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    BitterLoD

    @BitterLoD

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    TF#1 - WHISPERER

    Best posts made by BitterLoD

    • Few In-Game Suggestions
      1. Health bars should be about double their size. Its really kinda hard to see when your health is going down because its so small. Length i mean. Increase it from left to right about double size or allow them to be moved to other parts of the screen and increased in size or both.
      2. Knowledge points should take 4 to 5 times longer to acquire. After playing the game for 2 days I already have all the skills I need to have a complete character. Thats just way to short. MMO's should always have some type of grind.
        If you want to see an MMO that had no grind that was a complete failure go check out crowfall.
      3. New players constantly ask why they can't make certain products at the work benches. Its a really dumb dynamic to limit people from making items to just being in a city or part of a city. What if instead of restrictions you just charge them a traveler or visitor fee for using the bench that a portion of the tax goes to the city governor or is a gold sink?
      4. You should be able to transfer and or sell your house. Not just abandon it.
      5. How bout some lockable front doors? Cause when i'm carrying my 10 ingots doing my crafting i dont want to get butt stuffed by some pk.

      Thats it for now all. Hope these recommendations make sense. Also i should note. I dont give a flying monkey what the "Original intent" of the developers was. I want creative solutions to stupid issues.
      -Bitter LordsofDeath.com

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Crafting considerations

      @PeachMcD
      Great feedback!
      I do agree with flea that houses need some consideration for crafting. There are so many ways to simply separate cities vs house crafting.
      Such as a tax or fee for crafting from a house, limiting the amount of smelting pits, but to make it so they can barely craft anything is totally ridiculous.
      Having to run one set of materials to town to craft a set of armor does nothing other than irritate the player base imo.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Rock Walls: Bad Idea

      @PeachMcD
      Yes agreed actually. I suppose it makes sense to have them but the need to be CLEARLY marked otherwise are just an irritant imo.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Rock Walls: Bad Idea

      @PeachMcD The games great! Just need a little tweaking here or there. Mostly in favor of not requiring 50 people to have access to pvp materials....

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Fractured Tools

      This is amazing thank you.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD

    Latest posts made by BitterLoD

    • RE: Few In-Game Suggestions

      Most productive and feedback since i've been on the forums. Good stuff all. I appreciate the comments and thoughtful feedback!

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • *Bug / ISSUE

      Is making a guild locked or something? Why can't i create a guild?

      posted in Questions & Answers
      BitterLoD
      BitterLoD
    • RE: Cart handling improvement

      The original intent of the developers was for this to be annoying, but i like your idea better. Thank you.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • Few In-Game Suggestions
      1. Health bars should be about double their size. Its really kinda hard to see when your health is going down because its so small. Length i mean. Increase it from left to right about double size or allow them to be moved to other parts of the screen and increased in size or both.
      2. Knowledge points should take 4 to 5 times longer to acquire. After playing the game for 2 days I already have all the skills I need to have a complete character. Thats just way to short. MMO's should always have some type of grind.
        If you want to see an MMO that had no grind that was a complete failure go check out crowfall.
      3. New players constantly ask why they can't make certain products at the work benches. Its a really dumb dynamic to limit people from making items to just being in a city or part of a city. What if instead of restrictions you just charge them a traveler or visitor fee for using the bench that a portion of the tax goes to the city governor or is a gold sink?
      4. You should be able to transfer and or sell your house. Not just abandon it.
      5. How bout some lockable front doors? Cause when i'm carrying my 10 ingots doing my crafting i dont want to get butt stuffed by some pk.

      Thats it for now all. Hope these recommendations make sense. Also i should note. I dont give a flying monkey what the "Original intent" of the developers was. I want creative solutions to stupid issues.
      -Bitter LordsofDeath.com

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: what will VIP consist of?

      Usually it includes quicker access when in line. Sometimes bottle service and a premium behind the scenes view of what happens in the club. Some illegal activities are encouraged and sometimes you leave without your pants. I'd highly recommend the $10 investment in VIP.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Player vs Player: Two Questions

      @GamerSeuss I suppose thats a fair point. However whats so wrong with restricting them to lost tails only?
      Sounds like you where most of the pk's would be hanging out correct?
      I dont like the idea of tossing people in jail forever, but people wouldn't they would be forced to pay a bail, and when your playing an mmo you dont like to give up your gold. So therefore they would have to seriously consider if pking is worth it. I'd bet it would cut out at least 75 percent of the reds right off the bat. And if you have aggressive bounty hunters it would continue to limit them.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: One totally wrong assumption by developers:

      @spoletta Oh interesting i actually didnt know that. Thank you for sharing.
      I am eager to see how it all levels out. I hope they shy away from the random dropped item idea as well. It just reminds me of every other mmo's response which i think is a weak one.

      Have a good weekend!

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • One totally wrong assumption by developers:

      You know what yall? I've been thinking about this sorta heavily.

      It was stated that the amount of players that went red and player killed last alpha was to many and it didnt seem to discourage people from player killing.
      However I really think that thats a very incorrect and inaccurate way to gauge red penalties working or not.

      When you have a server that is going to be wiped after say a few months... then it would obviously be everyone's attempt to go red and player kill prior to the server wiping. I believe that if the game was fully launched and there were gold penalties and or knowledge point penalties people would actually consider long term if they wanted to go red on their character.

      I think if the developers applied a penalty that they could scale up. EXAMPLE the bail system then players would seriously consider their red status at launch.
      It just isnt realistic to gauge this issue in alpha when the server will be wiped and everyone gets to start over.
      -Bitter

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Markets and Merchant Guilds - A Reimagining of the Current System

      @GamerSeuss Totally agree that the SOLO experience is what makes or breaks an MMO.
      If i want to jump online and play the game. I dont want to have to convince 45 of my friends to have to join me just to have a good experience. In fact in ultima online nearly EVERYTHING you did could be done and enjoyed as a solo experience. Even guild events you could simply join on the fly.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD
    • RE: Player vs Player: Two Questions

      Well written post and question:

      1. Yes i will play a player killer AND a bounty hunter on launch. Considering I paid for 3 total character slots at nearly the most expensive package i believe i deserve these options.

      2. I disagree with a permanent health loss. To me i think that a scale of Player Kills should scale on a bail penalty. Such as 1-10 kills is 2 days in jail or 5000 gold. 11-20 kills is an entire week in jail or 20,000 gold. Something like that.

      The other idea i had which to me also seems totally appropriate is a loss of knowledge points. Which would some what cripple the character until they built the points back up.

      Its nice to see a post where people are actually sharing their ideas instead of spending a half hour writing up every single counter point to your original post and sounding like a bunch of know it all d-bags.

      posted in Discussions & Feedback
      BitterLoD
      BitterLoD