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    Best posts made by Wargfoot

    • Special Thanks to the Hacker

      Greetings:

      I wanted to take a moment to thank you for the servers being down this morning. I know you've worked hard to inconvenience all the players and give grief to the developers who are just trying to craft a nice game. The sacrifices you've made, like taking a break from drowning kittens and making indecent videos with the neighbors Shetland pony, have not gone unnoticed.

      We have this wonderful invention, online gaming, that brings thousands of people together in something truly special and you've expended endless effort to spoil it. Not to join and have fun with the rest of us, but you had to find a way to ruin it for everyone else.

      I hope you receive your just reward: that the last few seconds of your life are spent pinned underneath a burning sofa.

      With sincere affection,
      -Wargfoot

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • Alpha Impressions: First Time Playing

      This weekend I spent 4hrs. in the Fractured Online alpha.

      My initial impressions are as follows; bearing in mind this is an early alpha and this weekend was more a stress test than a test of content.

      PROS
      1: I like the progression in this game. The developers have made repeated statements about the progression being horizontal with very little vertical progression available. This makes sense in a game that will have some PvP. You will never see the notice: “You’ve reached level 4” in Fractured Online. Launch the balloons and start tossing confetti.

      2: You are rewarded for exploring, in fact, this is a necessary part of progression as exploration earns you points that you can use to buy talents on the talent tree. Exploration means finding new harvestable items, killing monsters, and so forth.

      3: You are rewarded for interacting with monsters. As you fight them you gain knowledge about them and after you’ve learned enough about the monster you gain access to the some of the monster’s skills. for example, I fought small spiders long enough to earn the “Magic Missile” skill – a skill they’ve been using on me to great effect.

      4: The game has non-instanced housing. Community, town building, and housing is an important part of this title. There is some grind built into that equation but the process and reward seem to merit the effort.

      5: I’ve not run from an entry level monster since Ultima Online. A young wolf ended up chasing me around the map. I died more to the “easy” monsters in this game than I’ve died running group quests solo in LOTRO. The game is difficult and you’ll have to equip yourself based on what you’ll be fighting.

      6: You find out how difficult a monster is to fight by either recognizing that it is large and dangerous in appearance or by poking it with a stick and making mental notes about what happens. No bar, no level, no green/blue/yellow/red indicators. Thank heavens – knowledge about a monster beyond reading a color coded chart is required.

      7: I like how death is handled. The MOBs will generally knock you down and after 30 seconds you can get back up again but have part of your health bar unavailable until you rest at an inn. This effect will stack until you rest at an inn. You can choose to fight on, with less maximum health, or trot yourself back to town, bank items, and rest up.

      8: You don’t find gear on monsters, only components. All gear is player made as there are no vendor NPCs.

      9: The map indicated points of interest which gave some direction and motivation for exploration.

      CONS
      1: There is very little instruction in the game. I would want the tutorials to do a little bit more hand-holding, and in fact, I think a tutorial instance would be in order. It would help save new player questions from dominating the chat.

      2: I was disappointed that the mines located on the map (at least the ones I visited) weren’t underground. I was hoping to go someplace that would require a torch. It could be that these exist, and I simply failed to locate them. I do want to see a dungeon at some point.

      3: I didn’t do a ton of exploring but I’d like to see more variety on the landscape. In addition to the bandit camps I’d like to see random graveyards, destroyed caravans, abandoned settlements, and ancient ruins. I went to the sea shore and there were no sea specific mobs (please put in wrecked ships).

      4: I’m not sure of the use of money outside of building a town, yet from the player chat the money sinks are extensive. I didn’t get far enough into the game to be sure.

      5: The landscape can be a little bit frustrating. There are terraces scattered about that serve as barriers that you must work your way around. I dislike being able to see an area I want to explore but to get there I have to run around a terrace to a road, and then back to the spot I was before but just a little lower on the terrace.

      6: Combat feels a little bit clunky, and it took 4 hours of playing for me to finally figure out how some of it works. I kept trying to click on a monster to target it and upon missing the monster with my click I’d walk to that location I’d inadvertently selected. The select/cast/kiting rotation in this game is challenging and not very rewarding.

      7: A corpse should eventually be reduced to a skeleton and become freely lootable by all players just as in Ultima Online. I don’t know if Fractured Online does that since I always recovered, but it is simply one of the coolest mechanisms in online gaming, period.

      CONCLUSION
      I don’t like the game but I did buy a lifetime subscription.

      Why?

      New World leads with a very solid first impression. In fact, with New World the first impression is so good one has a tendency to overlook the clues (both large and small) that they don’t really have a guiding vision and even if they did know where they were heading they wouldn’t know how to get there.

      Fractured Online has a long way to go to realize the full vision of what they’re pursuing but all the early indicators seem to radiate the same message: “We’ve got a very clear vision of what we want and we’re capable of materializing it”. In short, the game isn’t yet what I want it (alpha, remember) but there is enough here to convince me that it can happen and that the team knows what they’re doing.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • Let's Put These Arguments To Bed

      Alright, until such time as an /ignore feature is added to the game we're all forced to see the same stupid re-cycled nonsense bandied about concerning the presence of red players in the game. These arguments have been thrown out there since UO '98 and each and every one of them is utter trash. From now on if we see these arguments the only correct response is to point and laugh.

      Pro Red:
      Reds are necessary for a good economy: Actually, no. Durability reductions and more difficult monsters in PvE could keep the economy rolling along just fine without your dumb arse. While the developers may decide to balance the economy with reds in mind, that isn't the same as reds being needed for the job.

      Reds are an important part of risk vs. reward: Actually, no. A player is already risking gear and time by engaging difficult monsters which can also be adjusted in PvE to achieve the same effect. While reds are a part of the equation in this game, they're not required for it at all. We can talk about risk when your red arse is doing something besides camping defenseless noobs at the goblins.

      Con Red
      Reds shouldn't be in the game: You need to learn to read the box before making a purchase. Reds are here to stay, and they're an important part of this title.

      Reds just camp noobs at the Goblins: Some do, but that is the 'reward' part of their risk equation. If you want gold, to Terra, if you need goblin skills farm there in the first 40 hrs. of play or don't loot anything and carry nothing but food.

      I'm tired of the same nonsense coming from both sides of the aisle.
      If you don't like sheriffs, don't be red.
      If you don't like reds, stay in Terra.

      Stop spamming general chat.
      These arguments are done.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • ETA on Charcoal Pit Fix for 3x3 houses?

      I've a 3x3 house and could make use of a charcoal pit.
      Won't place.

      posted in Questions & Answers
      Wargfoot
      Wargfoot
    • RE: Getting Started Soon

      @Ransel The VIP perks are not available yet (early access). That said, it is pretty easy to get a mount in game. You should be able to pick one up at a market for 100gp or less.

      Beginner advice: (from my limited experience)

      • Don't worry about getting a mount or a house. You need to do quite a bit of gathering of materials and taking a horse everywhere just inhibits that. You don't need a house right away either - you need skills. No need to buy a house until you've had a chance to look around.

      • Start in Aerhen and farm green ?'s first (on the map) and then yellow. Burn through your 40hrs. of protected status getting everything you can from Aerhen.

      • Items you pick up from the ground can sell well on the market. Check out a market in any player run city and find out what people are requesting and what they're paying for items. I make most of my cash this way.

      posted in Welcome to Fractured
      Wargfoot
      Wargfoot
    • RE: Humans suck

      Humans are dee-licous!

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • RE: regarding naked reds or naked pvpers

      Gosh, this reminds me of UO. 😊
      I'll be in Terra munching popcorn.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • When The World Is Restored From The Hack

      When the world is restored from the hack I hope that my 2 story white marble mansion is restored along with the chests full of orbs. In the event it wasn't captured by the last backup I'll be happy to show a GM where it was located.

      hides in the bushes to see if the ruse works

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • My Game Loop

      I enjoy crafting and gathering resources.
      I run between a set of towns gathering, taming horses, and posting items on the market.

      I attempted to game that way in New World, but then they had to combine the auction houses across territories and that killed the markets. There was no difference in price anywhere, no reason to travel, I just gave up and quit.

      I hope this game never gets fast travel or combined auction houses.
      Plenty of games offer that.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • New Cart Type Needed

      I'd like to see a third type of cart that can hold regular items. Sometimes I need to move things like hides or ingots (or even tons of reagents) and the current carts don't allow for that action.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • RE: Review after 80 hours

      @Roccandil said in Review after 80 hours:

      @Wargfoot

      PvE markets are already killed, because PvE content is one-shot. Once you have all the knowledge, abilities, orbs, and legend runs you want, what else is there to do?

      Forcibly introducing a "cycle" into PvE via durability may stretch out the content, but that's like watering down beer. 🙂

      PvP is ultimately what drives a market in a game like this, and Albion's PvP-driven economy is far better, for several reasons:

      • Gear only trashes on PvP kills. This means the player who died doesn't care if an item trashes, and the killer is happy to get any loot.
      • Crafted items can be studied and consumed for more crafting exp. No glut of "training" crafted items.
      • Items are crafted at player-owned crafting stations, so the currency paid to do the crafting is still part of the player economy, not siphoned off to invisible, immersion-breaking NPCs.

      There are many PvE titles that do just fine - for decades, so while you may find the PvE world to be boring dead end, many people do not. As for PvP adding to the longevity of the game, you cite Albion, yet in chat many people here are former Albion players.

      If only PvP kills the gear, the entire world of the Wildfolk would have a dead economy. I'm dead set against any idea that only take Aerhen into consideration. PvP may drive the market for you - but given that PvE destroys gear - that is driving the market just fine, thanks.

      We can improve things, but repairable gear isn't the way to go.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • RE: Review after 80 hours

      Making play on Terra "feel worse" would be a mistake.
      They should look for ways to make Aerhen different, but more fun.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • RE: Punishment for Reds

      @Xulu Instead of jail send 'em to a remote part of Tartaros. Something where it is a good 45 minute run and crystal farming to get back. This would be less than 2 days punishment and would encourage play in Tartaros and would keep them from infesting noob areas 24/7.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • RE: Engame Changer - Objectives Preview

      A few more thoughts:

      • Rare mounts don't really need to confer more power to be valuable. A pure black horse can be rare, and yet command a premium when put up for sale. Something can be collectable and worth searching for without being any more powerful.

      Regarding making PvP fights interesting, I wish you luck.

      For a fight to be interesting each party needs to have a shot at winning, but this is unlikely for a couple of reasons:

      • A red is likely to attack when you're already at half heath fighting mobs. This is a good tactic, but if I'm starting the fight at 50% health and nearly no mana how long will this last?
      • A red is likely to be set up to fight other players, whereas the target is likely to be set up to fight a particular mob. Does the build to fight ice elementals look anything like the build to fight other players?

      The balance issues when a red attacks a PvE player go far beyond just player skill. If the goal is to make those fights interesting, I wish you luck. One fix might be that all mobs in the area instantly aggro to the red - that would help.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
    • RE: Dear Red Players

      Greetings:

      I'm not sure if it is a bug on my end, or on ya'lls end, but several of the forms submitted seem to have important information replaced by *********.

      An example:

      *I pledge to shove your offer of peace up your *****. Once there I'll take my ****** and ***** your ******. Hope too see your ****** ******, ****** in game.

      I'll see if I can get the team to troubleshoot this distressing issue.
      Please be patient.

      posted in Discussions & Feedback
      Wargfoot
      Wargfoot
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