Happy to be back home.
Best posts made by stkmro
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Improvements to City vs City battles
Hi guys, I am sure by now, most of the players have heard about the current city Bussy destroying the city La Ruche. Congratulations to Bussy for being the first city to successfully destroy another city. When a super strong elite top guild led by super strong leader with the backing of many elite guild members, I am definitely sure that when Bussy attacks a lesser city, there will be a 99% chance that the lesser city will be completely destroyed.
Now, what is going to happen when the cycle continues, after La Ruche is destroyed, Bussy will aim for the next target probably city Dragonspire. When Bussy destroys Dragonspire, they will aim for the next city and this will go on and on until all the cities on the server is owned by Bussy.
I think in order to prolong the longevity of the game, I would like to suggest some ways in which City vs City battles can be improved.
1st Suggestion: Attrition Based System.
The current system is that when the attacker attacks the defender city, the defender will be completely destroyed in a single battle. How the system can be improved is that the attacker will need to win multiple battles in order to completely destroy the defender city.
Example is that when the attacker win the 1st battle, the attacker cannot destroy any buildings in the defender city. Instead the attacker will get a prize of 10000 gold from the system. The defender city has x number days before the next siege to pay upkeep of 10000 gold. If the defender city default on the payment, then on the 2nd battle, the attacker will have the right to completely destroy all the buildings in the defender city if they win the 2nd battle.
Let’s say if the defender city decides to pay the upkeep of 10000 gold before the next siege. The attacker launch the next siege and win the 2nd battle. The attacker cannot destroy all the buildings, but they will win the prize and the prize will snowball to 20000 gold. Then the defender city can choose to decide if they will to pay the upkeep of 20000 gold.
The upkeep will continue to snowball to 30000, 40000, 50000, etc, etc, and get bigger every time the attacker keep winning the battles for every siege. If the defender city keep losing the siege battles every time, it will reach a point when the defender city is unable to afford the upkeep and hence they will definitely be destroyed by the attacker city.
2nd Suggestion: Allow Defender City to accept participants from other allied cities during Siege Battles
We all know how strong elite pvp players are and how a big group of them will keep farming non-stop and getting stronger non-stop to a point where they will be able to win every battle against the lesser players.
We have to be realistic and face up to the reality that the Bussy is indeed a top strong guild and when you have a top strong guild coming down on a pure pve Defender City, there will be a 99% chance that the Defender City will lose every fight until the city gets destroyed.
Hence the only way to balance the game is to allow Defender City to accept strong players from other cities to participate in the defense during the Siege battle.
These are just some suggestions from me. Even if they are implemented, I am pretty sure that eventually Bussy will still dominate and control the entire continent. This is just to delay the inevitable future that the server will just be controlled by a single guild.
When that time comes, the developers might have to make a decision and do a poll from all the players to decide whether there should be a server wipe to reset the entire map so that everybody can have fun building and destroying all over again. Of course I hope the developer will only wipe the continent but allow all players to keep their hard earned Knowledge Points and Recipes.
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Maybe the dev can introduce a command line tool for players to unstuck themselves
Every now and then, we heard various players said that they have got stuck on a map, either in a river, or rocky terrain, or being knocked by the mobs into a structure and got trapped inside.
Maybe the dev can introduce a command line tool like /unstuck which gives you five seconds to choose a location (within line of sight) to click on to teleport.
To prevent abuse, the teleport will take 10 seconds for you to teleport to the location and you will be able to receive any forms of damage during this period.
Also, you will die every time when you teleport to the new location. This means that 15% of your health bar is greyed out every time you try to use this tool. All these make this tool useless for both pve and pvp and nobody will ever want to use this tool unless they are genuinely stuck on a terrain.
This is just an idea and perhaps other people can also contribute and think of better ideas for the dev to consider making this kind of tool.
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RE: Let's talk about recipes
@OlivePit said in Let's talk about recipes:
I am in favor of the high effort solution.
The orb system is perfect model to adapt recipe system to.
It gives long term meaning to recipies, gives niche crafters a place to shine, reduces item spam from grinding for rank, makes entry easy enough that players cant complain much.
Have recipes drop more often in chests and this could work fine.I see a highly valuable suggestion here by OlivePit. Yes, it might be really a good idea for the recipe system to model on the orb system.
- Remove the bonus of primitive crafting on the higher tier items.
- Everyone can craft higher tier items but the durability of the item will be only be 100 points.
- Every increase of orb level in the corresponding crafting will increase the durability by 100 points.
- To increase orb level in the corresponding crafting, you need to consume the corresponding recipe.
- Hence if a player wants to level his/her scimitar crafting to level 10, he/she needs to consume a total of 68 scimitar recipes. The durability of a crafted level 10 scimitar will be 1100 points.
- This will immediately solve point 1 and point 2 as mentioned by Spoletta. Recipes have a good purpose other than the outdated one-time recipe use model. This will also encourage the trade between players for recipes.
- This will also solve point 3. No more trying to max out crafting experience of T1 gear so that you can get bonus on durability of T2 gear. No more trying to do mass crafting of items to reach max durability.
Latest posts made by stkmro
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RE: List of Small Plants 52/57 - can you add anymore to it?
I remember I saw something like "wild rye" but it does not seem to show up in the wiki.
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RE: List of Small Plants 52/57 - can you add anymore to it?
I looked at the wiki and this is what I have found. Hope this helps.
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RE: F2P Tutorial Model - Settings to reduce abuse
I would prefer a F2P trial account to be something like:
- cannot allocate more than 3 points in any talent node (this means the player can only use the inner part of the talent tree and prevents the player from using the middle and outer circle of the talent tree.)
- cannot claim plot.
- cannot claim city.
- cannot be invited as part of the 20 settlers for claiming a city.
- can only use fleshing beams and cannot use any crafting stations.
- can build campfire but cannot build any other items like wagon and handcart.
- cannot trade with any player. (prevent item exchange)
- cannot use market place. (prevent item exchange)
- cannot join city as citizen.
- cannot join guild.
- cannot create guild.
- cannot gain access right to friend or co-owner to any plot, crafting station, chest, handcart and wagon. (prevent item exchange)
- cannot join party.
- cannot create party.
- cannot change alignment.
- cannot pull wagons.
- cannot pull handcarts.
- cannot attack any other player. (prevent looting and item exchange)
- cannot be attacked by another other player. (prevent looting and item exchange)
- cannot participate in raids and sieges.
- cannot use Legends altar.
- cannot chat in-game (prevent spamming and rmt advertising)
The purpose of trial account is to let the prospective customer to try out the game in a limited fashion before committing to the purchase.
The reasons for all these restrictions are to prevent the trial accounts from impacting the economy. In this way, this will:
- create deterrence to botting and rmt.
- limit trial accounts to using only primitive weapons, common clothes armor and hide armor.
- prevent trial accounts from imbuing and enchanting items.
- prevent trial accounts from getting too powerful in pve and competing for farming spots with other players.
- prevent players from using trial accounts for griefing other players.
- prevent trial accounts from creating influx of resources to cause imbalance to the economy.
- prevent abuse of creation of F2P accounts for claiming plots and cities.
- prevent items and gold from exchanging back and forth between F2P accounts and other players.
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RE: Provide incentives for pvp players to go neutral instead of going red
Syndesia Aerhen is super busy, super flooded with players. All cities spots have been fully claimed.
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Provide incentives for pvp players to go neutral instead of going red
Right now, I have observed that many pvp players saying that there are not enough opportunities to engage in pvp experiences. Hence some pvp players feel that they have to go red in order to have more pvp opportunities.
Should the dev provide more incentives for players to go neutral? Example, make it such that only neutral players can receive divine rewards, and good and red players cannot receive divine rewards.
This will create a situation where end game players will have incentives to play neutral. This will increase higher amount of pvp opportunities for pvp players.
In this way, Aerhen pvp players will not feel that they need to go red in order have more pvp fights. In the same way, this will provide opportunities for Terra players to engage in pvp experiences if they choose to go neutral. Of course if Terra players do not wish to engage in non-consensual pvp experiences, they have the option to stay good and they will never be attacked by other players. This provides a win win situation for both pve and pvp players.
Another thing I wish to add is that does it make sense for School Proficiency to stay forever at level 10? I mean... T2 gear with T2 imbue have durability system such that players need to keep farming in order to stay at end game level. Should the dev introduce durability system for School Proficiency? The more a player use an ability of a certain school, the more the corresponding School Proficiency will start to decay. This will keep the game from stagnation and encourage players to keep farming orbs to maintain their characters at end game level. Do the players feel that this will be a workable system?
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PSA: If you encounter "network connection issues" when playing Fractured, use ExitLag to resolve the issue.
PSA: If you encounter "network connection issues" when playing Fractured, use ExitLag to resolve the issue. In the past, using VPN to connect to Montreal or Toronto might help to solve the problem. But now, VPN might not work anymore and the best solution is ExitLag.
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regarding naked reds or naked pvpers
I feel like that for pvp, there should be a permanent debuff -50% damage if a player is missing the corresponding gear in the helmet, glove, body, boots slot. It doesn't make sense to see so many reds running around fighting naked. Perhaps this is something the dev should look into. Most of us are here in this game to play long term, hence the mechanics should be properly ironed out.
Making a permanent debuff for naked pvpers will also help in the mechanics when next time the "School of Martial Arts" is released by the dev. It is said in the wiki that users of Martial Arts have developed several techniques to strengthen their bodies, allowing them to compete with heavily armed (and armored) opponents. So this means that all the spells in Martial Arts are going to complement naked pvpers even more. Doesn't make sense to me at all.
Let me copy and paste what is in the wiki here:----
The school of Martial Arts includes a set of fighting techniques typically adopted in unarmed combat.
Martial Arts abilities are close-combat, quick-blocking and counter-attack maneuvers that take advantage of the strength of the opponent to catch it off-guard and land critical hits. Most of the abilities in this group require a high degree of mobility from the fighter, which forces it to wear light to medium armor sets. To overcome this lack of protection, the users of Martial Arts have developed several techniques to strengthen their bodies, allowing them to compete with heavily armed (and armored) opponents.
The power of most abilities belonging to this school depends on the Dexterity and Strength of the fighter.
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RE: 1300 ms and unable to play
@currycrab said in 1300 ms and unable to play:
i am having 1300 ms and unable to play this game.
It is not my connection issue as I can easily play other games. I dont wish to name other games out as I dont intend to advertise.
I am from Asia / Singapore
There are a number of people facing this unusual situation. In the past, subscribing to a paid vpn and connecting to Montreal or Toronto will solve the problem. Now this might not even work. The latest solution is to buy an ExitLag subscription. This will have a 99% chance to solve the problem.
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RE: Arborean PvE loot rules
@spoletta said in Arborean PvE loot rules:
@stkmro
Depends on the hp of the mob.
1000 hp and lower you need to inflict more than half of its hp.
Between 1000 and 3000, you are eligible if you inflict at least 25%.
3000-5000, 20%
5000-10000, 15%
More than 10.000, 10%I should put this stuff on the wiki, but I'm not sure on which page it goes.
There is a page on wiki called "loot". Maybe you can put it there:
https://fractured.wiki.gg/wiki/Loot