First Fractured Gameplay Video Released!
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a little off topic but one additional bonus of the renewed forum interest related to the release of the gameplay video is now we get to listen to finland and jetah argue across multiple threads again. goes for popcorn
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@finland you have buffs and i have debuffs for being on your planet. i think you'll be fine.
@Gibbx lol. better grab that bacon popcorn!
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@jetah lol that's stupid and what about syndesia and tartaros. Invisibility abilities must be countered like every other ability. It's to balance the game. You can not hope to balance restrinctions with abilities it's shit talking. Restrinction are made to descurage yplayers to do something.
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@finland said in First Fractured Gameplay Video Released!:
@jetah lol that's stupid and what about syndesia and tartaros. Invisibility abilities must be countered like every other ability. It's to balance the game. You can not hope to balance restrinctions with abilities it's shit talking. Restrinction are made to descurage yplayers to do something.
balance is your stats are buffed and my stats are nerfed. that's plenty enough. this is the reason i'll hate to see a minimap. it gimps the player.
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@jetah you hate the balance. I suppose that you are not a moba player where heroes gets buffs and nerfs on spell to balance the game. Same goes on mmo tho where you need to balance the classes. How do you counter an invi? Abilities that reveal invi or wards (or any other kind of consumable). As for invi also the other abilities must be balanced and counterable. The debuffs on Arboreus is just a plus to make it harder and do not incentive the ganking/pking. I'm talking about fair / pair situation like tartaros and you need balance and counters. Will it be too hard on Arboreus? Well thats how it should be but for sure unbalanced or uncounterable spells/abilities is not the way to go.
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@finland no i haven't played a pvp game where everyone can see dots on a map that shows all positions even stealth. you want counters to invisibility but there isn't a need for them.
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I've never been more excited for a game in my life.
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for me this game looks awesome
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@jetah I have never said to show Dots on the minimap. But ivi must be countered some how like every other spell or I'll start thinking you don't care to balance spells
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@finland said in First Fractured Gameplay Video Released!:
@jetah I have never said to show Dots on the minimap. But ivi must be countered some how like every other spell or I'll start thinking you don't care to balance spells
but you said..
@finland said in First Fractured Gameplay Video Released!:
@target minimap should reveal all enemies in close proximity of you or your party in the minimap. Fow is not for mmo.
so, yes, you did say show dots on the minimap. this is why i don't want a minimap at all. it's an open world pvp game. UO didn't have a minimap, when I played it, and it was awesome!
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nice one
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@jetah dots for me is damage over time spell and I have never said to show it on minimap. Minimap should work as usually if a friendly party member have a vison of enemies thei will be showed on the minimap otherwise not. I don't want to show enemies that are not in a vision range of anyone of you party.
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So the procedural map generation in the gameplay video looked pretty clean, but I would like to ask if every sector/section/biome of the map will be seperated by a river with a bridge to every other biome or will it at some point be more blended in where, for example: you're in a mountain biome and while roaming in one direction you start seeing less rocks and more grass, pretty soon you're in a grassland biome or something instead of seeing a somewhat unnatural river and knowning theres a new biome behind it.
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@oobenonioo nice question bro, I hope it too! Shades are way better
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@oobenonioo i'm assuming for the pre-alpha it's just a quick generation. what i'm wondering is if the procedural generation will only be used once or if the planets will change over time.
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@jetah I have a hard time imagining how it would look if you were standing around while the world shifted. They would have to gate off areas while they changed or people would witness janky stuff, and I don't think gating off areas fits Fractured's open world design. However, traveling to asteroids seems to be a thing, and I can see them taking advantage of randomized terrain.
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@jetah
Yeah you're probably right.@Target
Whether or not it's procedurally generated plants growing it should be happening in real time. Most likely one of two scenarios.-
Plants slowly grow out of the ground in realtime so you don't really see the change unless you hangout for awhile and realize that the plants are taller than 5 minutes ago.
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Plants have 4 or 5 stages and a timer. When the timer is up they go up from stage 1 or 2, and either it's reflected immediately to surrounding players, or it doesn't update until there are no players in sight. So you would have to leave it's view for it to grow.
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@Prometheus how friendly fire will be handled during large invasions? Because it will be probably impossible to group everyone in 1 party or even raid (at least if the game is successful ). Right now it sounds as the good players will be able to fire blindly and neutrals and evils will have to aim carefully.
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@oobenonioo Jetah mentioned planets changing over time not plants . Plants are just one aspect of the procedural generation, I was considering the whole of it. I agree about plants, especially if there are mechanics to destroy them. There needs to be a way for them to grow back and in some biomes to be constantly generating and spreading.
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I'm so looking forward to Farming/mining/Woodcutting hand crafting video game play!!!!!! But watching this video makes me so much more hopeful!