Hello! Hope to see you around the rocks!
Posts made by FibS
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RE: Attacks on settlements by NPCs
I think having NPC demons etc. to make up for gaps in player demon attendance would be cool.
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RE: Your favorite Dailies, or what you would like to see them as.
[...] even if there was a governing body that said, "A game must use an NPC or narrator for a mechanic to constitute a quest otherwise it is not a quest even if mechanically it is functioning exactly like one".
This is the de facto standard use of the term "quest" in an RPG setting. If you don't activate it through some trigger entity - at the very least, activating with an announcement when you walk into an area and something questy is obviously present - then it's not called a quest.
Achievements, for instance, are effectively quests that are already "taken" at the start of the game, and can be completed as soon as their objectives are encountered. They are never called quests in standard parlance, even though literally the only difference is you never talked to an NPC to start it.
It wouldn't change the argument being made here [...] Fractured has content that happens daily.
Every online game in the world has repetitive content. Most entire games can be considered a daily / weekly / etc. Most entire games could be considered a quest, too ("get to the maximum level" etc. etc.)
But that would just be silly, so for the sake of cohesion, the only content generally counted as dailies and quests (and daily quests) are formalized checklists that are presented as such.
The following daily / weekly concepts are usually not counted when people talk about dailies / weeklies / et al:
- paying insurance or maintenance for house claims, guild taxes, etc.
- regular bidding for contested things (like market spots in ESO)
- resting XP
- seasons / leagues / monthly PVP brackets
- daily or otherwise restocking purchase offers
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
@Jetah Again, on Syndesia or Tartarus, PKers will solve this issue easily.
Arboreus will be designed (and redesigned) under the knowledge that even legitimate players will take up spots and opportunities that can't be contested by PKing.
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RE: Your favorite Dailies, or what you would like to see them as.
The Dragon's Dictionary, MMO Edition
daily
n.- any activity, task, or chore in an MMO whose design behooves the same player (as opposed to any interchangeable member of a guild et al) to perform the activity or task about once every 24 hours
quest
n.- [in a classical MMO] a task or chore given to a player by an NPC or other entity, which in most cases does not count any progress made before acquiring the quest, and which must be turned in to the same or another entity for credit
- [in a mobile or casual MMO] a task or chore automatically assigned to the player by the game's narrator, which may or may not count progress made before acquiring the quest and which usually requires the player to report that it is complete
daily quest
n.- a quest that can be repeated about 24 hours after the last time it was performed, usually measured starting from the last time it was turned in or resetting at midnight server time
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
@Rafiqi said in Questions and observation on the lack of depth for people who like crafting to define their character:
Just gonna hop back to the soulbound gear idea for a sec. It is overused and is often a fallback for many MMOs and games in general, but Fractured is all about doing things differently, so why can't they implement a unique soulbound gear system?
There's no such thing! Either you have soulbound gear or you don't.
To start, only expert, master, etc. crafters can make soulbound gear.
This is a standard non-solution that many MMOs use to pretend to limit broken parts of the game, and it's borrowed time; players only need to become expert [job]s once and then [gated content] is in the economy forever.
It'll force people to decide between having all the combat, utility, etc. focused talents they want and losing some to become a better crafter. Maybe make crafting skills like this, cooking, alchemy, etc. have a separate talent tree?
Are you implying that a master crafter can only soulbound gear to themselves?
If that's the case, either every single player will go crafter because the soulbound gear is better in meta than getting the combat skills, or every single player won't because it isn't.
Back to the soulbound stuff, they could put more emphasis on the "soul" aspect. The crafter's client must be at a high enough standing with their god, and the final part of the crafting process must be a blessing or something in front of that god's altar.
This idea could work if the soulbound item (or any other blessing granted by the god) is temporary. As in "a few hours" temporary.
In the case of a blessed weapon, characters should further be limited to only have one blessed weapon at a time. If they want to make another one it must replace the one they have.
It could also be a standard feature that soulbound gear caps the wearer's Life bar when worn. You've given some of that Life to your god in exchange for this gear security, but maybe also a slightly more significant boost in stats to offset the Life lost.
I say have items that do this, but are not merely soulbound - they cannot be taken off. This would then be a classical cursed item rather than a soulbound one per se.
Removing the curse should transform the item to a mundane state, removing all benefits alongside its curse. After removing a cursed item, the player's max life remains penalized for at least a few hours and they cannot put on another cursed item until the debuff wears off.
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RE: Concerns related to the attributes
First off, please stop saying "theory-crafting", that is the cringiest lingo possible to say you're planning ahead, that's number one.
Number two, it takes less than a day to figure out the most basic principles of which stats do what:
- Magic Missiles fires more shots the higher your INT is. If basically any other remotely common spell has a non-standard response to INT like this, then magic effectiveness wildly increases with higher INT (albeit with diminishing returns in a % sense.)
- Charisma affects the power, duration, and cooldown of "mental" effects such as battle cries and charm skills. It's also checked for save rolls against mental status effects.
- Strength boosts your soft HP ("Stamina") while Constitution boosts your hard HP ("Life"). The latter is checked for save rolls against physical status effects.
More indepth research into the game's current plans reveals a bit more vital info:
- All races can drop any base stat down to 6. Only non-human races can raise any base stat above 18, and none of them can go higher than 21. (Which stats have what caps depends on the race.)
- Each non-human race also has an "affinity" stat that costs less points than the others.
- You get an epic perk if one of your stats reaches 20 (e.g. 20+ CON gives a hard HP regen buff.)
- It is impossible to have any un-spendable leftover points given the current cost tables. If I'm mistaken, then it occurs only in a tiny minority of stat spreads and is easily fixed.
- The game will not permit any combination of boosts to stack a stat higher than 25. This would be most easily achieved by 21 at creation, +2 in Talents, +2 on equipment.
And no, being able to alter character stats after creation does not undermine the gameplay experience. This isn't Ragnarok Online with its "this class nukes everything it sees but is incredibly hard to level OH HEY you can just use a faster-leveling build and then reset" nonsense.
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RE: My Feedback for Alpha 2
Tutorial quests need more details
They're placeholders to make sure the quest system is working on a basic level. The main issue with them right now is that the map markers display underneath the map border and cut off at its fringe, so it's hard to see where you need to go if it's too far away.
Will-o-whisp looking creatures unaffected by any attacks, magic or weapon.
The Wisps are a gimmick enemy. They have an extremely high evasion, so regular attacks with any weapon (including magic wand) will always miss. In addition, they are virtually immune to all damage except magic.
Also, as soon as they see you, they'll put on a magic shield that makes them immune to magic too. You have to wait for it to wear off before whaling on them with high-damage magic skills. It's advised to pick up Magic Mithilth and the skills from goblin fire shamans before you go after Wisps.
I presume in the final game, there will be more biome variety, so you won't be forced to run through biomes full of enemies you literally cannot damage.
Should be capability to rotate items like crafting stations and fireplaces
You can, but only while first placing them.
Unlockable skills you already have should not be question marked
Of course they should. Your character doesn't know that enemy has that move.
Key mapping for alternate control configurations needs to be added.
Some controls are not intuitive, like releasing your cart.
While in combat, should not be looting corpsesAll three things will be addressed by the next test in June.
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
@Jetah The only reason to "stop gold farmers" is if they're disrupting the game. Gold farmers can't disrupt the game outside of Arboreus because if they do they'll be targeted by PKs, and Arboreus will undoubtedly take it into account in its design.
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RE: Your favorite Dailies, or what you would like to see them as.
@Whisper said in Your favorite Dailies, or what you would like to see them as.:
They are not saying, "Collect 12 hides today". But you might want to set 12 hides to start tanning so the next day you can have 12 leather.
[...]... or you might set 5, or 18, or 100. You are not required to follow the exact and consistent rate of 12 a day or else have 0 for some days, as you would if it was a daily quest.
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RE: What's your main gonna be?
@Tuoni I think the entire game is going to essentially be a guild wars thing - not only will each planet have different resources, but so will each biome. Influential guilds will fight to control key resource spots.
I'm not sure how this will work on Arboreus which disavows PVP, unless it has a bidding system similar to ESO.
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Learning skills not linear?
I feel like characters do not necessarily learn skills at a particular percent of Knowledge in the bestiary. For instance, I just learned Bash from Black Bear at 2 bears / 10%, before I even finished the tutorial quest that seemed to expect me to kill at least 5 which I presume is 25%. I seem to recall it taking 5+ bears on the previous character.
It seems more like killing a creature in the Bestiary has a chance to teach you a skill based on your Knowledge % - the higher it is, the more likely you'll learn the skill on the next kill. Probably if the Bestiary entry is 100%, that means you'll always learn on the next kill (or on the kill that gets you to 100%.)
My current character has 10 INT, the previous had 6. It's entirely possible that INT influences Knowledge percent gains and/or the rate of learning skills.
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RE: What's your main gonna be?
@Tuoni The act of crafting, yes. The progression of crafting, no.
So far as I'm aware there is no "crafting EXP" or upgrade to your abilities as a crafter, other than by obtaining better materials through improving yourself as a combatant.
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RE: Pro tip: Blocking users hides all of their posts, forever
@egonaraujo Oops! I clicked on the first person's name I saw because clicking on your own page does not offer a block feature, so I needed to combine screenshots.
I did not block this person, and I will replace the image with their name properly removed.
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RE: What's your main gonna be?
@Corben Crafting will not be a major part of the game, but I'm pretty sure a warrior will still have the easiest time building a house. Your carrying capacity will be higher (assuming furniture items continue to require inventory items and not just large items) and you will be better-able to clear most enemies out from around your plot / each resource node, or better survive them while ignoring them in your handcart-driven craze.
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RE: Animal Taming/Breeding
It is my understanding that Fractured has no intention of an indepth system for anything other than combat prowess & mobility of characters. Consequently, while animal taming is a met stretch goal, there will be no breeding system.
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RE: Spoilers: Gameplay narrative is working for me!
@Manaia You are one bold little troll, kid.
Wolves can be found pretty much anywhere on the map
False.
[...] don't spread misinformation saying that wisps are a common enemy all over the map
I never said this. Ever.
Thanks for once again being a hypocrite. If you're going to wildly accuse me of "spreading misinformation", don't lie while you're doing it.
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
@Phylosophys I think if any "bound" items exist:
- they should be extremely rare
- they should vanish on death or remain hidden at the site of the corpse as opposed to being lootable
- they should have substantial drawbacks to retain Fractured's focus on stat balancing rather than stat raising
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RE: Questions and observation on the lack of depth for people who like crafting to define their character
@Phylosophys I think the invisibody thing is a bit silly. It will either be too rare to be worth implementing, or common enough to undermine having full loot in the first place. Either way, the proper protection from full loot is to stay on Arboreus.