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    Akarikari

    @Akarikari

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    Best posts made by Akarikari

    • RE: Engame Changer - Objectives Preview

      Here's to hoping we see some good changes and not more pvp favoring ones. The pvp isn't interesting nor fun for anyone, much less PVE only players. Should have arena, jousting, or some form of pvp that's along those lines and not just open world. Let us have territories with colliseum style matches/events that bring in that sense of gambling too by betting on players to win. That alone would reduce the massing gold amounts and give some fun low risk pvp (only durability risks pretty much) with good rewards (split prize pool?).

      If nerfing normal content to push for groups to favor hunting legendaries becomes the regular, it's going to push smaller groups away from the game as they will struggle to get to the point where they can actually fight legendaries. Not to mention a lot of people just stand around those waiting for someone to summon only to run in and steal the drops. Those drops need to be locked to the party that summons the boss, (Yes, this is fair in pvp too as they can just pk them after and take the loot or die trying). Some random newbie protected account who runs in at the last second and hits it 1 time should not be able to steal the boss drops like they currently can and have several times. Legendaries should be challenging but reward with enough of the T3 imbuement items to make it worth the challenge. Getting 3-4 when imbuing 1 item costs 5 of the mat....is not really worth it for a party of 6+ to fight it. It woulld take summoning that boss at least 15 times for each of them to get even 1 imbuement from that at that rate. It needs some serious focus, heading in a good direction by making it more worth doing, but it needs some work before it's even remotely something to consider farming. They should also be on cooldowns for those who summon it for like an hour or so that way they can't just spam summon it and flood the market with the loot either. Things like that need considered badly on many parts of the game, not just with legendaries too.

      Other thing I really want to see is more added to towns. As it stands right now, there's nothing unique to any of the towns. Sure, we have resource nodes nearby (Except Rum Runners which has literally nothing in the territory) and we can have harbors....but there's nothing that makes it any different from any other town with a harbor or ore nodes near them. Ideas like, T3 armor/weapons that can only be crafted in a city that has paid for the blueprints could work for something. But also have it limited to like 5 per town or something. (An addition, without removing or sacrificing any of the basic crafting or T2 sets since a town consists of a wide variety of players and they all have their own goals on crafting. How it was before was extremely limiting and forced players to join specific towns just for those recipe qualities. That was bad simply because most of the cities that had what people wanted were bad cities lead by inactive leaders or had absurd crafting taxes). We just need something to make each town unique in some way. Even if that way is just decoration differences based on which town node the town has called home (could be fun to see varying types of wood on the buildings simply because that's the type of trees nearby, or taverns with slightly changed appearances to fit hotter or colder temperatures.)

      Anyway, I do look forward to the potions/consumable changes and hopefully those can bring some balance to the heavy armor builds barely being able to heal with anything other than bleeds. Also lol, tanks would love to have some form of taunt for aggro control too. The way it is currently, aggro is pretty random which is bad for party play as when a squishy gets aggro their instinct is to run....which often resets the boss/mob they were fighting. That sucks when a tank is clearly right there trying to keep it hitting them and it just refuses to stay on them even when they're closer and clearly doing more damage. They really need some kinda taunt, and I'm sure all can agree on that one lol. It's like the one thing I hear most requested from my guildies (they just want a taunt lol)

      posted in Discussions & Feedback
      A
      Akarikari

    Latest posts made by Akarikari

    • RE: Engame Changer - Objectives Preview

      @rainbowmesa other games have bosses give armor skins or weapon cosmetic. That could be one idea for a reason to go after legendaries. Make em bound and untradeable cosmetics. Or even decoration recipes (think Ark on that one, where boss heads and stuff became bound craftable trophies or rugs). Some neat decoration rewards that are untradeable would also give a reason to have an actual home rather than a building with a bunch of chests. (Could also do like BDO and make these items give a small 1 hour buff when interacted with and that reduce the item's durability by a small amount). As for a pvp idea, they could give notoriety special decor for those who brave the front of pking a group that killed a legendary recently (track it with a "killed legendary recently" celebration status or something). Or a sheriff killer badge when they take out a sheriff that they can display a broken star on their armor or something. Plenty of ways to add non tradeable stuff to both bosses and pvp without causing a "I can just buy it with gold" problem.

      Cause yeah, hate to say it, but as a town owner....gold is definitely never a problem if that town has a harbor. Serenity easily gets 20-40k a day from harbor. Rum Runners same story, easily 5-10k and there's not even resources there. Then look at places like Feyholde and it's location near the volcano and all those crystals....I can imagine that number is higher than Serenity easily. Town owners can just take that gold...and do whatever with it. I hate saying it, but owning a town is too rewarding to bother with going out and grinding that same gold. Why would I go to pvp lands and gather crystals when I can just pay someone else to do it for me, or buy them from a town on Terra who had players that went and got those crystals already. Sure, it's part of the system, but I'm personally sitting on over 300k with my town holding 200k on top of that. (The 300k is a mix of group mob hunts and from town gold that I've used to buy mats with so could make armor/weapons and then resell those for 4 times the price of the mats. It really adds up very quick doing that, and no one complains because everyone involved gets something out of it. It's just really easy to do for a town owner than a common player who will definitely struggle to even get 30k gold). I can literally just sit there....and wait for like a week, take 60k turn it into 400k by crafting stuff with what I bought with the 60k. It's crazy unbalanced. I don't hate it, since I also use the town's gold to help my guildies travel around and gear them out with it, but it is very very high in reward for no risk at all. (The work involved is literally.....farm some fields every 2 days, pack them, put in town hall, job's done. All good for the next week.) I'd like to see something else involved in the process, maybe even with a bit of risk. Let me send out npc caravans loaded with gold to go buy resources from other towns (and yeah on Terra let mobs be able to kill these caravans (obviously pay more to hire npc or even player guards for them to be protected by at a hefty price) and then have the same risk for them to bring it back.) It's a money sink but can also reward the town after awhile too. On the pvp side, they'd be able to kill such caravans there or attack players who protect them for gold payment. It'd bring another source of pvp without seeming like just another gank fest of 5 v 1 newbie who's undergeared. Definitely an idea that could be implemented and fleshed out to become something neat since towns do get a ton of gold. (crafting tax income on the other hand, is almost 0. Nobody crafts in a town it seems unless they live there and have no taxes on their crafting. Seems like it was a silly idea to implement when no one gets any real benefit from it)

      posted in Discussions & Feedback
      A
      Akarikari
    • RE: Engame Changer - Objectives Preview

      @Bancheis lol rare mounts, if they end up having set spawn locations, people are just gonna spawn camp them and control their market entirely making them cost absurd amounts of gold like they are with orbs. I really hope that those will be completely random and not in set locations for that reason alone. (Gotta love seeing some random newbie tame something great and be able to sell it for some gold all while someone more knowledgeable being able to buy it much lower because of that).

      I do agree that durability would make more sense. Afterall, if your horse falls 15 times, it's definitely not gonna be running the same after. It's also lol extremely rare and sad that any mount in such a world would live to see "old age". Almost every mount brought into battles during medieval times was killed pretty young, which is sad but the truth. I would just hope the rarer mounts are mostly for cosmetics with a very slight difference in performance, otherwise it's just gonna cause more problems. I don't mind searching for a good mount, but if it's to the point where only like 3-4 spawn in the entire map, it's a needle in a haystack. This is especially bad if they're set for a 1 hour respawn timer or something like that. I don't think mounts should be tied to a "lifespan" timer simply because not everyone can spend a ton of time searching for a replacement if their mount is just gonna die while their offline or away at work. (Now, if it's tied to playtime, then that's more acceptible for me as they would be able to see its progression as they are playing and can look for the replacement while playing rather than just log in to their mount being dead because they were away for a week....)

      posted in Discussions & Feedback
      A
      Akarikari
    • RE: Engame Changer - Objectives Preview

      Here's to hoping we see some good changes and not more pvp favoring ones. The pvp isn't interesting nor fun for anyone, much less PVE only players. Should have arena, jousting, or some form of pvp that's along those lines and not just open world. Let us have territories with colliseum style matches/events that bring in that sense of gambling too by betting on players to win. That alone would reduce the massing gold amounts and give some fun low risk pvp (only durability risks pretty much) with good rewards (split prize pool?).

      If nerfing normal content to push for groups to favor hunting legendaries becomes the regular, it's going to push smaller groups away from the game as they will struggle to get to the point where they can actually fight legendaries. Not to mention a lot of people just stand around those waiting for someone to summon only to run in and steal the drops. Those drops need to be locked to the party that summons the boss, (Yes, this is fair in pvp too as they can just pk them after and take the loot or die trying). Some random newbie protected account who runs in at the last second and hits it 1 time should not be able to steal the boss drops like they currently can and have several times. Legendaries should be challenging but reward with enough of the T3 imbuement items to make it worth the challenge. Getting 3-4 when imbuing 1 item costs 5 of the mat....is not really worth it for a party of 6+ to fight it. It woulld take summoning that boss at least 15 times for each of them to get even 1 imbuement from that at that rate. It needs some serious focus, heading in a good direction by making it more worth doing, but it needs some work before it's even remotely something to consider farming. They should also be on cooldowns for those who summon it for like an hour or so that way they can't just spam summon it and flood the market with the loot either. Things like that need considered badly on many parts of the game, not just with legendaries too.

      Other thing I really want to see is more added to towns. As it stands right now, there's nothing unique to any of the towns. Sure, we have resource nodes nearby (Except Rum Runners which has literally nothing in the territory) and we can have harbors....but there's nothing that makes it any different from any other town with a harbor or ore nodes near them. Ideas like, T3 armor/weapons that can only be crafted in a city that has paid for the blueprints could work for something. But also have it limited to like 5 per town or something. (An addition, without removing or sacrificing any of the basic crafting or T2 sets since a town consists of a wide variety of players and they all have their own goals on crafting. How it was before was extremely limiting and forced players to join specific towns just for those recipe qualities. That was bad simply because most of the cities that had what people wanted were bad cities lead by inactive leaders or had absurd crafting taxes). We just need something to make each town unique in some way. Even if that way is just decoration differences based on which town node the town has called home (could be fun to see varying types of wood on the buildings simply because that's the type of trees nearby, or taverns with slightly changed appearances to fit hotter or colder temperatures.)

      Anyway, I do look forward to the potions/consumable changes and hopefully those can bring some balance to the heavy armor builds barely being able to heal with anything other than bleeds. Also lol, tanks would love to have some form of taunt for aggro control too. The way it is currently, aggro is pretty random which is bad for party play as when a squishy gets aggro their instinct is to run....which often resets the boss/mob they were fighting. That sucks when a tank is clearly right there trying to keep it hitting them and it just refuses to stay on them even when they're closer and clearly doing more damage. They really need some kinda taunt, and I'm sure all can agree on that one lol. It's like the one thing I hear most requested from my guildies (they just want a taunt lol)

      posted in Discussions & Feedback
      A
      Akarikari