I love the suggestion. Adding more risk for a chance of higher profits are always exciting in my opinion. It also allows players or guilds to advertise themselves as mercenaries or guards for hire to protect these merchant groups. All in all it increases player interaction.
LordGorgeous
@LordGorgeous
Best posts made by LordGorgeous
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RE: Markets and Merchant Guilds - A Reimagining of the Current System
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RE: Quest system
@Logain A few things can be mentioned regarding your post. The first thing is a possibility in regards to the rewards the devs add for defending and maintaining territories. These rewards could be passives, actual physical items, buffs, or even the necessity of the territory as a whole would incentivize enough people to want to defend it and maintain it. Secondly, if a group of players attack a territory and a rival group of players defend said territory; realistically, there should be smaller parties looking to reap the benefits. It is just the way open world pvp works, as for example in any survival game and even in a game as simple as Sea of Thieves. Open world pvp makes room for rats to behave like rats and I personally do not see anything wrong with that.
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RE: Anyone played the old guild wars?
As someone who has played in the last alpha test and will play in the upcoming stress test next week, you earn 100% of your abilities from slaying monsters/mobs. All abilities are acquired and your character is further enhanced through the talent tree. You can mix and match abilities depending on your weapon and armor type, so I recommend having some character archetype and try to emulate that as close as possible.
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RE: i do not like the changes to the talent tree and equipment
@grofire Yes it is a core part of their game design, but how do they reach a point where they, as well as the majority of the player base, are comfortable with the talent tree's features? Through testing. They probably have a variety of different talents they want to test and these Alphas are specifically for said testing. Furthermore, it is reasonable to assume that there was a a portion of the community during the last testing phase that did not like the previous talent tree, but now enjoy this phase's talent tree a lot more. Those players are entitled to their opinion just as you are, and part of developing a game is to appeal to as much of the game's audience as possible without disrupting the core vision of the game.
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Join the army of The 600
If you are looking for a PvP focused and loyal guild, then The 600 is the one for you! Our guild will be predominantly PvP focused on the demon world of Tartaros with our conquest expanding to the outer planets. The functionality of the demon race works most optimal within a clan that can cover and support one another whilst we crush rival clans and races underfoot.
Given the unique and dynamic gameplay of Fractured, I envision our guild to serve not only as a marauding force on Tartarus, but also on the neighboring planets of Arboreus and Syndesia. As we invade the Beastmen and Human home worlds, we will not only create exciting content for ourselves, but also for those who wish to defend their territories and cities by participating in exciting ZvZ content to either repel The 600, or fall to darkness.
The core guild members and myself have years of experience operating in an open world PvP scenario. Our knowledge extends from the chaotic ZvZ battles in Albion Online to the coordinated and precise ZvZ and small group content that inhabits Gw2 World versus World where I personally lead as a commander within our server (Sorrow's Furnace). We are excited to take part in the growth of this unique game and I can not wait to experience it with all who share the same vision as I do!
Feel free to the join the guild. If you wish to chat, reply to this thread or you can dm me privately!
https://fracturedmmo.com/guild-profile/id/4880/
Referral Link as well -> https://fracturedmmo.com/?refcode=7355e730c3c0 -
RE: Quest system
I agree with @GamerSeuss on this topic and it is clear that the devs want their playerbase to experience to be free overly quest driven gameplay that leads into never-ending vertical progression. Games like Albion do not have questing and appeal to a very specific player base that enjoys open world combat and content. Albion also has plenty of spaces for both group content and solo content, all of which are non-instanced. I believe this game will do an even better job at allowing players to develop their content without being spoon fed said content. Furthermore, with how dynamic each world is set up and the interactions between said worlds, players will also be creating content for each other through interaction.
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RE: So what is the difference betwen Albion and this "Dynamic" game besides graphics?
I suggest you read the wiki as there are a lot of differences between these two games. Acquiring skills and enhancing said skills is one, as well as how integral player-made cities are to the foundation of the game. From the perspective of an Albion player myself, I feel more connected to a city than I ever did in Albion. Growing a city and contributing to the funding of the city's tech tree and gaining access to the city's technology because of it is one difference. Furthermore, a city's geographical location plays a role in its relationship with other cities around the continent. These are a few differences in regards to player-led towns, etc, however, there are many more differences surrounding abilities, talent trees, crafting, race relations, and PVP there share a stark contrast to Albion. More than what can be potentially discussed here.
Latest posts made by LordGorgeous
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RE: Mechanics for Environmental effects Discussion.
Curious to see how well they balance resistances around the new stack threshold.
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RE: More accessible plots
@DarthJafo Part of the growth of a city is reliant on how many citizens and residents are a part of said city. Splitting a guild between 3 locations also splits the manpower of that guild. It is a lengthy process to grind resources to rank up a town, let alone sustain that town while also having enough residents to prevent that city from deranking. There will be alliances between cities and large guilds for sure, but the only way for one guild to properly run multiple large cities is if they have hundreds of members.
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Medium Weapon with Spell Channeling
Hello all,
I have briefly brought this topic up in the discord and my suggestion is as the topic states: a one-handed medium weapon with spell channeling. I think this addition will free up a lot of builds for those who need spell channeling, but for a weapon that not only uses strength as its multiplier but also as medium weight. It does not have to be a new weapon either as changing the morning star's passive of bonus crit damage to spell channeling. I believe this change will create more space for theory crafting. I do not think there needs to be a weapon of every class with spell channeling (heavy weapons) but a one-handed medium weapon seems fair to me. -
RE: Anyone played the old guild wars?
As someone who has played in the last alpha test and will play in the upcoming stress test next week, you earn 100% of your abilities from slaying monsters/mobs. All abilities are acquired and your character is further enhanced through the talent tree. You can mix and match abilities depending on your weapon and armor type, so I recommend having some character archetype and try to emulate that as close as possible.