Honest-to-goodness, low-power-curve, horizontal progression is not something that was ever featured in a succesful MMO, as far as I can tell.
[...] One possible consequence is that it will be relatively straightforward to build a bunch of toons, all specced out for different purposes, and then you can just log with the one you need.
So, just like all other MMOs, minus 80 levels of grind between creating a toon and using it?
I think this thread was more about mechanics, but oh well.
A tattoo - or rather a high contrast, full body one - would make one's character really stand out, which means it would a good candidate for a cash shop item.
The "problem is that Fractured is so revolutionary in some basic premisses that as an old mmo player it is dificult to imagine some situations hahaha!
Yeah.
Honest-to-goodness, low-power-curve, horizontal progression is not something that was ever featured in a succesful MMO, as far as I can tell.
Say, the most horizontal of all high-profile MMOs, Guild Wars 2, has sort-of-horizontal progression system called Masteries, but then again:
before you reach max level required to unlock Masteries, you're on the usual gear treadmill,
crafting requires you to make a lot of crap-quality tiers of gear before you can make something decent, and you can't just craft level-appriopriate as you level up, because you outgrow a tier way faster than you can gather raw materials for it,
(I'm not sure, but I think) some latter Masteries actually increase you combat power, too,
you still need to raid/craft/grind to get Ascended/Legendary gear that has 6% bigger stats than the previous tier, and more-powerful-than-average proc effects.
@Dragomok przyłączaj się to będzie pełnoprawna społeczność
W sumie to bym może się przyłączył, ale w obecnym momencie mojego życia mam mało czasu (i prawdopodobnie za bardzo nie będę mógł grać do końca 2019), więc byłbym tylko martwą kłodą. A, jak wiadomo, martwe kłody nie jeden już statek zatopiły...
Personally, I was on the fence cautiously reserved about the whole thing until Prometheus (CEO of Dynamight) reassuringly responded to a thread of mine.
Do you have a single thing that makes you really think this game is amazing?
Rozumiem, że na razie na forum jest mały ruch, bo Fractured nie jest jeszcze nawet w pre-alfie, to jeszcze będzie czas, żeby dopisać detale.
Rozumiem, że jeszcze nie każda gildia ma jasny profil, bo dużo będzie zależeć od tego, jak gra w końcu się uformuje i kiedy poszczególne systemy będą online.
Rozumiem, że ciężko jest napisać temat dla gildii (ja jeszcze swojego nie zacząłem ^_^").
Are you the kind necromancer/summoner that floods the screen with a ludicrous number of minions, or are you the kind that summons a different heavy-weight Murder Machine for different circumstances?
(Now I'm wondering what limit is there going to be on the number of summons...)
My first character is going to be a Wolfman geared towards support and tanking.
The latter might be a mistake, since I tend to be a lone wolf (heh) in MMOs, so gearing towards tanking is probably going to hurt my ability to do stuff solo, but oh well. There will be other characters with which I can make horrible once-per-char-no-reset build choices.
@roccandil
then the dev's are deciding for the players. that isn't what a sandbox dev is suppose to do. there shouldn't be any package for alliances. let the people decide that not the developers.
Ah, so you would prefer if the devs would create a set of modifiers/descriptors which you could apply to a guild instead?
...
I'm kinda lost here, everyone. Do other games actually implement different guild types, that affect mechanically what a guild can and cannot do? Or is it something hypothetical that hasn't seen widespread adoption in the genre yet?
Ziggurat by Milkstone Studio. It's a roguelite FPS about mages trying to get to the bottom of the titular Ziggurat in order to get admitted to a prestigious order of extremely powerful murder-wizards.
I got it free from GOG and it gets really good after you start unlocking things. Despite the game being quite small, there's quite a variety in weapons, perks, per-battle modifiers and characters.
I'm enjoying it so much (on Easy mode) that I'm starting to regret a bit I haven't bought it with money.
On the other hand, my spending money is tight at the moment, so I'm glad I got such a great game for free.
(By the way: Humble Bundle is giving away Sins of a Solar Empire: Rebellion for free until November 18th as long as you subscribe to their newsletter, go get it.)
@Ekadzati, @TheRippyOne - you had a good discussion going, have you considered making a thread about wars and social contracts to see how the rest of the fanbase feels? I feel it would make for a good discussion, but I also feel people interested in social side of PvP are not going to see it in a thread about mobs...
A post in another topic I saw awhile back pointed me to a video about Ultima Online (the OG), and a little known feature that they scrapped because of how quickly players killed mobs. They implemented a virtual ecology, where the "herbivores" are plants, and the carnivores ate them, and so on. This doesn't necessarily answer all of your concerns, but it would give the mobs life instead of mindless wandering.
Here's the video in question: (I happened to watch it in last couple of months).
Modelling ecology is a tricky proposition, since ecology seems like the kind of system that requires a lot of forethought and work to become noticeable, let alone enjoyable to interact with.
It's one thing where virtual ecology makes a player go like "Crikey, those noobs overfarmed rabbits and deers in Acetonia -again- and now I can't farm Bear Asses until next week."
and it's another where it makes a player go like "Crikey, by carefully manipulating populations of different wildlife species, I've triggered anexodus of bearsthat will follow a a juicy, juicy gradient of prey population densities straight to xXxTownville69xXx's doormat, which will disrupt their wild honey production, allowing me to unload all my reserves for a considerable profit."
...but then again, even rudimentary modelling ecology leads to mob in-fighting, and OOOHH YES, mob in-fighting can be fun. Firefall beta didn't have a full-blown ecology, but it had mob factions. I liked to herd swarms of Hissers onto Brontodons, and my favourite memory is of a (brief) five-sided players-Raiders-Chosen-Brontodons-wildlife battle that I accidentally started.
so, that's some idea about what these transformations will be like - you'll still look vaguely like "you" but with the demonic stuff stripped out and replaced with heavenly set - bright auras, feather/halos, ancient rune masks of power, etc. XD
That's how it goes in a nutshell, yes
It genuinely looks like they're going to simply make every, er, distinguishing feature for Beastmen/Demons in two variants (normal and Abomination/Angel) and change base body texture, instead of going for a completely new model.
It's not an RPG game unless it has cannibalism in it...?
He's not talking about cannibalism... He is a demon cook that wants to eat human and beasts...
It's not a fantasy game unless we can't agree on whether or not a short bearded human eating a tall green human with tusks is cannibalism or not...?
(Although I admit I seem to have had a cached thought, where I thought that often in English "cannibalistic" is [wrongly] used on human-eating animals. It doesn't seem to be the case [whoopsie], and I feel better about language purity [yaaay].)