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    Posts made by Tuoni

    • RE: Citizens, Farming, and trust.

      @Vortech said in Citizens, Farming, and trust.:

      @OlivePit said in Citizens, Farming, and trust.:

      Thoughts?

      Fun fact, Albion officially launched like mid July 2017.. Now at that point the community had already been asking for similar features for two years already during alpha and beta stages. Asking for guild QoL improvements and other basic functionality just like this stuff mentioned in this thread. It wasn't until mid March 2018 roughly 3+ years before Sandbox interactive finally delivered their first QoL update for guilds and their management in the Lancelot update.

      I hope we see some attention regarding these concerns by the team at Dynamight.. Sixteen months post-launch for SBI to take their first pass.. Over three years.

      https://albiononline.com/en/news/devtalk-guild-ui-improvements

      Learn from others' mistakes... I remember how guilds shutdown their operations just because the guild management was so hard. It might sound small that guilds need logs, roles, ranks and rights, but without those QoL features the officers can easily burn out.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @Antoniius I think you are exaggerating a bit too much.. Demons (or partly evils in general) cannot freely roam on all the three planets. They can spend a limited time on Syndesia and Arboreus and traveling to another planets can be challenging in general. Arboreus will be even more safe than Syndesia and no furries needs to participate on PvP unless they want to.

      I agree that on Syndesia forcing players to PvP is not a good thing because it will not simply work in practise. However, evil players should have this possibility to PK others, even significantly restricted. Also concensual PvP, neutral playstyle, should be encouraged. However, if the good players are excluded from end-game content and neutral flagging is needed for every meaningful activities, we are on the road of forcing (passively) people to PvP.

      IMHO the ideal situation for Syndesia is that threath of the PvP is always present but ganking for example happens only sometimes. Additionally, the PvP would be mainly consensual. Syndesia would favor somewhat neutral playstyle without totally excluding others from the end-game content.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Simple Requests/Suggestions

      @Fi Good QoL suggestions. Unstuck command would already help a lot devs and GMs work and therefore, could be implemented right away.. On top of making testing experience better ofc. Sort button for all inventories would be awesome. What I have used sorting in other games it saves nicely time and now it is hard to live without it anymore. 😅

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @Mirgannel12 I am sure that abomination counts as a demon and angel as a wildfolk. Are we going to see those before launch, not sure, but lich (as kickstarter reward) has said to come after release so... Well this goes off topic already so perhaps I won't ponder this any further.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @Mirgannel12 Wildfolk can walk on Syndesia freely but Demons just for a while. However, eclipse event makes demon invasion easier to Syndesia. Traveling between planets utilizes stargates which might be a group effort to get working.

      EDIT:

      https://fracturedmmo.com/news/design-journals/page/2/

      https://fracturedmmo.com/feature-spotlight-one-universe-three-planets/

      https://fracturedmmo.com/feature-spotlight-three-races-three-gameplays/

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @Rife I did not say Legends are ganking hotspots at the moment but those will be if the summoning will be informed before the fight starts like suggested in this thread earlier. It is pointless to examine current situation because there is not enough testers which obviously leads to less PvP as well.

      I think that Legends have designed in mind that PvP will happen sometimes and that there is always this possibility face other neutrals (or evil). When a continent actually has a target number of players and we are moving direction of end-game then paths of neutral groups will cross much often.

      I am sure that many good players do not like the current Legend situation (because forced neutral flagging) but this might be still the best middle-road solution.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @spoletta said in Neutral alignment needs a change:

      You are talking about reds while we are talking about neutrals.

      We are trying to find ways to make the game more interesting for neutral players. This has no impact on pve players, since it is only consensual pvp.

      It actually impacts to good players if neutral alignment will be a must in most of the PvE content. How much it is anymore consensual PvP if good players are forced to flag neutral?

      This is one of the reasons why this topic is extremely challenging. It is hard to favor one side without taking something away from others. Balancing good, neutral and evil will be hard and easily ends up to situation that 1 or 2 sides are not happy with the result.

      If I try to approach this topic as objective as possible then I would like to see following happening in Syndesia.

      • I would not exclude good players from the end-game content and that means there would also be PvE Asteroids with challenging PvE content (even raid level). Perhaps these Asteroids can be shared with furries from Arboreus.

      • There will be PvE hotspots like at the moment. We have to remember that in open world good players are not totally safe anyway because of possible evil players.

      • Neutrals could have more options when compared to good players. Meaning that there could be some PvE hotspots which requires neutral flagging to enter and these areas would have extra resources (e.g. richer veins) available. These neutral hotspots could be in centric places so these can easily save some playing time to enter as well.

      • Lost Tales already needs flagging to neutral and the current system feels well balanced between good, neutral and evil. If the summoning would be informed globally this would mean that the world bosses would turn to ganking hotspots.

      • If neutral Asteroids will be more challenging (most likely will) then those should offer different, more or better rewards.

      • If a guild war system will be implemented then guilds in war could be neutrals against each other.

      • Lastly, I hope sieges would be developed in direction that those will be PvE and PvP effort Involving all the citizens and guild members regardless of their favored playstyle. There could be PvE tasks even during the ongoing siege event.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Housing upkeep shouldn't lead to instant deletion

      What if the game does not automatically delete the plot if the player accidently forgets to pay the rent or has quit the game? Meaning that the same plot can be claimed by another player but if no-one does that, it can be still restored by the current (last) owner.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Housing upkeep shouldn't lead to instant deletion

      @spoletta True and that is of course understandable. However, could there be any possibilities to help with the pain... It is hard to save the plot but what about all the stuff..

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @GamerSeuss If you have followed recent (during beta) discussions on Discord about PvP you would notice that it has been very unclear to testers what is the goal. Additionally, they have mainly dodged PvP related questions in AMA as well.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Housing upkeep shouldn't lead to instant deletion

      I was thinking this after launch pov because it is normal that people play different games and comes back to old ones especially if something new is introduced. It is nice when you can easily enter to the games and continue where you left.

      I am interested what is DS' plans for this or is there any. Of course if some changes are considered those can mirror to the testing as well. I know the OP was about short term fix but I was thinking this much more further.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Housing upkeep shouldn't lead to instant deletion

      I wonder how Fractured will take into account returning players? Or do they at all?

      If you quit the game or you take a break that means you will most likely loose all your stuff, at least from your estate and perhaps from the town as well. That makes returning hard and repulsive.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @Rife said in Neutral alignment needs a change:

      Saying that we should only change things once we have more systems in place isn't the right idea imo.

      Right now the population is kinda dead because there is hardly any end game pvp. ( Also because we hardly have any good PvE as well but Neutral's mainly PvP or PvPvE focused, so let's focus on the PvP side of things in this topic ).

      We should first give more incentives for engaging PvP environment, to draw back the pvp crowd with pvp content, and then we can change things later where needed.

      Saying we should change things later is kind of a miss at the moment since testers aren't coming to test since there is no engaging PvP content right now.

      Also, we are talking about open world pvp content, which is different from asteroids and sieges.

      Well.. I think that devs could test something extra if they communicate this to the community as well. If they just change things without giving any info why this is happening that can easily lead to misunderstandings. If devs would communicate that they are, for example, going to test different kind of PvP rules but the final form is still molding and under evaluation, then I guess that people who do not like certain changes will be much more understanding and perhaps even open minded to test out different situations. 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Repairing? Kind of.

      Speaking of New World... In that game salvaged items will provide materials which can be used to craft repair kits, which are then used for repairing gear pieces. That is interesting repair system which sinks items from the game at the same time.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Repairing? Kind of.

      @GamerSeuss The point is not that do you like those games or not or do you want a salvage system in Fractured or not. The point is that salvage system is a well known item sink which is succesfully used in various games, I just named few examples. You claimed that salvage does not sink resources and items from the game and you think those just increases the number of resources. Basic math and other games easily proofs otherwise, therefore, it would be reasonable use something else than made up things as your argument.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Repairing? Kind of.

      @GamerSeuss So you are saying that games which are already using salvage system as a resource and item sink are doing it wrong? 😳 I hope that someone would told this to e.g. Sandbox Interactive (Albion) and Amazon Studios (New World) before implementing such item sinks. Perhaps there is still enough time to change Intrepid Studios mind of the planned salvage system because Ashes of Creation is still under the development. 😉

      Moreover, there is also a reason why games will not rely on "item sinks" which forces players to destroy items without getting anything from this kind of process. It feels bad and frustrating if you cannot benefit in any way of items you have created or looted. This is simply bad game designing.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      @spoletta said in Neutral alignment needs a change:

      Neutral alignment is meant to be the alignment of competitive guilds.

      Right now it isn't, so it needs some kind of incentive

      I would say it is because it looks like that the end-game content on Syndesia will be behind neutral flagging, Lost Tales and Asteroids.

      Additionally, imo people are too early demanding changes for the Syndesia because we do not have proper testing environment implemented yet. We need mainly humans to test the wholenes, and Sieges, Lost Tales and Asteroids should be working as well. After that we can evaluate what kind of changes are needed. Now we have only some Lost Tales to test with punch of players and nothing else. Also demons and furries are thinking current world easily from their pov and they want to mold Syndesia based on their desires.

      That is why current testing environment is somewhat vain because most of the end-game systems are not implemented nor working. Additionally, there is not only the main target audience testing or enough players in general to test the functions.

      After we get Asteroids and Sieges working it will be easier to evaluate the neutral situation and check if some changes are needed.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Repairing? Kind of.

      @Vortech said in Repairing? Kind of.:

      @spoletta said in Repairing? Kind of.:

      That's why I proposed an alternative to the repair system, which costed only resources.

      A repair system is meant to INCREASE the resource sink in the game, not decrease it.

      Another game did this and switched to a currency sink due to player feedback. Ultimately it was a more of a time sink than a resource sink and players did not enjoy the mechanic. Asking the player to pick up odds and ends to repair their gear quickly became a back and forth chore.. Cherry pick the resources to place them in your inventory for repair at a station is just a big ask. The developers converted it to a currency sink and never looked back.

      Repair in any form, if introduced.. must to be part of a larger economic vision. IMO.

      This can easily be the issue that repairing with resources adds only extra management for the players. Repairing with currency can be considered as QoL feature because it is nice and easy to play with.

      I tried to thought this resource repairing a little bit more and I am not sure if it would actually work so it would increase resource sinking... Because increasing would mean that the repairing should cost more than craft a new gear piece but who would then repair if it is cheaper (resource wise) to craft a new one and just let the old one decay? 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Repairing? Kind of.

      @GamerSeuss You have so biased opinion how salvage system works and affects to the economy. It is very basic resource and item sink system used in various games. It is great tool to remove items from the game which otherwise will overflood storages, banks and market places. It is also great tool to get rid of unwanted items because salvaged materials can have some value to craft something else, more approriate stuff that is needed. The system also bases on pure math, for example, if the return rate is 25%, you need to salvage averagely 4 items to craft 1 new piece.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Neutral alignment needs a change

      Neutral alignment is based on consensual PvP so it would also make sense that people can flag back to good when they want to.

      Forcing players is hardly a good thing and adding timers will only push people away from the game. If players does not want to PvP they most likely won't. They wait until the cooldown ends and continues after that. If this pattern is repeated too often then it is easier to play a game which you can actually play. A good amount of players will only flag to the neutral because otherwise they will be totally excluded from the end-game content. These people won't flag because they want to PvP so why to force them to do so more than they want?

      Neutral alignment, according to design journal, is for like-minded players who wants consensual PvP action. Neutral playstyle can be encouraged, but forcing the neutral should be avoided. Those who want to be neutrals can freely do so and if there is not enough neutral players that only tells that majority of people prefers good or evil playstyles.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
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