He can, but it is unprofessional to provide any update he wants any way he likes. I have worked in Publishing and Game Design, and I do have a business as an Editor, and one of the major issues we saw that kept a lot of Kickstarter campaigns and the like from getting funded was posting things without editing considerations and/or in an unprofessional manner. This kind of behavior makes serious investors lose faith in a company as a viable option. Now that the Devs have new financial backers added into the mix, we have no idea what requirements those backers may or may not have instilled into the company, but a general expectation of professionalism is almost certainly something that is mentioned.
Best posts made by GamerSeuss
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RE: "Few Days"
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RE: CREDIT
asking for a key most likely won't get you one.
Watch some of our Content Creators stream during the testing and some of them will have keys to give out.
Also, participate in the forums, you never know when a contest to give away a key might come about, we've had a few.
Also, participate in Free Play sessions when they happen, as often those will have some kind of chance to win a free key.
Asking/begging for a key is more likely to get people to ignore you, or worse, exempt you from possibly winning a key. There are sometimes people who will post on the forum that they will give a key away if you write them a compelling reason why you need/deserve the key.
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RE: ⚒ How to solve the problem with the strength of the equipment ⚒
So sorry to inform you but they already flat out said there would not be a method for weapon/item repair in the game. All durability is finite on purpose to encourage the player run economy. They don't want players having their favorite sets of equipment load out going and just getting it repaired, and instead want them to rebuild it from scratch or keep extra sets in their banks or chests in their homes for when their current set gets worn out.
That's a hard line the devs have already drawn in the sand. I wish I could remember where it was because I would post links, but the whole repair thing has been suggested on numerous occasions.[Edit] As for Stengthening kits, there is a chance they may allow something like this to be added to the game, but I wouldn't hold my breath on it. The Devs pretty much want to encourage players to stay out in the wild for a given period of time, then need to come back to resupply and re-equip. This is partly why they moved the full healing ability from campfires.
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RE: Additional penalties on death for bounty hunters
@Jetah yes, and there is a planet for those who want unrestricted PvP.
They stated that the goal for Syndesia, the Human planet is to not be another PvP world, or a no PvE world, but rather a world where PvP is allowable, but hindered/punished, and PvE is possible, but fraught with the danger brought on by those who still insist on PvP play...a mixed bag. Each planet has its purpose, and there is no excuse for trying to make Syndesia a copy of Tartarus, or a copy of Arborea.
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RE: Additional penalties on death for bounty hunters
@Farlander zoning it is the mistake too many other MMORPGs already do. I play a lot of Old School RuneScape, and you can't really do any Wilderness content without being ganked by a PvPer.
By making PvP available on Syndesia, but not overly appealing, they satisfy that half-way point between a PvP and non-PvP game. If you make it PvP zones, then everyone in that zone/those zones will either be actively PvPing, or running for their lives all the time.
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RE: What are people playing while waiting for the next Alpha?
@Jessikat It was long enough ago, and I've slept since then, that a lot of my beta days are a blur. I just remember EverQuest as being the greatest MMO I've ever played. I did base myself outside of Qeynos though, so it's not impossible that I was there for some of that. Always good to remake an acquaintance, whether I remember you or not.
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RE: We need NFT's
I neither need, nor want NFTs in Fractured. Further, I don't think most of us long time supporters really want them either...just because a rather small group of people on the gaming circuit think that they are the way of the future doesn't mean that they really are.
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RE: We need NFT's
@SpaceWhor3 The stated goal of the Developers is to keep the Cosmetics as really the only cash paid for items in game. And thus, keep them off of alternative marketplaces. The cosmetics then will all be set to no-trade/no-sell status.
They further have said that they want individuals and groups to put in the time to get things, not be able to just buy their way into it. Sure, they can go to the marketplace and buy an item that was made/enchanted by another, as long as it is new, but without cosmetics, and as always, items have a durability, this is to keep the player run economy going. They don't intend to have players crafting, buying, or selling cosmetics, or related items, so NFTs would in no way fit the aesthetics of Fractured in the least.They don't want people to have shortcuts like that, and as there aren't going to be Higher Level Uniques in the game, the whole NFT economy breaks down.
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RE: So tell me fellow PvE/RP players, what's you impression so far?
I'm loving the obvious work the Devs put in to the game. Each successive Alpha is a testament to the Devs' dedication to making Fractured its own unique game in the world of MMOs.
I like that they aren't just catering to the PvPers, which are frankly in the minority of gamers, just because they are usually the loudest. I like that there are inroads to serious solo'ists not being too restricted in gameplay. Sure, we probably can't take on one of the more powerful Legends, solo, even with top notch gear, but every game needs those kinds of megabosses to bring it to life.
Towns are getting better and better. One of the things me and My small 3 person guild love is building up cities. Once we've acquired a house for each of us and built it up, we love to go through and start finishing the building of city buildings and other people's properties to get a city up and running faster...and then helping to maintain that city's upkeep requirements.
My GF is an obsessive farmer/gatherer type, so she can spend 90% of her time just doing that. I personally like to do a little of everything, but I'm our group's main Enchanter. and My sister is our gung-ho Melee fighter who loves combat almost as much as she loves building. (she's the only one of us that is even tempted by any PvP content, but agrees that it is more a curiosity than a necessity for her.
Fractured is ticking the right boxes for us, and it is still in development. As anyone on the forums can tell you, I'm a fairly active poster, and a long time Alpha and Beta tester of MMOs, and come from an even longer history of TTRPGs, and I'm fairly level headed and tend to share my opinions pretty openly, and try to be as helpful as possible.
Hope you find enjoyment like I have in the game, and that it culminates in an MMO that we can all enjoy (although more than likely with my medical conditions, I may not live to see that day)
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RE: Markets and Merchant Guilds - A Reimagining of the Current System
@Bardikens Although your suggestion is interesting, it goes against the concepts the Devs have stated for the game.
They want a player driven economy, where individuals need to spend the time going from place to place to get their goods. The one allowance is the fact that merchant minded players can physically buy goods in one city, physically transport them to another city, then fulfill orders/list goods in the new city, and thus create trade routes.
In no other way do they want to have a linked marketplace. Shoot, the Global Wallet might even end up going away once they put the current mode into practice, or the ability to search other markets might go away. Finally, the Global Wallet might get changed somehow to restrict it to only Merchant transaction funds being deposited by the Marketplace, but Deposits go into the bank's Gold fund, not the Global Wallet, and the Gold Fund remains local, so you can't as someone said in another thread, 'Search for something on the Marketplace, get the price and quantity, deposit enough gold to cover that exactly, run to the new city, and then purchase" thus keeping the Gold itself safe during the travel aspect of commerce.
They DO NOT want to turn all the merchanting over to merchant guilds and guild charters, they want individual players to do the work whenever possible. The marketplace is more for selling off your excess locally, and encouraging trade, not for making it easy to get those things that are rare in one area, because someone else joins up with a Merchant Guild to deal in them.
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RE: Markets and Merchant Guilds - A Reimagining of the Current System
@LordGorgeous No, this would incentivize Guild play, and deincentivize solo play...there are already a ton of advantages to guilding up, and the Devs have said they want to make the game equally encouraging to solo'ists, yet even if you allowed a guild of one to join a commercial charter, what town is going to allow a solo guild to join their charter if they have limited charter space? The solo'ist gets annexed out again.
To keep the game interesting for both big groups and solo'ists, they need to make sure there aren't too many exclusivity perks on either side of the fence.
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RE: Neutral alignment
Another note:
With the 3 Planets, each one pretty much represents one of the 3 Alignments on the Axis, Tartarus is Evil, Syndesia is Neutral, and Arborea is Good. This being the case, you might have to be of the alignment of your planet to summon Legends there, who knows.
As to the other Alignment Axis, not all games want to borrow from the synergy of Alignments that Dungeons & Dragons started when they took the classic Good vs Evil and combined them with Michael Moorcock's Law vs Chaos. The 9 Alignments might be iconic right now, but that doesn't mean that they, as game developers, want to have people define their characters so exactly. Most people aren't purely any one alignment anyway, which is why even Dungeons & Dragons started to simplify and de-emphasize alignments in later editions.
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RE: Few In-Game Suggestions
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They have said that that is one system they definitely DON'T want. the whole primary goal of Fractured is to be a Horizontal Progression game, not a Vertical Leveling system with Experience. This they have said was a hard line, and you definitely won't get. To give this to you would be to violate the promise they made during Kickstarter.
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Actually, even on your own plot, you pay a gold cost for things.
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They purposely don't want people to be able to transfer houses. They want every home-owner to have to go through the build process. At least other players can help you build, but if the plot of land goes to someone else, a whole new build phase needs to happen.
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The Cart system fits exactly into the planned gameplay of Fractured. They want to have some 'tedious' things in the game, and they want to differentiate between light load items (gathered reagents, food, rope, clothing, etc...) and large construction items (Ore, Stone, Wood Logs, Resource Stacks.) This is purely on purpose, so don't expect it to change too much. They have made some small adjustments, and I, for one, would love to see something where you could take like 100 of a light item, bag it at the bagging station, then load it into a cart or wagon.
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RE: Suggestions for Territory Development
@LordGorgeous This is actually not too bad an idea. If you set the smallest Territory to like 5 players (Tribal Camp) and require they grow to 10 players before an upgrade is possible beyond Tier 1 Tech, then smaller guilds and individuals would band together. As they get more members, they can upgrade, pay the upgrade cost and show they have the minimum new member requirement and can go to Hamlet (10 Players, Tier 2), and they now need a total of 20 to upgrade again. Build to 20 Players, expand outward from the center, pay the upgrade cost, and go from Hamlet to Town (20 Players, Tier 3) and for the final upgrade, you need to build your town to 50 Players, pay your upgrade fee, then you go from Town to City (50 Players, no Tech Limit)
Establishing a Tribal Camp takes 'buying' the Camp Stone, and having 5 members. Around the Camp Stone, there are a few unclaimed plots for houses, and there are certain mandatory buildings that must be built to upgrade to the next level. When you upgrade, your border moves outward, you get a few more plots available to you, and your new tech arm opens up.
Very good, scalable system. Now, they need to smooth out what they have now before they go trying to implement this, however, but eventually, there should be room for such in Fractured...just realize that smaller towns can be raided just as big ones can.
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RE: Neutral alignment
@Mirgannel12 The Neutral Alignment requirement for summoning Legends and Collecting Lost tales is to discourage Evil Aligned players. Obviously, once the implement the Demon World, things will probably be different there, but on Syndesia, they want to make sure that you have a Neutral party member with you when you go after a legend. As for getting awarded Lost Tales, I believe part of this is so that an Evil Band can't come in, kill-steal a Legend and reap the full reward for it.
Good players can't summon a Legend either. You must be Neutral to do so, so the game is encouraging people to ride the middle line if they want to attain all the knowledge they can, because the pursuit of knowledge is itself a neutral act.
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RE: Neutral alignment
@Mirgannel12 As far as I can recall, Moorcock didn't have the concept of Neutrality in his books, but it has been awhile.
The thing is, with D&D, which started the 2 axis Alignment system, since you could exist focused on any one of the extremes, without regard for the other axis, they needed a centerpoint to link the 2 axis together. A 0,0 coordinate if you will, thus was born Neutrality.
All games that came after have pretty much utilized some version of the D&D alignment system (or none at all).
In D&D, Neutrality represents those things in life that are not inherently leaning towards one of the extremes of an axis. Knowledge is Neutral, how you use it, and how you attain it can be Good, Evil, Lawful, or Chaotic, but the Knowledge itself is Neutral. Nature is Neutral, Balance is Neutral. Some might think that Balance is Lawful, however, Balance is also between Law and Chaos.
It's like a blade. It is a useful tool, and inherently neither good nor evil. Use it to build a shelter for the poor, it is Good, use it to murder someone, it's Evil. Use it with technique, like a Duelist, it is Lawful, and use it as a Brawler, it is Chaotic.
This is not to mention the fact that Good and Evil are considered based on the Morality of the individual. Different Moralities see these things differently. Law and Chaos, on the other hand, is based around Application. Is it Structured or Free-form. Is it Art or Science? Does a Lawful person always follow the Laws of the land, even if they disagree with them, and see the established government bodies as corrupt? Does a Chaotic person always ignore the laws of the land, and seek to supercede them, purely because they are laws?
Ultimately, everyone generally falls somewhere on the Spectrum between the 2 Axis. Not only that, but generally speaking, their point on the spectrum is generally not stagnant.
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RE: Questions for roadmap for planet design
@Logain Actually, mechanics and Balancing is more an Alpha thing. Beta is for adding in QoL and expanding the overall game territory, putting in those elements based on the originally balanced mechanics established in Alpha.
As I also said before, I'm sure they are already working on the other mobs for the other planets, so they can plug their graphics into the established mechanics and make the necessary adjustments to make it all work but feel different from world to world.
I also pointed out that they far overshot their monetary goals as established by the Kickstarter, and then even managed a financial backer beyond that, so the risk of them running out of money is actually a whole lot lower than originally anticipated. They don't have money to burn, but they do have enough money to be comfortable in keeping up development at their current pace, and handle unexpected delays. They are ahead of the game in the financing department.
Yes, their schedule has stretched out further than originally anticipated, but the state of the world at large has had a huge effect on that. I still believe they are going strong, and that if they were not, they would tell us, and be doing a huge funding drive to compensate for that. Prometheus even said he wouldn't rule out a 2022 release, as unlikely as that might be. I think they are figuring that Beta isn't going to take as many tests as originally planned, as most things are getting ironed out in Alpha to the point that Beta should be a breeze.
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RE: Statement on the Gamigo-rumors
Not to mention Fractured's ongoing promise from the very beginning that Fractured would not be Pay to Win, period.
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RE: Refunds, negative reactions to Gamigo deal
Money already spent/earmarked can't be expected to be refunded, and a game developer has the right to go with any publisher they can contract with.
As for Gamigo paying the refunds, that's insane. A publisher isn't going n g to fund refunds from prior to their contract signing, especially outside of the refund window established.
Make a reasonable ask. This isn't one.
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RE: STAND FIRM!
@StormBug I'm with you, sis, and with you @Cellticlink. DS has shown good faith so far, why doubt them now.