@TrueCrimsonFTW it’s a brooding monologue and a call to action. Lol
Posts made by Crowdac
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RE: Lich Motto?
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Lich Motto?
Oh those that struggle with Life and Death, what fills our undead heart? Rage, Hatred, Fear? No, the abyss has consumed us. The Divine nothingness is what we seek. Gods and Kings, none are forever, we will ensure that. Won’t we strugglers? All born from nothingness, all consumed by nothingness. We are the embodiment's of nothingness…Lich, dwelling on the border of Life and Death...Balance...
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RE: How will be decided which group takes a farming spot on Arboreus (animal planet)?
@Razvan A good example of not "sharing mobs" would be Devilsaur leather farming in WoW classic. However, the PVP aspect is what made it viable for certain groups to prevent others from farming the leather. In my opinion how disputes will be settled on Arboreus, being that for the most part there isn't any pvp is, the players who farm at a higher-velocity win. A fortunate thing about Fractured is, items in general won't help the player with farming speed. The players choice's and combinations of spells and abilities will be the deciding factor, in regards to, their speed and efficiency when farming mobs. The beauty of fractured is that if a person doesn't like that model they can choose one of the other planets that incorporate pvp to settle disputes.
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RE: Player generated quests (work orders)
@Jetah The ledgers main purpose would be to dissuaded scams, record transactions, and act as escrow similar to what @Annatar had mentioned in the original post. My other post was more an example of how a ledger could work in game than how i thought it should function. Your qualms seem to be more about the orders terms, but we might as well play with the idea.
There is going to be an inherent monetary risk in transporting goods, the only decision to be made is who the risk falls on. An argument for not having deposits is, entry fee's for those who wish to play the role of protecting and transporting goods, would be lower. However, the comprise is pretty clear. Give players options in terms of orders like stated in the original post.
One option being that the order may or may not require a deposit by the transporter.
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RE: Player generated quests (work orders)
@Jetah
@Razvan
With an game generated ledger you wouldn't have to worry about a deposit.-
A Merchant puts out an order for someone to transfer goods from one location to another.
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Mercenary Company's willing to do the job bid on the order. Merchant accepts one Company's bid.
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This creates a Debit for the Merchant and a Credit for the Mercenary Co. both of which is recorded in the ledger.
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If the job is not completed due to unfortunate circumstances then the credit and debit is wiped clean and the only loss are the goods being transported and the Mercenary's personal loot.
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RE: Wild Terra Online vs Fractured MMO
Horizontal progression, Knowledge System, 3 worlds with their own rules (PVE, PVP forgiving and unforgiving), Although separate all 3 worlds still have effect on one another (Economy, Resources, Eclipse's). 3 races Human, Beastkin(4 sub-races), Demons (3 sub-races). The only similarity is they're both Isometric Sandbox-MMO's.
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RE: Fractured - a living world?
@Jetah I'm not against that . I would assume some may run away and others might stand and fight.
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RE: Fractured - a living world?
@Xzoviac I don't see why all NPC's shouldn't be able to die. When examining how towns and cities will be managed, I would like to see an implementation of some sort mechanic that would show how attractive your city is to NPC's and NPC merchants. If its attractive( determined by variables such as taxes, how safe the city is, etc.) more NPC's will show up and want to open up shop. Or a governor could purchase merchants to open up shops with the tax money he/she has collected. It creates a whole new feature for governors to manage. If the city is run right NPC's should be a dime a dozen meaning their deaths wouldn't be as impactful.
I don't think there should be much fear that players will just kill NPC's due to Karma and the justice system(Except on Tartaros). Also I imagine being labeled a murderer and thief won't be fun either.
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RE: Pet system can be based on UO or Daoc?
@Farlander Pets in WoW aren't OP you can easily CC them and then try to burst down the enemy. I think having to control(decide when to use pet abilities) is fair. Although if a player were to use auto cast on pet abilities I believe it would put them at a disadvantage. They would be wasting the pets resources by not using abilities efficiently, putting them at a disadvantage in competitive pvp, where resource management should be vital.
This is something you may not agree with too. I think combat pets should have their own action bar, although a much smaller one than the player, and go. -
RE: Pet system can be based on UO or Daoc?
@Farlander What if tameable pets had their own knowledge tree? However, the knowledge tree would be limited in scope as compared to your toon's. The knowledge learned would also have to make sense, for example a wolf wouldn't be able to learn fireball, but would be able to learn, idk Battle Shout.
@Jetah I agree 100% with normalized stats, it just makes balancing a whole lot easier. Cosmetic features for pets could maybe be purchasable skins.
Personally, I would purchase cosmetic skins for combat pets if I were to play a hunter, bard, or ranger esque toon. -
RE: Rhykker Mention of "Pay for Convenience"
@Jetah Just an opinion, but I think it all depends on the game studio. Digital Extremes, in my opinion, have done a great job handling P4C model with Warframe.
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RE: Trading, In-game market
@ManosMer I don't think there will be much profit derived from crafting unless certain crafting knowledge is difficult to acquire. For now its hard to say. From what i gather, right now, most profit will be derived from resources(different metals, magic crystals, wood, stone, minerals, food). Also I think being a mercenary will be profitable. For merchants, getting these resources from one city to the next will be difficult without protection on Syndesia and Tartaros. Maybe even on Arboreus due to difficult mobs.
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RE: The End of most Sandbox PVP Games-The losing side.
@Xzoviac "Karma changes according to how you behave towards other players, NPCs, and divinities" and "any unprovoked aggressive action towards players with Good or Neutral alignment triggers a Karma loss." . In other words, the action doesn't have to be witnessed. I pulled this from Spotlight #6. It doesn't look like there are categories for the alignments, just varying degrees.
I'm not sure stealing and murdering have to be witnessed either.
Thief- You get this when stealing from a Good or Neutral player. It lasts for 24 real-world hours, and prevents you from choosing a Good Alignment.
Murderer- You get this when executing a Good or Neutral player. It lasts for 48 real-world hours, and forces you to pick an Evil alignment.Although to be labeled a murderer and/or a thief it would make more sense if the actions had to be witnessed.
Also I think we are getting a bit off topic.
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RE: The End of most Sandbox PVP Games-The losing side.
@Roccandil Here's a post from Znirf's "the concept of possessions loss is different from other MMO's, in Fractured, with its horizontal progression system, everything will be re-obtained in a relatively fast way. The most important things that you will need for in-game progression will be the equipment crafted in the city buildings."
I have to say though I thought I remembered something about certain safe storage being untouchable, but I could be wrong because I can't find the post. Also the above quote stemmed from talks of city sieges, but I could see this way of thinking being applied in the core mechanics of Fractured. It won't be the same as Atlas in Fractured. The reasons are most towns will have NPC guards and only certain individuals won't care about karma loss and being flagged as criminal.
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RE: The End of most Sandbox PVP Games-The losing side.
@Tuoni I don't think cities are safe zones in Fractured. I believe a player can steal and murder in cities. They just have to be willing to pay for it with karma lose and perhaps the guards delivering them a just death.
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RE: The End of most Sandbox PVP Games-The losing side.
@Farlander Towns are able to hire guards, that's one of the benefits of living in a town, city, etc.. It's in the free areas were people are going to have to take risks with their belongings. Though I'm pretty sure the Dev's said they were doing something to help mitigate griefing in free areas. It's up to the player to decide the level of risk they wish to take.