Ty for the Info!
Posts made by Chapex
-
RE: Getting back into action!
Well I think it hasn't changed too much.
-
Getting back into action!
Yes, it is a bit of an exaggerated title but it sounds exciting!
After some time away from the game and the forum passed by here to see how everything is going.
Any interesting clues or data from the current alpha stage?
From what little I could see is the participation with G.Round to promote the game and provide access to the current alpha test.
I would appreciate any comments that let me know how things are going around here!
Thank you!
-
RE: What is the point of having your own plot of land?
From the role point of view, the house system needs to improve in terms of the possibility of choosing different styles of construction and decoration, customization of colors and textures, etc. In that sense, at the moment it has no use.
Another way to see it would be the possibility of setting up a crafting room, storage and other utilities individually, for those players who prefer to keep their activities concentrated in one place and solitary and isolated. In that sense, at the moment it has no use.
There is also the option to select it as a resurrection point and when acquiring a lot close to a specific area of interest it would be more convenient to appear after a death and continue with the activities. If I am not mistaken at the moment this is not possible, therefore it has no use.
In summary, at the moment there is little that I would be interested to see in the game that is implemented and is useful. Yes I know, it is in alpha state, but it is difficult to know in the future what they will end up implementing and how satisfactory it can be, for the moment the acquisition of land to build a house was something that provided in the previous alpha and I do not think I will try again in the current one.
What's more, in this new alpha my gaming experience was affected by the same problems as in the previous one. Lack of fluidity in the movement of the character, fluctuation in latency, lack of response in skills during combat, imbalance between the life / damage of the most basic NPCs and my character, repetitive and low interest loot, invisible barriers in the terrain, targets out of sight for no apparent reason, unbalanced speed of certain NPCs, etc.
The time this project is in development, the recent lack of communication from developers with the community, the little of what is currently implemented and the waiting times between one test and another that lead to one trying other products. which are much more tempting make me lose interest in this project.
I do not regret my small investment and I really hope that the game is a success, but honestly at the moment I do not have great expectations regarding what it can be.
-
RE: NO EU server? no thanks!
I never have a dedicated/region server in my all life as a gamer. I always play with a latency of 100+ in US servers and 200+ in EU servers.
I never have the 50- latency feeling in my online sessions, plus to this, in most of the cases the language in games are others than mine.
I know in first hand your feeling about this, but it is all about cost/deman ecuation for developers and private investors.
The game is a backed/founded by players + small private investment proyect with low budget and a small team in an alpha state right now, i think you need to wait to make demands like deddicated/region servers.
In the end, if the game result is succesfully and players in EU are enough you are gonna have your desire server.
At the moment I do not think this is gonna happen, so, keep calm and enjoy what you have, or, look for a better game experience for you, is a matter of personal choice.
-
RE: Common misconceptions of "Alpha Testers", and expectations?
When a company bases its tests on a group of users to whom it sells access to the alpha and beta stages, it cannot pretend that each and every one of them acts as expected.
If what you are looking for is a spectrum of players who understand very well the dynamics of a test and are willing to invest their time purely and exclusively in testing the state of the game according to well-defined parameters, offering a detailed and well-focused evaluation and In this way, having a real overview of the state and progress of the product, they should offer access to users who demonstrate that they understand what is sought from them and who can demonstrate their previous experience in similar participations.
Nowadays it is very common to see that companies use the test stages as a means of generating income and attracting customers, not only users can be blamed for misusing these test stages.
Packages with titles, pets, mounts, cosmetics or benefits at the account level that include access to the alpha and beta stages make it clear that the type of public you are targeting is very varied, therefore the results of such participations should not be objected or subject to analysis.
Perhaps this is not the smartest way to use such access?
Totally agree.
That there is no point in investing money in a project for which you get the opportunity to contribute to its success during development and are wasted on irrelevant issues?
Totally agree.
But things are what they are and the act of accepting a person to participate in an event for which:
- No previous experience is required.
- It is not evaluated whether said person understands their role.
- Their participation is not evaluated to determine their continuity in future stages.
- Get access based on the amount of money invested.
Well, I think it is obvious, not everyone is going to meet the expectations and as I mentioned above, they are not the only ones responsible for this happening.
-
RE: What is your biggest want in this game?
- Good Lore.
- Good PvE.
- Good crafting.
- Good RNG.
- Good level of interaction Player-World-NPC.
- No Macro-transactions and lootboxes.
- No Paywalls.
-
RE: My Alpha 2 Test 3 first impressions
@Kralith Like any magic trick, the truth needs to be revealed as it is hidden from the gaze of the spectators.
According to reports in the web, those who invested money in CoE - Soulbound studios and believe they were scammed are close to getting legal representation for a lawsuit.
Some info here if you want:
https://www.reddit.com/r/MMORPG/comments/fxx37u/chronicles_of_elyria_verbally_backtracking_to/
https://chroniclesofelyria.com/news/34997/A-letter-from-Soulbound-Studios-to-our-Community
-
RE: My Alpha 2 Test 3 first impressions
@Dordolio yes, CoE was a 7.9 million magick act of disappearance...
Pipeti popeti puffff!
-
My Alpha 2 Test 3 first impressions
Log in to the game...
Character creation...
Time to Enter...
Game client response...
Me: Yea, it is ok...
-
RE: Well deserved
...not an official community manager...
Let me see...
- Active Moderator (The lost forum titles Savior).
- More admin rights.
- Maintain the Discord.
- Maintain the forum.
- Maintain the website.
I tell you, (not official...🤫...) you deserve it
-
Well deserved
My congratulations to @Specter on his contributions to the forum as moderator and on his new position taking on the role of community manager!
COMMUNITY MANAGEMENT
There have been a few discussions regarding community management (or lack thereof) on our Discord in the last few weeks. Since the start of the year, we’ve tried to release blog updates regularly – that’d be 12 so far, quite an improvement over the 14 we released in the whole of 2019Aside from that though, we are aware that our presence on the forums and on Discord hasn’t been great. Our previous community manager Znirf has left the studio in January, and we haven’t been able to find a replacement yet, both because of covid-19 and because we’re trying to focus all our resources on game development.
While it’s likely going to take a bit before we have a new community manager, our beloved moderator Specter is going to step up in community management duties. He is already planning new community activities, so stay tuned!
-
RE: Upcoming Alpha Test 3 Will Be In July
News Link here https://fracturedmmo.com/city-claiming-has-launched/
¨ALPHA 2 – TEST 3
We’ve mentioned this in the previous post, now it’s official: the start of Alpha 2 – Test 3 has been moved to July due to a few quirks that are making the implementation of player cities and the talent tree more complex than expected.Some of the issues are performance-related, both in the client and the server:
The client is hit by framerate drops due to the rendering of constructions and calculations of pathfinding in cities;
The server is using way too much bandwidth, which becomes particularly problematic when a lot of players are close to each other.
We have already figured out a solution to all of the issues above – the bandwidth fix actually relies on a “new” feature of SpatialOS we never used. The implementation will take a few days, however.We hope you’re not too upset by the delay – we could have released the fixes during the test, but we want your experience to be as smooth as possible from the start We’ll let you know the exact starting date as soon as possible.¨
-
RE: Forum Titles.....Lost?
@Recoil If there's anyone who can do it, that's Specter
-
RE: Bartle's Taxonomy and this game.
@Stacy555 I agree.
Video games are supposed to fulfill the function of entertaining, having fun. Unfortunately, as it is also a business, over time we were witnesses to its growing evolution in that same aspect, business.
Nowadays everything revolves around profitability, investor demands, the desire to control a market segment, economic variables, etc.
Marketing strategies, psychological manipulation, the desire to control and subdue the will of consumers to manage them and to predict their reactions and behaviors. Ensure consumer dependence on a given product regardless of the means used are ethically incorrect. It is no longer about satisfying a need, it is about generating, stimulating and controlling it.
The most successful on the market are no longer those with the ability to offer the best product, but rather those who best implement these handling mechanics.
That is the reason why the vast majority find themselves going back and forth from game to game without being able to find one that meets the most basic expectations, to entertain.
-
RE: Goodbye Grind?
@Zori Choice paradox, choice overload, etc. Many studies on psychology refer to the different reactions when facing a large number of options.
In this sense, numerous psychological manipulation techniques were established to be applied among other things during the development of video games in order to generate a controlled environment in search of the expected results.
Limiting the number of options available when making decisions is one of them, but this does not mean reducing them to a single option.
On the contrary, this type of practice leads to a state similar or even worse than the previous one, the frustration of not being able to choose and this effect is intensified when the only option available is also unpleasant or not very gratifying.
A controlled amount of options that allow a certain degree of freedom without reaching the point of being overwhelming turns out to be the best option when generating a greater degree of satisfaction.
-
RE: Goodbye Grind?
@Zori I don't know whether to call it concern, perhaps personal interest.
Interest in debating a highly discussed topic, but from another perspective and seeing how feasible its implementation is.
I do not worry that there is zones or Guilds locked content, it is something common in every video game, not something that I like but far from worrying me.
My interest is to discuss the lack of alternatives to achieve a goal and the persistent presence of unique mechanics and clearly focused on a certain style of play behind which specific objectives are hidden.
As an example:
Difficult to implement?
Difficult to balance?
Greater investment of time and money?
Surely, but I don't think this is the only limitation. It seems to me that in general, this type of mechanics is usually used to intentionally create niches of players of a certain style and focus on them in isolation from the rest.
This is what I usually call induced "fragmentation".
In this way specific groups of players are created in a controlled environment.
The problem with this type of practice is that it turns a virtual world ready to be explored from end to end in a series of content islands, each containing a different player style.
Taking into account the present game, I cannot let go of the relationship that exists with this concept, a fragmented world (¨Fractured¨) in which there is the possibility that those isolated content islands (¨planets¨) have a certain type of interaction .
Does this represent greater diversity and the possibility of achieving the same objectives for different styles of play?
Time will tell...
-
RE: Bartle's Taxonomy and this game.
As you mentioned, Bartle creates a way of categorizing the different types of players from a psychological point of view, this can be seen in the following graph In which I would place myself as an explorer:
But if we take the Jon Radoff model which considers factors such as quality or quantity and the environment of associated players, I would put myself on ¨immersion¨ in the case of single player games or cooperation in the case of MMORPGs.