Navigation

    Fractured Forum

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

    Best posts made by Zori

    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @SmithyJones said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      Ok @Zori, it's like telling someone to shoot themselves in the foot to get used to pain... I play online to have fun, not to enjoy crafting every piece of equipment, enhance it, enchant it only to see it puff, go up in smoke in the air because I don't have a group to help me get my body back...

      You can complain all you want, doesn't change the fact that you lost your gears that you can literally craft by walking around picking up stones, branches and fibre.

      You can even compare it to getting shot in the foot if you want, but that's not going to change the fact that this model has been running for decades with so many games, and that it has been a trope of MMOs.

      You can say what you want but that doesn't change the fact that in this game, there will be 3 PVP systems, you happen to be living in one of them where lawful PVP/death has a penalty.

      If we're going to use this mentality of "I shouldn't lose equips from dying" then I can yell at you as well and tell you that you shouldn't even die in the first place considering how easy this game is at this point.

      You legit can't die if you just pay attention to what you're doing. You can't possibly die if you pay attention to your debuffs and if you have enough stuff to make a fireplace.

      It is all your fault that you die as every precaution has been placed to make sure that you don't die.

      You came unprepared, and now you're just being whiny cause you lack the ability to prepare.

      edit:

      i've been sitting here thinking how could you possibly die without PVP, and I just can't wrap my head around it.

      There are so many people walking in and out of the vale, even run around as melee against wisps and not die yet somehow you managed to die?

      What kind of a self-respecting "crafter" dies cause they don't pay attention to their inventory, debuffs and gears? This thread was a waste of bandwidth.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Bummer for me: "Hello Governor! A few city-claiming tips for you..."

      @Nekrage

      This as well.
      While city sieges may happen due to strategic spots, it's highly unlikely at this point for it to happen due to 'running out of space', as a matter of fact we're having the opposite problem right now as there are still low number of players.

      In the future however, city sieges are most likely to happen out of...

      1. Strategic spots.
      2. Competing guilds.
      3. For the sake of conquering - Which wouldn't work so well in Syndesia, Tartaros maybe.

      As of this moment though, there is absolutely no point for people to purchase a governor pack (or beyond) if they're not running a guild or a community. Sure it helps the developers with funding, but for you on the receiving end, it's not necessary. This is also what @Prometheus has mentioned several times, even if you email them about purchasing an Aristocrat pack - "Keep in mind that you don't need a governor pack to start your own city."

      I was keen on buying one myself until I realised that this pack isn't necessary for a relatively solo-player like myself, i'm much better off joining a guild instead.

      There are plenty of land slots available for players outside of cities that can even stand as their own semi-formal community, however they still need the benefit of a city as it can provide NPCs and other services that are only available in such said settlements.

      So, with that being said for you who bought a governor pack, you still have the access to all of the governor perks, you can still establish your own city/settlement at launch but you would have to wait until more players join your city to make proper progress in it.

      While that is happening though, other cities will/can experience the game much better than you would so it would be much preferable for you to join one instead and perhaps one day build your own city, i'm certain that there would be lots more 'stragglers' who just joined the game at that point in time.

      I would also strongly suggest to watch the Q&As available on the website, some of them are probably outdated as some things had to change overtime but it will still give you a good foundational basis of understanding with the mechanics of the game.

      So in other words, and for those who will run into this discussion:

      Governor/Aristocrat pack would only benefit you as a person if you have a guild/community ready to go, if not then it won't really be much of a use for you.
      and given with what @Prometheus has said about the size of large cities, it looks like the entire population could easily fit in one city right now, and most cities being built aren't even enough for a small city.

      posted in Discussions & Feedback
      Zori
      Zori
    • Common misconceptions of "Alpha Testers", and expectations?

      This is most likely a 'newish' trend when becoming an "alpha tester" became more accessible to many people due to kickstarter programs/crowd funded programs, maybe perhaps the 'alpha tester' approach or mentality also needs to change but I find it quite surprising how a lot of 'alpha testers' are clueless about their role. This isn't exclusive to 'Fractured MMO', i've seen this trend in so many other games on their Alpha testing phases.

      You'll also notice that I'd be using "Alpha Tester" instead of "Alpha Player" cause for some reason, people forget the "test" part on these things and just focus on just "play".

      What I mean by this is...

      1. Testers not knowing the difference between a 'feedback' and a suggestion is.

      So when they write up a post or to share their experience, they focus on what they want for the game instead of discussing what their experience was on the game.

      This was quite prevalent on the last alpha test as there were so many threads from people suggesting things instead of providing feedback on their experience of the game.

      2. Testers not understanding what they are meant to be testing and pro-actively goes out of their way to 'test out' what isn't intended/implemented yet.

      This is also tied to point 1 as a lot of testers would then provide a feedback based on something irrelevant for the test, while their 'extra-curricular' activity provided some valuable insight, but it is quite often irrelevant as their tests would be finely tuned in their intended focus anyway.

      Another example of players not knowing what they're meant to be testing, and thinking that they are meant to play the game as if it's already on release happened a few months ago.

      A few players asked me about this game and someone joined the conversation as they have also played during the 'stress test', they complained so much that they couldn't log in, or that it was too laggy, and deemed the game 'unplayable', when it was clearly and outlined that it was a stress test. So on a developer standpoint, it tested out what it needed to do, yet players complain that they 'cant play the game.

      3. Privileged expectations.

      As I mentioned before, this isn't exclusively a 'Fractured' MMO thing, and I am not singling anyone out but some testers can have a mindset of 'I came in here before it was cool' therefore, they try to approach it as if they have some degree/sense of superiority on new comers, which inevitably brings toxicity into the game, luckily this isn't so much the case here in Fractured, but I hope that it stays that way as the player base gets larger.

      4. Testers not doing their research about the game or not reading things that were already discussed.

      Again, not singling anyone out and this can easily happen to anyone. Some testers who have only heard of design concepts of the game or have read info about it assume that they already know quite a lot and are quite eager on sharing their 'suggestions' based on their frame of reference.

      So they come to the game and bring up topics that were discussed hundreds of times already, yet they present it as if it was a completely novel idea, or even push it as if it were a 'suggestion', more so than a feedback.

      Not only that, they ask questions repeatedly that could have been answered by a simple scroll through the "News" section.


      With that being said, what are your expectations as an alpha tester? or perhaps what are some of the misconceptions that you have had as a tester, or some of the things that you've learned as an 'Alpha Tester'?

      Personally the worst case of a misinformed 'Alpha Tester' I have seen was a dogmatic one and could not/would not call a spade a spade, which inevitably stunts the growth/development of the game they 'support'.

      I'm hoping that this thread would clear out some of the 'not so useful' feedback after the upcoming test.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      As the old saying goes... "your equips are consumables."
      But I suppose you were just ranting over the death lol

      When im playing other full loot pvp games, i'd always tell my friends and newcomers to this idea to "go run into full loot pvp zones and die as many times as possible" just to get the fear of death out of the way.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: New Alpha Price & Founder Pack Sale

      @Jetah said in New Alpha Price & Founder Pack Sale:

      I'd actually suggest a 15-20% discount for those that already have a pledge. maybe push this out closer to black Friday/cyber Monday.

      I went to a restaurant once and really enjoyed the meal,l i didnt mind paying $60 for a single person on a meal. Came back yesterday and the fckers put my exact meal on discount.

      Can you fcking believe that? i deserve compensation for something that wasnt on sale when I enjoyed it. Why do I have to pay full price when it's going to go on sale in the future anyway?

      That's what you sound like; a Karen.

      posted in News & Announcements
      Zori
      Zori
    • RE: Anyone else concerned how the last design journal was literally two years ago?

      Just because we're not seeing whats happening behind the scenes right now doesn't necessarily mean that there isn't progress 🙂

      There's actually quite a number of progress since I joined (last alpha test), and at this point in time it seems that the devs are analysing, implementing necessary changes, and preparing for the next alpha test scheduled for the end of the month, they are also quite active in the community, it's just that it is a small team and on a different timezone, therefore it's not so apparent to people that they are active.

      In reality, there is actually a lot going on behind the scenes 🙂

      and i know some people would comment that they don't see the Devs much playing during testing and thats because they have their own private server/offline server that they test the game at.

      I actually run my own game/private server (different game; details aren't really necessary as i don't like to 'poop where i eat' so to speak), and whenever I do my own tests i conduct everything on a private/offline server and away from my game community. Sometimes when things are being done behind the scenes, a lot of players complain that I have no presence in the game but when my 'tests' and development is done, they forget what they were complaining about and get back to the game, and then the cycle repeats itself.

      With that being said, it is normal for games particularly in their Alpha to be super quiet or have "slow" news release cause programming/testing things take a lot of energy, then editing news/articles would also be quite taxing once you've done so much. They are a small team after all.

      Expect 'slow' news but be active in the community as we typically hear some unofficial news before they go official.

      edit: grammar error, anti spam won't let me change 1 character.

      posted in Discussions & Feedback
      Zori
      Zori
    • Bartle's Taxonomy and this game.

      For those of you who aren't familiar of Bartle's taxonomy...

      Bartle developed a theory that we still follow until today when it comes to gaming, and even in many other aspects of life outside of gaming.

      His theory proposes that there are 4 main types of players; socialisers, killers, achievers, and explorers.

      Socialisers are what you guess it would be, they don't really care too much about game progression, but they do enjoy chatting.
      Killers are your natural born PKers, they get a kick out of the thrill of the hunt.
      Achievers are the complete opposite, they don't care about PKing, all they want to do is 'make bank', collect as much items, play the market or collect items.
      Explorers on the other hand doesn't generally care about PKing or making money, they just want to 'get enough money' or skills so they can explore the game and even experiment with new kinds of builds.

      With the introduction of Bartle's Taxonomy out of the way,

      We can see how the design concept of this game does really well when it comes to addressing all key player types.

      Socialisers who enjoy building communities or being a part of it can choose to build towns, or be a part of a town community in which they live in harmony with all the other 3 types. They can invite mercenary guilds, or players to help defend their town and become a part of their militia.

      Killers as you'd imagine would most likely live in Tartaros and play as a demon, however they can also choose other races and enjoy the challenge it presents to become a killer. They can even interact with other player types in a non-traditional sense as every player has their own means of 'socialising', and this could benefit the other types.

      Achievers who enjoy building things, making money and obtaining skills as much as possible have that option as well as there are designated non-pvp areas where they can live peacefully and 'do their thing', they also work well with Socialisers, as this gives them a sense of purpose to be 'achieving things'.

      Explorers on the other hand are a much more diverse group in this game and can't be easily defined considering many "explorer" mindset have different approaches to the game, some likes to experiment with builds which im sure most of you Alpha players are. Some like to 'explore' and find different paths to get to a location, or perhaps find 'new cool things'.

      I for one decided to explore the entire map on the last test instead of focusing on skills, and only gaining enough skills when I felt that it was necessary to progress to get to a certain area, while other 'explorers' decided to test the realms of what possible builds are.

      From my perspective, this is whats going to set this game up for a success as it understands the concept of Bartle's Taxonomy quite well.

      Where it might fail on the other hand is the 'unknowns' of the group dynamics on this game, and that trends, genre and player base interest tend to wane and have a resurgence overtime.

      I'd be quite curious to see how all 4 types of players would eventually be able to interact with each other.

      Which type of player do you think you are?

      posted in Discussions & Feedback
      Zori
      Zori
    • Win a key based on your creative writing skills! (Done)

      Write up a Fan-fic/Lore and win a key!
      Reward: Adept Key, 1 winner (possibly more)
      Deadline: 25th of June, 23.59 GMT +10

      There is not much lore about this game, the dev has said so himself that they haven't gotten around towards working on the lore and literature of this game yet.
      Perhaps this competition might inspire some of their design/creation, and lore of the game, next thing you know you've made a lasting impression on this game! ~who knows~

      I am sure that some of you are quite interested in lore as well, and I've even seen some of you write beautiful description and background stories for your characters.

      With that being said, write up a good fan-fic, fantasy and story about how/why the 'planetary divide' happened, and the cultures that evolved due to this.
      Create characters, cultures and stories that revolves around the world of fractured.

      Think of this as if it were a 'spoken history', of tribes and cultures that passed on their historical knowledge of events.

      Heres a few things that might help you:

      1. Watch the Q&A and FAQs as the dev has mentioned some interesting things about the world of Fractured, you can incorporate this to your story.
      2. Use the wiki as it provides good information about races, gods(dieties), alignments, etc,.
      3. Use forum resources such as maps, commonly discussed knowledge/information as inspiration or part of your story.
      4. Incorporate your guild or its history into your story! get creative.

      Key selection criteria:

      1. Accurate to the world of "Fractured MMO"
      2. Original/Creative (Nothing is new under the sun, but get creative and don't plagiarise. I WILL USE TURNITIN.COM IF I HAVE TO.)
      3. Clear understanding of their theme (Know the theme of your story and not jumping around from one idea to another)
      4. Minimum of 800 words.

      I won't add too much restrictions as I would really love to see peoples creative juices flow.

      The winner will receive an Adept key, and if I liked more than one story then I guess we'll have two winners! 😄
      Hell, if I really really liked your story to the point that I am super engaged with it, I might even gift you an Eternal membership (might).

      There is no maximum word limit, however I would insist on an 800 word minimum, which is expected of a short story. Just remember that a well written story doesn't require 3K words. If it gets the point across and engages the audience, it's a plus.
      I really hope that we have a lot of participants, otherwise we'd have to cancel this competition which would be a bummer.
      If we do not reach at least 10 participants then I suppose i'd have to cancel.

      The reason why I won't be using 'votes' as a method to choose the winner is because guild members or people that are well known in the community could easily flood the votes, and that people can easily make an alt character to swing the vote to their favour. I want to give every creative mind a fair go!
      I will choose the winner upon the merits of their creative writing skills.

      Post and reserve your slot so I at least know if you're interested.
      Deadline is on the 25th of June, 23.59 GMT +10, it is flexible by 12 hours and the winner would be announced within a week of the due date. I do have to read them after all!

      For random passerbys who have not registered yet;
      feel free to use my ref code 🙂
      https://fracturedmmo.com/?refcode=bcd76bb2d56f

      This will not help raise your odds by any chance. As I've said before, and I will reiterate this once again - The winner will be chosen upon the merit of their creative writing skills.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Bartle's Taxonomy and this game.

      Now that we're all here I guess i'd pitch in too.

      Screenshot (107).png Screenshot (106).png

      I wasn't expecting a high social score considering how i'm generally rough around the edges lol

      posted in Discussions & Feedback
      Zori
      Zori
    • Story writing competition winner.

      Before I continue on with the prize, i'll begin with this statement:

      Thank you to all those that participated! @Donner @Meiki @Vidrik @Basileus @dj35

      Those of you who are curious to read the stories, they can be found here.

      As I was about to give out the reward, I came to a dilemma upon realising that many (if not all) of the participants already posses an adept key, and I wanted to give others a consolation prize for trying, but it seems that they too already possess a key, and that they were simply hoping for an upgrade; which was not the main contention of the competition.

      This was quite frustrating, I will admit. The main purpose of this competition was to allow people who does not have a key to have one in the first place, so that they could play with us in the future, but it turns out that those interested already bought the key, one of them already have an 'eternal' key, it was fun to read their story and I was grateful that they participated, but i believe that the spirit of the competition was already lost.

      I have chosen my winner, I've written a thought out post about why I've chosen them as a winner, I critiqued it, and debated whether it was worth the 'eternal' key, i felt that it was lacking some substance to get to that level and provided feedback that they could use; decided to send out the prize and poof, it seems that this person already has a key.

      This was definitely a mistake on my behalf. I was not specific enough with 'who can compete', and that I was hoping for more participants, and despite outlining that i'd most likely cancel if there were not enough participants, I decided to go through with it anyway as some people have already invested their time.

      I will admit that I am fairly disappointed with the outcome of this competition, I didn't plan it well enough and it seems that almost all of us in the forums already have a key, and essentially are just competing for a better key; but when I created the event, it was right after Alpha test and a lot of people seem to not possess a key at that time.
      It seems that those that stuck around have already invested their own entry to the game.

      So my dilemma is, do I sacrifice my own standards of quality, or do I just upgrade peoples keys instead? I resorted back to the main contention of competition which was to give people without a key a chance to have one, I was not expecting people to already posses one to still compete and be interested, and if they do want a key upgrade, I do have my standards to apply. I'll have to stand by my principle of quality and I won't be handing out key upgrades as the main purpose of the competition was to give those who does not have a key a chance to win one.

      With that being said, I believe it's time to announce the winner.

      Congratulations to Donner for being the selected winner for this event.
      Donner has been awarded with an Adept Key. Seeing as you already posses a key greater than the Adept key, and I do wish to honour the prize, In the future, you are free to choose a friend, or guild member that does not yet possess a key and I shall purchase one for them.

      Some of the things that I liked about it...

      Well structured and it was easy to read (Times New Roman, size 12, 1.5 spacing).
      There was a clear, and well thought out research done for the paper.
      The characters used were true to world of fractured MMO, and has referred to some of monsters we've already encountered in game.
      The story was generally well written and that there is a clear thought pattern emerging from the story, which was easy to read and follow.
      The creativity, vocabulary, grammar and spelling were generally on the spot.
      I also enjoyed the subtle hints and minor details added that implicates a much wider world.

      What could have been improved and what would have made it a more compelling story?

      Personally, I was not as invested on the main characters, Kalos (Kathos? it was misspelled at one point, I believe) and Kardia.
      I would have wished for a bit more focus on their identity, motivations, and what compelled them to brave the night.
      Some foreshadowing for their demise, even. Or perhaps setting up an introduction to why their story, or the story of the Lich Arun'gur has some significance, perhaps then I, as a reader would feel more engaged and invested to the main character(s).

      There was a heavy emphasis on the 'battle sequence' of the story, which took a large portion of the story telling, with that being said, the story and world building was a little lost. While it showcased the writers capability to describe small/minor details, it didn't help captivate peoples interest upon the main characters, which did caused for a fairly dry ending.

      To sum it up, it was a well structured story, what could have improved it was creating an importance to why the story of the "Lich Arun'gur" should be listened to, and for the writer to expand on the identities of the characters so that the audience can feel invested on them.

      With that being said, I find myself in a bit of a dilemma. (refer to previous message)

      As for the others, I wouldn't want to single out anyone so i'll make a blanket statement on what could/would help you with better writing.

      The basics are grammar, spelling and readability. If you're casually chatting on the forum or generally talking then sure, some degree of spelling and grammar gets thrown out of the window, but if you're writing a literature piece, or any papers with an intention of presentation for that matter, please double check your spelling and your grammar.
      Grammar and spelling makes it easy for your readers to follow and comprehend your story.

      There is also a very big difference between an oral story and a narrative piece, always keep in mind that story telling depends on your medium.

      In the same sense that books and writings need to be 'edited' or told in a different manner when being translated to movies, orally transmitted stories also need to be edited to make it fitting for a written literature.

      Your story also needs to have a clear narrative as well, and that the reader should be able to tell which perspective the story was coming from, or the 'entry point' to the story.
      i,e; am I meant to be reading it as if I were reading a report and let my own creativity run wild? or am i meant to be reading it as if I were reading a personal journal/story?

      Most importantly, the theme should be evident from the very beginning and that the writer needs to stay 'accurate' to their narrative.
      If some inaccuracy occurs within the story, it should be highlighted by the writer them self, either explicitly or subtly.

      When I speak of 'accuracy' to the narrative, i'm not just referring to the consistency of the story, but the congruent integrity of the character and the world that they live in itself; and again, if this is not the case then the writer needs to make an acknowledgement of this.

      You have to keep in mind that your job as a writer is to hold the hands of the reader and walk them through the world that you're painting so that you can eventually let go and let them be immersed in your story telling.

      if you guys want a more detailed critique of your piece, you're more than welcome to ask for it.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Bummer for me: "Hello Governor! A few city-claiming tips for you..."

      @Prometheus said in Bummer for me: "Hello Governor! A few city-claiming tips for you...":

      @Zori said in Bummer for me: "Hello Governor! A few city-claiming tips for you...":

      given with what @Prometheus has said about the size of large cities, it looks like the entire population could easily fit in one city right now

      Well well well, there are actually about 1,500 players with Alpha 2 access, let's not exaggerate 😛

      Well these idiots lovely folks better start waking up and begin signing up for cities haha

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: When the Mod sides with trolls...

      From my perspective this is a far bigger issue than just 'recruitment'.

      Over the past few days there has been so much needless chat on global, i.e trash talking, etc. etc. that isn't even necessary on ALPHA, cause certain individuals lack the mental capacity to understand what their purpose is as a tester.

      Perhaps Specter didn't explained himself thoroughly for that decision but it is quite evident that global chat has added unnecessary workload due to immature people.

      You also need to understand that Specter is 1 person moderating GC, with a life outside of the internet and has responsibilities. Imagine how mentally and physically taxing that is.

      it's not about "mods siding with trolls", theres more to it than that.

      edit:

      Not to mention that their little petty fights seeped into discord.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Solo playing became extremely difficult.

      @catraccoon said in Solo playing became extremely difficult.:

      people themselves unite and set goals for themselves

      Strongly agree with this, people are naturally 'social creatures'. If the 'grouping' organically happened, not because it was forced upon them chances are they will stick together more and form a much more cohesive bond.

      This is why you have so many games where grouping was necessary but you get shit loads of trolls cause they know how 'necessary' it is and it was enforced on them.

      Grouping will happen naturally if the environment allows for it to happen, if it's forced upon people it's just going to feel like a 'task' more so than something enjoyable.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Soloing Housing needs more amenities!

      I've mentioned this before on the last test as well.

      With the direction of the game, it's almost a must to join a guild or a city, almost every single amenity is unavailable for "solo" players.

      While I agree that no solo-player should be able to do things that a group of players should be able to do, they shouldn't be barred at the gates either.
      Solo players can't even get an access to a tanning tub iirc, let alone basic things. Essentially what's the point of owning your own city plot?

      Here is what I posted last time...

      @Zori said in What is the point of having your own plot of land?:

      On the last test we were allowed to build tubs, weaver, crafting table, etc. on our plot of land but now it seems that having your own plot of land is just a place to have your own personal storage.

      I have slept at fireplaces in other places more so than my own and the only reason why i'd come back to my own house is just storage.

      If NPCs are going to be 'town only', and that reason is one of the key defining features of choosing a city house vs an out of city house, whats the point of not allowing players to have tubs and other crafting furniture in their own home?

      @Zori said in What is the point of having your own plot of land?:

      On second thought, there is practically no need for people to have their own plot of land if you're a member of a city.

      Need storage? the bank is now private, and one person can just build a house and have shared storages in it then that's it.

      I find it more useful to have a house outside of a city lot that i can just relocate to whenever i find it necessary. In theory, cities are great but the implementation atm definitely needs a lot of fine tuning.

      This entire 'Tub' series of 'stolen leathers' is another issue, if players have the ability to have their own processing furniture in their home, then I can see the need to have your own house and would definitely eliminate a lot of the unnecessary problems.

      Cities/Towns would have NPCs after all that out-of-towners wouldnt have, that's distinct enough for a city life vs wilderness life.

      From my perspective, players having the option to have all of these furniture in their home might actually entice people to visit cities more so than just using it as a way point for their travels.

      dont get me wrong, cities have definitely made travelling a bit more bearable this time around, but after it's built? theres nothing left to it other than a way point. The 'complex' social structure that it would supposedly bring didn't actually provided anything other than group of players building up a city then going off to travel.

      I understand that this is an alpha state and not all features are implemented but right now, this is my feedback on what i've experienced on the state of cities/towns.

      tldr; make homes more useful other than just a 'very far away storage area'.

      With the way that this game is going, where you're forced to join a group/guild/city just so you can have the very basic necessities of the game, i really don't see much of a future for it.

      Cause people will join the game and only experience a small portion of the game and go "That's it? what else can I do? i guess i'll get a refund." cause let's face it, there are many games where you're barred at the gates and the only way for you to even know what you're missing out on is to join a guild/group of people when NOT EVERY PLAYER IS INCLINED TO JOIN ONE STRAIGHT AWAY.

      with the way things are going, i really don't see much point for me to be trying out this game, and just come back when it's fully released to see if theres actually any hope for it.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: New Alpha Price & Founder Pack Sale

      @Animalesco said in New Alpha Price & Founder Pack Sale:

      From what I read here, I may have just purchased a game that I will never be able to see. Maybe I should have read this thread before buying it :I

      what you need to understand about reading random comments is that a lot of those people are most likely borderline mentally disabled. Just read the contents of what they're saying and assess whether they have a credible basis for their 'gut feelings'.

      I mean think about it, game goes on sale and suddenly it's cash grab?
      People also say dumb things like "I haven't seen much quality in the production" when we haven't even left alpha stages yet.

      I mean we legit only had 3? tests so far. The first one was a stress test, second one was a gameplay test, third one was to test out city mechanics, on their very very bare forms yet people are expecting this fully polished and ready to release game.

      Like I said, always keep in mind that a vast majority of people, particularly on this game have stunningly low IQ that uses their 'gut feelings' to make a decision for em.

      They can't even stay on topic for more than 2 sentences.

      edit:

      inb4: "waahh waaah waaahhhh you being mean isnt good for the community."

      Well your low IQ isnt good for the community either, if you cant handle a tough pill to swallow, maybe you shouldnt be the one playing 'alpha stages' of a game.

      See you all in October test. Cause let's be honest, y'all like to moan about something when we all know that you're going to come back and test it out anyway then all of your woes disappear, only to reappear 4 months later when you've already forgotten what you've invested your time and money for.

      posted in News & Announcements
      Zori
      Zori
    • RE: Goodbye Grind?

      @Chapex

      It's called Bartle's Taxonomy.
      Bartle proposed a theory that suggests that there are 4 main player types.

      1 ) Achievers
      2 ) Killers
      3 ) Socialisers
      4 ) Explorers

      Essentially achievers only care about getting the 'numbers', they're often seen as completionists and this where 'killers' have fun at, as they enjoy the pure essence of PK, however if an 'achiever's' efforts are going to waste as they keep getting killed or are restricted to get to where they want/need, they lose interest in the game, this is where explorers comes in handy.

      Explorers don't care about making bank or killing, while they may dabble in it every now and then but their main goal is to explore the game and its possibilities. These players typically figure out new builds or fun/creative ways to approach a problem, which would often stump 'killers' as they have to re-adjust and adopt to a new play style, in a sense 'killers' love hunting explorers as it generally keeps them interested.

      All 3 types generally have their own way of socialising; albeit since Bartle's theory was released, the socialising and gaming community is not as advanced to what it is now, however 'socialisers' are typically people who enjoy running guilds and communities and they do tend to benefit from the other 3 types.

      So going back to your point;

      Every player have their own method of 'grinding', and having too many options actually dilutes it the game balance and can even cause a degree of 'inflation', but in the game sense where we don't know the economy; it generally just de-values the items.

      Why does it devalue the item/process of getting the item? because players would naturally follow the path of least resistance instead of the proposed idea of "do what you like to get to where you want."

      So quite often, limitations are actually a good thing as it keeps people focused or honed in on a certain area.

      Another good example of 'spreading too thin can be a bad idea' is the 'golden age of MMORPGs' where so many MMORPGs popped out month after month to the point that players are trying them all out at once; sure it gave them the option of "see which MMO you like best", but in reality, they've spread out way too thin and hence the collapse of the genre, atm we're in the 'dark ages' of MMORPGs as developers are still trying to explore new methods or approaches to the genre while competing with current trends.

      So in conclusion, having too much option to acquire certain things can actually negatively impact the main purpose of the item, and devalues the process or the item.

      So when you're thinking about a certain suggestion, or idea, broaden your scope/perspective and you'll see that at times you're only looking at things from your own frame of reference.

      As a matter of fact, this game takes the concept of Bartle's taxonomy quite well in terms of catering for 4 types of players.

      Socialisers? - Govern a town.
      Killing? - Go play demon.
      Explorer - Play human
      Achiever - Arboreous.

      As to how that would translate to items would be interesting but with the time tested theory where countless of other "crafting based" mmorpg economies have failed; multiple means to obtain 'items' only devalues the process and the item itself.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: How do you think the Economy will actually function?

      @GorTavaro said in How do you think the Economy will actually function?:

      Asteroids are interesting mechanic but it will probably cause PvP over resources on it. Does someone has link with good info on asteroids for wiki?

      asteroids were answered on Q&A so most of the info a bout it were scattered.

      Here's everything that i've learned a bout it so far...

      1. Interval - Once in a lifetime Asteroid; passes once and never again, some revolves/orbit and has a regular interval between once a week, month or year in realistic time (real world).
      2. Asteroid Content - Some are deprived of lifeforms, others are rich in resources and minerals, varies in concentration level?
      3. Reaching Asteroids - Can be achieved via events, rituals, etc. etc., conducted in a fantasy sense. (dev didnt say too much)
      4. Why go to an Asteroid? -
        Asteroids are 'resource thematic' and are typically concentrated in terms of resources, some resources in your home planet could be in a territory dominated by an opposing guild. Some resources are also quite scarce and are hard to find. Some asteroids have lifeforms or creatures that are hard to come by and therefore it could be a great opportunity to farm them for resources or skills.
      5. Rule sets - Some asteroids have different rulesets that are akin to planetary rules; Lawful PVP, PVE, Full loot PVP.
      6. Time duration - Asteroids could last for a week or an hour.
      7. Building - Players can build structures on an asteroid, i.e; encampments, roads, workbenches. Players cannot conquer asteroids. Player built structures can/will last in an Asteroid, albeit they will be in ruins over time. Building materials can be salvaged and rebuilt, other players can salvage any ruins.
      8. Tasks - Some tasks for your 'Knowledge upgrade' can only be done in an asteroid (abilities).

      As for the cart thing.

      Im sure that the cart can't be accessed by other players? or is that a different cart?

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: How do you think the Economy will actually function?

      @PeachMcD

      From my experience, most markets usually just die out until they all fall into their 'natural' place/order.

      Game markets are typically extremely binary as it is essentially a business caricature, they're extremely susceptible to changes in the meta as well.

      As for... "will players have an option to cooperate rather than compete?" in the market, monopoly does/can exist but it's never really to a point of over competitiveness. It's still reliant on supply vs demand, so with the current restrictions that we know of, i.e; no fast travel and only port to port travel with inventory limitations, we're probably going to be looking at...

      Players would either:
      A) Buy (personal use)
      B) Sell (personal gain/empty out inventory)
      C) Sell (to re-sale in the same market/different time)
      D) Buy and sell to a different market.

      And these are very common in almost every game/economy with a market. There are 'soft' regulations for it, i.e; taxes and travel restrictions, and 'display priority'.
      'hard' regulations can be min-max item quantity, or item delay/cooldown for selling.
      Some games even implement a 24 hour display for everyone to see before they could be moved to open bidding/selling to minimise players trading via personal accounts/characters.

      There are many ways to get 'competitive' in the market, I consider myself to be a market shark tbh haha
      but generally speaking, free markets would always be at the mercy of two things; meta and item availability.

      Items that have multiple means of accessing it would be greatly devalued, items that have small means of attaining it would be more stable as there are fewer ways to flood them in the market.

      End of the day, markets would always follow 'the path of least resistance' and no matter what 'controlled' inflation players does in the game would always reset back to norm once the demand has dropped.

      Some types of restrictions would definitely be necessary and implemented if gold/money method are implemented instead of 'item as is' on a sale basis.

      if gold/money are used, adding tax is usually more than enough to deter re-sellers, or to at least be clever about it.
      if selling on an item-basis (barter system) is implemented and strictly barter (no monetary trade) then players would choose a certain item to replace the 'gold'.

      Example, in Diablo 2 (battle.net) players used Stone of Jordan (Ring) as a currency method to trade items as gold was worthless. A similar concept would definitely be adopted if a barter system is implemented, or if the 'gold economy' collapses due to multiple avenues of getting an item.

      posted in Discussions & Feedback
      Zori
      Zori
    • RE: Bartle's Taxonomy and this game.

      @Tuoni said in Bartle's Taxonomy and this game.:

      This gamer profile thing was really interesting and now when I have analyzed a little bit more the results, I have to say that it somewhat surprised me. Having Story only 21% is odd because I mainly like the story lines if game have those at first place. Having Social 52% could be less tbh and Action only 18% sounds pretty low. If I think Bartle's Taxonomy I guess I would put myself to Achiever category, however, I am kind of all around player why I see Bartle's theory kind of problematic, at least when thinking myself. Anyhow, most of the percentages are kind of what I expected but perhaps I waited more for the Achiever part, because achieving goals represents fun for me.

      I was quite surprised myself that i scored quite high on social, but when I reflect upon it, on the broader perspective a lot of the activities that I enjoy tend to be socially oriented.

      As for Bartle's Taxonomy, you gotta keep in mind that this was written and published more than 20 years ago. It became a cornerstone for many mmorpg theories but naturally, things have evolved overtime and more layers of nuances were uncovered through the years of studying and applying it so it wouldn't be 'fully' applicable for every situation, particularly with us who have peculiar/developed taste when it comes to mmorpgs. The technology has made leaps and bounds that allowed us to have/use concepts that weren't possible before.

      posted in Discussions & Feedback
      Zori
      Zori
    • 1
    • 2
    • 3
    • 4
    • 1 / 4