As this is a fantasy game, i'd do the things that I've always wanted to do IRL to make money.
Door to door milk sales man.
Light bulb repairs man.
Book Tester.
Pet Food Tester.
Pet Food Critique.
Judge at Fractured's Got Talent.
As this is a fantasy game, i'd do the things that I've always wanted to do IRL to make money.
Door to door milk sales man.
Light bulb repairs man.
Book Tester.
Pet Food Tester.
Pet Food Critique.
Judge at Fractured's Got Talent.
I was just being a drama queen, i'm over it. Lessons learned lol
looking forward to the next test though! would be nice to see how cities and communities work around here!
Also, to hear some of the design inspiration for the buildings would probably suffice to quell my curiosity for now hahaha
@Razvan I think it'd be less 'equip-consumable' as it is on other games due to the varying planets/pvp rule.
but I do agree that we gotta apply the same mentality as other full loot pvps that equips are essentially consumables.
Look at these degenerates, wanting to dilute their pure form already before the game even begun. tsk tsk.
There are mechanics in game called "Asteroids" which either has a once in a lifetime interval, daily, weekly, monthly, or yearly which would give people access to a lot of "guild-locked" resources. Asteroids have rules similar to the 3 main planets; some are full loot, lawful pvp, or no-pvp.
They're generally thematic; i.e, biomes, mobs, etc. etc.
Due to that, i don't think that a monopoly would be as effective as these asteroids would seem to have a very common occurrence.
As for the market itself, it's really hard to gauge it considering we're legit years away from full release and that we don't even know how much we don't know at this point in time.
But if I were to predict it, the market would have its phase depending on player needs. I think during close-beta to initial release, there would be a good demand on house building blocks if they're ever sell-able.
Upper class and nobility Arboreans would pronounce it as "Arvoryans" lower class, oh idk what they do.
@Recoil Precisely.
Some books are too light, large or lop sided. I will provide feedback on the weight, texture, mouth feel, and scent of your book.
IS FRACTURED JUST ANOTHER “GANKBOX”?
It’s not. We’ve always felt that sandbox MMOs tend to discourage players who don’t appreciate hostile interactions. Because of this, we have designed a unique universe that will allow you to choose whether to start in a brutal open-PvP environment (Tartaros), a solely cooperative one (Arboreus) or a mix of the two (Syndesia), according to your race of choice. Travels between planets and interactions with other races will be possible, but subject to limitations.
https://fracturedmmo.com/faq/faq-general/
hopefully this gives you a bit of an idea until a more accurate answer pops up.
@Chapex said in Goodbye Grind?:
My interest is to discuss the lack of alternatives to achieve a goal and the persistent presence of unique mechanics and clearly focused on a certain style of play behind which specific objectives are hidden.
i've already mentioned how/why 'too much alternatives' doesn't actually favour anyone in the long run. Refer to previous post for context.
Extremely with the way the loots are done
@Donner nope. Dev said that they haven't gotten around to this yet, and that it's something that they're generally not interested in at this point in time as their focus is on finishing the game.
Lore, textures, etc would most likely come later.
All I've uncovered so far was that transformation was irreversible (Human - Lich, Demon - Angel, Beast-man - Abomination).
@Roccandil said in Bartle's Taxonomy and this game.:
@Zori said in Bartle's Taxonomy and this game.:
"credentialism is bullying" is an interesting perspective, but I think you'd find it really interesting how this 'credentialism' unfolded if you back read through this thread. I'm sure you'll find that people randomly dropping their many years of 'breathing' in this world out of context, in order to deny people or to shut down conversation to be quite 'interesting'.
How long someone has lived seems a valid argument if simply used to bolster what they've learned about what they themselves enjoy. After 50+ years, I'd think someone would know what they like!
Using credentials to say their point of view of what they enjoy is incomplete, imprecise, or ignorant seems clumsy at best (if not outright arrogant).
Oh, and I agree with the axiomatic assertion that games should be fun.
Some people may indeed enjoy analyzing why, and I'm not going to knock that (I do it myself), but some people may find that dissecting the fun spoils the fun, while still others may see the danger that analyses and models and marketing can obscure the fundamental concept of fun.
And at least in games, fun should never be forgotten.
How ignorant for a person to assume that there isn't much left to learn or understand just cause they've been doing something for a number of years.
No one disagreed to the statement that games should be fun, the discussion was being able to articulate what makes something 'fun', so that it can be better understood, replicated and fleshed out, so you know for games that are being developed, we can discuss things better and not just limit our vocabulary to "it's fun".
Sadly, people are getting caught up with certain keywords cause they're limited to certain ideologies.
but hey, what else can we expect from people who thinks that all they need is to be breathing and living, and does not have a need for articulating themselves.
I think one of the biggest failures of "older" studies are boxing everything to one category but now we're learning that everything is actually a scale.
Perhaps even more so now that at this day and age, vast majority of gamers have tried many different variety of games. Back then 'MMORPG' was just one big category but now we've begun to create sub-categories for it such as sandbox mmo, survival mmo, etc. etc.
This doesn't necessarily mean that old studies are obsolete though, it just means that we need to use it as a foundation so that we can easily understand the very basics of what they're teaching.
In the same sense that we look at Maslow's hierarchy of needs as overlapping aspects, we also gotta look at other concepts in an overlapping manner.
@Stacy555 said in Bartle's Taxonomy and this game.:
but do we really need a theory for...
I don't even know where to begin with this tbh.
I'll just state a few fun facts.
Lord of the rings, written by Tolkien followed religious theories, beliefs and used their pattern to form his cultures within his books.
The languages used in his books were also based off of years of studies of culture, anthropology and linguistics (you know, theories)
Every other 'fantasy' literature that you've read were derived from Campbells 12 Stages of The Hero's Journey. (I wouldn't really say derived, more of follows the outline of Campbell's theory and understanding of how these stories form)
Guess what books, films and stories have based off of their stories in that?
I can name a few "modern" ones to help people stay on track, Harry Potter, Lord of The Rings, Game of Thrones. etc., etc.
The Witcher series, so on and on.
So what exactly is the importance of Bartles, and Radoffs theory on a game?
Simple, Bartle studied gamers in the 1970's to analyse what they wanted the most out of a game. He worked with whats considered "Top gamers" at that point in time but surprisingly he found that none of those top gamers got along and they all had different approaches to the game.
He then categorised them into 4 different categories, and upon releasing his studies, every game developer worth their salt studied it and tried to understand what those tropes are.
So again, why is Bartle's taxonomy important? because every successful or 'almost' successful game that came out catered their game for those 4 categories. They used the knowledge that's already established and to understand it so that they can make an enjoyable experience for the players. If you make a game without a plan, structure or idea (theory) then chances are your game will never take off.
It became the 'base line' that developers uses to gauge how they will make a 'successful' game.
and if you think "games" have no theories or it's to just "go ahead and see what happens", then I would really urge you to broaden your scope of understanding.
Why do you think twitch streaming, YT game plays became a thing?
Why do you think some of those YTers and streamers became successful?
It's cause they went out of their way to learn and understand what their trades are. Games aren't the 'linear' go-and-have fun approach that you think they are. There's a lot more to it than meets the eye.
There is a reason why WoW is still up until today after 15+ years. They didn't just randomly do things without an understanding (theory) of what they wanted to do. Every one of their characters followed Campbell's hero progression, they've also followed Bartle's and Radoff's theories to maximise the longevity of the game.
Do you think Albion online developers just went "imma make a game and i'll make it a fun one." no, they studied what is psychologically hardwired w/ people to cater for those hardcore pvp players, the achievers, the explorers and socialisers.
They didn't just asked people to "fund this game that we have no plan for", they studied it before hand using 'theories'.
Good luck! and I guess welcome to the world of MMORPG! a lot of these 'game theories' are actually quite rampant and used by many successful developers and gamers; thats what sets people up for success in every walk of life; understanding theories and how they can utilise it to their advantage.
edit: now I hope you will read the whole post and not assume that you already know everything next time, it's how you learn as person.
A statement closes the mind, a question opens it.
Better yet, why don't you ask Prometheus about how they developed this game and whether they studied or at least exposed themselves to some of these game theories before jumping on to make a game that would dominate a huge portion of their life?
The pieces aren't really a long read but i'd definitely prefer to wait when i'm not as busy to ensure that i have a clear mindset and not feel rushed before announcing it lol.
Don't forget that you get some exclusive cosmetic out of it, so even if you can't have the 'city' that you wanted, at least you get to walk around looking like a governor
@Nekrage said in Nekrage's Community Award Program!:
@Zori said in Nekrage's Community Award Program!:
shucks, thanks guys!
You earned it for sure! Just to confirm, you did receive those Dynamight Tokens right?
Apologies, haven't looked at my tokens in so long, i wasn't sure how much i was meant to have in the first place haha
I just checked my history, i have received it. Thanks again!
this just reminded me of the time from last test where this dude was like "i'm dying and I can't afford to pay for the key, someone give me key please."
weird time but memorable.
if you watched the Q&As you'll be able to get the gist of the idea that the devs are trying to push.
They want travelling between planets to be a laborious task so that people would actually plan for it and use the towns/cities in between as a 'resting spot' or w/e. if 'fast travel' between planets is implemented, that would defeat the purpose of several mechanics implemented in the game, one of them is the Asteroid mechanic.