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@mazikar said in Jobs:
I want to sell illegal herbs and spices and do ride by stabbings. Either that or a politician, but no one respects politicians... and you have to be chaotic evil to apply. If all else fails though I would always fall back on being a farmer, I love smacking hoes in the dirt.
I lol'ed so hard thx mate, you made my day
@finland said in Website Error:
@tulukaruk as I said before that error never happend to me but at this point I'm wondering if it's just due the incognito mode. If it is that just don't use it easy.
About the bug for sure it must be fixed but it's secondary tho
create a shortcut (or BM) the https://forum.fracturedmmo.com/unread. then open it without being logged in (this is why I used incognito mode).
First, I'd like to say I'm definitely not tired of mining / foresting / herbalism at all. That's like saying you're tired of drinking water and looking at trees, it makes no sense.
Archaeology is rarely implemented because it rarely has a point; there are absolutely no useful materials that would reasonably be found in or, more importantly, unique to Archaeology. Also, your suggestion for Archaeology amounts to randomly generated and otherwise ordinary dungeons / raids whose entry key is a shovel. Snooore
The thing is that Fractured has an extensive reliance in its basic design on discovery and knowledge, and knowledge is the entire point of any real-world activity that could plausibly be called archaeology. (That and Nobel prizes.) Ergo, it would make the most sense for Archaeology to be predominantly a knowledge-based profession while the others are material-based.
Many fantasy and especially sci-fi settings rely on archaeology uncovering a quest objective (e.g. "EGYPTIAN GODZ WR RELLY ALIENZ GO FIND DEM"). Fractured just so happens to have quest objectives for ranking up skills / spells / actions, and using Archaeology as a gateway to discover particular skills' quest objectives would make a lot of sense, especially if those skills were discovered thru Archaeology to begin with, e.g. you dug up an ancient religious site which had a profane power to commune directly with or even attempt to command a god or other spirit but you need to find more sites (and complete the discovered objectives) in order to complete the spell.
Archaeology could also uncover recipes / formulas to enable crafting of pre-modern culturally-themed items. For instance, Beastmen may already easily be able to learn modern Beastman architecture or weapon design, but Archaeologists are needed to discover and teach older / primal Beastman styles. You could combine this with the "profane power" idea to discover how to make ancient unholy weapons that rival and offend the gods and were buried long ago as Powers Not Meant For Man.
If each trade has its own tool, the Archaeology tool should be an entire kit in single-item form. Archaeology requires both WHOMP tools like shovels and pickaxes, and delicate tools such as brushes to clean off relics without damaging them.
It's quite reasonable in a fantasy context if Archaeology sites occasionally have skeletons, zombies, ghosts, etc. that need to be cleaned out to properly study the area, but it should not be the primary purpose of the profession or else it has nothing to offer that isn't better found elsewhere. In fact, you should make it so that the Archaeology site is damaged if you're not careful when you fight the residents (Fractured emphasizes terrain effects from spells etc.), which lowers the reward you get from it, and the goal is to keep it as pristine as possible.
Having the creater name it would probably be best. If all equipment is player-made, and you want to make a specialized weapon than ask the maker to name it a certain name. Though that may lead to blacksmiths trolling everyone.
The best use of a reputation system was Vanilla EverQuest and the next 5 years after launch. Brutal, unforgiving, and well placed values. You eventually had to on some level role play or you would be hated by everyone.
Its never bothered me in Diablo, but then again its only 4 people. Will be interesting to see how it works out. I am just glad that pets are in the game. I guess I would be cool with whatever is implemented as its not entirely my place to make you look at my pet.... but... its so fuzzy!
problem is the definition of p2w is so huge, nearly encompassing everything, that no one truly wins an argument.
It seems that the fractured shop will be skins for gear, weapons and mounts just by looking at the Foundation rewards. The Founder Chest aside, it seems pretty cosmetic only. I like this! Cosmetic only has worked very well for CCC's Path of Exile and I'm sure DS will add some account services later on.
@jetah said in The PvE vs PvP Thread:
I know Albion Online didn’t have arenas
Albion online got arenas tho but there does not exists a MMR or somekind of MM. You should stop telling that PvErs cying out when they say that there is nothign suitable for hem. AO is totally anti PvE. Open dungeons in an open PvP world with full loot is not PvE. People should fix that in their mind. PvE = Players vs Mobs only and not mixed! If mixed is PvP.
I still not understand why PvPer does not want give content to PvErs. It's easy give places for pvpers where do pvp and give safe spots to pvers where do pve. if any pver want to do pvp can just move to pvp zones and vice versa. Mixed things are just PvP.
Do you think PvP in an open world content would cry for arenas?
Arenas are skill based. Battlegrounds (aka captuore the flag/ escort payloads/ controll points and so on) are skill based. Open world pvp is just numbers and spam. The biggest group will win! Open world pking/ganking is just cowardice especially when the target is someone that's gathering/trnasporting resources or killing mobs.