@Clinion said in What I "DO NOT" want to see in this game:
Recently, I have been watching alpha tests and introduction trailers of Albion Online. They have so much in common with Fractured in those early stages. However, Albion changed drastically over time and I did not quite like those changes. Here are a couple of things I do not want to see in Fractured(or change in Fractured)
Albion has no players cities, only cities with rich people buying all the spots. I do not want to see that happen in Fractured.
Gathering is very unpopular in Albion as far as I see. Game forces you to hardcore PvP and rewards those who does. Consequently people do not prefer gathering. Instead, they do newly introduced dungeons and hellgates to obtain money and gear.
Related to previous matter, in a sandbox game, I would love to see gathering&crafting be the backbone of everything and they should be the primary focus.
Being a sandbox game should not indicate complete freedom. Currently in Albion, they are trying to reduce the power of huge alliances and guilds by applying certain debuffs and so on. Instead, there should be limits for number of players in a guild/alliance for proper control.
Those are my ideas and I would love to see what the community thinks about them.
My two cents
Player cities is cool concept hope it works for Fractured.
But I don't agree with the point for Albion cities. Monopolies and cartels were just the natural outcome in sandbox game. I've owned plots(was never part of cartel) it was a lot of effort not making any money even losing money depending how much they bid on your plot on the auction. The problem is you only need one of each building in town and the lowest priced one get all the work. which result in price wars or cartels or monopolies. Also feeding/repairing and managing the buildings is a lot of effort.
Gathering in Albion: It is not unpopular there are a lot of gatherers. The problem is it is not fun. I was more economy focused gatherer/trader etc. I've gather a lot but just running and clicking things and running from Gankers is not fun. Also the whole material system is just bad, if you see resource that is non enchanted you have to wait for it to enchant but then someone else will get it so you gather it flat. Which is just bad feeling.
Also ganking is too easy compared to gathering, there are way way too many gankers and as gatherer you feel like fighting against the world.
I disagree with you on the last point. Being a sandbox game should not limit the guild member/alliance sizes. I've played many MMOs which had guild member limits very low and no alliances at all. People still made unofficial alliances this is politics and you won't change the people behavior with limits and rules.
The only game that has good large scale PvP is WvW in GW2 with hard limits on players participating, Albion tried this but people started zone locking surrounding zones...
You will always have such problems Limit a guild to 20 people then all you accomplish is a guild that mass all 20 will win against guild that could mass 10.
With 100 man guild vs 20 man guild, 20 man guild will complain against the numbers again. Open world massive ZvZ cannot be balanced, the only solution is buffs/debuffs but it has to be very severe similar to the Resource boss zerg buff in albion. You bring way too many people you make your enemies way way too overpowered and you lose.