@Tuoni Funny, the game we all have waited for, the walking simulator
Best posts made by Goemoe
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RE: Economy Balance
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RE: End-Game content
I wonder, why the discussion ceased weeks ago. To be successful a game has to offer content, that keeps players logging in. Some are happy with just pvp, but most players aren't. Even big fans of PvP like to enjoy other types of MMO content as well. The game offers ways to unlock certain skills and levels of the skills. But is this all what keeps you logging in?
There will be a time, all skills you can achieve have been finished. Some Beastman will never attempt to visit Tartarus, it is not their type of game/playing. One type of randomized dungeon will wear off fast. I've read something about events. Any more news to that? Asteroids: what reason other than curiosity do you have to visit them? Are Asteroids free for all PvP lands? What type of fun can groups of 'fully" skilled PvE players hope to encounter in Arboreus?
Is there some story about all planets and races waiting to be discovered in the game?
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RE: [Q&A] Zusammenfassungen der Fragen&Antworten Livestreams
Vielen Dank fΓΌr diese Sammlung. Das ist auch nΓΌtzlich fΓΌr Interessierte, die erst 2019 (oder spΓ€ter) dazustoΓen
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RE: End-Game content
You can do many kinds of PvP playing. Everything mentioning Demons belongs to PvP. Not everyone is fond of that, at least not every time we log in. I am looking for PvE content which keeps the player to log in again and again ... for more than some months.
Starting a guild is no content and most times leads to more work than fun A costume collection would not get me start playing a game either. Make a wiki or gain youtube followers? Seriously?
I don't look for a game to play it for some weeks. In the long run it has to offer more than exploration, survival and crafting to be successful for the average PvE player. For the PvE part of the game, there are several types of gameplay entertaining players for more than some months. Exploration is not limitless and a single procedural dungeon won't do the trick alone. Artien mentioned raids. I have not read about PvE raids of any kind yet. Are there news about this? Dungeons, nice but single player, as far as I read about them. I do enjoy single player dungeons, but when I join (or start ) a guild, I want to do stuff with the mates together. PvE stuff. Multiplayer dungeons, world bosses, raids, difficult foreign lands/islands, in which you can't survive on your own. And what about lore and stories told by well crafted questlines?
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RE: End-Game content
@kellewic Sorry, I didn't want to insult any person working on a wiki. I bow to all you people doing this kind of work for the community, really. But I don't consider this content for a paid game
I didn't write anything in opposition to any PvP content, or any sometime released game. I am not here to argue. All I want to know is, what type of PvE content is planned for this game. All currently known won't be enough to get many pure PvE fans onboard. Since this game is quite early in development, there might be more on the devs roadmap. So I hope there will be answers to this topic from a dev sometime.
Latest posts made by Goemoe
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RE: End-Game content
@Specter said in End-Game content:
@Goemoe Fractured will have PvE content like dungeons, world bosses, recurring PvE events, etc. Arboreus is mostly a PvE planet specifically for PvE players, and won't be any worse than the other planets. That means you don't have to go to a PvP planet to obtain "endgame" items.
When I play current PvE in MMOs I do dungeons and world bosses to perhaps be lucky when looting their corpses. In a game with only one tier of equipment, I wonder what motiviation will keep me doing that stuff. It is the risk vs. reward spiral which has to be done right. If Fractured only keeps me doing it to constantly replace my ever degrading gear, 'grind' is back to its fullest.
Occasional 'events' (perhaps like those done in GW2?), no quests, no equipment motivation and the ever repeating craft-use-replace-circles sound pretting boring after the first months of constant exploration.
I play MMOs for 20 years now, mostly PvE content and for me Fractured sounds to shallow on the PvE part of the game. It is survival but not much, it has dungeons but lacks the motivation to do them often, (same for Bosses) it offers no quests and I doubt a compelling lore part will find its way to the game. It has crafting and gathering but you have to do it to stay on line, it is nothing really optional or you constantly have to pay to equip and eat.
The PvE part has lots of PvE fragments of PvE games but no single part of it done fully. As well as the survival fragment. Leveling and constantly looking for new equipment is a key part of PvE. Though it is not a suitable content for any full loot PvP game. This game is for friends of the full loot PvP game and offers nice tidbits of PvE amusement, but not enough for real PvE friends. Which is nothing wrong but the reason for me to leave.
No game for me, as I am fond of MMORPG PvE content.
Much luck and success with the game!
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RE: Friendly Fire
@Target I see, you don't want to have friendly fire to use it, you want to have it to penalize people running around in unorganized zergs. You like to pvp in small groups and don't like those zergs, right?
So you want to add a feature which will annoy most players to have an advantage. Not very nice of you.
If the majority of the people would be penalized by a feature, it should not be added.
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RE: Economy Balance
@Tuoni Funny, the game we all have waited for, the walking simulator
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RE: [Q&A] Zusammenfassungen der Fragen&Antworten Livestreams
Ich muss mich erst einmal davon ΓΌberzeugen, dass das Spiel etwas fΓΌr mich ist. Sollte es dazu kommen, melde ich mich
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RE: Friendly Fire
@Target said in Friendly Fire:
@Goemoe said in Friendly Fire:
Where is the gain of friendly fire beside "realism" which isn't that useful in a game anyway?
It adds far more tactical depth to group vs group combat and is a way to counter large unorganized zergs from dominating everything. Since the end game seems to be GvG fighting for territory control, large scale PvP balance is important.
It adds tactical depth because you have to look out for your own team members? When you AOE the incoming zerg all that friendly fire does is impacting your own attack. In group vs. group fights most people run around like crazy. Friendly fire will hurt the fighting if anything. You can't counter the attacking force because the only thing friendly fire does is limiting your own choices due to the damage you might inflict on your very own team.
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RE: Economy Balance
@Goemoe said in Economy Balance:
If npc traders only sell minor amounts of money for the players loot,
pay, not sell. I tried to edit the post above, but it always told me, some spam filter will prevent it
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RE: Economy Balance
@Tuoni said in Economy Balance:
@Sindariya Well I can not decide when I die so it is kind of hard to think all before hand.. Also if people can not store stuff outside of home and guild bank, it will make all activities far from home really annoying. You can basically play mostly in your own hoods.. That sounds kind of bad. I really need an answer from DS side. @Specter
Actually I wonder all the time. The devs tell of removing the "grind" out of the game but add many tedious sounding things into it. After all, each player has a different understand of 'grinding' Some like leveling and quesing a lot. The advancement of the RPG char is the core of such games. Renaming the actions to do so, does not change the system.
Having to carry stuff around, though weight and space matter, might annoy quickling.
Having to explore to get Fractured XP, named knowledge points sound fun, but if you encounter difficult climate conditions large distances away from any access to your belongings might annoy quickly.
Having to reequip your char x times a day because your robbed and or killed many times a day might annoy quickly.
Trying to reach virtually unreachable areas in the game to up you skill, only because you need Tartarus as a beast or Arboreus as a demon will not feel great either.All this might quickly be viewed upon as grind. It is the risk vs. reward spiral which keep game like this interesting. Which is good. No game like this can work without features some people will name 'grind'
Back to economy: For my understanding, there will come no money from any creature but humanoids. If npc traders only sell minor amounts of money for the players loot, I don't see much money entering the economy at all. The localized markets will spread even this. All the devs have to do is offering tiny amounts of money for easy to loot stuff and selling 'convinience' items like food or drink at every corner. After all, humans tend to be lazy.
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RE: Friendly Fire
Where is the gain of friendly fire beside "realism" which isn't that useful in a game anyway? Friendly fire means hitting npcs by accident and suddenly a whole city hates you, because you accidently hit the wrong button. As this whole conversation shows, there is much to loose with friendly fire, but what is to win by it?
To the argument good aligned players have an advantage over evil aligned players: well done, if this is the case. Really, who likes evil players? If the system pushes people to behave at least some, I can't see an error. Evil guys can do whatever they want ... with consequences. Good aligned must behave at least some and get benefits doing so. Can live with that pretty well.
But as I said, I would prefer no friendly fire at all.
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RE: End-Game content
@kellewic Sorry, I didn't want to insult any person working on a wiki. I bow to all you people doing this kind of work for the community, really. But I don't consider this content for a paid game
I didn't write anything in opposition to any PvP content, or any sometime released game. I am not here to argue. All I want to know is, what type of PvE content is planned for this game. All currently known won't be enough to get many pure PvE fans onboard. Since this game is quite early in development, there might be more on the devs roadmap. So I hope there will be answers to this topic from a dev sometime.
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RE: End-Game content
You can do many kinds of PvP playing. Everything mentioning Demons belongs to PvP. Not everyone is fond of that, at least not every time we log in. I am looking for PvE content which keeps the player to log in again and again ... for more than some months.
Starting a guild is no content and most times leads to more work than fun A costume collection would not get me start playing a game either. Make a wiki or gain youtube followers? Seriously?
I don't look for a game to play it for some weeks. In the long run it has to offer more than exploration, survival and crafting to be successful for the average PvE player. For the PvE part of the game, there are several types of gameplay entertaining players for more than some months. Exploration is not limitless and a single procedural dungeon won't do the trick alone. Artien mentioned raids. I have not read about PvE raids of any kind yet. Are there news about this? Dungeons, nice but single player, as far as I read about them. I do enjoy single player dungeons, but when I join (or start ) a guild, I want to do stuff with the mates together. PvE stuff. Multiplayer dungeons, world bosses, raids, difficult foreign lands/islands, in which you can't survive on your own. And what about lore and stories told by well crafted questlines?