• RE: [A2.2.0h] Chests auto closing in Rustic 5x5 House

    Luckily only my old chest are doing it.... new ones I make do not seem affected.

    posted in Bug Reports
  • RE: Daily Message posting

    Daily post

    posted in Off Topic
  • RE: Enchanting table Guide - Basic Mechanics - How to

    @Roccandil said in Enchanting table Guide - Basic Mechanics - How to:

    @Whisper said in Enchanting table Guide - Basic Mechanics - How to:

    @Gothix said in Enchanting table Guide - Basic Mechanics - How to:

    Excelent post! 🙂

    I also hate RNG. I prefer no RNG completely if that would be possible, but if not then i at least hope RNG will be minimal.

    I'm not playing gambling games. I tried ArcheAge armor upgrading. That's not for me.

    I would say it is minimal. There are items that have high numbers on certain categories and super small numbers on the others. As more monsters/creatures/items enter the game we will have even more options.

    I feel like the game needs the RNG a little bit. Once you got the skills and knowledge for killing a certain creature there is little to no other reason to ever touch it again. If we are allowed to choose among the choices we get then no one would ever touch the majority of creatures in the game. They would get their skills/knowledge and then farm only the very best area and pick the perfect enchant every time.

    The way the system works now it would be wise to get a wide assortment of items so you can mix and match as needed. People from certain areas might even trade with people across the map for regents, and trade with people from other planets and so on. It promotes exploring the world, and trading I count that as a huge win in my book.

    We'll still figure out the best recipes that remove the most RNG, and farm only those ingredients. All the RNG does is increase repetition and frustration, and waste players' time.

    For me, that's a huge loss. 😞

    The enchanting system looks so good I don't think it needs to rely on RNG to provide an illusion of depth and complexity. It really is complex. 🙂

    Multiple areas are still better than everyone in the same area with the other areas all empty. Having people scattered around the world makes the world feel more alive to me. I always feel bad when a game makes a huge world and then like 75% of it is empty because everyone just stays in the "best" areas.

    This system lends itself to spreading people out and making the whole world alive 🙂

    Maybe a nice middle ground would be having endgame regents that have 7-10 of a single pure stat on it and nothing else. So people could farm and try the normal way, and then other people could farm much harder content for a more direct result that removes the RNG.

    posted in General Discussions
  • RE: Just here to say hello

    Hello and Welcome

    posted in Welcome to Fractured
  • RE: Daily Message posting

    daily post

    posted in Off Topic
  • RE: Enchanting table Guide - Basic Mechanics - How to

    @Whisper said in Enchanting table Guide - Basic Mechanics - How to:

    @Gothix said in Enchanting table Guide - Basic Mechanics - How to:

    Excelent post! 🙂

    I also hate RNG. I prefer no RNG completely if that would be possible, but if not then i at least hope RNG will be minimal.

    I'm not playing gambling games. I tried ArcheAge armor upgrading. That's not for me.

    I would say it is minimal. There are items that have high numbers on certain categories and super small numbers on the others. As more monsters/creatures/items enter the game we will have even more options.

    I feel like the game needs the RNG a little bit. Once you got the skills and knowledge for killing a certain creature there is little to no other reason to ever touch it again. If we are allowed to choose among the choices we get then no one would ever touch the majority of creatures in the game. They would get their skills/knowledge and then farm only the very best area and pick the perfect enchant every time.

    The way the system works now it would be wise to get a wide assortment of items so you can mix and match as needed. People from certain areas might even trade with people across the map for regents, and trade with people from other planets and so on. It promotes exploring the world, and trading I count that as a huge win in my book.

    We'll still figure out the best recipes that remove the most RNG, and farm only those ingredients. All the RNG does is increase repetition and frustration, and waste players' time.

    For me, that's a huge loss. 😞

    The enchanting system looks so good I don't think it needs to rely on RNG to provide an illusion of depth and complexity. It really is complex. 🙂

    posted in General Discussions
  • RE: Travelling is "complicated" to be mild

    @Kralith said in Travelling is "complicated" to be mild:

    It would be quite boring, if i could jump in no time a distance that would have been otherwise taken hours to travel.

    I enjoy systems in which you travel once to major locations to unlock teleporters there, and then you can teleport around without having to repeat the trip. Repetition is boring!

    On the other hand, I can see the appeal of feeling the "bigness" of the world through long travel. 🙂

    This works better if you don't need to repeat travel too often, and it helps if there is good support for camping in the wild (Wurm Online did that well; you could set a tent as a respawn point, for instance).

    posted in Discussions & Feedback
  • RE: Daily Message posting

    Daily post. 😶

    posted in Off Topic
  • RE: Daily Message posting

    daily post

    posted in Off Topic
  • RE: Daily Message posting

    Daily Message posting

    posted in Off Topic