I greatly appreciate you being transparent about this, I think it gives us players a lot more confidence in the future.
Is there a more discreet way to share exploits rather than just posting them on the forums?
I greatly appreciate you being transparent about this, I think it gives us players a lot more confidence in the future.
Is there a more discreet way to share exploits rather than just posting them on the forums?
I had hoped that the idea of the hotbar was to force players to use it, but then I noticed I could just use items from my inventory and figured it was gonna end up being like OSRS with all the inventory hotswap macros.
@Kazzier said in Town prestige is Decaying at alarming rate.:
I haven't actually interacted with this, so I'm just speculating, but could some of this issue be due to the low population of the city (with it being beta), so it's harder to keep up with the demands.
I guess what I am asking, is would this still be an issue when the game was live with more players?
I'd assume this game will always have a small amount of players, it is a very niche title. Even if the game gets more players don't you think they'd just spread out to more cities?
I'd love to get an idea of how many active players the developers were expecting in each city.
What's wrong with harbours?
@spoletta said in extra slots for healing and herbs:
I may agree, but in that case consumables from the inventory should not be usable, or you give a big advantage to macro users.
This is exactly what's happening right now, I personally know a few people who have already set up macros to use items in the inventory. I doubt anything will be done to stop this though.
@Tredough said in My least favorite thing (after 50 hours):
A traditional “xp” mmo has the advantage here in that there’s a level playing field and no mob ever becomes completely irrelevant because it always gives you xp. Fractured needs to be able to ensure that none of its game world becomes irrelevant along the way. Let’s be honest, every MMORPG needs a grind; in fact, it needs a number of grinds. At this point, the grind in Fractured is not enjoyable because the longer you play, the less flexible it becomes.
I've been playing MMO's since they were called graphical muds and what you described is literally every MMO out there, maybe besides ESO. What happens in a 'traditional' xp MMO is you outlevel mobs and thus never have any reason to come back to that area again.
What this game has done is forced players to explore other areas to find more KP, what you are suggesting would actually remove the need to explore since I could just continue to grind the same mobs getting diminishing rewards but I don't care since I can solo all the easy mobs now and I'll just forever grind KP until what? They finally get hard capped and then your problem suddenly rears it's head again.
I get it, it sucks to have to find new areas to get KP but I'm pretty sure that is the point, since we don't have level ranges you could hypothetically sit on tutorial island and grind rabbits forever if KP wasn't limited per mob. Would you like to see me with a maxed out 60 talent point toon on newbie island? Because trust me, I'll do it if it's possible.
Also, before anyone brings up UO, if the OP says there's absolutely no reason to grind mobs in this game after KP capped (for loot) then the same point could be said about UO mobs since there's no XP system in UO and thus no real reason to grind mobs 'allegedly'.
Now if you want my actual opinion on this, I think there is a grind here, I'm about 90 hours into the closed beta and I can assure you I've been grinding just like everyone else. Just because the grind here isn't Silkroad doesn't mean it's not a grind to have to kill 50ish enemies in a row to cap a single mob to 100%.
Do you know what the real problem here is? People are just so used to the never-ending treadmill and power creep that exists in the popular MMO's they just have no clue what a well-made horizontal progression-based MMO would even look like. The idea of an MMO like this is not to separate players by how long they can grind mobs endlessly but to separate players based on how well they've designed their builds and how well they play them.
Please, I really don't want another endless treadmill, there's enough of those games already.
@spoletta I'd prefer that over horse death, even if they added a durability stat to the horse item itself.
@Jameow said in Thoughts so far:
I started a street rat as a second character. Street rat starter is not very playable. It's not simply hard - most of the time the abilities don't work. You hit a key and nothing happens. Sometimes some abilities will work if you aren't standing next to something but if you aren't standing next to them the ability can't hit them, it's pointless to have melee abilities you have to be out of melee range to use. You do absolutely no damage to things like goblin enforcers. You can't make poisons because you can't get the ingredients and you can't get gold because the things that drop gold will kill you while you can't damage them. I can't really get a feel for how it's supposed to play because mostly it just... doesn't do anything. It's not a good starting experience.
The issue you are probably experiencing is something I also experienced on gladiator which is your basic attack will override any ability you try to use. So if you are spamming your mouse click for basic attacks then you won't be able to actually use your abilities. So make sure you stop doing basic attacks, then click your regular attack, wait for the attack to finish, and then spam your basic attacks again.
The devs basically allowed us to interrupt our abilities, getting used to the freedom takes a bit.
Coming from games that actually have horses that die I'd prefer not to be forced to run around with 5 horses in pvp and just run away when I'm down to 2 left.
Also I'd assume since the horses have stats right now then the devs do intend on making the horse stats actually useful at some point.
@Ulfnaor said in Master Crafters not Recipe Junkies:
@GamerSeuss Everyone being able to do everything doesn't everyone necessarily needs to be able to unlock every recipe and be able to be a master of everything. There are limitations in abilities and talents, for example, and you're not asking for them to be removed. Or maybe you are, who knows.
I have not read this broad mission statement of which you seem to be the chief priest, judging by your other posts, but would love to. In any case, poor game design is still poor game design and people being allowed to master everything (with crafting in its current state) is just a recipe for disaster and makes crafting entirely irrelevant within a few months as there'll be thousands of people with maxed out crafting in everything. It also makes crafting particularly uninspired and merely a mats grind (and this game has an easy one).
@spoletta Is it, though? You need citizens to make towns. This, in itself, has been promoting alts. People move things safely with alts. Alts can be in other towns and make use of better facilities than your main. Alts can also be in other towns to steal their stuff or sabotage their crops while your main is safe with his friends. One can use PvP alts to terrorize a specific region without having to go around and cross an entire map back and forth. Hell, people will most definitely have alts on other planets if other planets ever come. There's plenty, in the game design, that favors alting.
Moreover, the idea behind expanding crafting wouldn't be to favor alts but to favor specializations and cooperation. Yes, some of you will instantly think "well, I'll make an alt and do two or more professions" but that's still more time spent, more resources collected and mobs farmed. Most people cannot do that solo and shouldn't do that solo. If no one specializes, then every town and character is just the same and, while that may seem enticing, it just leads to boredom and every town living in full autarky as no one needs anything. It's the opposite of a living and vibrant game world.
I have a feeling, however, that I'm about to be told that asking people to cooperate or group up, in a MMO, goes against some credo of Fractured.
@Tuoni Comparing this current economy with Albion's economy is laughable. First, Albion's crafting system has a multi-tier system of specialization where one not only becomes a master blacksmith but a master plate armor and then a master "chestplate" maker. Our system does not have that. Moreover, Albion's economy benefits from gear destruction. We don't. At most, we have an extremely forgiving durability system.
If you want an economy that works, you need to have at least an equal amount of resources spent vs. resources coming in. We are far, far, far away from that. Not only are we tremendously far away from that point but most of you are arguing for even easier mechanics. No gear break! More durability! We should all be masters of everything!
The current crafting system is a barebones system that you seem to want to defend at all costs. Are "dropped recipes" a good idea? It's a bandaid, an easy-to-implement idea to supplement a very basic system. The fact of the matter is that the current system, outside of enchanting, is really easy to master. You want to talk Albion? Getting to Master in Fractured takes about one hundredth of the resources (comparatively speaking) it takes to go 100/100 for a given weapon/piece of gear on Albion, if not less.
If the devs implement some restrictions on crafting the solution is just going to be using alts or even another account. Every single game that's limited players based on class and/or crafting just forces players to use alts, that's it. There's a very good reason FFXIV has absolutely demolished WoW, people enjoy only needing one character.
The only players that sort of system restricts are the players who just can't be bothered juggling the harem of alts you'd need to master every crafting skill. What you are talking about is a double redundancy, there is already a time sink on getting the mats to craft, why add another by forcing players to make alts? Even now, there are a plethora of people that use a second account purely for gathering resources since the young status is helpful, I don't think adding in more reasons to make alts is a good thing.
@Kralith What about the people who are insulted by other people feeling insulted at witnessing an insult?
You're right, it is ridiculous that mages can just use flax to get to 4/4 on commoner clothes yet any other armour type has to actually grind to get to 4/4. I maxed out commoner clothes in a few hours while hide takes a while because you actually have to kill things.
This post points out something that definitely should be fixed, commoner clothes should require more than just flax.
@DarthJafo Ya, I wonder if they were thinking of an time base style system for unlocking crafting recipes? Like use offline/online time to 'study' a new recipe and eventually you unlock it making it so people would need to specialize, at least initially.
@StormBug said in Master Crafters not Recipe Junkies:
folks that want to be master crafters actually have to work in their chosen craft for it. There is already a good start to this in the game. Why not, once a person maxes out the primitive level they have to g
I agree, the current recipe systems seems a bit lackluster compared to the other systems. I feel like a research building that you somehow invest into would be a fun option. Maybe the crafter has to fill random NPC orders of actual crafted goods similar to how ESO does the daily crafting missions?
The orders could even be tailored to how this game uses the system, so maybe to unlock shortbow or longbow you need to supply the research table with x number of primitive bows with x imbue on it, or even a combination of a bunch of imbues whick would require the crafter to either purchase, loot, or be given the mats for those imbues?
Just an idea.
Isn't it obvious by now the pvpers here don't want to fight other pvpers, they'd rather just fight people who aren't as good as them and take their stuff. They don't want a challenge.
So the guys who just troll global all day are complaining that the people they 5v1 aren't dropping as much loot as they want. Cool story bro.