A set of questions and suggestions/proposals.
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Hello, Fractured community.
It's lovely being here and discovering the bits and pieces that I can about the game's development so far. You guys seem chill and laid back, so props for the forum's atmosphere.
With all that being said, I feel like it's better discussing what I'm about to say with both the community and perhaps a spokes person if they do fancy joining in on the topic and clarifying this and that.Now, to get the knife deep into the butter, I have a few questions, so I'll start with those:
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To my understanding so far, besides humans, the other 2 races have several different branches, in the form of classes or physically similar bodies to known classes in other MMORPGs. Will these "classes" be limited to their stereotypes, or will we see some more variation to them ? e.g. the Hellfire Demon, will he have access to different weapons, such as Gloves and Claws for a brawling type of character, or a combination of Shield with Swords, Whips, Maces, Hammers and Axes, or perhaps 2 handed great weapons like a Great Sword, Great Axe, Great Hammer, Staff, Great Mace, perhaps even a Gundao would be juicy. Will all or part of these examples actually make it into the game/be viable for characters to equip and have skills for ?
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Considering this game will be full-loot, will there be implemented game mechanics between a merchant and a player for escorting ? Or will there be just an agreement between players, not locked and dependent on a game mechanic. Because without one, there will be room for trickery and lies in this particular scenario, unless that's what the Developers are aiming for. ( I'm cool with it, if that's the case ).
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Speaking of the hardcore aspect of looting, will the player upon death lose absolutely everything from his Equipment and Inventory tab, will it be only one of them, or a percentage number of items from each ?
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Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.
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Will there be any quests at all, or will these be a pure sandbox game. ( e.g. tutorial, leveling. )
Now, onto the suggestions tab.
First thing that comes to mind would be Gear. Instead of raw stats and the stereotypical trifecta with Cloth, Leather and Plate, I would love to see a variety in Gear items. I'm unaware of the amount of Gear slots there will be, so I can't really speak for each of them, but at least for crafting gear pieces if not for looting too, there could be some much appreciated variation, or RNG if you'd like to call it that way.
Let's take as an example a Chest piece. Instead of it saying Cloth, Hide or Leather, it should be the result of the combination of materials used for crafting said item, which will then in turn give stats based on what it was made of. For example if you use some hide, a couple of carapaces and some metal, you'd get something like a Hide Tunic with chain mail and carapace shoulder pads, which will give you a moderate increase in stats against stabby stabby weapons and higher increase in stats against slashy slashy weapons, with a tiny increase in stats against magic attacks of whatever type those materials used for crafting counter.Now I know that's a very crude example, but without more information it's hard to put together a string of thought that's more coherent than this.
Also, I've heard that only Humans can have access to Technology, which seems to me like this is a racial advantage, which gave me the idea of creating a few more race related attributes.
For example, Humans would be very good at crafting items, while Demons would be great at grinding for gear. Perhaps the Beastmen would be best fit at "growing" their gear pieces primarily, through religion and their connection to nature.
Of course, this wouldn't be sustainable over a long course, so people of all races would gain access to crafting/blacksmithing/etc through knowledge and experience, but as a racial profile, I believe these would fit the 3 Races best.
With all that being said, perhaps an adaptation from the Fractured's developers, or at least a look into aforementioned suggestion would be much appreciated, as long as people also fancy the idea !
I appreciate the read and am looking forward to your feedback, whichever kind it may be !
Stay Fractured, peeps.
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For the questions:
- All weapons/skills can be used/acquired by anyone, regardless of race. I don't think we know what weapons there will be exactly(few were shown in the video about skills, but I don't remember which ones), but we can guess that axes, swords, maces and generally the basic ones will be there.
- I'm not sure about that one.
- Yeah, in PvP zones it's full loot, so everything. There are a lot of safe zones tho, escpecially on Arboreus.
- We know about tailoring, alchemy, pottery and fishing(if we hit the kickstarter goal).
- There will be quests for increasing reputation with certain gods.
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@thudaron said in A set of questions and suggestions/proposals.:
For the questions:
- All weapons/skills can be used/acquired by anyone, regardless of race. I don't think we know what weapons there will be exactly(few were shown in the video about skills, but I don't remember which ones), but we can guess that axes, swords, maces and generally the basic ones will be there.
I thought I remember @Prometheus saying some weapons have attribute limitations like Two-handed sword would require a certain amount of Strength.
- I'm not sure about that one.
As far as I know there are no game mechanics (yet) regarding escorting - would be an agreement between players and yes that leaves open the possibility of getting betrayed on both sides (non-payment, escorts stealing, etc.)
- We know about tailoring, alchemy, pottery and fishing(if we hit the kickstarter goal).
I don't think this has been exactly determined - I thought there was a list somewhere in an old post of either planned or suggested items - it might have been in the live stream -
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Regarding number 2, I was asking mainly because so far the only quests there seem to be planned will be reputation with your God quests.
Having a game mechanic between e merchant or a trader and an escort(s) will allow people to look forward to both escorting and trading/transporting alike.
Be it done in the likes of a quest, for when a merchant posts one as such, taking on the role of an escort would be something some people will gladly look forward to.Another reason for this is that since this is full-loot, a lot ( and I mean, A LOT ) of people are already grinning at the idea of ganking, and rightly so. The problem only arises when the number of gankers is twice or more the number of escorts/people in said transport so in order to balance it, there will have to be an emphasis on escorting, in my opinion.
Personally, I'm looking forward to both, but there should be a bit of balance in this, as in all other things.
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To my understanding so far, besides humans, the other 2 races have several different branches, in the form of classes or physically similar bodies to known classes in other MMORPGs. Will these "classes" be limited to their stereotypes, or will we see some more variation to them ? e.g. the Hellfire Demon, will he have access to different weapons, such as Gloves and Claws for a brawling type of character, or a combination of Shield with Swords, Whips, Maces, Hammers and Axes, or perhaps 2 handed great weapons like a Great Sword, Great Axe, Great Hammer, Staff, Great Mace, perhaps even a Gundao would be juicy. Will all or part of these examples actually make it into the game/be viable for characters to equip and have skills for ?
Nope, different "branches" have different bonuses/flaws in their stats, and some unique passive and active abilities. Not sure about active ones tho.
Considering this game will be full-loot, will there be implemented game mechanics between a merchant and a player for escorting ? Or will there be just an agreement between players, not locked and dependent on a game mechanic. Because without one, there will be room for trickery and lies in this particular scenario, unless that's what the Developers are aiming for. ( I'm cool with it, if that's the case ).
Trickery is a part of social aspect in every game. It should be there. And I think no forced mechanics of this sort has been announced.
Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.
Seems like all of them
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@dcccxix @iamlejnd Well, yes and no? some skills care about equipment - martial arts skills are mainly for fisticuffs/claws, etc. so they probably won't work (or work poorly) when trying to use them with a big double handed axe in most cases (there may be some skills that don't - just not the majority, as it's been described so far)
conversely, no race is limited to a specific weapon set - an Infernal can use any weapon - they just need to use skills that work with those weapons.
finally, it's been speculated that certain gear will be limited by a character's statistics - heavy heavy plate armor requiring a high strength or constitution is the favored example. However, this is speculation, last I checked, and may or may not make it into the game (or may make it, and be rejected). It may also be that gear may gain a synergy beyond the basic mechanics for certain stats, as a halfway compromise - anyone can wear heavy plate, but if you are under 15 strength/constitution, you'll move 20% slower. that sort of thing.
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@IAMLEJND As to the social aspect: One of the benefits of being in a guild is the implied safety from backstabbing (due to guild expulsion, assuming that's a thing in your guild). Similarly, that's a lot of why so many discussions are going on about meta-functionality and player-built databases - reputation in this game seems like it's going to matter hugely.
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@iamlejnd said in A set of questions and suggestions/proposals.:
Will these "classes" be limited to their stereotypes
Every race and subrace can use every skill/armor/weapon, it's just that your stat distribution determines the effectiveness of everything. You can distribute your stats however you want, but the stat affinities for subraces do flavor them a certain way but I don't think stereotyping is a good word for it. For example: blood demons have an affinity for charisma which can make them excel at conjuring, necromancy, illusions, psychic damage, blood skills, music skills, and warrior cc/buff skills (so mostly magic, CC, and buffs), but with the luck buff for 20 charisma and their ability to drink blood for phsyical buffs and they might also be formidable warriors.
Speaking of the hardcore aspect of looting, will the player upon death lose absolutely everything from his Equipment and Inventory tab, will it be only one of them, or a percentage number of items from each ?
There are two death states and they determine what can be taken from you. When you run out of endurance (which is what most attacks will damage), your character becomes unconscious which allows neutral and evil players to loot your inventory as a hostile action. Further damage goes towards health and reaching 0 health kills you, at which point equipped items can be taken.
Also keep in mind that player inventory is very limited and has weight restrictions and resources generally can't be put in inventories, so anyone moving more than basic amounts of goods/resources will have to use a cart to carry things, which may change looting dynamics (hasn't been talked about much).
Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.
So far we know of farming, enchanting, leatherworking, metalworking, carpentry, tanning, tailoring, bowyery, cooking, alchemy, pottery, and jewelcrafting with taming and fishing as crowd funding goals. You stat distribution factors into how effective you are with most (all?) of these, and crafting recipes have minimum stat requirements.
for crafting gear pieces if not for looting too, there could be some much appreciated variation, or RNG if you'd like to call it that way.
The devs have stated that there won't be RNG in the crafting system and that they dislike non-combat RNG in general.
Let's take as an example a Chest piece. Instead of it saying Cloth, Hide or Leather, it should be the result of the combination of materials used for crafting said item, which will then in turn give stats based on what it was made of.
That's already planned. If you have the recipe for a breastplate, you can make the breastplate out of different materials for different stats, but the only example that was given was choosing between different metals, which leads me to believe that you can't substitute completely different materials like you're suggesting (i.e. if you have a metal breastplate recipe, you can only change metals, if you have a leather vest, you can only change the type of leather, etc).
Not much is actually known about the gear system other than it's horizontal and has an impact on the survival aspects of the game. It's probably the system they've been most secretive about.
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I see, @Target. These are all great opinions, and I'm learning so much. Thanks for contributing.
As for my suggestions, any opinions on them ? Do you like them ? If so, why ? If you don't, let me know what you don't like about them specifically, and what you'd like to see changed.
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@iamlejnd I like the idea behind your crafting suggestion (armor being more variable than the usual trinity system). I suspect armor variety will look more like your suggestion than a more classic armor system based on how armor affects survival. For example, wearing heavy armor in the desert will fatigue you much faster than wearing cloth designed for desert, which means tankier armor reliant builds will need armor that's both protective and diminishes the drawbacks of being in the desert. It's hard for me to imagine a classic armor system functioning along with the survival system without resorting to just "desert heavy armor, swamp heavy armor, etc". The Fractured devs strike me as a little more creative than that.
Your racial attributes suggestion is already kinda in the game, not as an explicit mechanic, but as an outcome of how the planets are different. For example, Tartaros doesn't have many naturally growing resources, but it's abundant in all sorts of monsters that can be slaughtered for valuable resources, indirectly making demons the main race for PvE combat grinding. Syndesia, being neutral and essentially the hub of all trade, will be the place crafters of all races want to be to have access to the widest range of resources, and humans will naturally have a foothold there. Humans also have more attribute points than other races allowing them to have a higher spread of stats, which allows them to craft a wider range of gear. Arboreus will likely be the best place to start a farm due to safe zones and being a naturally verdant planet, and beastmen get an edge in crafting some types of basic armor and some types of gathering by being able to use their claws and not having to rely on tools as much.
I'm not sure if any more built in mechanics are needed to differentiate races when it comes to crafting or gathering.
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Iām commenting as a reminder..
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I see, thanks for the explanation.
Especially about the Racial one. I suggested that one because mainly I wasn't sure about how deep into differentiating the 3 Races the Developers went in and considering how opposed the Lore between them is, I felt it was necessary. However, given the fact that the Devs are actively pursuing this topic in this direction, my suggestion doesn't really have a place anymore, and I'm decently happy about that. At least the core of it will be implemented.
As for the Gear suggestion, you took the words out of my mouth. They, too, strike me as a bit more creative than the cliche cookie-cutter MMORPG team. Since they've been so secretive, I can't stop my excitement as to see what they offer when Pre-Alpha strikes, and how things will develop across the 2 Alphas and Betas.
Once again, thank you for the clarification !
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Also, for the 5th question, there are tasks you need to complete in order to unlock spells, so I guess that is kind of like a quest.
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@wolfkomodo46 When you say to unlock spells, are they generic class skills, or God related spells ?
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@iamlejnd
There are no class specific spells at all. Spells and abilities are in groups within the Knowledge tree/wheel.Everyone one can unlock all spells/abilities.
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@iamlejnd Skills need to be unlocked by first discovering them in the world then completing tasks like the ones shown here:
Skills have 3 levels and each level requires 2 more tasks to be completed before you can start learning it (so level 1 is two tasks, 2 is four, and 3 requires all six tasks).
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@Target that screen actually describes pretty well how r3 spells will not be only "tiny bit" stronger than r1 (as some people assumed), but will be A LOT more powerful.
CD goes 15/12/9 from r1/r2/r3 and that's a huge difference.
If that's the principle on which all spells will lie, then someone having all r3 will be a LOT more powerful than a new guy with full r1, and the DS theory that a new guy will be ready to battle at equal terms is not correct at all. In fact it's far from it.
(yeah I know, balancing balancing, placeholders) but the very example of such huge CD difference tells a lot already. It tells that r3 spells are meant to be tangibly more powerful then r1 spells.
And it's not only the CD but the damage scales up as well 520/640/780...
So 520 damage each 15 sec (r1)
vs.
780 damage each 9 sec (r3)AOE spell...
In this example an AOE r3 spell is 250% !!! more powerful then its r1 counterpart...
RIP new people...
Also with this pace VIP knowledge boost easily becomes P2W...
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@gothix said in A set of questions and suggestions/proposals.:
@Target that screen actually describes pretty well how r3 spells will not be only "tiny bit" stronger than r1 (as some people assumed), but will be A LOT more powerful.
CD goes 15/12/9 from r1/r2/r3 and that's a huge difference.
If that's the principle on which all spells will lie, then someone having all r3 will be a LOT more powerful than a new guy with full r1, and the DS theory that a new guy will be ready to battle at equal terms is not correct at all. In fact it's far from it.
(yeah I know, balancing balancing, placeholders) but the very example of such huge CD difference tells a lot already. It tells that r3 spells are meant to be tangibly more powerful then r1 spells.
And it's not only the CD but the damage scales up as well 520/640/780...
So 520 damage each 15 sec (r1)
vs.
780 damage each 9 sec (r3)AOE spell...
In this example an AOE r3 spell is 250% !!! more powerful then its r1 counterpart...
Also with this pace VIP knowledge boost easily becomes P2W...
VIP only boosts points from unlimited sources and Prometheus has stated those are rare and/or offer fewer points than limited sources.
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@gothix
Yeah, I was noticing the power shift there, too. Wonder how hard it will be to do all those quests:- Got to fight a bunch of Fire Spirits, apparently, until you learn all about them: probably found on either on Tartaros or Arboreos, and I wonder if there's any other way to learn about Fire Spirits -besides- fighting them
- Visit a static location on Tartaros: sounds dangerous, possibly easy place to ambush/guard; could become an interesting dynamic
- Walk over scorched terrain without damage: wonder how you do that: another spell/potion/blessing?
- Successfully imbue Primal Crystals with Sparks: I hope "successfully" doesn't mean it's a gambling/RNG mechanic; I also guess Primal Crystals are found on Arboreus; I wonder what skill you'll need to do this: enchanting?
- Hit 15 creatures at once with the same fire-based AoE ability: clearly not getting that one first unless there are other AoE spells
- Consume 50 doses of Axii's Primal Philter: Primal again makes me think of Arboreus, but it also sounds like a manufactured item; wonder if that requires Alchemy skills; might be able to trade for this item
At any rate, seems evident that's not happening quickly: you'll need to do some globetrotting and possibly unlock other skill trees, which I think is cool.
However the balance may appear now, fundamentally I much prefer the way this mechanic looks to repetitive grinding.
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Even if VIP would show not to give significant boost to upping your skill ranks... an issue of HUGE power gap between r1 and r3 still remains (if new players will be able to stand even a snowballs chance in hell vs veterans, let alone fight them on competitive terms).
5% power gap - minor
10% power gap - modest
20% power gap - tangible
30% power gap - a lot (too much)
50% power gap - enormous!
100% power gap - insanely ridiculous...250% power gap - ... completely ........? (I'm sorry to say, but doesn't anyone else see this?)
A full set of r3 skills 250% (!!) more powerful then your opponent basic r1 set? And new people are supposed to be competitive? How...?
Even with 30% power gap of a full skill set you practically have a clear winner...
250% more power in all your skills... I don't know what that would be... and no one is even commenting on that, lol.