker, making you die faster. If you respawn at a city, you lose all your shit. So now i have to run where i was, with no gear! This game deserves to fail. What a pile of garbage. I died and have to spend what! 20 fucking minutes or so, i would guess, because on top of this shit. Traveling is ridiculesly slow. And you have no idea where your corpse is

      I agree with three of your points:

      • Most gear upgrades are gated behind cities, and I don't like that.
      • Losing your gear isn't fun, whether to death or decay, and I've never really liked that in any game I've played. The good news is that the starter gear is easy to replace, and you can become much more powerful simply by getting knowledge, although even that is technically city-gated now, which I don't like. (At the least you should be able to upgrade your points in your home, whether it's in a city or not.)
      • Traveling is indeed incredibly slow, and most of my game sessions in Alpha so far have been spent traveling, which is hard on my hand! πŸ˜› I do expect content density to increase on the map, and I hope that removes some of the travel-boredom.

      So, in short: most content is city-gated and travel-gated. While I don't want the game to fail, I'm not sure those mechanics are going to appeal to enough people to populate the world long-term.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Change crafting to provide knowledge

      Would love to see crafting added to the knowledge reward system! πŸ™‚ Could be as simple as every new recipe you make, you get a one-time knowledge gain.

      Or, it could be like killing mobs, where you have to craft several to fully unlock all the knowledge (and maybe get an extra bonus like a skill).

      Either way, I think it would improve the game. πŸ™‚

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: [Feedback] Party Knowledge sharing feels bad

      I agree with the OP. πŸ™‚ As a solution, I really like the way Albion's system does it:

      • Kill is awarded to party with most total DPS (no kill sniping)
      • Fame is awarded to all victorious party members within a certain radius, regardless of DPS
      • Fights cancel if a party member flees too far away (and the enemy auto-heals to full)
      • Bosses have ways of targeting everyone in a party at one time or other, so no free ride
      • Loot drops can be set to individual (so everyone has a chance to loot something that no one else can take right away)

      One other quibble in Albion is that fights only cancel for a fleeing party member that has attacked the enemy, and is thus considered "engaged". A split party could start a fight with a member zones away, and that won't matter (but they won't get fame either).

      Another quibble is that the boss directly targets the party doing the most DPS (although AoE can still hit anyone nearby), and that's the only party that counts for retreating, so a second party can't run up, hit the boss, and run away to grief-cancel a boss battle.

      When I played Albion, that seemed to work really well.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • More use for personal houses everywhere

      The last couple tests I haven't claimed a house plot (and I'm a governor), because it's useless to me, except for storage (which the bank helps with).

      I'd suggest reworking all decorative house items to provide bonuses:

      • First, sleeping in your own bed gives you a "well-rested" buff of some kind (duration and intensity modified by type/quality of bed)
      • Furniture and decorations (like mounted animal heads) may augment that with very specific buffs

      You'd have "slots" for those kinds of decorations, so only X per house.

      Ultimately, I'd like to see houses with furniture and decorations that match the playstyle of the toon, so an enchanter's house would look different from a smith's house which would look different from a mage's house, and so forth. πŸ™‚

      This would mean that while players could go to distant taverns to adventure, their best work would be done from home. πŸ™‚

      (All the same, I'd also like to see decoration in taverns work much the same way, but be balanced so that a home is still better.)

      For that matter, I'd love to see appropriate, buff-providing decoration options for -all- crafting buildings. πŸ™‚ These wouldn't be based on sleep, but on auras: so while inside the building, you get buffs related to the crafting.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: [FRAC-2252] Infinite rice

      Yeah, I saw this too. (Although the rice bags I made were then eaten for no gain by the town hall when I tried to add them for upkeep.)

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
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