@LilCassiopeia
It always amazes me the lengths PvE only players will go to play a game they don't enjoy. Despite having multiple PvE centered MMO's all with bigger budgets and dev teams than fractured you still insist on playing the indie full loot PvP mmo. No one is forcing you to do anything you made the decision to get involved yourself. And before you start asserting "High end resources being in PvP zones" being a problem please take a step back and consider that this Full loot PvP mmo is probably not for you and you might find WoW, ESO or even FFXIV all PvE MMO's with higher budgets will be more up your alley.
WaterMerchant
@WaterMerchant
Best posts made by WaterMerchant
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RE: Winter Alpha Spotlight – City Overhaul
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RE: planet moving
I think the current system is good how it is, it provides an exoticness to the different races and planets and just making movement free kinda ruins that imo. I know some people don't like that, but personally it's one of the reasons I even took an interest to this game in the first place.
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RE: Most of the newer changes kind of just suck.
@GamerSeuss
This game was advertised as full loot. They just did a complete 180 on that, enjoy your sub-par New World 2.0 with less content and worse graphics bro. -
RE: Winter Alpha Spotlight – City Overhaul
"It's bullshit that people can mine resources before me and I shouldn't have to fight for it, the game should have a system that lets me an no one else have what I want"
Is that an accurate representation of what your point is? -
RE: Most of the newer changes kind of just suck.
@GamerSeuss
"Full loot is only on Tartarus" until the carebears decide demons are really cool and complain they can't play as one without being "harassed" by pvpers. The game went from full loot to partial loot and now "full loot if you're a masochist who wants all risk and no reward". The game gave the impression that it would be full loot from the start and now pulled a new world, this game is not for me, I'm fine with that but it kinda sucks I lost 40 bucks. Enjoy New World 2.0 bro :). -
RE: Tech Tree, Marketplace & Money For Dynamight
I'm concerned about how sieges being tied into the tech tree will play out. Unless I missed something, it seems like newer guilds that miss the land grab but have the manpower to take over cities won't be able to siege if they don't have access to a cities tech tree? It kinda seems like only the early guilds who happen to take control of a city plot early will be able to siege, due to the "warfare research" being required to attack another city. Also how will sieges work on Tartaros where demon's don't have access to a tech tree?
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RE: Tech Tree, Marketplace & Money For Dynamight
According to the last update, guilds can inhabit cities they don't own. Though the governing guild can still hassle them or spike their taxes if they want too. I just hope the solution to cityless guilds being able to launch sieges, isn't them launching on behalf of the governing guild, because that would be kinda awkward if you wanna be on good terms with a neighbor and they start seeing random guilds using your city as a staging ground to attack them.
Latest posts made by WaterMerchant
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RE: Most of the newer changes kind of just suck.
@GamerSeuss
"Full loot is only on Tartarus" until the carebears decide demons are really cool and complain they can't play as one without being "harassed" by pvpers. The game went from full loot to partial loot and now "full loot if you're a masochist who wants all risk and no reward". The game gave the impression that it would be full loot from the start and now pulled a new world, this game is not for me, I'm fine with that but it kinda sucks I lost 40 bucks. Enjoy New World 2.0 bro :). -
RE: Most of the newer changes kind of just suck.
@GamerSeuss
This game was advertised as full loot. They just did a complete 180 on that, enjoy your sub-par New World 2.0 with less content and worse graphics bro. -
RE: Tech Tree, Marketplace & Money For Dynamight
According to the last update, guilds can inhabit cities they don't own. Though the governing guild can still hassle them or spike their taxes if they want too. I just hope the solution to cityless guilds being able to launch sieges, isn't them launching on behalf of the governing guild, because that would be kinda awkward if you wanna be on good terms with a neighbor and they start seeing random guilds using your city as a staging ground to attack them.
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RE: Tech Tree, Marketplace & Money For Dynamight
I'm concerned about how sieges being tied into the tech tree will play out. Unless I missed something, it seems like newer guilds that miss the land grab but have the manpower to take over cities won't be able to siege if they don't have access to a cities tech tree? It kinda seems like only the early guilds who happen to take control of a city plot early will be able to siege, due to the "warfare research" being required to attack another city. Also how will sieges work on Tartaros where demon's don't have access to a tech tree?
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RE: Spell Tomes/Books?
@d3Sync
You're once again making assumptions. How can you possibly disagree when you don't even know what the different levels between spells will be. Incase you're confused here is a quote from Prometheus.
Hold on - what we meant in the Spotlight is that each ability should be as unique as possible within Fractured - for instance, there shouldn't be a "fireball" and a "major fireball" that is just better than the lesser version. Of course many abilities will resemble those you can find in other RPGs or MOBAs - buffs, debuffs, shields, beams, rays, projectiles, summons, mobility, status effects - they're some of the elements we're working with, and they're all well-tested concepts. It's the Knowledge System (character creation / progression / re-building) and the interactions with the environment that make Fractured different in this case - other than the fact that there's no real sandbox MMO with ARPG combat out there yet :slight_smile:I also can't see why you think removing the need to go to other planets doesn't affect exploration. "You're insinuating that there won't be a reason to explore if we give players the option to purchase a base spell." You shouldn't be looking at it like a base spell. The level 1 form might be better than the level 3 form as I said before. For example a level 1 might be a high damage single target while the level 3 could be a lower damage but AoE ability to make an example.
"Paper? Ink? A deep cost in crafting perks? Enchanting resources? Of course this initial cost will be reached at some point."
Yes the issue of price can be changed if the crafting materials aren't easy to acquire, but there is also no crafting professions in the game. Correct me if I'm wrong but i'm pretty sure any one can craft anything as long as they have the recipe and materials. There isn't going to be a crafter or enchanter skill tree that provides anything other than titles.
When it comes down to it, I don't think having skills as a commodity will be healthy for the game. And making it out to be that adding short cuts to progression lowers the barrier for entry into this game when RPG's are all about progression is kinda silly to me. If it came down to vote I would keep the current system rather than what you're suggesting.
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RE: Spell Tomes/Books?
The thing that you're missing though is that the base spells aren't necessarily worse or better than a level 3 spell. The devs are making it so each of them are situational and might be more valuable at level 1 than at level 3 according to your build. Secondly money is available anywhere, the argument "That player would actually have to have gathered enough gold to make a purchase" doesn't justify removing the exploration factor since you remove any achievement you would have by just buying. Instead of having a unique system where the only way to get stronger is to explore new worlds and fight new enemies, you're suggesting that people should be able to acquire almost everything they can want, just by acquiring enough gold. You're also assuming the price will be high, the only difficult part is acquiring the skill itself. The price will be coming from the cost of materials not the person's knowledge of the skill as they'll just be able to keep printing the tome until they run out of paper, which I highly doubt will be expensive.
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RE: Spell Tomes/Books?
@d3Sync
First this would fall into the category of scope creep. Adding new professions and features when the game isn't even out yet isn't going to be "all positives". Second the con is what you literally just said, "Removing the exploration factor of finding the spell yourself". You might disagree but not everyone wants the need to explore to be removed because 1 high level character already explored everything and is now selling skill books.