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    Posts made by Whisper

    • RE: So, what is the plan for "fun"?

      For me it is PVP.

      PVP shines best with non-linear gear progression. PVP also shines best in sandbox games. Though those two are my opinion but I think most would agree.

      With the ability to siege cities pvp is going to be on the forefront already. I wonder if individual players will be able to siege individual claims. There will also be PVP between planets.

      Though that is the answer for me. I am sure others will find fun in other places. Looks like the game has a great system in place for people who like trading/being a merchant.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • 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.:

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

      Or literally for just logging in for the day?

      Literally whenever you need to do something, it starts to feel negatively. Like a job, even when it's something basic like login.

      It's psychology. When you tell people they "have to" you are pushing them away.

      Game has to strive away from "you have to" as much as possible. Yes, I know you need to play to progress, but avoiding additional "have to" is good. People should just be able to log in and have options. But not defined as "dailies".

      "Daily" just feels like something you "have to" do every day, to not be loosing on something. Psichologically.

      What if you didn't need to do them?

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

      @Tuoni 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.:

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

      If developers are not going to focus implement quests in general (excluding the religion/alignment based ones) why on earth they would even consider adding something so bad as daily quests? 😉

      Because it vastly improves daily logins.

      At first it perhaps does but within time it starts to irritate and bore people and have a negative impact. Daily quest are also totally against the nature of sandbox why it would be odd to see those in Fractured. Daily quest are a perfect example of hand holding and how players are pushed to do certain content chosen by the developers.

      What if they were something simple like checking in with your local town/city for a ration.

      Or literally for just logging in for the day?

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

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

      @Gibbx

      progression can happen without dailies though. this is a sandbox game and progression should be getting resources, defending your town/city, PvPing the enemy and looting their goods! knowledge already exist and the developers said they didn't like farming, which is what dailies are.

      i haven't played eve online recently but when i played the only dailies they had were reputation with mission npc's. but you could predo much of them and keep the items in the hanger and the npc would take it from there to complete it.

      I've been without internet at my new apartment so i haven't been on as much and have been forgetting about it when I'm on my phone. so i guess happy vacation from me 😄

      Dailies does not have to equal farming, or grind though. It could be as simple as checking in with your local/closest town for a daily ration for being a citizen there (I believe cities have a food/resource requirement so a daily works there as well being it is something people will need to do regardless). Or for just logging in.

      The goal of a daily isn't to force people to grind for hours but to get people to login daily. The best dailies are incorporated with normal game play (Why I think city maintenance is a good fit for it). But they could be as simple as logging in.

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

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

      If developers are not going to focus implement quests in general (excluding the religion/alignment based ones) why on earth they would even consider adding something so bad as daily quests? 😉

      Because it vastly improves daily logins.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • 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.:

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

      fuck dailies.

      that's my opinion. this is a sandbox game and this shouldn't be a job.

      ^

      Sandbox and dailies do not go together. Either you have a theme park (and dailies), or you have sandbox, and you make your own content.

      People should start to understand what "sandbox" means.

      If a kid comes to play in sand, but half of place is made of plastic, and then parents give kid a bucket of sand and tell him, hey you can use this sand here here and there... that's NOT a sandbox.

      I don't think I have seen one sandbox that was completely empty in real life. They almost always have toys in it. Some have tools that stay there in it (Buckets, molds, slides, etc). Some have both. The only time I have seen sandboxes in real life that were empty is when they were just put together.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • 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 quests = "must do" grind = no = hell nooo

      What if they aren't must do? Like if they are a random regent from a different biome or planet. Or just prestige for wherever you are a citizen of? Or random food?

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

      My last thread started getting filled with people who disliked Dailies and I felt like it deserved its own post. And I think we can all agree daily quest that take up a lot of time become cumbersome quickly.

      What are some games you think have done them right? What kind of daily quest would you like to see? Or they just an obstacle you would rather not be there?

      Personally, I would prefer the daily involved with the city system. Maybe like a system where cities give dailies involving resources around them (Mountain cities asking for mountain resources, forest for forest resources, etc). I think the devs mentioned cities will need to collect food/resources. Maybe the daily could be tied into that system. Like each day the first time you turn in food/gold/whatever resources to the city you also get a daily reward for it (Rewards could be random regent from a different biome, with uncommon rewards of regents from different planets, or whatever).

      That way it is something we will already be doing, but it gives us the incentive to login and do it daily. I know no one really likes dailies but I feel they are a necessary evil. I have played many games where I end up with friends who only really log in for the daily/weekly outside of raids/events.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: The community in Fractured is amazing

      Sorry to hear about your family member. Hope you are doing well. The community is pretty positive considering it is a PVP game. I hope it stays that way once PVP is released!

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: FINISH HIM abilities

      Unarmed and one handed weapons are classified as "caster weapons" sas well, no need to swap.

      Are you sure about this? I tried to cast Fireball using a Hammer, Axe, and Dagger. Everytime I tried with everyone one of them I got a message that said, "Can't cast with a melee weapon:". And if you don't have a weapon you can't assassinate.

      So you will need to swap.

      Thats why ganker would stun first. If going glass canon build, accuracy would have to be maxed (as well as luck in case crit damage doesnt work for nukes).

      Try to stun first. They can fail. And they will need to get close to do it. If they fail they will be at a huge disadvantage being a glass cannon build. And since your Dex will be your stealth modifier will be low as well. And since your con will be low your chance to resist someone stunning you if you fail will be lower than theirs as well.

      This is a gamble.

      Stun lock is not going to get into final game.

      Can you link to the source of this claim?

      Absolutely agree on that.

      Glad we see eye to eye on one of the issues 🙂

      My big hope is there will be at leas one nuke of each element on level of Fireball (just as there is Fire totem and Poison totem). My bet is at least Lightning and some kind of frost ubernuke.

      I 100% agree with you on that. I hope that humans get fire, and Demons gets one element and the beastmen get an element as well. To give the diversity and give people that extra push to travel to other planets.

      To immunities in pvp - such mechanics have nothing to do in pvp (immunity to soke kind of CC at the cost of being more susceptible to other kind of CC would be bearable, but full immunity to damage element? In PvE game it would be cheezy tactics considering we can prepare for every encounter - aka going into fight knowing I´m 100% winning this because Im immune to enemy; for PvP game it´s even worse, literally making encounter just coin toss (he´s immune to my damage - Im dead / Im immune to his - he´s dead). Still hope immunities eoither won´t get into final game, or that they will not work on players (or at least with huge maluses).

      I would agree with you if this was WoW or any MMO that allows you to have all your abilities up. But we also have to keep in mind we have Memory and each skill takes up its own amount of memory. And on top of that we can only have our 8 abilities up. So even if someone had all the memory in the world they still would have to pick 8 abilities.

      And it's only a coin toss if someone decides, "I am only going to use only Fire damage". Use a little diversity. People cannot have up multiple protections. The moment they cast one they lose the other. All this means is if someone wants to end the match in 3 seconds, it's going to be a huge gamble. Possible but no where near a guaranteed thing.

      Agreed, as said in text above. Trust me, i hated this concept the moment fire immunity aura was reveled 😄

      Yeah, I don't think our core concepts are too far off. I agree with you if you get that stun off, if you deal high damage on Fire Ball, land Assassinate, and Power Word Kill is not resisted it could be a quick fight.

      I only disagree that it is over powered. Even if every step in that move is executed and your opponent doesn't counter at any point it still counts on multiple if statements working in your favor.

      And because of the weapon swapping, and timing I feel like it requires enough talent, and(or) luck that the method should be a viable one.

      I will say I also agree that 100% immunity is a bit much. 2 Memory is too little for 100% immunity in my opinion. In my opinion it should be tiered. 2 memory for a tier 1 fire resistance that gives a chuck of fire resist. Then a tier 2 for 4 memory that does more. Etc. Then finally a last tier that gives 100% but takes up the same memory as powerful moves (6?).

      Or as a hard counter to that hard counter. They could just make dispell an ability that remove buffs.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: FINISH HIM abilities

      @asspirin I think the problem is you are assuming a perfect situation. Plans rarely ever survive reality.

      To stealth you will need a melee weapon. When you switch to staff (To cast Fire Ball) you will become visible. At this point someone can simply run away (to heal after the first blast) or if they are melee they will snare you then run away.

      You cannot assassinate unless you are close to your target. If you appear right next to someone you might get your fireball off, but they are going to stun you. I assume most melee's are going the stun-lock route so with the AoE stun you would get your blast off then be stunned. If they have there melee stun they could stun you again after it ends. Then use power word stun on you. But because you went the glass cannon build you might be open for power word kill at that moment. And if they are using weapons with a natural stun on it then the chance to be stun randomly is ever increased.

      That is also assuming things went perfectly for that person. I believe it might end up more chaotic then that. But either way it won't be a cut and dry, easy victory every time for the glass canon build. Especially since melee's can use bandage and have an ability that fully heals their endurance at the cost of life.

      You are 100% right you could get lucky and utterly destroy someone. But you also might not and get utterly destroyed yourself. From what I understand that is the whole concept of a glass canon and to me-That's okay.

      Edit: The biggest problem with your plan. While fighting in the Death Shaman Area I always have Protection from Poison up. I imagine in PVP with Fireball being as strong it is we are going to see most people that can always with Protection from Fire up. Which turns that 1k damage nuke. To 0.

      Which makes your gamble more of a gamble.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: FINISH HIM abilities

      I don't see anything wrong with a glass canon build. You might blow someone up, or they might end up healing midway or just resisting Powerd Word: Kill.

      Some problems with your current strategy though. You can go stealth with a melee weapon. But when you switch to a staff you will become visible. So you would have to sneak close and then try to hide behind a rock/tree/something and hope your target doesn't see you casting. And then if you want to use assassinate next you will have to get up close and personal to do it.

      Your idea is still 100% possible, but it will take juggling weapons, abilities, and a lot of skill. I don't see anything wrong with someone doing all this to kill someone.

      There are plenty of counters to everything being done.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: April 12 Player Cities Q&A Livestream - List Your Questions!
      1. If a guild city is created can people not in the guild still settle in the city if they have permission or would it be strictly guild members only?
      2. If a free city has the 2/3rd votes to become a guild city what happens to the 1/3rd of the people who voted against it? Do they get kicked out, or do they remain in the city?
      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: Daily Message posting

      Let me experience this lovely thread!

      posted in Off Topic
      Whisper
      Whisper
    • RE: Empty World

      @Althalus said in Empty World:

      e1161cb3-0ec5-4d61-99c4-18ccf6574867-image.png

      another game that has similar art style to Fractured but feels different b/c of the grass/ foliage that seems to make the game feel more occupied

      As much as I enjoy foliage like that in my single player games. Am I the only one that always turns it all the way down in PVP games for that performance boost?

      I think it would be a nice addition but I would put that pretty low in the priority list.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: Any ideas for easing the search for specific items/mobs?

      The spawns are static. I was able to find enough Rabbit spawns near me that I can run from spawn point to spawn point and by the time I get to the start they have respawned already. And you said you have 10 near you which is more than me so you should be able to do the same.

      This isn't something I think the devs need to create a new mechanic for. This is something that players should be able to solve.

      I think a lot of this will be solved with just moving out of Alpha. For example. I have no problem hunting rabbits at the moment but I don't like traveling what feels like an hour to be near the starting area. Once the game is live I would gladly be farming those rabbit feet to trade for more common mats in bulk that are just too far away for me to want to go farm them.

      But being Alpha I am obviously not going to farm more than I needed, and I am not looking for extra mats for item replacements at the moment either. This is something I think would solve itself with trade and community interaction.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: Reagent Enchanting Spreadsheet (Update 2020-Oct-14)

      Awesome job! Makes the one I was doing look like amateur hour haha.

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

      I feel like this would sap any value the item has. Unless they are designing a game where everyone will be handing out the best items with the best enchants because drops are 100% and nothing is rare. This would mean they need an amazing PVP scene or some sort of amazing PVE content that can take the rest of the time.

      Though I do love the idea of knowledge playing into drop rates. Though not to an extreme degree.

      I think your idea would be fantastic if the game was designed around it. Using emergent gameplay as an example. If they made a game where a rabbit dropped its rare drop everytime but instead of making the drop rare they made it so if people killed all the rabbits they were gone for the day/week. And instead people had to take the time to breed them. That would create a game where I think your idea works perfectly. And enemy guilds would likely send in people to kill those farms creating game content that is player driven.

      As it is now though I think that would just devalue enchants/items.

      We already ignore most creatures in the game because we don't need to kill them. Right now if you see a fox/rabbit it is exciting because you might get a tail/foot and is probably one of the more sought after kills. 100% drop and they would just be another creature people ignore.

      posted in Discussions & Feedback
      Whisper
      Whisper
    • RE: Empty World

      @Farlander said in Empty World:

      So when you cut a tree down or mine a rock the graphics disappear from view? It's not like UO where the resource is just not obtainable and the tree or rock is still there for aesthetic purposes? If so then I will expect as the servers grow when the game goes live the landscape will be barren lands much like LIF was when our group played there. It has it's advantages and disadvantages. It's nice to be able to clear a land for building purposes when you have the ability to sprawl all over with walls and such. But if all we have are max 5x5 plots then the whole map will look like urban sprawl if the respawn timers are long.

      Negative. Tree's leave a tree stump. Rocks leave a base of the rock. My land claim is in a forest area and I would say there are enough tree's there to give me the forest biome feel. Especially when compared to the other areas. Though I might be lucky because my biome feels more full. There is always a group of deer to the left of my land plot and if I go to my right some spiders. North I end up hitting Fox's/wolves. A little more north and I will see some rabbits.

      But there are some areas where the land is pretty empty. So either I got a primo land spot or the area where my land claim is more polished and a lot of other spots are not as polished yet and I think this is the case. There are a lot of land spots where it looks like something will be but nothing is really there yet. I imagine once they start filling those in, other areas will see the same love.

      For your last point I think it really depends on how the city building goes. I highly doubt cities are going to lack supplies. For example the starting city. We see a farm area with a ton of cotton/wheat being grown. I imagine we will see cities specializing in certain trades (Or having smaller amounts of a few). So we may see some cities that want to focus on wood, or rocks, plants, etc.

      Right now land claims are kind of scattered enough that even if they were all taken there is plenty of room for nature between them. I am not sure if Cities are their own land claims like that, or if people bundle their current claims and form a city. But either way I don't think they are going to allow all the map to be claimed via the city system with the way the current system looks.

      posted in Discussions & Feedback
      Whisper
      Whisper
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