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    GamerSeuss

    @GamerSeuss

    Content Creator

    Been playing RPGs (tabletop) since 1978 when I received the white pamphlet edition of D&D. One of the original Beta Testers for EverQuest and Daggerfall just to name a few.

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    Website gaming.karaokejunkies.info Location Springfield, Mo, USA Age 49

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    Content Creator TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by GamerSeuss

    • RE: Idea. Holy trinity

      @boogis said in Idea. Holy trinity:

      @Stacy555 63 yo kid who started playing rpgs from 2005. tank/heal/dd is newer version of what im saying.

      Actually, Tank, Healer, Damage Dealer were terms used in Ultima Online, and EverQuest, arguably the first MMORPGs out there, and they had already started in use in TTRPGs before it went digital...This coming from a TTRPGer since 1978.

      Your Classic Trinity was actually Magic-User, Fighting Man, and Thief (OD&D, 1974 white/beige booklet edition)

      It has evolved over the years, but it got boiled down to Tank (Damage Sponge), Damage Dealer, and Support (Healer/Enchanter, Buffer, Skill-jockey)

      It actually changed to a 4 part system really, not in direct link to the Rock-Paper-Scissors analogy, in fact, as they quickly differentiated between the Healer-Support person and the Skill-Jockey Support person. That goes to when they added in the Cleric to D&D. The 4 ultimate CORE classes thus were Fighter, Cleric, Wizard/Mage/Magic-User, and Thief/Rogue and all other classes were built around the roles those played. It finally really got highlighted in an actual D&D edition in 4th edition, and players were up in arms because they believed that D&D was devolving into an MMO clone, forgetting that MMOs came from D&D in the first place, and all they were using were different terms than SOME might have been used to. In 4th Edition, it was the Defender (Tank), Striker (DPS), Controller (Blaster, Mage, Area Attacker), and Leader (Healer, Support, Strategist)

      So no matter how old someone is in the game, don't go throwing your age around and degrading others for being newer than you. Stacy555 had a valid argument, and your dismissal was not exactly good form.

      As to the Rock-Paper-Scissors mechanical theme, no thank you, I like every character to try to be dynamic, by how a person plays that character, and if someone wants to start an Arcanist, and then unlock a bunch of Melee skills to switch-hit at times, good on them! That's why this game is built around the Pre-Set system for Skills/Spells and Talents

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: Concern regarding lack of communication and transparency

      Actually, Prometheus and Co are going over and above the call of duty to keep us informed of things. They are of course forced to back-burner some things when immediate bugs must be addressed, like for instance the Server crash on the 2nd day of the Alpha.

      I would much rather have them working hard on the game and the various elements, than taking time out to give us ETAs when they are unsure after dealing with bugs, how the cascading affect of the patching will affect the new expected features.

      Feel good, in most games, any new features like that would be held until the next alpha altogether, but the gang is trying to hot patch some stuff in that they have primed to launch, and so far, they look like they are going to go full steam ahead forward with those plans.

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: New World by Amazon - Anyone interested?

      I've been playing MMOs for years. I played Ultima Online, Beta-Tested EverQuest, and I'm back to playing Old School RuneScape now, just to name a few.

      You play MMOs to have a huge open, ever changing world. Some of us, myself included, prefer to 99% of the time, tackle that world and its various tasks solo. I want to see other players playing, interact with them, trade, and yes, even group on occasion, but I feel the best MMOs out there make sure that the entire content of the game can be enjoyed whether you enjoy playing as a group or a solo player. This is one reason I was not a huge fan of WoW. Besides being quest driven, it also had several specific quests/raids that necessitated a minimum number of players go in to take on the baddy. This could be ignored, if taking on said Baddy wasn't part of an almost mandatory quest chain to get past a certain point in your character development, but in WoW, that wasn't the case.

      Now, EverQuest did it pretty good when they brought in the Dungeon Instances, were you could do a short term looking for group raid of a specific dungeon, but the dungeons themselves were extras, and not required in order to progress your character along.

      A great MMO needs to remember there are both Solo'ists and Raiders out there, and cater to them both. If someone just wants to sit and craft all day long, they should be able to do just that. If they want to take on the monsters of the world, on their own schedule, without having to group to do it, that is also viable.

      posted in Off Topic
      GamerSeuss
      GamerSeuss
    • RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!

      @Roccandil said in Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!:

      Exactly: that's a design principle, not an artifact of Alpha, and I disagree with their approach.

      The developers have been clear from the very beginning about their design philosophies. Although they are calling for player feedback on ideas on how to improve the game, they have also said they will NOT BE compromising their design principals to do so. They want to make a game unlike other games, and one of the ways that they will do that, and one of the things they need to be sure of, given how they brought their backers into the fold, is by NEVER compromising their design principles.

      Suggest new avenues of exploration, new ways to do things, new approaches to gameplay, BUT in this case, design principles stated from the very beginning are effectively sacred cows, AND THEY SHOULD BE! These are the things that drew most of the backers to this game in the first place. These are the things most of the backers actually fear that the developers will cave to and compromise their vision on.

      I'm all for improving this game, I love the whole idea behind it, but I want the end result to still be the game I wanted to back in the first place. Its great that you have ideas that are different than others, but realize where there is room for compromise, and where your changing the game intrinsicly.

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: shitty game

      @grofire said in shitty game:

      if that true why no developer say it?

      Well, for one, as a serious Developer, i wouldn't even bother checking a forum that was entitled "Shitty Game" when there are so many threads to keep track of as there is. Shitty Game just pretty much says "I'm not even going to give this game a chance to grow, I'm not offering any constructive criticism, so go ahead and ignore me for more engaging patrons"

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: Where is the Feature Spotlight dedicated to Technology?

      Since we're only getting to Alpha test Humans at the moment, it would be a bit silly to jump ahead to those features that balance out the humans to the other races. I think the company is smart in holding off on addressing any kind of direct spotlight on such features until testing starts on other races in the game, so that we can then contrast those other races with the humans and the tech that is supposed to put them on an even footing.

      Yes, we've been waiting since 2017 for more info, but there has been steady improvement, and steady testing once that started, with actually far far less down-time than most games of this type usually have. They seem to be making progress, albeit a little slower on some things than some people might have originally expected. The thing is, they really do need to get the CORE of the game nailed down, which they are already starting to do with Combat, House-building, and Skills already started, Town Building and Talent Trees next, so give it time.

      I know we're all chomping at the bit to get as much out of this game as possible, there was a big promise to this game, over many others out there, and we who kickstarted the game really want to see that fruit of our dreams spring from the bowers of the Dev's imagination. Just let the fruit ripen properly before you ask to bite into it, will ya?

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss
    • RE: Talents. limit of 60 points.

      @catraccoon Progress in the game is NOT to get everything you want...if anyone ever gets everything they want, they end up with no challenge and nothing to strive for. The goal is to get as good as you CAN get, and learning to adapt to what you can't change. If your getting a build that is only 5 to 10 points shy of your image of 'perfect' then I think they are catching the exact right balance within the game. This is especially true, as with what Stormbug said about Presets and being able to swap out with a quick nap. Every PC can have 5 presets for Talents and 5 presets for Skills, together, that makes for a lot of possible permutations of your build, 25 potential build choices in fact, and that's not counting deleting out older presets and refining them.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: What is the point of having your own plot of land?

      @Chapex Actually, the communication with the developers in this game is one of the best I've seen, having been an Alpha and Beta Tester since back in the 1990s. People don't realize how much effort goes into such game development, and how much time a developer has to take out of that to communicate with the population at large. They are doing a top notch job at keeping us informed, far better than 99% of the projects out there.

      Time between tests, and test durations are also well above average on the positive side. Many games, after a major test, would take literally months before another test starts, this last gap was just barely over a Month, and part of that was a major Server issue delay for an extra week, and part of things has been related to COVID-19 slowing lots of things down.

      Time until ultimate release of the game is also not actually terrible either. It is nice to see a relatively new MMO company take the time it really deserves to do a game right. When you consider, Blizzard, one of the biggest developers out there, took over 10 years to produce Diablo III despite major demands to see it much sooner. Going from Kickstarter in 2017 to a possible game release before 2022 is actually great! I want the devs to take the time it takes to get things right, and this game is trying to be as revolutionary as possible, with a true isometric sandbox feel.

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: worth buying

      Honestly, depends on your preferences, but really, it's too early to say as a wide angled answer. Some of us have been backing this game since it first went to Kickstarter a few years ago, so for us, the Risk/Reward is worth the gamble, but that's not everyone's cup of tea. if your having doubts, you certainly can't judge purely from the Alpha, as being an Alpha, a lot of things that make this game special haven't been implemented yet.

      posted in Questions & Answers
      GamerSeuss
      GamerSeuss

    Latest posts made by GamerSeuss

    • RE: Tier 3 and 4 is it real?

      They said in an earlier post that Tier 3 and 4 enchantments have not as yet been implemented.

      posted in Bug Reports
      GamerSeuss
      GamerSeuss
    • RE: City / Town Plots Removal

      @Farlander Yes, but in a game type mentality, often, part of the challenge of the game is how you set yourself up in the first place, and then waiting to Respec for a special event, upgrade, or cost equivalent thing to happen to allow such.

      New Building introduced in a patch might allow a short window where Town Respec'ing is free with only certain buildings being locked in.

      Major upheaval in the game universe might mean towns can do a free overhaul of their layout, and of course, each time a town upgrades itself, new land plots are added to the available plots and those can be used to place the newer type buildings.

      Yes, you have the ability to place Blueprints and remove them, because planning is a part of the strategy of the game, but once you start to build on a town plot, that plot may be locked in until an event, or cost associated thing happens to change that. (buying respec tickets in the game store for in-game achievement currency, for instance)

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Environment/minor resource distribution and density (and the mini-map)
      1. The developers want to encourage exploration, and thus, they are not inclined to make deposits of resources too predicable beyond nodes at this time.
      2. During Alpha testing, there is a general lack of overall varied biomes to choose from, so some of the biome diversity that we should see in the finished game is crammed together under the same types of biomes while we're testing mechanics and not biome situations.
      3. They are still fine tuning the mini-map, which is, afterall, a QoL enhancement, and thus, not something you generally expect much development on during Alpha/Beta testing. Again, the focus, currently, is on mechanics and where they need to smooth things out or make changes to those, NOT on making the game easier to play or customizable.
      4. Since there is no limit to the number of blue prints a player can put down, a map could not only quickly become cluttered by these map points, but also, the amount of resources needed to track and plot said map points would double, as now, not only would the game keep track of the blueprints, but also,the minimap rendering software would have to take into account each blueprint, it's owner, and it's detection range for mapping.
      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: City / Town Plots Removal

      Don't quote me on this, but I believe this inability is intentional. They game developers, I believe, wish to encourage the city Governors to plan out how they utilize what plots they are given, without the ability to go back later and just rearrange them. This is especially because although there are Agricultural Nodes out there connected to some towns, any town can also dedicate some of their plots within town to growing foodstuff, and they don't want cities to just dedicate a bunch of unoccupied plots to farms, build up a surplus of such commodities, then slowly pare down those plots as new citizens and new types of buildings come into being needed to grow and prosper.

      Again, this is just supposition on my part, but it makes sense.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: Pet Companions

      @David353 said in Pet Companions:

      This creature is cosmetic only and doesn't engage in battle."

      As the words state, Pets are purely cosmetic. One of the founding principles of Fractured is you cannot 'Pay to Win' and that means perks do not get a mechanical advantage of any kind, at least those perks you can get from higher backing levels and such.

      Sorry about the cold water bath, but that's the name of the game here

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: Story

      @Mirgannel12 Yes, your definitely not familiar with MMORPGs

      There will of course be underlying storylines within the game of Fractured, but of course these will not truly be reflected within either the Alpha or the Beta testing phases of the game. As the mechanics are nailed down, tested, reworked, tested again, rejected, replaced, confirmed, augmented, and so on, the underlying storyline will be modified and adapted to fit more seemlessly with the final product.

      As to what to do once you reach the "Max Level' or "finish your city" and what-have-you...Many players of MMORPGs are more than happy to keep on playing and upkeeping their cities, maintaining their characters, just to stay on top. They will also experiment with new builds, try out building a city in newer areas, or with a different focus for the city itself, just enjoy playing with their friends going on master size raids over and over. I know Fractured is not as much about grinding as other MMORPGs, but once you reach the 'end game' stage, what you are essentially doing is grinding through things over and over to improve your strategy, and just spend time with your guildies and other friends as you play the game.

      That is not to say that the game doesn't grow and adapt, because MMOs do exactly that. As more and more of the population of the game reaches the current 'End-game' criteria of Fractured, the Developers will more than likely bring out new content, expand limits, produce new raids, different enchanting reagents, and thus newer gear options, in essence, the game grows with the player base so as to keep it fresh and relevant to those who play the game diligently.

      Unique to MMORPGs, however, is the fact that in fact, the player-base actually does drive some of the internal story line as it progresses and adapts. New content will come out and reference things like a Great series of City on City siege wars that the players initiated in the game. As certain raid bosses are retired and replaced with new ones, you will start to find bits and pieces of lore within the game referencing some of the more epic tales of those raid bosses defeats, and even some of their successes when they may have driven the player groups back time and again before finally being overcome.
      tor
      What I'm trying to say is, the Story in an MMORPG is dynamic and every growing and evolving, based on the demand of it's player base. Judge not the story by the Alpha and Beta testing phases, but wait to see how the story unfolds when the game releases.

      posted in General Discussions
      GamerSeuss
      GamerSeuss
    • RE: MMO Options till Fractured

      I play and stream Old School RuneScape. I still have a ton of fun with that game, and it has a huge following in some parts of the world. My main audience is Australia and New Zealand.

      posted in Off Topic
      GamerSeuss
      GamerSeuss
    • RE: What should be fixed and added to the game!

      @David353

      E: Craft Branch of Talent Tree; they said this may be coming in the future
      F: Randomized Enchantment Rarity; this doesn't really fit the design philosophy of Fractured. The best you can hope for is that several similar enchantments have similar requirements in reagents, and the game randomizes which you get when you qualify for more than one.
      I: Instanced Dungeons and Rare Loot: They already said there will be special event Asteroids that will be coming later, once the game goes live, and these will be the limited access events/dungeons/raids people are wanting. That being said,they are also dedicated to a 100% Player Created/Driven Economy, so rare raid drops won't happen...the best you might hope for is super rare reagents.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: OVERVIEW: SUGGESTIONS. (PvP) and some general observations

      They aren't breaking up PvP vs PvE by servers, but rather by planets in the game. Right now, the game is planned to run on a single instanced server with everyone able to interact with everyone. Depending on growth, that may change.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss
    • RE: WASD movement.

      @LtKrunch You may disagree with their reasoning, which is perfectly within your rights to do so, but that doesn't mean your going to change that reasoning, nor will anyone else, just by constantly stating their desire for something different.

      The Devs have said that there are certain design principles that they aren't prepared to change, and once something falls into that category, it pretty much becomes a moot point and then your no longer giving productive feedback by continually calling for this same change. I personally agree with the Devs thought processes on this matter and believe that if they envision he game's essential movement mechanics to be best represented by a mouse click system, than that is what they should stick to their guns about and not compromise on.

      I'm not saying to stop giving productive feedback as to changes you might want to see in the game, however, pick your pattles as it were. If you see that a battle is lost, don't just keep 'beating a dead horse' as it were, acknowledge that this is not one of the areas in which you are going to get the change you want, evaluate if the game is still one you would want to play without that change, and move forward accordingly. Brow-beating and constantly rehashing the same subject over and over on a closed point does nobody any good, and just wastes the space that could be used to bring about actual improvements that are possible.

      posted in Discussions & Feedback
      GamerSeuss
      GamerSeuss