Loot system
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@jetah said in Loot system:
bandit has x but only drops x/4. if your luck is good they may drop x/2.
And the rest of what he has just magically disappears?
I don't think realism is such a huge problem, though. If we wanted complete realism, we'd have to be able to pick up gear from mobs as well, which most likely won't be a thing.
@gothix said in Loot system:
Also what if more people with different charisma were hitting the mob? We would just have unnecessary complications. And little by little such complications build up and drain more and more of Fractured computing resources.
This I imagine would be a much bigger problem, which is why mechanics like that usually only exist in single-player games. Either it would count the player with the highest luck, in which case all parties would want a person with maxed out luck to just stand around the general area and provide a loot drop bonus, or it would count the average luck of everyone who's hitting it, in which case people with high luck would always choose to go solo when hunting for rare loot.
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People can hide things and coins are pretty easy to hide.
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@jetah said in Loot system:
People can hide things and coins are pretty easy to hide.
In that case it would make more sense if it were tied to perception rather than charisma.
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It's easy to hide something from pickpockets, but from someone who's looting your corpse? There's literally nowhere they can't look, and there aren't many options to begin with. Gold pouches are pretty bulky, after all.
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@nelchael said in Loot system:
It's easy to hide something from pickpockets, but from someone who's looting your corpse? There's literally nowhere they can't look, and there aren't many options to begin with. Gold pouches are pretty bulky, after all.
True, but there are some places they don't want to look. However, this might make spending said hidden money a bit difficult...
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@jetah said in Loot system:
bandit has x but only drops x/4. if your luck is good they may drop x/2.
That is also not realistic.
You kill the bandit, you look at his pocket and you take all that he has. Why the hell would you take only half?
(I'm talking only from the realism perspective here.)
About hiding stuff...
humans have steampunk tech -> metal detectors
demons just rip your whole body apart and check every part
beast men... will not even steal cause they are good, so np there as well
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@prometheus How exactly does a fully player run trading system work? Will there not be very large problems occurring?
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Same way it works in real life. With trade routes, localised supply/demand, that kind of thing. It's a lot more interesting than just having a magical auction house that lets you buy and sell from everyone in the server.
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@nelchael So banditry and such will work like real life as well? Can people simply patrol on the most popular trade routes and wait for someone to royally f**k over?
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For sure. That's why traders will need bodyguards to guard their caravans.
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@nelchael The more I hear about this game the more interested I get. I saw before that there will be NPC's for hire, would some of those be traders or like, caravan-drivers or something? Or will there be opportunities to hire other players to do these things instead? Also slightly off topic but still semi-related, with buildings you can erect and such, will players be able to build their own villages? Or is it more toned-down in the sense that they might build their own house in an already, pre-made village. Sorry if these questions become tedious to answer, feel free to let someone else take over if you want I'm just curious!
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NPCs will play a big role in Fractured - guilds will be able to attract them to their villages / towns, where they can settle and start their own businesses. They'll have proper names, be more or less skilled in different activities and - to an extent - have different personalities.
There will surely be opportunities to hire players for these things as well.
About buildings in cities, there's still a lot we don't know, but it will be a lot like building your own village. According to Prometheus:
The layout of every city is definitely going to look unique, there is no pre-determined way you (and your guild) will have to follow to place buildings and roads!
And
Rulers will be able to define layouts and rules for the healthy development of a town.
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@nelchael Okay great. This is super interesting, I already have a group of people who I'm willing to try things out with. Should be cool to see what the whole community of this game can come up with, which leads to another question. Will this game be server based? Or will there be timed resets on worlds etc. As in once the worlds are all built up and there are villages and towns everywhere, will it not maybe progress too far and perhaps become unwieldy? If so will new servers be built or will there be a limit to how much players can actually expand? Or will the world be simply so free-roam that there will never be a need for a number of servers or a global reset, for example.
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As far as I know, there will be just one server, and they're not planning to reset it (except after alpha/beta testing of course).
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@nelchael So would it be semi-safe to say that there WILL be a limit to how much players can expand?
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Most likely yes. The limit will be pretty large, seeing as the three planets are supposed to be huge. And of course, as guilds fall apart and become inactive, their cities can be taken over by a stronger guild. I'm expecting there will always be guilds that stop being active and maintaining their city, so there will be many chances for new guilds to take over one of these.
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@nelchael Yeah fair enough, would there also potentially be the ability to completely 'destroy' buildings? Maybe of guild who are active but some other guild decides that they no longer want anyone to oppose them?
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When a guild attacks another guild's city, they can destroy their buildings. Otherwise the buildings are protected. We should get more information about this soon, according to what Prometheus said.
Buildings owned by players are protected in general, unless we're talking of city conquests - but that's a whole different story we'll cover in the Feature Spotlight after the next one.
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@nelchael Okay great, I'll be sure to stay up to date on that then, would be interesting to see what will be made capable. Cheers for all your help.