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    Best posts made by Tuoni

    • RE: 'Legolas Quiver'

      It is subjective that does players like to have arrows or not in the game but I think that following points have affected to the decision to remove arrows from the game:

      • Weight
      • Resource management
      • Balance

      Arrows caused extra weight and extra work to just shoot with your basic attacks. Yeah it can be a nice extra feature, however, in long run it can turn more like a chore to craft thousands and thousand of arrows just to play the game as a bow user. Of course this can be balanced by dropping weight and make the crafting produce more arrows in one session, however, soon we are in a situation that why to have arrows in the first place. Moreover, this arrow management is not balanced with other playstyles because melee and magic does not need similiar extra resource management.

      For example, Runescape has arrows but also runes for mages to deal with and therefore, both ranged playstyles has this balanced resource management build in the game. WoW had (back in the days) arrows and magic reagents management as well but it was removed because it did not give any value to the game, extra hassle just to play the game.

      I do not have a strong opinion on this topic but I guess it is nice from a bow user pov that you can straight hop into the action and you do not need to deal with the arrows first.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: What's your main gonna be?

      Actually, I would say that crafting has a key role in Fractured like it has in sandbox MMOs in general and games which have player-driven economy.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Your favorite Dailies, or what you would like to see them as.

      @Whisper said in Your favorite Dailies, or what you would like to see them as.:

      @Gothix said in Your favorite Dailies, or what you would like to see them as.:

      @Whisper said in Your favorite Dailies, or what you would like to see them as.:

      You realize the irony that you thanked Specter for his comment when he specified there is content that will require people to be active daily. They just aren't called dailies.

      And if you still don't understand the difference, thats the core of your problem. πŸ™‚

      Few bonus gold here and there will never have that much weight, however psychological effect on player is real.
      "Daily quests" push players away from the game. They kill the fun in the game, and make a game feel like job.

      I think the core of your problem is you think there is a difference when there isn't lol.

      A daily activity with a 12-24 hour timer is exactly the same as a daily quest.

      I thought you already understood the difference... Oh well, I give it a go one more time. A daily activity like crafting timer is just an optional task what you can do if you want to or totally skip if you are not interested. Daily quests are usually a core part of new content, a large system, what people are forced to do day after day for weeks. The difference is HUGE.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Gothix said in What we could craft from the glass?:

      Dragon glass...

      ...will say nothing more. πŸ˜‰

      How it works in Fractured? Kills demons instantly? πŸ˜‰

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Mudz said in What we could craft from the glass?:

      I also assume bottles and vials for cooking or alchemy purposes.
      Maybe trinkets like hour glasses, magnifying glasses, telescopes, aquariums, pipes, mirrors and other innovations that could be nice to look at or useable in some way πŸ™‚

      Maybe parts in traps containing different liquid or gas compounds?

      I assume for jewelry and staffs it would be more interesting to use crystals and gems, but maybe some basic ones could use glass as well.

      Jewelry is one good option where glass could be used.

      That telescope suggestion made me wonder, that there could be a spyglass item which can be used in open world to somehow detect other players from distance. πŸ€” It could utilize minimap or show which way someone is approaching. Different tier spyglasses have different perception distance and accuracy.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Your favorite Dailies, or what you would like to see them as.

      @Gothix said in Your favorite Dailies, or what you would like to see them as.:

      While it may take a day to craft leather, you may for example also steal that leather from someone else, or purchase it, or... (other sources of obtaining it, without cooldown)... You are not forced to do this daily activity, and you can still get that item in another ways.

      But this is still not the point, as I said, the main point is psychological effect "daily quests" have on players.

      Good points. The beauty of sandbox games is that no one needs to do crafting for example if they do dot want to. They can buy all their stuff and do only open world PvP or dungeons if that is what they want to do and they like the most.

      This Psychological point of view is also true. Those players who have more experience of daily quests in other games can easily see red when someone mention or suggest dailies or especially daily quests.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Your favorite Dailies, or what you would like to see them as.

      @Gothix said in Your favorite Dailies, or what you would like to see them as.:

      "Daily" imho. for most players means a quest that you do 1 time per day, that has cool down of 24 hours.

      "Daily quests (popularly nicknamed dailies) are repeatable quests that can be acquired and completed once per day. These quests have significantly better rewards than other repeatable quests. Daily quests come in many different flavors, and many are for reputation, professions, seasonal events, and pet battles. Daily quests are denoted by blue exclamation marks and question marks (AvailabledailyActivedaily) appearing over the quest giver's head, as compared to regular quests, which have yellow marks (AvailablequestActivequest)."

      Reference: wow.gamepedia

      This is one of the reasons why word dailies is problematic. It is really vague notion and it can be understood wrong.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      @Rafiqi said in Questions and observation on the lack of depth for people who like crafting to define their character:

      @Tuoni There isn't an exact problem, more so people simply desiring soulbound gear. It's a game after all; no desire for anything and Fractured would have little monetary backing. Soulbound gear or anything like it is a reasonable desire considering we've all likely played countless games that involve soulbound gear and it's something many are used to and enjoy. It's a wanted, but not needed, addition for some based on what I've read. Personally I'm fine with or without it cause I still plan on playing this game regardless, but I'm just contributing ideas as they come

      Perhaps some people desires soulbound gear but usually those are more a thing in themepark MMOs and are more rare in sandbox games. I am not against soulbound system and I think that works fine e.g. in games such WoW. However, games which have a player-driven economy and full loot rules it would be problematic to fit soulbound system in the same concept. In Fractured the idea is that players will drop gear when they are killed and they can sell their gear if they want to even they have used that before. Because of these reasons I would say there is no room for soulbound system in Fractured.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What kind of game do you hope Fractured will be?

      @Manaia said in What kind of game do you hope Fractured will be?:

      @Tuoni I did think about having a third option for them being equal. I'm not sure if I didn't specify the question good enough or if people are reading too quickly (not a jab) and not fully comprehending it. The game obviously is going to be both an RPG and sandbox, but if it was a slider, which point would they gravitate to more. That's eventually why I ended up with having only the two options. Having an "equal" option would basically be the same as "I don't care" in my mind.

      Now when I started to think this more closely it is actually hard to make just one choise between RPG or Sandbox. In MMORPGs the RPG part has always be important for me, not the actual roleplaying but the character progression which is one of the main things in MMORPGs anyway. In sandbox MMORPGs the RPG element appear in way how players have influence to the economics, local environment and other players lives in the game. These aspects lacks from themepark MMORPGs, which is why themeparks are typicaly the counterparty for sandboxes. So without the RPG aspect I would not play a game which would be titled only as a sandbox.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Your favorite Dailies, or what you would like to see them as.

      I tried to ponder something positive related to daily activities without making any difference between them. So if I answer to the original question what is my favourite daily, I guess the answer is still that there ain't one, however, I have something else in my mind. I have a long experience history from MMORPGs and I have seen a lot of different kind of daily activities, dailies or daily quests in use. Furthermore, I have done some research related to cultural history of digital gaming and I have collide to several articles and forum post where players are unhappy with daily activities (especially daily quests) and how those slowly kills the fun from the playing. So I base my arguments for these reasons. Even I do not have a personal favorite daily activity or daily quest I would say that the best ones are those which are necessary from economical point of view or those which are needed to pace the character progression, e.g. farming and crafting.

      I suggest developers (in general) to use any daily activities or daily quests as less as possible, just use those which are necessary, and focus to polish the actual content and offer players a wide range of different activities to play with. People will login daily basis without a massive number of hooks if they just like the game and they have enough appealing things to do. Okay, lets put that aside and lets move on the actual suggestions.

      When using daily timers I want the developers to really consider the precise time what should be used. This of course varies depending of the situation but I will use Albion Online's farming system as an example. I remember how growing crops was first set on 24h timer from the point when you put the seed on the ground. This lead to a problem that every day your farming activity went later unless you totally missed one day. I presume this caused a good amount of negative feedback from players and at the moment the timer is set to 22h, and that really feels a good change because it gives players a little leeway.

      In my opinion weekly and monthly login bonuses are a much better hooks than dailies. Those gives players more freedom to plan and choose when they want to play and those are not getting boring as fast as daily login hooks. When I recently went back to Albion I instantly noticed that there was a daily, weekly and monthly rewards based on the players activities. The daily bonus is negligible and a totally whatever if you get that or not. However, those weekly and monthly chests contain significant rewards of items and money. The beauty of this system is that you can collect fame (exp) from any activity of the game and all those will account. So you can e.g. farm, craft, gather, refine, run dungeons or kill other players, and everytime you collect fame to those pools. It also seams that the limits are set quite easily achieveable so it surely encourages all players to play the game but it does not limit you anyway and you can do what ever you want to and still get the reward. This is a really good system and I do not have anything negative to say about it, at least at the moment.

      I guess Albion is a good example because it is a very similar game and if I remember right the developers in Dynamight Studios are mentioned Albion as one of their paragons. So I guess it would be smart to follow which kind of improvements SBI does and at least try to avoid to make same mistakes. @Whisper I hope this post gives more to your original question or at least it is best what you can get from a player who has tired to run in daily rat race. πŸ™‚

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Skills gained through different means

      @Manaia said in Skills gained through different means:

      @Tuoni Currently not a thing as of the latest test phase we had.

      Yeah I know but it might not been implemented yet especially if you think how barebones almost everything is still at the moment. Imo it was a good idea to build a tier system inside skills. Those can unlock more variations when milestone reached but also slight vertical progression on top of that as well. I actually found now the original plan for ability progression and it can be found from here: Feature Spotligh #3 . There is a picture of ability progression and inside it has build a 3 tier system (or actually 4 if lvl 0 is counted) with 6 different tasks.

      "THERE’S MORE THAN ONE LEVEL!
      In the paragraphs above, we’ve covered the process that turns an Unknown ability to Discovered, Ready To Learn, and finally usable. Abilities, however, are not only meant to be learnt once, since they feature up to 3 levels of power! Completing only 2 tasks of a Discovered ability allows you to study an ability to level 1. After that, you need to have at least 4 tasks completed to study it to level 2 and 6 tasks completed to study it to level 3.

      *Different learning tasks of the same ability are usually balanced so that completing a couple can be usually done in your home planet, while completing all 6 almost always requires you to travel to other planets. Studying higher levels also needs more complex blank tomes crafted with exotic resources and sophisticated tools – so we expect them to be a common item in player commerce.

      Similarly to what we said about talents, you don’t have to worry about ability leveling creating a too wide power gap between new players and veterans. Sure, leveling up an ability increases its power – be it a stronger effect, increased duration, reduced cooldown, and more. However, they’re always minor differences, mostly interesting on a competitive level. Level 1-2 abilities are more than enough to create effective builds for casual PvE and PvP."*

      alt text

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Your favorite Dailies, or what you would like to see them as.

      @Gothix said in Your favorite Dailies, or what you would like to see them as.:

      However, cool downs on professions are not so bad, because I can always do other things to get gold, and then spend gold to buy leather that I didn't get by tanning. There is always other options.

      This is very important and one of my favorite features in sandbox MMOs. This is not of course only a matter of cooldowns and this concerns every activity in the game. Players can focus on activities they want to and make money that way. There is no need everyone to do everything (unless they want to) and they can focus just on few things and buy rest of the stuff with money they earned from their specializations.

      Daily quest rewards are usually soul bound in MMOs..

      Oh yeah, a good point.

      ...IF daily quest rewards were something that wasn't soul bound...

      This would make those better or at least suit better in sandbox theme.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: May 3 City Progression & PvP Q&A Livestream - List Your Questions!

      Does city progression still have stages? (Hamlet -> Village -> Town -> City -> Metropolis)

      If yes, how the progression from one step to another happens in practice? What kind of player actions have impact to the progression?

      If no, how city development works then?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Would love to see mob loot drops tied to knowledge

      I would like to see some kind of gathering progression system where some animals would need higher gathering skill level to get more and/or better resources from them. Perhaps this gathering skill would be called skinning and the actual skinning needs a proper skinning knife as well. Also getting better with skinning and with a specific animals could be nice feature. That would explain why you get at first zero or just one rabit leg, and later when you are getting better you mess less with the skinning part and you have a chance to get more.

      I would also like to say that skinning a rabbit is a very different thing than skinning a bear and that shoud be taken account somehow.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @Razvan Yeah I found that announcement 1 minute after posting. πŸ™‚

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Peter I guess different glass materials could be used in armors and weapons as extra ingredients. There is also different kind of mineral compounds (for real) which can contain glass or parts there of, like e.g. obsidian a.k.a. "lava glass".

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Death and what it entails

      @Gothix said in Death and what it entails:

      Problem is availability of storage space. If repairs require materials, stockpiling of huge amounts of materials will become mandatory, especially for blacksmiths.

      That will require enormous amounts of storage space.

      And you actually need to have those materials with (or near) you to be able to repair. That is why using resources for repairing would turn to be quite annoying mechanic pretty soon.

      However, because there won't be repairing, does that mean gear and items still have durability and eventually those will break for good?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: What we could craft from the glass?

      @Razvan said in What we could craft from the glass?:

      @Tuoni said in What we could craft from the glass?:

      @Peter I guess different glass materials could be used in armors and weapons as extra ingredients. There is also different kind of mineral compounds (for real) which can contain glass or parts there of, like e.g. obsidian a.k.a. "lava glass".

      Quite neat. To add to your post, mirrors are made of glass. What about such an offhand object (mirror shield??!) which has a chance to reflect mind spells?

      Oh yeah some kind of mirror shield which offers magic resistance and can even reflect spells is great idea. πŸ™‚

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: PvE Planet with PvP

      How Arboreus is planned to work at the moment is the best solution in my opinion. Even there is that chance to face PvP that can be limited to "borders" of Arboreus with that 30 minutes visit timer. I presume there will be some in advance defined landing locations from where players from other planets can enter to soil of Arboreus.

      Those who want to avoid all kind of PvP and live in peace can settle somewhere far away (periphery) from the borders. Those who decides to do so trades the lower risk to have other planets and their resources more far away. Therefore, it is a fair trade. In other hand, some players want to live near borders so they have easier access to other planets, and they accepts the risk to be ganked. Moreover, perhaps some players want to protect lands of Arboreus from invaders, e.g. for money, loot, RP, and I can even imagine how some guilds are build around this kind of theme.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Looting? Pickpocketing? Or Lock picking & Burglary

      @Razvan said in Looting? Pickpocketing? Or Lock picking & Burglary:

      @Tuoni
      Add the fact that being in a huge alliance in Albion and playing inside your territory is basically safer than being guildless in RZ. That's the effect of monopoly and it will also happen here, but unlike Albion where you could go with an expensive set for weeks, here items get destroyed with durability and you'll still have to change quite often.

      That is true. I have played in big alliance during Beta 2 and it was hard to find open world PvP action even we wanted because most of the black zones were friendly zones. Okay I have to admit the map was also a little bit too big but still. Eventually we left from that alliance and only because we wanted more PvP action. Therefore, I still remember how safe that was and there was no fear of death at all.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
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