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    Posts made by Target

    • RE: Haven't pledged? Want to upgrade, but not sure yet? Tell us why!

      I'd like to see your plans for the crafting and gear system. For how integral crafting seems to be, we've barely heard anything.

      And I agree with @grofire, there was nothing in the video that was particularly impressive or showed us why we should be excited to play. Don't get me wrong, I like what I've seen so far, it shows promise, but it doesn't get me pumped. I know it's probably too early in development to have much to show, but the "show" part of show and tell is what will sell people on the game.

      posted in Discussions & Feedback
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Monsters of the world

      From gameplay videos, besides the wildlife, there have also been goblins, mushrooms, and golems. I think some of the concept art hints at their plans, like this giant rock monster, or this giant warthog. There's a cyclops, a giant snake, and a dinosaur-thing in this one (gigantism seems to be a theme). Tartaros is also described as a land of horrors when it comes to PvE.

      It'll be interesting to see their full plans.

      posted in Questions & Answers
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    • Firendly fire?

      The kickstarter video mentions "hurting someone you didn't intend to" with the combat system. Can we get more clarification on how friendly fire works?

      It's been mentioned that good players can't hurt each other even with friendly fire, and that people partied together also won't be able hurt each other. Won't that lead to an imbalance in large scale fights between groups of good players vs neutral/evil players?

      Will non partied guild members be able to accidentally hurt each other? What about alliances?

      posted in Questions & Answers
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    • RE: Server Size

      I'm skeptical over SpatialOS being used as an excuse to not have regional servers. As far as I know, SpatialOS just allows games to take advantage of computationally heavy server-side systems. I don't see how it allows a game to bypass latency caused by distance.

      posted in Questions & Answers
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    • RE: Payment Model info and post release strategy

      @basileus said in Payment Model info and post release strategy:

      About the first point, the Devs have specifically said that gear does not matter in combat (only player skill) and that someone is competitive from day one with no gear at all; this is stated in multiple places (can easily look it up on the main page).

      Again, you're misinterpreting the devs message, just like with procedural generation. Gear will play a role in how you want to build your character and will likely matter a lot to min-maxers.

      So if suddenly a 500 man guild decides to kill your 5 man guild with the one whale

      Why do people defending these systems always concoct such wildly uneven scenarios? Two guilds with similar numbers and similar skill levels, but one massively outspends the other — do they have an advantage? Even within your scenario, what's stopping the whale from hiring highly skilled mercenaries to help out? There are already mercenary guilds floating around the forums.

      I don't know enough about Eve to decide whether it's pay to win or not, so I googled it and find conflicting info, with most of the people defending it making up the same uneven scenarios that you just did. It's not very convincing.

      As for the second point, Warframe does indeed have non premium currencies. There's credits, all the basic crafting materials, rare mods, blueprints etc (all of these apart from credits and materials can and are often traded for each other directly without the use of the premium currency)

      Those aren't currencies in any meaningful way. Credits can't be traded nor exchanged for platinum, or even used to buy the basic necessities from the market. I can't exchange prime parts for slots or catalysts/reactors on the market. Warframe's entire economic model hinges on the fact that every single person requires platinum. Without platinum, Warframe's experience is so gimped that it's nearly unplayable.

      By doing this, you are tying a theoretically worthless currency (the in game one) with a currency that has actual value in the real world (USD in this example), thus ensuring the in game currency always has some value.

      I still don't see how that combats inflation. No game currency is taken out of the economy when trading for premium. As you say, Eve combats inflation by having massive gold sinks in the form of destroyable ships. As far as I know, this system seems divorced from the ability to trade for PLEX and would function just as well without it.

      posted in Questions & Answers
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    • RE: Payment Model info and post release strategy

      @basileus said in Payment Model info and post release strategy:

      I think you have forgotten that we're supposed to get a game where gear doesn't matter. If that is the case, then the ability to buy anything in game with the premium currency wouldn't actually impact the game in a P2W way.

      Gear does matter, probably a lot; there's just no gear treadmill. And you're assuming direct combat is the only form of competition. More wealth could buy guilds stronger materials to build settlements with, allowing them to more easily defend against raids. More wealth can buy you more rare crafting mats so that you can produce rare gear faster than people who aren't using their wallet. More wealth means a greater ability to influence the economic and social dynamics of the game.

      If you would like a more stringent system, what about a system where you can only use Premium Currency to buy blueprints of items? That way you would still have to craft the item in order to attain it (and then imagine if crafting something took time). That way grinders would have a great way to get premium currency for free (farm rare blueprints, say building blueprints for instance).

      You're leaving out a major aspect of what makes the Warframe business model so successful. Warfame doesn't have a non-premium currency. With Warframe's model the only way to gain currency would be to buy it or trade for it with someone else who bought it. If wealth has any influence at all (which is near guaranteed in a sandbox MMO), that would make the game pay to win.

      Digital Extremes has never hired an economist and they didn't have any experience designing an online business model. They lucked their way into their business model and refined it to be very specific to their game. Other games cannot just start throwing in aspects of what they did without extreme consideration for the systems and circumstances that led to Warframe's success.

      Or perhaps the VIP sub per month could be sold for the in game currency too, thus ensuring that the in game currency doesn't inflate like crazy a year in

      I don't see how that's supposed to combat inflation unless you can buy VIP directly with in-game currency, but then DS doesn't get any money. If you can trade it with other players for in game currency, then DS gets money, but it doesn't affect inflation.

      posted in Questions & Answers
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    • RE: Creating your own dungeon

      I can see something like this for guild storage. A dungeon that the guild can collectively design and build, sorta like Warframe's dojos/obstacle courses.

      posted in Discussions & Feedback
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    • RE: How big is the world? By square km

      @midoriya
      https://fracturedmmo.com/feature-spotlight-2-universe-planets-travels/

      Arboreus is the largest planet of the Elysium Ring, with a surface twice as wide as that of Syndesia – although the area of continents above sea level is roughly equivalent to that of the other planets.

      Tartaros is the smallest of all the planets of the Elysium Ring. Notwithstanding its size, its walkable surface is similar in area to the one of Arboreus and Syndesia

      The article implies that all the planets will have similarly sized playable areas.

      posted in Discussions & Feedback
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    • RE: hint for logout

      @grofire When demons are on Arboreus, the planet is literally supposed to fight them off. When good characters stay too long on Tartaros, they're lit up like a beacon to all demons in the area. These places are not supposed to be welcoming to opposing factions, and it makes sense to me that you're not supposed to be logging out in hostile territory. Entering these places is not supposed to be something you do on a whim and expect to make it out alive. They should take planning, and an aspect of that planning should not include logging off and waiting out a timer.

      Death isn't even a big consequence in Fractured. The most you'll lose is your inventory, and your gear, which is supposed to be easy to replace. In my opinion, death should be a regular occurrence with little drawback, and so far the design behind Fractured seems to support this.

      posted in Discussions & Feedback
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    • RE: hint for logout

      @gothix said in hint for logout:

      I would also add that you loose 50% of whatever resources you carry with you.

      That might still be a better deal than risking leaving the planet manually. I think if you log off on a hostile planet(either Arboreus or Tartaros), the planet should kill your character. Could even have nice little animation and alert nearby players that someone just got killed logging out.

      posted in Discussions & Feedback
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    • RE: Payment Model info and post release strategy

      @basileus said in Payment Model info and post release strategy:

      Warframe is particularly significant to Fractured I feel, as it runs on procedural generation as well, unlike EVE

      Except for asteroids, Fractured doesn't run on procedural generation the same way Warframe does. They use procedural generation to generate the world instead of crafting the landscape and placing everything by hand. It's procedurally generated the same way Elder Scrolls Oblivion is.

      There are elements of its business model that can be borrowed (like Prime Access), but Warframe's business model is so incredibly specific to Warframe that I can't see it translating well into any other game. A huge part of why it works is because Warframe is mostly non-competitive. If you introduce the same economic system into any game with PvP or other forms of competition, it turns into a pay to win mess.

      I'm against any payment model that includes the ability to open your wallet for in game wealth. Fractured already has a box price, a cash shop, and a vip subscription. If it needs to further supplement its business model, a non-p2w option is a cosmetic version of Warframe's prime access or Path of Exile's supporter packs.

      posted in Questions & Answers
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: PVP Rewards?

      @mehwar said in PVP Rewards?:

      @yumramens they have actually created a verry interesting system😂 if you kill a player you will get a "crimimal tag" or something like this and the this "tag" stays for more than 24 hours of real time . And if in this time if another player kill you he doesent get the criminal tag , so in short u have to think twice before killing someone!

      That only really applies to neutral players. Good aligned players can't commit crimes, and evil players are basically permanently flagged and all hostile actions against them won't get you flagged. Evil players can basically do anything they want because there aren't any penalties harsher than being evil.

      posted in Questions & Answers
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    • RE: Storage question

      I'm hoping to see a wide selection of options for bringing more stuff on your travels; travel packs with mobility/combat trade offs, a range of mounts that trade varying amounts of speed for extra inventory space, and non-mountable work animals with tons of storage but are very slow.

      Keep in mind that with survival mechanics, you'll also have to bring along food, water, resting supplies, and appropriate clothing depending on your travel plans. Inventory management will likely be a big thing.

      @nebulus

      at least in the early stages until gear and skill can be improved so that a player doesn't stay in a town.

      There are no early stages. You won't grow much in power; you pretty much start at endgame. You can stay in a town if you want. In fact, I think a main idea of the game is figuring out where you want to live and basing your activity from there.

      it seems that crafting or selling will need to take place quickly after obtaining resources

      Seems like merchants will need to sell everything from a cart unless houses/stores with storage can be built, and players with limited inventory will have to 'live off the land'.

      The article you quoted indicates there will be storage. And there will likely be a way to set up an npc to sell stuff for you, maybe even local auction houses. The next spotlight is on settlements; it might touch on this.

      posted in Questions & Answers
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    • RE: Playing together with other races

      @merveilleux said in Playing together with other races:

      So if I understand this correctly, even though the game caters to both PVP- and PVE-players, they could not work together? I'm a PVE-person, my partner is a PVPer, and we are looking for a game we can both enjoy. As in, where we can work together and still play our preferred playstyle. Would an angel be able to freely PVP an Tartaros? Or would he have to give up PVP to live and cooperate with beastman-me?

      I believe an angel is treated as a beastman on Tartaros (you can travel there, but suffer debuffs and can't stay long). Also, beastmen and angels aren't non-pvp, they just can't fight other good aligned players; you can still go to Syndesia or Tartaros and fight evil players. If your partner is set on being a demon, and you're set on being a beastman, the best planet for you to play together would be Syndesia.

      People keep insisting that Arboreus is the PvE planet. It's just the safe planet -

      @prometheus said in Feature Spotlight #6 - PvP, Alignment & Crime:

      As the "Hunters & Scavengers" tab in our homepage (which you've mentioned later) suggests, resource gathering goes through PvE on Tartaros much more than in the other planets. And PvE can get really hard there, given the horrors that inhabit the planet.

      posted in Questions & Answers
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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    • RE: portals

      https://fracturedmmo.com/feature-spotlight-2-universe-planets-travels/

      Gateways are magical doors located in a few key locations of each planet. When you enter one, you’ll be able to instantly teleport to any other Gateway located on the same planet that you have already discovered by physically travelling to it. Here’s the catch, though: you’ll be subject to various limitations when using one, including the inability to carry resources

      Teleportation Magic. In Fractured, you’ll have the chance to learn a few spells that will allow you to teleport yourself to other locations on the same planet, subject to limitations similar to those of Gateways, including what items you can carry and the need to discover the destination first. When casting one, you’ll be drained of your energy and severely fatigued for a while after teleporting.

      The prime way to travel to other planets, Stargates require a great deal of group effort to be summoned and don’t last for long. After crossing one, the time you’re allowed to stay on the new planet is limited and varies according to your race, your alignment and your destination. Demons are a notable exception to this rule, having been gifted by Babilis the ability to travel to other worlds more easily to bring terror to the other much hated races.

      posted in Questions & Answers
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    • RE: Daily Message posting

      daily post

      posted in Off Topic
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