@GamerSeuss said in Fractured Online - Free Week:
you still receive rewards in the form of Foundation Points.
How do I get those? I managed to get three other people to buy this game, had no idea there was some form of recruit a friend.
@GamerSeuss said in Fractured Online - Free Week:
you still receive rewards in the form of Foundation Points.
How do I get those? I managed to get three other people to buy this game, had no idea there was some form of recruit a friend.
@Eldriken said in A Rant on Crafting and market economy problems.:
For the purposes of the Beta, I would recommend testing combined markets and seeing how it negatively and positively impacts the global economy.
So you're suggesting a system where I could farm something myself, a lot of it, and use the market to completely bypass the travel weight system for the harbour?
Even if you just make the market continent-wide, Myr is a big place, being able to get iron easily on the west side of the continent would be a really big deal, saves a good amount of transit time that I'd be worried about being attacked during. Wouldn't this seriously detract from pvping opportunities?
I'd wait till the next big content drop, the game has lost the majority of the players since PoE new season dropped and V Rising today, let alone a few other things that dropped last two weeks. I bet when Arborea is released we'll see a massive influx in returning players and that'll kickstart the economy again.
Right now only the most dedicated players are left and a very small handful of actual new players so the markets are almost useless since everyone kinda already have what they want and as stated before there is no reason for any ranged class to change their armour since it never breaks.
I think if DS just modifies the durability system to stop making ranged armour basically neverending we'll start seeing the majority of players (who just so happen to play ranged) either start experimenting with melee more or just replacing their armour more often.
I like the durability system but there is an issue I see that will affect things long term.
Melee and Ranged are completely imbalanced. Melee goes through durability quite a lot more than a ranged user, as a ranged user myself I know I'm at a huge advantage.
As much as this would hurt me I would actually rather see durability tied to ability use and attacking rather than taking damage. I know it may seem counter-intuitive to remove durability loss from taking damage but it would be the easiest way to balance every play style rather than favouring classes that can kite enemies.
Replacing gear sucks, I know, but I feel like it'll actually give me a reason to make more than one set of gear. I remember in the UO days I'd keep multiple 'go bags' in my bank that had a full set of gear inside and some reagants and if I died I'd just hit up the bank, grab a bag and head out.
@Vortech That's actually a pretty amazing suggestion because it would actually cycle players around the map during certain seasons so there would be seasonal areas where pvpers could find potential targets.
@GamerSeuss Right but even now with the legendaries is the cap even meaningful? From what I've been told you can keep farming KP off legendaries through the pages right?
Is the amount of KP you can earn right now lower than the amount you can spend is what I'm trying to get at, cause if there's more KP to earn than to spend then there really isn't a cap. Obviously, the hard cap would exist but does it even matter?
I'd love to get some more information on how the leaderboards will be implemented? I'm hoping it'll be more than just a PvP board and there will be PvE statistics as well. I'd also like to see a time-based board like a Weekly board as well as an Overall board so that we can track ourselves with just the active player base.
@GamerSeuss said in First impressions and feedback:
KP is finite,
Incorrect, devs have stated they want unlimited KP essentially so you will eventually be able to unlock every skill in the game but you will still be restricted with the memory point and talent point restrictions for builds.
@Rowley said in Daily Message posting:
why is this happening
People like to farm their post count so they seem more active on the forum than they actually are. Just click on some of the regulars in this thread, they have like 500+ posts basically.
I agree 100%, an activity log would be great, more city roles with a permission system would be fantastic but ya the farming needs to change asap. At the very minimum farming should be restricted to gov and vices only.
@Vialli said in What's next for BETA as a lot of players are leaving (plus feedback).:
Common Feedback:
- PVE is easy, all the game content can nearly be solo'd. What to do next? End game PVE? Legends compete for resources with rare mats from gear. Too expensive to do legendary bosses
- Would never go evil in PVP, as you can't afford to lose your gear. You die in T2/3 gear and you need 5 rare materials for another set that has less than 1% drop rate. Every death as an evil player in PVP requires at least 500-1000 high end mobs to be killed in a grind. PVP is very rare, and we need more. Durability hit would be fine, but don't take the gear!
- Drop rates (enchanting / gear grind). The drop rates are so low on high end mats it is just a grind
- Enchanting is not balanced. Some T2 recipes are easy others hard, no math has been applied to the stats on reagents to work out what combos can be used per enchant. Previous alpha's were good and cost a lot of money to take chances with it
- No gold sink, all MMO's need one or rampant inflation kills game. New players can never get a foothold without a mechanism to keep gold supply down (plot costs and city upgrades are not ones, I can grind 2K in less than 60 minutes in bandit hotspots).
- Advanced smelters please fix them
- Why add weather when so many other things to fix?
We want the game to be a success and I am keeping my fingers crossed. I will be back when new content comes out, along with a lot of others no doubt!
I agree people are getting a little burnt out now, I've seen a fair amount have left already but there still is a good core that login regularly or at least casually to play.
I totally understand what you are trying to say though, the bugs are very annoying, not being able to hit enemies because you are on a slightly different elevation is very annoying but I think we need to manage our expectations. This is the closed beta and we're going to get at least one wipe before live release so I'm taking things somewhat casually and trying to enjoy myself where I can.
I'm hoping we see asteroids soon as that will probably bring players back,
I like the idea but doesn't it already exist with the weight restrictions? Light Medium and None. So you're idea is doubling up the system or would you remove the weight restrictions to keep things simple?
I think generally we all agree there definitely should be a cooldown timer between changing alignments, but the question is how long will it need to be so it's useful? 24 iRL hours? It could even end up being an in game timer so the player would need to spend a certain amount of time in game. You know what I would do tbh, I'd set it to be an in-game timer but it'll only count down when you aren't in a safe area. That way if you switch to neutral to go kill a legendary, you will be forced to grind out ___ hours in game outside safe areas to go back to good.
If the devs are right and most people stay white and just pvp amongst themselves then I see things going well. If the majority of the competitive guilds go red and just gank green people randomly then I don't really see a future for this game. I really don't think the devs intended to make another version of Rust.
@GamerSeuss said in A Different Perspective to Alignments and PvP Issues:
@Ablabla And I'd argue that Diplomacy is more of a Strategic Puzzle than a game. Same with Chess and Othello and other similar activites. They are all fine for what they are, but to be a 'game' you really need an element of chance, not just skill/strategy.
You're being pedantic, it's a board game, it's not a strategic puzzle...
TIL checkers isn't a game, it's a strategic puzzle.... The Game of Life, definitely a board game, but checkers and chess, strategic puzzles guys.
@GamerSeuss There are plenty of games that don't involve any RNG, take the difference between the board games Risk vs Diplomacy, both similar games, while Risk uses dice and Diplomacy, does not. I'd even argue Diplomacy is better.
@Rife said in AMA Feedback:
I think we all know that there has been controversies regarding the AMA that just happened.
I'm gonna skip voicing out my frustrations here and instead give some pointers on what needs to change :
AMA's are time limited segments which means that there will be limited number of questions being asked. This should already be declared upfront - how many questions we have time for - this sets expectations from the community.
The second point is about deciding the questions being asked. We normally post our questions on the discord channel, instead of CM's choosing, let the community decide instead - let the top voted questions by the community be asked. This helps with transparency and nobody would have any issues with the questions being asked if there was ironclad proof that it was what the community wanted to hear answered about the most.
TL;DR
i) Let us know number of questions upfront
ii) Let the community vote on which questions to be asked.Bonus - It would be nice if we can have an actual active player have discussions with the developers during the AMA, someone like Spoletta for example. This is a win win situation - CM's who dont want to be there dont have to be there, and people who actually want to hear more meaningful discussions with the devs can hear them.
So do you think the CM's purposely skipped questions that they could have gotten answers for? Do you feel like if you managed to get Spoleta to ask Jacobo questions then somehow that means he's forced to answer them?
I think the issue was expectations because everyone else I've spoken to loved the AMA.
Thanks Prometheus, keep up the good work.
I believe this bug is reproducible with any stackable item. I was actually messing around with this bug and I've been able to figure out that if you loot a new item your weight will be acknowledged and it'll slow you down but if you loot something that stacks on something else inside your inventory then the encumbered check doesn't happen.
So for instance, if you kill trolls and just loot hides only you can go up to 190% without being slowed but if you loot anything else then poof it'll slow you down.
So for any of the devs, the encumbrance check doesn't happen when the item adds to an existing stack inside your inventory.