Very unlikely, as those kinds of generators require resources guys won't have for quite some time. As a minimum - created dungeons, if they can be filled by mobs at player's will, must be premoderated. Otherwise, this system will be abused like it was in the Neverwinter.
Posts made by DCCCXIX
RE: Dungeon master tool
RE: Power gap between r1 and r3 spells is too big (POLL)
It's ok. This way it's worth learning, and at the same time you're still useful from the get-go. This game is not actually that huge.
RE: What’s the difference of Fractured with Diablo 3?
level to 70, bounties, rift for gear while running grifts for leg gems.
i don't see that as a theme park. you can skip bounties (if your build doesn't need the royal ring).
It doesn't matter, you don't affect the world and you have no freedom. You just walk through fancy corridors until the game storyline is over, after that you grind rifts until your fingers fall off.
RE: Is the skill info
@natsha10 I can assure you that it will be nowhere close to Path of Exile for variety of reasons.
First, PoE-like node tree and general building system requires insane amount of balancing work, and I think so, lots of lines of code, so building process in Fractured will be much more simple, even if guys will decide to add something to their current vision of builing process (Which I'd support, as I'm always for variety and complex character building).
And, in PoE people don't just run cookie cutter builds, there are variety of builds that can work about equally well, which I think is a great success and tells alot about PoE gamedesigner's abilities.
But for Fractured, because of it's relatively simple system, it may seem that cookie cutter builds will arise like 3 months after the start of alpha, changing to new fotm-builds at every few next patches.
However, what Fractured is unique with - is it's dynamic combat involving surroundings, weather conditions, day/night cycles, etc. Of course I don't know how deep it goes and I didn't get any answers in my threads, but I think it's safe to assume that even the strongest fotm build will be vulnerable against other builds in certain conditions.
Say, you have a very strong fotm-warrior build, to say in known terms. And you'd destroy a generic frost mage. But what if he's fighting in cold weather conditions? If there is water nearby? Maybe some of his abilities benefits from day/night cycle? And what abilities will he actually use? It's not known until you're deep in the fight, and it all may change the flow of combat.
There were also statements that not all mobs are to be beaten with all types of damage. I think something was said about rock golems of some sort, which won't die to simple arrows, but maybe they'll be vulnerable to something else. As people are expected to kill mobs for resources, it's safe to say that they'll likely chose more efficient builds to do so, which means they'll differ from one area to another, depending on biomes and player activity, so the chance to be constantly meeting players that you hardcounter, even with fotm-build, reduces drastically.
In such a plesant balancing environment, one has to be completely retarded to let fotm-build appear, with so many tools to prevent their existance. And I think Uriel knows what he's doing, which is seen from the game's concept alone.
@jetah it's still a bad compromise because information is money, and you get information for free this way. Of course it's to be looked at because even if such system won't exist in the game, it will be made on 3rd party sites.
But if, say, we have a player who's traveling between towns to buy something he's looking for, than free access to such information will decrease the amount he has to walk drastically, which will reduce the amount of people in the open world if we'll extrapolate it on others.
And for one more example, let's say that we have a merchant type of player who's ready to conduct researches on the market prices for different items and different towns. Without such access to this information - he'll have to walk to other towns on foot and look the prices up himself, or, atleast, he'll have to communicate with others to get this info. In one case - same as before, number of players in the world increases, in the second case - socialization is encouraged, which is generally a good thing for an MMORPG game.
Plus, if said guy will have access to all the info on prices, people will just look it up, and prices will be much more equal between various towns, and it will almost entirely remove a chance for someone to find an opportunity to sell something for 10's the price he's bought this stuff, as people will see those price gaps and equalize them asap. Thus almost removing an entire type of activity in the game, discouraging travel and reducing amount of players in the open world.
As a general rule, if you make a niche game which is MMORPG (and Fractured is an MMORPG, not just an MMO), you just take the most popular approach and do the opposite with no compromise.
With this wow-like auction house - to any game it will never bring anything good, same as LFG and many more features. It will just turn the game from an actual MMORPG into a session-based game where open world will be essentially empty and useless.
RE: What’s the difference of Fractured with Diablo 3?
@jetah It's textbook theme park with various predefined scripted events driving the gameplay.
Even if lategame is nothing but paragon masturbation, concept still stays.
Atm I just started playing D3 while Fractured comes out any pros and cons there?
Those are two completely different games, isometric view being the only thing that they share.
RE: Why Magic users will be OP compared to physical users
It really comes down to mechanic details tho, it's hard to say what will be overpowered and what will be not so far.
And don't forget, that one day you can get all abilities you want without having any int.
RE: How is the Development Team going to solve...
The issue that by 2021 when the game has it’s Full Release the Game Engine most likely will be obsolete since the advancement in graphics and PCs are going so fast that in 3 years most likely the game will feel like your playing Old School Everquest. Might have FPS and lagging issues as well, hopefully they have a plan for this.
Very simple - by putting priority on the game's gameplay features instead of visuals. Visuals must be "ok", not better, nor worse. This way it will be possible to run the game on slow machines, and will lure more players overall.
Talking about graphics, correct me if I'm wrong, but Crysis came out in 2007 and it's still the best game graphics-wise, so if there was any progress in the last 11~ years - it's not noticable, which brings us to the conlusion that gameplay features are more important than high-end visuals, which is anknowledged both by large-AAA-making companies, and small companies alike.
RE: A set of questions and suggestions/proposals.
To my understanding so far, besides humans, the other 2 races have several different branches, in the form of classes or physically similar bodies to known classes in other MMORPGs. Will these "classes" be limited to their stereotypes, or will we see some more variation to them ? e.g. the Hellfire Demon, will he have access to different weapons, such as Gloves and Claws for a brawling type of character, or a combination of Shield with Swords, Whips, Maces, Hammers and Axes, or perhaps 2 handed great weapons like a Great Sword, Great Axe, Great Hammer, Staff, Great Mace, perhaps even a Gundao would be juicy. Will all or part of these examples actually make it into the game/be viable for characters to equip and have skills for ?
Nope, different "branches" have different bonuses/flaws in their stats, and some unique passive and active abilities. Not sure about active ones tho.
Considering this game will be full-loot, will there be implemented game mechanics between a merchant and a player for escorting ? Or will there be just an agreement between players, not locked and dependent on a game mechanic. Because without one, there will be room for trickery and lies in this particular scenario, unless that's what the Developers are aiming for. ( I'm cool with it, if that's the case ).
Trickery is a part of social aspect in every game. It should be there. And I think no forced mechanics of this sort has been announced.
Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.
Seems like all of them
An AH similar to WoW as basic as that one
No Bank System like in Albion Online, that system was a pain, just a bank system in which we have a Bank on every town and can access it everywhere without having to transfer items between towns. It was a real drawback on Albion, We are fine with the Weight limit on Bags but lets leave the bank as its been on most mmorpgs.
No, this will kill the game.