It's interesting how many players can the game handle at the same time? On one server? On one screen? On one planet?
Posts made by DCCCXIX
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RE: How many people will there be maximum per server?
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RE: Some suggestions/questions/discussions
@muker Я не про это. Ясно что там есть второй столб хп. Вот ты один против двух, одного уложил, он лежит и восстанавливается, спустя какое-то время он встанет. Надежнее его добить. Это произойдет в один клик и быстро, или нужно будет стоять и просто пинать труп пока он не умрёт? На второе в бою времени не будет. При этом в бою 1х1 разницы не будет, в таком случае, если придется этот труп сносить "вручную", вместо нажатия одной кнопки, то это будет усложнять бои против нескольких людей.
Однако, если вырубленных можно добивать "в клик", то есть возможность завезти различные анимации за деньги, которые и игрокам в радость, и разработчикам в прибыль.I'm not talking about that. I know there is a second hp bar. But here you're alone against two guys, you got one of them, so now he's laying and recovering, after a while he'll get back up. It's safer to finish him off on the spot. Will it happen "in one click" and fast, or will you need to stand and kick his "corpse" "manually" until he dies? There won't be time for the second option in the fight. And if we're talking 1v1 - there will be no difference. So if you'll have to "manually" finish off the "corpse" instead of fast execution, it will make 1vX fights harder for no reason.
But if it would be possible to execute said people "in one click", or "in one button press" or whatever, than various execution animations would be enjoyable for players and will bring developers more money if sold in the cosmetics shop. -
RE: Some suggestions/questions/discussions
@gothix gave them some numbers so now it's easier to read.
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RE: Some suggestions/questions/discussions
Added more lines in the initial post.
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RE: Environment interaction details
@gofrit I meant practical use in combat. I get that you can use them as a resource, but can you cut them to block paths or damage foes? So far it's unclear.
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RE: Some suggestions/questions/discussions
@muker said in Some suggestions/questions/discussions:
Да они это планируют (если я правильно тебя понял). Вот информация об этом со стрима.
Либо можешь поискать здесь, но чел забил работать над этой статьёй.That's not it. I know that you just faint and recover after a while instead of actually dying in the fight, the question is in the mechanics of those executions. Like in Albion - if player "dies" to mobs, he can be executed (in 1 click and 0.5 sec cast time), until then he's just not able to act and recovers. Also it's interesting - if a player was defeated (faints), will in be needed to hit him for another full HP bar, or it will be much smallerm and/or he can be executed in one click.
If executions are planned, than it would be nice to have some fancy cosmetics, if they're not planned, well, it would be nice to have them.
@muker said in Some suggestions/questions/discussions:
Вроде это обещали + в игре есть ветка развития "гадания", которая позволит видеть скрытые вещи. И также все данжи будут находится на локации в открытом мире, а это значит, чт околичество игроков в данже неограничено. Т.е. в данже могут одновременно находится 20 и более игроков, тк они в мире к ним придётсчя идти, тут нет очереди как в ВоВ.
Yeah, I've seen it all, but it doesn't clarify if we'll actually see traps anywhere as a major gameplay factor.@muker said in Some suggestions/questions/discussions:
В игре есть воровство и тд, об этом упоминалось в 6 важный аспектах. Пока что информации мало.
Basically stealing as I understood - is taking others' loot and looting corpses. I didn't see anything about, let's say, a camp of mobs that you could fight through to get to something valuable, or, alternatively, avoid combat in stealthy ways. -
Some suggestions/questions/discussions
I thought of writing it in the questions part of the forum, put decided to post it here, since some discussions on topic would be nice aswell. Once again, I've listened to all the Q&As, read all the articles, but still I may have missed something. So:
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If there is a downed state - is there an execution mechanic? If it's planned than can players get fancy execution animations for moni? And if this is the case, than can players expect some mildly-gory ones?
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I heard about labyrinth - survival pve location, basically. Will it or other locations have trap mechanics? It would be nice to have some hardcore traps that could kill you or do major damage/major debuffs of various types. They could be of different elements and mechanics, like poison arrow traps, igniting ones, etc., so different types of resistance and armor would help against different traps, they would probably require perception to be detected, or they could malfunction sometimes based on character's luck, etc. Got lots of ideas on those in my head.
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Will town sieges contain some kind of stealth element and some objectives for stealth characters?
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s it possible to see some locations where you could use said stealth to reach certain objectives (like some loot bags or anything), avoiding combat, in the future? (Of course it should be hard to do).
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As we've seen, Fractured will have some CC abilities. How CC time from multiple sources are going to work? Some kind of diminishing returns or anything else? Seems like DR mechanics will harm synergy between players and reduce the possible amount of working builds, but lack of DR system will cause 2-3 players being able to completely stunlock 1 player, or it may be possible even 1v1, if abilities in the game will allow, which most likely will be the case, I think 8 slots can contain enough CC abilities to stunlock one character to death.
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In one of the videos, we saw an attack speed increase buff, that bring me to a thought that we'll see more of those. Damage increase, attack speed increase, whatever. How will they scale? Bigger buff replacing lesser ones, stacking additively, stack multiplicatively or something else? This together with previous question seem to be those mechanics that will take a big part in shaping PvP, could possibly make it comletely different from 1v1 to large scale. In some MMORPGs you could see overbuffed characters being able to 1-shot other players, or multiple other players at once, which may seem bad, but what if those who get attacked are overbuffed aswell, but defensively?
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Will there be any reagent requirements for stronger spells? System like in UO would be probably too complicated, but what if you'd need to carry some reagents with you to use some stronger abilities? Good example would be ragnarok online and gemstones/alchemist throwing bottles.
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What's developers' stance on mounting/dismounting? For example, in Albion you could mount up in 0.5 sec, you get an ability delay after dismounting, mounts also had decent amount of HP, so if you wanted to catch someone solo you needed to blow your cooldowns, so when the fight begins you're with your pants down with everything on CD. It caused situations when multiple players were just riding around not even trying to dismount each other, because whover does that is heavily handicapping himself against his opponent, which hurted solo PvP alot.
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Solo playing related: will I be able, as a solo player, find myself a very challenging PvE content that would be rewarded accordingly?
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If beasts, trees, mines, etc. are farmed for resources and those are heavy so you have to use a cart, how can a solo player get some moni without essensially suiciding by making himself vulnerable to group ganks because of this cart he has to carry around? If there would be humanoid mobs, will those mobs drop something besides ingame currency? If yes, will those drops differ from one place to another, together with mob's unique stats (HP, general behavior, resistances, etc.), so it would be possible to find a good spot for your specific build to have a good valuable drop income, or make a specific build to live where others can't to get some rare and expencive pieces (without having to carry your entire crew with a cart around to pick it all up).
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RE: Hello
@muker Я пишу на английском, чтобы все могли прочитать сообщение, мы не в русскоязычной части форума.
I write in english so everyone can read my post, we're not in the russian part of the forum.
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RE: Mouse / Keyboard control
@tulukaruk this way it can work and it's simple enough to implement, unlike wow-like WASD controls. However, seems like it would handicap the one playing this way, but then it's his own preference.
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RE: Environment interaction details
@gofrit Yeah, I've also found some more info I've missed before, like:
-Some abilities are affected by certain environments.
-You can technically use fire spells to warm yourself up in a cold area, but your fire spells will suck in a snowy area. Also, you would be dealing fire damage to yourself.
-Weather affects combat and interacts with your abilities.
-Some abilities are more effective at a certain time of the day.Most useful pieces are that time of day affects gameplay aswell, and weather interaction with abilities.
But still, not being able to use an ability without some object nearby, or an ability changing drastically depending on invironment is one thing, and boring "+10% damage while in a snowy biome" or something is totally another.Still nothing on destructability of some objects or verticality. Verticality is probably not the case as it's hard to implement in a isometric game (while ragnarok did it very well at times), and on destructability it's understood that, say, trees can be destroyed, but is it intended to have any practical use is still unclear.
Still, I'm new here and so I'm probbbly too greedy for information.
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RE: Hello
@muker Да, привет. Я все это уже раньше читал, но скинуть сразу всю необходимую информацию в такой удобной форме - хороший и приятный ход )
Yeah, hi. I've read it all before, but to send me all the needed info at once in such a handy form is a good and plesant move )
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RE: Mouse / Keyboard control
@jetah you can share it and clarify it a bit. If it's a wow-like WASD, or something like in ToS?
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Hello
Happy to see and greet a good community of a promising game. I'm looking forward to hunt you later somewhere in the alpha :^)
I'm a veteran-timewaster and a MMORPG enthusiast, with a bit of EvE and Ultima, and lots of Ragnarok, Rift, SWTOR, Aika, Aion, Warhammer, Albion, Lineage II, Allods, Royal Quest, Tree of Savior, Guild Wars II, Neverwinter, World of Warcraft, Skyforge, Perfect World and probably more, experience behind my back. Hope to spend a couple of years more, enjoying this game with you guys.
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RE: Mouse / Keyboard control
@gothix Pretty sure that if implemeted, wasd-controls would be only for you. Of course it's a bit of hyperbole, but wasd in isometric games is so impractical and uncomfortable, it's the same as asking devs to make the game playable with gamepads. The amount of players who would actually use this is so small that it won't worth the effort to work on.
Isometric WASD could be seen in Tree of Savior for example, and it was horrible, was one of the major downsides of the game, while classic isometric point-and-click is a well-established standart which is working for 20+ years already.
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Environment interaction details
Even tho it was kinda answered in discord chat, I think that this question is still good to discuss.
So the question was about the actual use of players' interaction with environment. I got it from one of the videos that you can poison or electrify water, and this feature actually seems really good, simple enough to implement and very underused by MMORPGs.
But will players have some environment dependant abilities and talents? Like stronger fire enchantments during day time, or, say, some abilities only being usable while in the shadows, or near some other objects. Good examples would be ragnarok online's cloaking ability which was only usable near walls at smaller levels, and gives more movement speed near walls on bigger levels, waterball ability which was very strong, but was not useable at all unless you're standing in the water. Or Dota 2 windrunner's shackleshot that ties characters to trees.
Creating small areas of certain element like small water ponds to be used later in combat, or creating eclipses to turn day into night in some area to be used later would be interesting aswell.
Or will it be possible to cut your way through trees, rocks and other obstacles? Say, if you're outnumbered and you want to use this opportunity to escape, or bottleneck your opponents by creating a narrow passage. I get that Fractured is made without using voxels, but it can still be implemented without them I think, but I don't know how hard it would be and is something like this actually planned.
So basically I wanted to know how far this environment interaction goes, since the idea is good and possibilities are endless, but info on this topic is pretty scarce, unless I've missed something.
Another question that goes well tied to environment interaction is about game's "verticality". If maps would be completely flat, with obstacles, or if they'll have different levels which will affect gameplay. Say, better visibility or damage if you're uphill and your foe is downhill, jumping or climbing walls (this one is complicated for sure), to get away or chase your foes on another altitude level, etc.
Once again, it seems to fall into "environment interaction" category, but we have no information is something like this is planned or atleast thought about.
Excuse my typos, from Rus' with best regards.