Master of all trades
The only thing I dislike as much as a game that allows you to do everything, is a game that doesn't, so, as much as I love being able to master every aspect of a game, the skill/attribute system in Fractured, as I understand it, allows you to change your 'class' whenever you want; as I see it, this would allow a player to set his character up as a perfect warrior, hack his way to riches and resources, transport these to a city where he could then become the perfect craftsman and create whatever he likes. this wouldn't be a problem in a single-player game, but as fractured is not only multi-player, but has a player-driven economy, this seems to be problematic. Not to mention that it allows players to be more self reliant, which would give less benefit to the formation of parties; ie: if a player is a craftsman, he will be forced to ally with combat classes to protect himself, who would benefit from crafted items, likewise there would be situations where thieves and mages would be almost helpless and require warriors, or vice versa.
Perhaps if there were a way to ensure that only 'career' players could master everything, or a way to ensure casual players specialise, rather than switching at whim?
Interesting point. I think and hope, that individual players will find what style they enjoy the most and not feel obliged to flip between styles to gain an immersive satisfying experience in game. I for one want to build and create a crafter/trader and would hope others not so inclined will want the service and therefore be willing to “protect and deliver” goods to various places.
Razvan last edited by Razvan
The attribute system limits the range of actions a character can do efficiently. For example, as a minmax'ed mage you need high INT but don't care about DEX. On the other hand, a minmax'ed thief benefits a lot from DEX. A tank will benefit from defensive attributes. A summoner/crafter/gatherer will benefit from high CHA and so on. Of course, you can create a 15 all attributes human, which will be decent at everything, but worse in individual roles than specialized characters.
Ahh maybe its just me but in an MMORPG you are not supposed to be the master of everything. You can build a PC that is really really good at one thing, or one that is pretty good at a few things, but you need to rely on the rest of the community to fill in the gaps. This is why (imho) MMOs become fun. If not for the social interactions one might as well be playing a single player game.
And I also believe that it will be a very hard game to play solo.. seeing some alpha tests there are a lot of monsters out there that would take a LOT of time and resources to kill. I believe it will be the same with lots of different mobs and Players too, so basically there would be a need for parties.
The crafter/trader route, which is one that I simply love in MMOs, is a hard one to follow... I would say there will be guilds focused solely on helping out transport, but it is hard to connect traders and "defenders", plus the warriors would want a compensation for doing so and that means you have to be a good trader to have this extra defence.
I think that the game will actually be quite party-focused. You will be able to solo most of the content but it will be extremely hard to do so, and you will want to go out there and find parties. At least, I hope it becomes like this...
Razvan last edited by
@egonaraujo Like in other games where caravans are a thing, most guilds will do periodic trade runs (a few people on armored mounts will carry all the loot and the rest will protect them).
I have been musing on various possible methods; time-delay between resets, a guest-line to reset, the usual, but then I thought of something that not only should work (if the game designers could do it) but increase the realism of the game and the continuous character progression Fractured is attempting to develop. and this is my idea:
Skill proficiency/degradation: whereby, prolonged retention of skills/attributes/abilities either grants bonuses to them, or is a requisite for subsequent abilities, ie: the acquisition of a skill might depend on the character having possessed a lower tier skill for a certain amount of time. Conversely, having not used a skill/ability/attribute for some time, these would 'degrade' in some manner, thus requiring the character to 'keep in practice', and resetting your characters abilities would reset progression towards mastery of them.
This would mean, that while a character can change his skills/abilities/stats at any time, they would not be able to change instantly from being a master warrior to being a master mage, they would have to learn, or re-learn the newly chosen character path over the course of weeks or months, much in the same way as we mere mortals must.
i feel like it mentioned that at one point. there was opposition to that because UO has/had that where you did one little thing and you're highest stat attribute would drop 5 points because it was fast to degrade. then they created a lock so that wouldn't happen.
Razvan last edited by
@Mirgannel12 Skill decay is one of the things I hate with passion because at first it seems like a decent idea, but the process of actually trying to change your skillset is just frustrating and you're better off with creating an alt instead.
i've played games where classes are open, but the amount of chores and task that come with jobs is just so extreme that doing more then just your job becomes both an inventory hog and insane amount of just extra work.
the inventory hog was the biggest one. inventory management just became such work in a game I played, I was the blacksmith, crafter, weapons maker, armor smith.
Seems like little? the black smith had a bunch of tools to keep up to shape and refine. things to meltdown and had to look after heating the furnaces and bloomerys. collecting and mining coal or charcoal was a chore on its own.
the armor and weapon smith had SOOOOO many parts. handles from the crafter, blades from smith, sharping tools, correct oils, furnaces for treating and reheating, leather for the leather makers/ hunters for bounding the handles, glue from bones and then putting it all together depending on the weapon.
crafter were more insane amounts of bit and stuff.
armor smithing was the longest mini game in the damn game if felt like an hour to make some armors and most people started to bot it. lol.
True, skill decay for skills you are using tends not to work in games, but decay of un-used skills still seems like it could work, in the same way that you forget the finer points of things you haven't done in a while, i mean, it doesnt make much sense to max a skill at the start of the game, never use it again for in game months or years, then come back to it, and still be a master of it and it would mean you could have the experience of 'beginning' multiple times, without the annoyance of not having any gear at the start. As for the rest, I still like the idea of 'proficiency' from time spent using skills/time requirements for pre-requisite skills.