Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Tuoni
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Tuoni

    • RE: 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.

      I was talking in general about the topic and possible options, and I understood your point but I am not personally sure what would be the best option tbh. 😉

      You talked about dismantle option and I think as well that some kind of salvage system would work, regardless is there repair or durability system in use because it simply removes resources from the game. This should be implement without questions imho.

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

      IF the economy will work with the durability then repair system is not necessarily needed.

      Currently the game sinks resources and gold from the game too slowly, in general speaking. They can ofc balance the durability by making the gear break faster. However, making it break too fast might be good for game economy functionality point of view but increases player frustration if they need to constantly replace their gear. I hope they start with the idea that knockdown and death causes some extra durability loss, not too penalizing though, but this would at least accelerate the resource sinking.

      The best part of repair system is that it sinks gold effectively from the game and because of that it is used in many games. This of course slows down resource sink because gear will not break. There is different kind of options to help sink resources, which some needs (or can) to be used at the same time.

      • Repairing gear decreases the max durability.

      • Repairing costs gold and resources.

      • When loot drops, a portion of items is destroyed.

      • Gear pieces can be sacrificed (as research) to advance in crafting.

      • Items can be salveged to get a portion of resources back. This can take consideration durability state and scale down the gain of resources.

      At least these are options which can be used with repair system, however, all can be combined with durability system as well.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Temperatures & Weather Feedback Thread

      @spoletta said in Temperatures & Weather Feedback Thread:

      His point is that implementing features and bug fixing are not mutually exclusive.

      But we are getting OT and our dev lords need this thread for the feedback on the temperature system.

      Yeah that is his point but my point was not bug fixing versus implementing new features, rather in which order mechanics should be implement at first place. He was answering to my comment with all kind of irrelevant and weird stuff.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Temperatures & Weather Feedback Thread

      @GamerSeuss Actually you cannot because you do not represent the dev team and on top of that I think that you missed the point. I talked about game core mechanics which should be priority over additional features like weather systems. Additionally, in my opinion you have a little bit biased impression how game development process works or should work. 😅

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Temperatures & Weather Feedback Thread

      There is one thing I do not understand, why to implement an extra feature such a weather system when the game still misses core mechanics or the mechanics are still unfinished and not working properly? Someone could argue that because the feature was already under development... Yeah but why it is even started to develop this early?

      I think the weather system and day-night cycle system looks nice, and it is nice add to make the world feel more alive. It enhaces the atmosphere which is ofc welcome. However, if players does not even have enough tools to work with the weather conditions why to put it into the game, just another unfinished feature to struggle with.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Temperatures & Weather Feedback Thread

      @spoletta Yeah this is what they should do with the system, at least. Less punishing and easier to prevent.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      @spoletta said in Limited uses for recipes:

      But then we tie the crafting to a massive grinding, which is probably against the intentions of the game.

      Massive grind is still less than infinite grind of limited use recipes. 😉

      What it comes to the intentions against grind... Devs have already showed that their statements are in contradiction with the implementation. They have just used this fancier word knowledable instead of grind. There is already a huge amount of grind in the game, tight to the KPs, abilities, resources and recipes. Therefore, nothing really changes if there will be progression systems also for professions and especially for crafting.

      I am not personally against grind in general because the game needs it for character progression. However, I understand why this divides opinions because Fractured was marketed as less grindy game. Imo it is quite hard to create a sandbox MMORPG without a decent amount of grind because that is good from longterm perspective.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Temperatures & Weather Feedback Thread

      Dealing with the weather system feels only extra hassle and burden that a player needs to micro manage. It gives no value to the player and feels mainly annoying. It looks cool and therefore, weather and night-cycle would work best if it would be just cosmetic.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      I think that the only option is to add meaningful longterm progression, but the power ups should be small and horizontal in some cases. If there won't be enough character progression the interest towards the game starts to fade pretty quickly. If the recipe system goes for limited use system then it is hard to call that a progress anymore because you will always loose the progression and you need to start it all over again.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: This might be killing fractured population

      I have not heard of any of those payments methods people have listed. If you want people to buy your product you should use globally valid payment options, that is literally your first thing to do ensure that your game can be bought easily.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      This goes off-topic but I do not think that recipes would go to the cash shop either but something else might. I know they have said no to p2w or p2a stuff but if they need to change the game for f2p then interesting stuff will start to show on the cash shop as well. 😉 It is not hard to predict that this will happen at some point after launch when a good amount of players are already left the game and new ones are not coming in anymore, at least not enough.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      One issue will be that players will face situations that they are unable to craft what they want or need because there is no recipe available. Thanks to the random system they cannot farm those reasonable way either. This is of course bad news for players who have specialized to a certain crafting path (or few of them) but misses the recipes. I am sure that in practice this kind of system starts to irritate people very fast because the current system without craft limits already divides opinions. From UX perspective we are talking about anti-fun system.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      @GamerSeuss I think that combining current mastery progression and @Kazzier 's recipe unlock could be good base for a crafting system.

      For example, players need first to maximise the mastery for a specific gear piece path to unlock a new recipe node. After that the recipe node needs to be activated like Kazzier suggested. Some recipes can even include recipe pieces from approriate humanoids if wanted. Very simple and crafting related at least.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      I actually thought that they just threw the recipes into the game so that people would have something to do and grind, as place holder... But apparently they are serious with this. 😟

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Limited uses for recipes

      First, I am shocked that in 2022 I see a crafting system where recipes drops randomly from all kind of animals and mobs in a sandbox MMORPG video game. That being said let's go deeper too the system itself.

      The problem is fundamental why a bandaid to make recipes last only X amount of times is now under evaluation. The whole idea that e.g. a wolf can drop a recipe of two-handed sword makes zero sense, and like the part that once learned things will be just forgotten later...

      Moreover, players who focus on professions usually wants also to progress via those activities, which is quite common in sandbox MMORPGs. Therefore, it would be only reasonable if crafters could unlock new recipes via crafting. In this can be combined research of gathered resources or already crafted items. Getting recipes (or parts of them) from enemies can also make sense, for example, some humanoids could drop certain pieces.

      Even in theory everyone could craft everything, that does not mean this will actually happen. Some players won't do any crafting and some will do everything they can and then we have all kind of possible variations between these two extremes. Additionally, the recipe progressions does not need to be easy task either and it could take some time, basically things would be behind timewall. Like we have seen that the grind is in practice already everywhere, even someone could call it more knowledgable. 😉

      If this new bandage (limited recipes) will be implemented, it will create another everlasting grind on top of the resources... yay! How fun is that? Understandbly it is good for the game economy pov but not very interesting activity from players, especially from crafters pov.

      And to those who thinks that why should we care if it makes sense or not that a wolfie can teach a player how to craft a sword... Then I would like to suggest that gathering flowers and vegetables teaches us combat skills. 😏

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

      @Clinion Yeah I know all this but that was not exactly what I meant, however, I should have been open it up a little bit more. In Albion if you play as a PvE player your content is very limited to blue and yellow and you are excluded basically from other content, especially end-game stuff. Now because Fractured has this three planet system it does not mean that Arboreus needs to be that happy farmville with shit drops and resources. PvE can and should be challenging as well and therefore, PvP does not need to be the only factor which makes playing risky. Arboreus and Tartaros are of course easier to get work right and it is the PvX Syndesia which will be a real challenge to balance right. I just think that even in Syndesia the PvE centric players should have some possibilities to do end-game stuff and not being totally excluded from it. It is of course okay that neutrals have some more options.

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

      Now this starts to sound almost like Albion, do PvP or you are in disadvantage... I think the three planet systems tries to get somewhat away from that. Anyway, I would not make hasty change at this point until the system in whole is actually tested.

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

      I would not test something which is not planned for the game because it can be just waste of time and gives players wrong impressions how the systems will work. Making temporarily design changes just because some features are still under development and some are bugged does not sound reasonable.

      Extra loot for neutral would make it superior when compared to good and evil players and even over planet borders.

      This is hard topic because giving some carrot to the neutrals and that way encourage players to play as neutral will be a good direction. However, giving too much for neutrals just forces players to flag or they are excluded for a good amount of content.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: A Different Perspective to Alignments and PvP Issues

      @Rife Some certain group to get extra loot can be thought either way.. and we have to remember that if neutrals gets extra loot in Syndesia it makes it better than good and evil but also better when compared to players in Arboreus and Tartaros as well.

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

      Okay, I did some research. According to Design Journal, neutral is planned for players who likes to PvP against like minded players, additionally, most competitive guilds are expected to play as neutral. Therefore, the general goal is not to push players and guilds for neutral unless they want to.

      "Neutral flagged players are allowed to perform hostile actions against Evil players, just like Good players can, but also against fellow Neutrals, without losing Karma. This makes it the perfect alignment for those of you who are looking for a chance to PvP against like-minded players. Considering the Neutral alignment is also required to engage in end-game PvE events on Syndesia such as Legend summoning, we expect most competitive guilds will choose to be Neutral."

      At this point I do not know what kind of system should be in use in Syndesia and opinions are more like shots in the dark anyway. We need all the content first into the game and after that people to test the entirety. Perhaps after that we can see which way the rules should be balanced. I disagree on one thing with the journal though. I expect the most competitive guilds to play as evil not neutral.

      However, if I speculate a little bit... Perhaps current harsh PvP rules against evils supports that the direction is on neutral and consensual PvP.. 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • 1
    • 2
    • 3
    • 4
    • 5
    • 72
    • 73
    • 3 / 73