Wait, wait, wait....people are starting to think this is taking too long. Haha, I'm out.
Best posts made by Esoba
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RE: Next test phase
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RE: An Opinion on the game so far - Hand of Unity [HoU] Response
All in all I'm very impressed with this being an alpha. However, I do agree that it will come down to some QoL fixes, bug squashing, and how they implement the remaining stuff. But I'm having fun even at this stage, so I'm excited to see what is yet to come.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
I actually am on the other side that is blown away this surprises y'all. This isn't the "good ol days" anymore with a majority wanting FFA pvp at every turn. We have to face it that the group which predominantly wants PvP is by and large an ever shrinking niche. We can kick and scream our way all the way down the slide, but for better or worse, a rising majority of the MMO players are more geared towards PvE, even if they enjoy the occasional structured PvP.
I can already see folks cracking their knuckles wanting to type and argue this point, but all you have to do is look at the MMOs that make the most money and have the biggest player bases to see this. Still, I'm really excited to see if fractured actually finds a way to do the impossible and cater to both groups, as well as the exponentially growing group of predominantly solo MMO-ers.
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RE: Concern regarding lack of communication and transparency
Understandably this type of thing can feel a bit like another project we backed, eh.
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RE: Concern regarding lack of communication and transparency
Thank you for reaching out and letting us know Prom. I have no doubts y'all are up to your eyeballs with fixes and what not. Looking forward to what's yet to come in this test.
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RE: Couple of things and quick thoughts.
We definitely need a labeling system when stuff is placed down in a city. Fully in agreement there. And stone, this is something I think should be looked at as well. Maybe if a city isn't claimed yet its ruins (for stone) are a ffa. That would definitely help out some as city cites aren't too far. Also maybe spawn a ruin (for stone) with building spots outside of cities that work the same way (ffa until claimed).
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RE: Stone / wood for upkeep
I could be wrong or behind on info, but I think there will also be decay with buildings that will naturally require this.
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RE: Playing Solo Possible?
The focus on city is great, but I will say I do hope they expand just a bit on what a person can build crafting wise outside of cities. I don't think it should be wide open, but this - to me - feels a tad too restrictive.
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RE: Patch Log & Mini-Roadmap - v.a.2.4.0i
@Logain
Guilty as charged. I mean don't get me wrong, the trade thing and legends will be cool as well. But being able to see warehouses bursting at the seams with goodies....yes please -
RE: Horse Stats
Although the more I think of it the more I'm liking the idea of also having more than one horse type, that could also be tied to these stats. Bring on those Clydesdales.
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RE: Mining Minerals/Nodes
I think they're really trying to heavily push the inter settlement trade, but I fully agree with you. A cluster of ore in the wild here and there isn't going to effect the robust trading that they want to occur. Plus, if they're near houses in the wild, maybe it'll further encourage folks to settle there.
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RE: Want to respec at camp fire.
I'm so mixed on this change. It is inconvenient for sure, and yet I understand exactly why they did it. Heck part of me even thinks it might end up being for the better, but dang can it add time unnecessarily just to change your talents.
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RE: Change crafting to provide knowledge
I like it. Honestly was surprised when I didn't get knowledge when I first crafted things. Especially as discovering resources gave a 1 time knowledge boost.
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RE: Attributes reset (Requested Feature)
100%. Even if its something that doesn't make it to the live game, during testing would really help things out. Although since we can reset everything else, I also feel this should be a standard feature as well.
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RE: upkeep unrealistic
Yeah that upkeep is straight asinine.
Edit: maybe they're wanting to end the alpha cause with this there'll be 3 or less cities on the planet in a couple days. Upkeep should be a gradual starting curve that goes up sharply around rank 7-10.
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RE: upkeep unrealistic
@LordRellik
I could agree with that, but maybe even not then for some of the lower ranks. Rank 1 and 2 shouldn't require hardly anything. Like what it was before. Then a steep incline could work. But yeah, now its a swan song for cities -
RE: upkeep unrealistic
Does that mean even rank 1 needs 20? If so, that doesn't really change anything.
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RE: Feedback From a New Tester
Solid write up, and the bodies overlapping thing has been a pretty significant problem for me as well. With some enemy groups I run around collecting a bunch and then, Diablo style, blast them all at once. Except when doing that some of the corpses are unable to be looted because they can't be individually clicked on when they're buried. Hope they figure out a fix for this.
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RE: upkeep unrealistic
Thank you for an excellent write up Seph. I think it comes down to what their vision is for their world. Do they only want a very few megalopolis' that could only really be run by giant guilds. Or, do they want a world filled with cities ranging from very small (rank 1-3) towns run by small groups, and a few larger cities run by those giant guilds. I can't imagine they want the former, as that would not only stifle gameplay, but also likely lead to having very few players actually stick around long term. My guess is they want the latter (many towns of varying sizes), and if that's true, they need to go back to the rank requirements for levels 1-3 they had prior to this (i.e. just protein and money). Gaining rank beyond that should require significantly more work, so I have no problem with quickly rising requirements after that.
On another note, hearing prom talk about the system for upkeep being entirely different next time, I found myself very worried. While we have no information on what this will look like I wanted to prempt something. Whatever you do, do not - I repeat do not - tie buildings into certain ranks. For example, you can't build a metalshop below rank 10. With these increased upkeep costs, and taking away the ability to place pretty much anything in a house outside a city, I could see that "brilliant" idea gaining traction. Just dont... However, the reverse could work. Something like a city must have 10 citizens and a metalshop to go up to the next rank.
As for those few saying these upkeep changes aren't bad and could be higher, please put yourself in other players shoes. I get y'all part of a big old guild that's rocking it. Congrats. Y'all will do fine if they increase it by 4-5x. However, for a majority of players that are in smaller guilds, or just want a small group, its unmanageable. Be safe in knowing you'll be on one side of the spectrum of city success, but don't try to take away other's ability to also participate in that by rocking - best they can - their size 3 city.