@OlivePit Ouch.
Posts made by FLeaLoD
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Log out - can't log back in bug
When I logged out, outside of my house area I still can't log in because my character is still in game.
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RE: Crafting Question
Okay, thank you. It may have been a lack of reading comprehension on my part, but I was under the impression that those living in unincorporated parts of a territory could NOT craft the same tier items as those at a city crafting station. (Only exception: Exceptional Quality)
Not a fan, but it is easier to swallow that the entire territory is affected by rank. That there is not this arbitrary difference between a city crafting station and a rural crafting station.
I appreciate the clarification.
FLea
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OranThul Citizenship
Hello,
Looking for citizenship to OranThul. I have a small group of guys that want to test some features of this game. Having access to crafting would be huge help.
Names:
FLea
Bitter
Fahja
2 more coming soonThanks in advance for any help.
FLea
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RE: Crafting Question
I have been reading old posts as much as time permits. I am trying to get as informed as possible. This kind of explanation is awesome. Thanks GamerSeuss! That is a positive. I read some of the debate on a prior post regarding crafting and the city system. You make some great points here. I agree with you 100%.
I don't sweat the small stuff, but not being able to craft higher tier weapons and armor out of a dwelling is a huge decision for the game developers. People that build outside city limits (like me), will be heavily reliant on the capability of their respective Governor. I imagine it will not be easy (for small groups or soloers), nor very safe to pick up and move to the outskirts of another city if you find out your Governor is incompetent. And, if cities are easy enough to maintain regardless of incompetence, why then have this rule altogether?
Thanks again for your constructive thoughts.
FLea
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RE: Crafting Question
I won't argue that there are egos in games and developers placate to them. I disagree on one important point, it is not a win/win or a "both win" as you put it. I think creating a format where higher tier weapons can be created inside a city vs outside is bad game mechanics. Which is why I am here, pointing it out. I explained it in detail in my linked post. I understand the server is empty atm so the current process or gameplay is not representative of what might be or what could be. I have considered those in my thought process. There are many players like myself that appreciate and value independence from the zerg. Currently, I do not believe the current rule set provides that.
Another scenario. If myself and 4 others set up housing outside city limits near a city that is ranked up and provides all of the necessary requirements for high tier weapons and armor, including allowing our citizenship. Then, at some point the authoritarian governor and his minions go afk for life or revokes our citizenship. Do we relocate our chests full of weapons, armor, enchant regs, gold, items and our housing plots because we want to be able to craft formidable weapons and armor? Or do we keep our plots and travel 25 minutes to the next available city that accepts our citizenship every time we want to craft some weapons or armor? I foresee a huge problem because outside forces interrupting gameplay for many people simply because of flawed game mechanics. I have only been playing the game for a week, so if there is a scenario I am not seeing, please help. A persons time/investment in the game could be at the whim of a 19 year old Maoist Governor?
Thanks,
FLea
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RE: Rares
Thanks. Doh. haha.
I am a huge fan of horizontal progression. It allows casual players to compete with hardcore gamers. I was hoping they would add some visual pretties for those that appreciate player housing more than others.
I appreciate the feedback.
Take care,
FLea
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Rares
I would love to see rares in this game. It kept me playing UO for a long time. Some ideas: Very rare blue prints drops for furniture, mountable deer, bear, wolf, troll heads, vace, pillars and architecture. Random lootable vaces, rugs, carpets, dye tubs or items in mob camps that spawn at certain times daily, once week, or once a month for limited times. Rare colored horses that spawn etc.. Small content additions like this go a long way in creating excitement and trading opportunities.
I am generally not a fan of rare drops that impact pvp. Balance is difficult enough to attain in any game.
Take care,
FLea
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RE: Crafting Question
If it is onerous to own and upkeep a city, why not make an argument to minimize that with the development team? Why is it rural vs city play?
The ideas in this post makes sense: https://forum.fracturedmmo.com/topic/14156/crafting-considerations/2
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RE: Crafting considerations
Perhaps the benefit of a city is production. If time is the commodity in this game, the developers could reduce the time of smelting/hide/resources in the city limits. This alleviates the advantage of players attaining certain weapons/armor.
Thanks again.
FLea
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RE: Crafting considerations
GamerSeuss, that is a fantastic post! I really appreciate the history. I think you are on point, I like your idea better. It could also be an opportunity to provide a gold sink. Well said, thank you.
FLea
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Crafting considerations
First, the game is amazing. As an online gamer since UO Baja 1997 (Counterstrike, Shadowbane, Warcraft III, Darkfall, Albion, Legends of Aria, Huntshowdown, Crowfall currently), this game is amazing and has a lot more potential. I am not a forum-warrior, always enjoy a good debate with the forum-academics lol. Anyway, Alpha's and Beta are established for testing and at times, developers like to get player feedback.
Here is mine. I think game mechanics are greater than anything that a game can provide in a players experience. That said.
Time seems to be a sink in this game. Traveling to other cities, mob spawns, waiting for smelting, leather, gathering etc.. I really like that actually. All players seem to have equal opportunity to resources. Location forces trading. That is all a tremendous, positive aspect for the game economy.
However, I don't think Fractured offers introvert gamers or small groups much in the crafting arena - thus creating a deficit for these small groups to acquire weapons and armor on an equal footing. Simply because I don't want to locate in a major city or become a citizen to it? Rural property owners, small rogue groups are disproportionately restricted from crafting. I have yet to see a reasonably explanation as to why other than the arbitrary "the developers intended it this way". Curious as to what is the mindset or mechanics of this and why?
Here is a possible solution: Depending on the size of the lot, only allow a player to build according to the size of the plot.
Small plot = 1 smelter allowed
Medium plot = 1 advanced smelter allowed
Large plot = 2 advanced smelters allowed
and so on...That way, time limits an individual's ability to mass produce, but it still gives small groups of players the ability to craft comparable armor and weapons against larger guilds. I want to compete in small group pvp, live on the outskirts of a city without having to be established in a city area.
Example: There are three (3) people I have recruited to play this game currently. They are close friends. I am getting a 4th involved today. I may try to make this an official guild game in time (which will bring 20 to 50 more players) as I am testing it. My current small group of friends cannot compete against larger guilds in creating equal tier weapons and equipment. We would have to join a city, and craft inside the city. It just doesn't make sense, frankly a barrier that may scare us away.
Unleash individualism.
FLea
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RE: Daily Message posting
Don't quite understand this post. But I will add to this long, drawn out ramble.
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RE: Plot unkeep
@GamerSeuss Intended is great, in Alpha I intend to express ideas that the creators may or may not have heard or implement. Hoping to provide them new ideas or options for them to reconsider. I think that is what is great about playing in an alpha game.
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RE: Crafting Question
It is the greatness of the individual that makes a city great. It is why communism and socialism fails miserably, everywhere, every time. Why have a system of taxation in this game, if people want to make a city for the greater good? Answer: Because it is self interest that gives the greatest incentive to succeed and create wealth for the individual. It is a free market system of trade, equal opportunity to build and create rather than outcome based end.
What type of government systems are in this game? I have seen Authoritarian, any other form of government?
Thanks,
FLea
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RE: Crafting Question
I just crafted a steel (tier 4 ingot) long sword and chain mail outside the city limits, they have Tier 3 weapon damage and Tier 3 Fortitude. I can't make sense of this.
Thank you,
FLea