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    Posts made by Tuoni

    • RE: Questions about Guilds

      @Satori Do not thank me yet. 😉 Because I found also this one:

      Prometheus DYMSTUDIOS - CEO Sep 29, 2017, 2:29 AM
      @logain said in Multiple Races Guild and Bonuses for Race-Restricted Guild:

      "I kind of wonder how beastmen and demons can be in the same Guild. At least lore and even gameplay wise. That's going to be an interesting concept when we see it!"

      "They can't. Mixed guilds will be alignment-restricted anyway! 😉 So you'll see guilds of good Humans and Beastmen, or guilds of evil Humans and Demons. If a Beastman is in the same guild as a demon it's because it's a Renegade. Similarly, if a Demon is in the same guild as a Beastman it's because it's a Redeemed. Please note Renegade Beastmen and Redeemed Demons are very complex concepts (for us to implement and for players to achieve) and will be implemented way later than the first Alphas."

      So here dev says that guilds will be alignment restricted. Which sounds quite odd imho, because players alignments can and will change. It is not wise to think that all players in the same guild has the exactly same playstyle happily ever after. So I see here a conflicted design problem. Moreover, will people be auto kicked from the guild if their alignment changes?

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Questions about Guilds

      Here is one post from devs behalf:

      Prometheus DYMSTUDIOS - CEO Jul 10, 2017, 2:04 AM
      "As for guilds, we're not doing something really out of the ordinary there. A notable peculiarity though is that you'll be able to create both "mixed" guilds and guilds restricted to one of the three races, and that will have an impact on the possibilities available to the guild when it comes to colonization 🙂"

      I agree with this option 100%. It makes most sense when talking about sandbox game. There is no reason to restrict guild concepts by the game. Lets leave that freedom of choise to players and let them use their informed decision related to guilds' inner politics.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Questions about Guilds

      Why on earth the game would restrict who will play on what guild regardless of the race?

      It is totally different what is reasonable, but even the weirdest mixes should be players' choise. Not game's.

      What about gaming communities and guilds which plays different games together? Should the game restrict those to play together or kick people out of the guild?

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: State Of The Game #2 – On 2018, Alpha 1 & Unity

      @Immortal-Great It looks like we will have some delay. However, there is still chance..

      @AlcribLP said in State Of The Game #2 – On 2018, Alpha 1 & Unity:

      Thats because a good game like Fractured needs more time than expected 🙂

      🤦 I would not put it that way. Most likely people will appreciate more announcements which actually keeps what promise. Alpha 1 was meant to start in 2018 and then it was delayed to Q1 2019. Now one Q is very vague notion and it gives 3 months window to developers find the starting day.

      I am personally fine with delays, because this happens now and then in any projects and quite often in gaming. When developers are honest with the situation and opens some reasons for delay, I am fine with it. It is better launch something what is actually working properly rather than something with unplayable issues.

      posted in News & Announcements
      Tuoni
      Tuoni
    • RE: Weekly Drawings - Be Active & Win Foundation Points!

      @Eurav said in The Foundation - Weekly Drawings:

      @Roccandil said in The Foundation - Weekly Drawings:

      @Specter

      I'd rather retain attention based on something other than a gimmick, though. 😕

      The awards for valuable forum contributions, for instance, has seemed to help encourage interesting posts.

      If you are interested in the game, you will give your opinions and suggestions regardless of getting any rewards.

      It clearly seams this is not happening.

      @Eurav said in The Foundation - Weekly Drawings:

      @Roccandil said in The Foundation - Weekly Drawings:

      @Specter

      I'd rather retain attention based on something other than a gimmick, though. 😕

      The awards for valuable forum contributions, for instance, has seemed to help encourage interesting posts.

      There is also the weekly 1k bonus points (and the weekly 2k) for one lucky person, which gets drawn from people who are actively participating in the forum (the winner still gets drawn every week, they just have not been published for a while now).

      I was expecting someone to pull this card. This is a good system for sure, but still does not make any difference to fairness of daily messages.

      @Eurav said in The Foundation - Weekly Drawings:

      @Roccandil said in The Foundation - Weekly Drawings:

      @Specter

      I'd rather retain attention based on something other than a gimmick, though. 😕

      The awards for valuable forum contributions, for instance, has seemed to help encourage interesting posts.
      The ranking of the Foundation was only important for the Pre - Alpha. People in the top 100 were sure to get an invite (which are people who have at least followed the game for a few months). Additionally to that they invited people drawn from the weekly drawings -> people who were active in the forum also got a chance to be invited.

      That is not true. Foundation has reward system included which offers also ingame benefits like cosmetics and shop currency.

      posted in News & Announcements
      Tuoni
      Tuoni
    • RE: Weekly Drawings - Be Active & Win Foundation Points!

      @Specter said in The Foundation - Weekly Drawings:

      @Tuoni That quest exists to encourage people to return to the website every day. It's purely for retention.

      I kind of understand that, but you can not say its purely for retention if its bound to foundation system where is reward ladders. It just not feel fair in current form and would need some tweaking.

      posted in News & Announcements
      Tuoni
      Tuoni
    • RE: Profession Matrix - Suggestion for gathering and crafting

      @Jetah said in Profession Matrix - Suggestion for gathering and crafting:

      items could have a base stat then have a magic profession, usually something like enchanting, that adds magical attributes to it, which can be RNG to an extent.

      Yeah this would be quite standard solution. I guess there could be some slight RNG involved, but maybe its better if it does not have a big role.

      @Jetah said in Profession Matrix - Suggestion for gathering and crafting:

      I like Path of Exile where any common item could become a well crafted item.

      Was this based purely on RNG? Because I was wondering, that it might be nice add if you could use some extra ingredients to make common items with better quality. 🤔

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Weekly Drawings - Be Active & Win Foundation Points!

      I like the idea of Foundation system and how it encourages people to participate and spread the word.

      Still, there is one point I want to critisize; This system in current form also encourages to write only one meaningless post to get maximum daily points. That is the reason why..

      • Welcome to Fractured

      • Daily Message posting

      ..are the most popular forum sections atm. This does not have much value from gamedesigning point of view.

      Moreover, imo this is not in balance, because e.g. ten constructive feedback/suggestion posts in one day is equal to one "hello" post.

      posted in News & Announcements
      Tuoni
      Tuoni
    • RE: Profession Matrix - Suggestion for gathering and crafting

      @Meiki said in Profession Matrix - Suggestion for gathering and crafting:

      @Gothix Although you can have a complex, yet fun system. It is usually the time-consumption and complicated mechanics that put people off. But as long as they have fun with it, it can be complex no probs.

      That is true. And top of that complex system needs to be rewarding and avoid bunishing RNG features.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Profession Matrix - Suggestion for gathering and crafting

      @Gothix said in Profession Matrix - Suggestion for gathering and crafting:

      devs need to find the right balance so crafting is not boring, but also not overly complicated.

      I agree with this. And this balance is actually important in every activity what game can offer.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Profession Matrix - Suggestion for gathering and crafting

      We have just talked about the frames here, at the same level what the already exist magic & fighting schools will be, so I really hope it won't be too complex to anyone.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Crafted Items / Unidentified Items

      @Pwnstar Well it was something.. Most of I liked was that working order, so you can actually craft items to other people you don't know without fear that either one can be scammed. I am pretty sure that we are not going to see as much complexity what in this videos, but I hope we will see some after low and average level crafting. I am not sure, but it looked like there was quite a lot RNG elements in that crafting, which is not system I personally like to see. With complexity I mean recipes, multiple resources needed, variety of tools and general assistant ingredients. In Vanguard it looked like they had those parts covered, but the process itself did not wake up my interest. Anyhow, there was good features what could be borrowed for sure.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Siege and Siege-engines

      @Crowdac You are right, it is totally doable and some games have this kind of feature in use. This was requested by community in Albion too, but there was no contracts last time i visited there. Things might been change though.

      posted in Questions & Answers
      Tuoni
      Tuoni
    • Löytyykö muita suomalaisia?

      Moi. Löytyykö Fractured -yhteisön joukosta muita suomalaisia? Onko jo olemassa suomalaista kiltatoimintaa tai onko sellaista mahdollisesti kehkeytymässä? Joka tapauksessa sitä on aina mukava tutustua pelaajiin omasta kotimaasta, vaikka ei samassa porukassa pelattaisikaan. 😉

      posted in Non-English Discussions
      Tuoni
      Tuoni
    • RE: Profession Matrix - Suggestion for gathering and crafting

      @Meiki Hmmmm.. Yeah it could, but I guess that is not enough, because most players won't actually roleplay. I guess I would personally approach charisma from 'how its defined' point of view. So here is copy how Fractured defines charisma and what it actually incluedes:

      "Charisma is a measure of the leadership and mental abilities of a character, determining the amount of pets and companions it can control at once, its ability to charm other creatures and its affinity with mental abilities, which increases psychic damage and psychic resistance. It also grants a moderate bonus to item identification, makes interactions with NPCs easier and more effective, and determines the base luck of the character.
      Reaching a Charisma score of 20 gives the character a significant boost to its luck.
      Some say luck is blind, but knowing yourself and having faith in your abilities often helps a lot! Charisma is used by leaders and kings to raise among people, by minstrels to convey emotions to the souls of their audience, by tricksters to deceive their victims with illusions, and by trainers to earn the respect of their pets.
      When chances between life and death depend on the throw of a dice, Charisma makes the difference, skewing the balance towards the best result."

      I do not have much ideas atm what it comes to charisma and professions related to that attribute, but tamer would be one option, because it actually looks like animal charming and taming can be a thing. Charisma is character's skill to persuade, preach, lead, trick, lie, and convince others, so its kind of easy to implement punch of abilitites from there. Maybe something related to trading or being a merchant if that is possible. And because we will have "bard school", it would be expectable to have some kind of instrument crafting and maybe even inscriber or composer to write music sheets (basically abilitites) for example.

      Well maybe Charisma related school is possible to implement even it might not have same amount of content than other schools.. but maybe it does not actually matter so much. I just kind of want that charisma would matter as much as any other attribute, because easily you value those others much more higher.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Crafted Items / Unidentified Items

      @Pwnstar said in Crafted Items / Unidentified Items:

      Anyone remember Vanguard: Saga of Hero's crafting system? I think it was one of the best I've seen in an MMO.

      I have not played Vanguard, but could you tell us how it was a good system? I am kind of interested. 😉

      In Albion the crafting was partly good and partly awful. Those tiers, enchants and artifacts worked pretty well, and quality part would be better if not based so much on RNG. One big problems was very grindy and mass productive progession, which made invidual crafters kind of hard to shine when compared to guilds shared alts. If the crafting in Fractured will be based on mass production, because fast and easy crafting, it causes economical problems as well. Existence of too many items at the same time can easily overflood the markets and make crafting pointless non-profitable activity. Some help for this kind of situation can be get from itemsink mechanics of course, but still the root problem is there.

      I understand @Gothix point, that gears can not be too hard to craft or otherwise people are starting afraid to loose their equipment. That will have negative impact for open world activities and PvP, and we do not want that. One option is to keep lower tier gear easy to craft and maybe even average tier relatively easy, so it won't be too hard to replace lost gear. That is why I don't see a problem to also have higher tier gear, which needs more effort and more complex crafting. Maybe some people uses their best gear in more safe situations like PvE related stuff or PvP group content. Most badass people will run anyway with their best gear even it can be really risky. And even there would be tier levels on gears, who said those gaps needs to be high? So better gear can give you some advantage, but does not have to be overpowered against lower tier weares. That way there is still room for skill and crafters have more enjoyable system to live with.

      I have this one cliché tip for all.. "Wear what you are afford to loose" and you will be just fine.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Profession Matrix - Suggestion for gathering and crafting

      @Meiki said in Profession Matrix - Suggestion for gathering and crafting:

      @Tuoni Well a better position to discuss the skill books will be when alfa comes

      Yeah you are probably right, but its fun to speculate. 😉

      In optimal situation there would be 6 different profession schools, so every school is under one specific (and different) attribute. I see here only one problem, what kind of stuff you put under Charisma? All other 5 are easily covered. With this logic every profession school could have own node in talent tree to give some bonuses. Like in this picture:
      alt text

      Or what you @Meiki had in your mind with primary and secondary attributes? I liked that idea to have also secondary attribute involved.

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Siege and Siege-engines

      @Haiil You are right. Contracts needs some protective and rewarding mechanics so the system won't be easily abused, or at least it would be hard and come with considerable penalties. I do not mind if there is that little possibility for betrayl, but I want that happen really rarely or otherwise the system becomes useless pretty fast.

      @Haiil said in Siege and Siege-engines:

      because that hinders them from having outside friends gank the caravan and split the loot afterwards.

      I have thought about that and who needs outside friends to split the loot if I can use guild members and their alts* to get everything.. 😎

      *Alts have own guild of course so people won't notice the connection. 😉

      posted in Questions & Answers
      Tuoni
      Tuoni
    • RE: Crafted Items / Unidentified Items

      @Gothix said in Crafted Items / Unidentified Items:

      @Tuoni remember, this is a full loot MMO, where gear will easily be lost.

      This can only work if gear is easy to obtain, or people would end up running around naked all the time.

      Albion Online has quality, tier, enchant and artifact system in gear crafting.. And last time I saw it was a full loot MMO where people ain't running naked all the time.. 🤔 Sooo any better arguments?

      posted in Discussions & Feedback
      Tuoni
      Tuoni
    • RE: Siege and Siege-engines

      Yes, there will be lots of ways to use different kind of contracts for defensing, escorting, transporting and fast traveling for example. There can be insurances as protection for contracts in cases something bad happens. Of course there can be backstabbing, but then you will be known of that kind of behaviour, so it comes with reputation cost on top of karma loss . Okay.. contracts would be own quite large topic so I guess I wont go any more further into it. 😉

      posted in Questions & Answers
      Tuoni
      Tuoni
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