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    Posts made by stkmro

    • Improvements to City vs City battles

      Hi guys, I am sure by now, most of the players have heard about the current city Bussy destroying the city La Ruche. Congratulations to Bussy for being the first city to successfully destroy another city. When a super strong elite top guild led by super strong leader with the backing of many elite guild members, I am definitely sure that when Bussy attacks a lesser city, there will be a 99% chance that the lesser city will be completely destroyed.

      Now, what is going to happen when the cycle continues, after La Ruche is destroyed, Bussy will aim for the next target probably city Dragonspire. When Bussy destroys Dragonspire, they will aim for the next city and this will go on and on until all the cities on the server is owned by Bussy.

      I think in order to prolong the longevity of the game, I would like to suggest some ways in which City vs City battles can be improved.

      1st Suggestion: Attrition Based System.

      The current system is that when the attacker attacks the defender city, the defender will be completely destroyed in a single battle. How the system can be improved is that the attacker will need to win multiple battles in order to completely destroy the defender city.

      Example is that when the attacker win the 1st battle, the attacker cannot destroy any buildings in the defender city. Instead the attacker will get a prize of 10000 gold from the system. The defender city has x number days before the next siege to pay upkeep of 10000 gold. If the defender city default on the payment, then on the 2nd battle, the attacker will have the right to completely destroy all the buildings in the defender city if they win the 2nd battle.

      Let’s say if the defender city decides to pay the upkeep of 10000 gold before the next siege. The attacker launch the next siege and win the 2nd battle. The attacker cannot destroy all the buildings, but they will win the prize and the prize will snowball to 20000 gold. Then the defender city can choose to decide if they will to pay the upkeep of 20000 gold.

      The upkeep will continue to snowball to 30000, 40000, 50000, etc, etc, and get bigger every time the attacker keep winning the battles for every siege. If the defender city keep losing the siege battles every time, it will reach a point when the defender city is unable to afford the upkeep and hence they will definitely be destroyed by the attacker city.

      2nd Suggestion: Allow Defender City to accept participants from other allied cities during Siege Battles

      We all know how strong elite pvp players are and how a big group of them will keep farming non-stop and getting stronger non-stop to a point where they will be able to win every battle against the lesser players.

      We have to be realistic and face up to the reality that the Bussy is indeed a top strong guild and when you have a top strong guild coming down on a pure pve Defender City, there will be a 99% chance that the Defender City will lose every fight until the city gets destroyed.

      Hence the only way to balance the game is to allow Defender City to accept strong players from other cities to participate in the defense during the Siege battle.

      These are just some suggestions from me. Even if they are implemented, I am pretty sure that eventually Bussy will still dominate and control the entire continent. This is just to delay the inevitable future that the server will just be controlled by a single guild.

      When that time comes, the developers might have to make a decision and do a poll from all the players to decide whether there should be a server wipe to reset the entire map so that everybody can have fun building and destroying all over again. Of course I hope the developer will only wipe the continent but allow all players to keep their hard earned Knowledge Points and Recipes.

      posted in Discussions & Feedback
      S
      stkmro
    • RE: Question about Basic Pledge Packs

      the real question is...

      1. if there is no monthly subscriptions, how is the dev going to survive?

      2. assuming buying the game once costs $20, $30, or $50, or $99, is buying the game once enough to sustain the income?

      3. the dev need to pay for cost of upkeeping the server, pay salaries, rental of office?

      4. is the money going to drop from the sky for the dev?

      posted in Discussions & Feedback
      S
      stkmro
    • house foundation available at 25.83N 46.94W if you still can't build a house

      hi guys,

      for those who have difficultly locating a house foundation, there's currently a house foundation available at 25.83N 46.94W if you still can't find one.

      010.jpg

      posted in Discussions & Feedback
      S
      stkmro
    • suggestion on attracting huge mass of new players to buy FracturedMMO

      hi dev,

      i saw a thread today on funding and saw that some players mentioned that the total funds raised is only about $160,000 and they are worried about the sustainability of the game.

      i have some suggestions which might attract huge mass of new players to buy FracturedMMO and also possibly VIP subscriptions.

      i don't know where to post this, so i post this on General Discussions.

      let's say when the game go live on 2021. then all players who buy the game will log in and play normally.

      but for players who never buy the game, let them log in but they can only start their character on a totally separate planet, eg let's call this planet Limbo. (this is only an example)

      On this planet Limbo, these players is free to explore and build whatever they want, craft whatever they want, or learn whatever skills, talents, abilities they want.

      But the only caveat is that this planet Limbo resets every 24 hours and after reset, all progress drops to zero, and if the player want to continue playing, they need to start all over from zero.

      you see, we don't know what actually attracts a player to buy the game. it could be crafting, it could be building, it could be pvp, pve, or exploring, or adventuring, or roleplaying.

      you see, let's say a player is attracted to building, and let's say he spend 4 hours to build a house and whatever he build is destroyed after 24 hours. this will scratch his itch and cause him to think of buying the game because after the house is destroyed, he will spend all his time thinking about his house.

      because he's thinking about his house and all the possibilities that he can do with it, he will have do choice but to buy the game if he want to continue playing in order to keep his progression.

      i think this is the best form of advertisement because this let potential customer try out the game. this sucks them in, keeps them interested, makes them addicted, raises the buying temperature, and then eventually they will have no choice but to end up buying the game to play.

      posted in Discussions & Feedback
      S
      stkmro
    • RE: quest

      what points?

      posted in Welcome to Fractured
      S
      stkmro
    • RE: hi everybody

      woah... i just heard that alpha server has managed to come online now after being down for some time...

      gonna login and take a look first...

      see u guys inside... XD

      posted in Welcome to Fractured
      S
      stkmro
    • hi everybody

      hi everybody,

      i like top down isometric games like dota2, league of legends, diablo2, path of exile, etc, etc.

      i look at this game and it looks very interesting to me.

      i am currently thinking and considering whether to buy the immortal pledge pack.

      will take some time to think about it.

      hope everyone is happy here and have a good day.

      cheers!!!

      posted in Welcome to Fractured
      S
      stkmro
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