Excellent to hear, especially glad to see the quick turn-around on the packaging stations issue.
Best posts made by GamerSeuss
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RE: Patch Log - v.a.2.5.1c
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RE: [Suggestion] Loot all by pressing one button
They've already nix'd this idea. As a full loot PvP capable game, they want looting to take a few seconds. That way if multiple people can loot, they each strive to get the best stuff, and get away before something else attacks.
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RE: [Suggestion] Center on your map location when you press M
M opens and closes your map, there's a button up in the right hand corner to center. They are trying to avoid too many keyboard commands
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RE: Death by the Underequipped?
Gear isn't nothing, it is more task specific. You gear up certain ways for certain tasks, and outside of those tasks, the gear has only a partial effect on survivability.
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RE: New Alpha Testing Methodology Recommended
Although I love the longer test phases, I can't say I didn't leave the last one after a couple weeks.
The thing is, some things your testing take longer to test to get an accurate read on them. Bugs don't always manifest right away, and mechanical conflicts don't happen until the 2 conflicting systems come into play together, so make sure to keep up the Month long tests, just maybe every 6 months as was suggested.
The shorter tests shouldn't be a weekend test. The Devs have tried really hard never to start or end a test on a Weekend as it is, and a 7 day test would be more fruitful than a set of 2 3-4 day tests anyway. Again, as was said before, only reset things if that's needed for what's being tested, otherwise, let people keep their progress, and then reset everyone at the start of the every 6 month main month-long test.
I also love the idea of opening up these little tests and the 1st week of the month-long to the backers, and then the last 3 weeks of the month long to the world at large. The heavy part of the Alpha Testing is being done in the shorter tests, while the 6-month month-long test is more like an early Beta testing phase when we're bringing things together and fine tuning interactions.
I also like the idea of providing what is needed for a testing phase, while realizing some people will do other than what the test is about, which gives us real-world conditions to test in. IE: if the City Siege system is being testing, there will still be some people out and about grinding monster mobs and gathering resources because those people will be there when the game goes live.
The Arena idea is a good one to implement during all tests, as well, as that way, when not doing anything else, the various combat abilities can get a real power work out. Yes, it is mostly PvP based, but you could also set up arena bouts with specific mobs to test your fighting against them.
Finally, the Accomplishment Capes are a grand idea. We don't have a Cape slot on your Inventory, so it won't take up a used equipment space.
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
@Rife said in Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!:
right now 50% gets paid to the bounty hunter and 50% goes to the city
Actually, Prometheus was quoted as saying 33% goes to the city, 33% to the Bounty Hunter, and 33% was 'taxed' away. He said if he had said it was a 50/50 split, he was mistaken. Don't remember the thread.
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
My sister bought her plot of land, and then we grinded out 4k to put in for upkeep right away, as we knew the Alpha would be about 1 month. It's not really that hard to pull off that much if you go after zombies, skeletons, Goblins, and Ice/Forest Trolls
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RE: Patch Log - v.a.2.6.0e
@Selfish You'll find that once you start farming gold from monsters, you'll have this amount in no time really. We've been doing alphas for awhile now, and if anything, there still needs to be more gold sinks, not less. Especially during the Alpha.
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RE: City Suggestion Megathread?
@Farlander If your a member of a city, you'll still be able to use the city's Marketplace to sell a small amount of loaded items, that should be enough for most people. The point here is to NOT automate as much as possible. If you want to be making/selling items, then you gotta put the time in to market them, or subcontract someone else to do it, or join a city and just load your stuff in the city marketplace as your only option.
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RE: i do not like the changes to the talent tree and equipment
@grofire I get where your coming from, some notes, however:
They are still experimenting with the Talent Tree, so going back to a previous version isn't the answer. They need to try some other things, that's true, but if they keep going backwards, they won't get to go forwards with development. Alpha is the time to test everything, even if a portion of the test isn't well received (in fact, that's what Alpha is for, to find those things that won't appeal to the larger player base first off)
It being an alpha, you can also pretty much bet that the number of equipment stage categories are not totally implemented yet. They know we're only in the game for 3 to 4 weeks, and they want to test the systems, not the variety as much, so they have probably artificially limited our choices some. They did add an extra stage to Mage/non-Melee light armor called 'Common/Commer' and then put an extra requirement to make the next stage, Scholar-wear. That is overall an improvement. (and Common gear is REALLY BAD)
Also remember, what you consider worth nothing, another player might enjoy. I agree, there are some talent nodes I'd love to see return (Mana Regen Rate increases) but it is still interesting, especially once fully implemented, what they have on the tree right now. Just stat bonuses (calculated and static stats) is very very boring for a mechanic like the Talent Tree. Interesting features, such as an AoE effect added to Mage Staff/Wand usage, or something like Armor Penetration are much more interesting to many PvE players in the game.
I'm not saying they shouldn't ever go back to some of the old nodes, but they should experiment with different configurations before rehashing old ones.
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RE: i do not like the changes to the talent tree and equipment
@grofire you and your opinions are just as valid as everyone elses.
That being said, where you saw no viable choices, others reveled in the choices on offer, and look forward to what other options the Devs will come up with.
As to fixing it now, rather than later...Alpha is the time for fixing mechanics, and trying out options. Until they have tried out all the options they want to give a whirl to, they really can't go back and set a set of options and just iron out those options to the exclusion of all others. They need to get feedback. We had 2-3 tests at least with the last set of Talents (if not more) staying pretty much the same, now there's a new set, they deserve at least 1 or 2 Alphas, and then another set should be tried out. The Devs want the best options they can get for the gameplay that THEY envision for the future of Fractured. You are one voice, among many. They are not working for a bunch of Unique builds either, the nature of Fractured, with its ability to respec Talents and Skills at every Fireplace, and then Respec your whole character periodically means that eventually, we're going to get down to a certain set of builds out there. There will be no truly Unique options, because what 1 will build, 100 will duplicate, at least part of the time. The builds will be more geared towards what mob they are focusing on, or PvP, than on trying to totally spec out a fully unique character...nature of the beast.
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RE: Economy Feedback and Suggestion
Both of you have interesting points, and BOTH of you make some wrong assumptions.
@munch PvP is not going to be full loot open everywhere on any planet but Tartarus, so your PvP projections are flawed
@Daarknes You are looking at things with an eye to optimum gathering/collection/production and that is not the case.
Players will often prioritize their inventory and leave items on mobs to not be collected whatsoever. Other players will stockpile items for future use, and neither sell those items, nor use them but hold them in perpetuity.
You are also looking at the game with the "sliders" of difficulty and production set to Alpha Testing standards for no more than a month long testing phase with limited population. Neither of you, nor any of us, really, knows what those sliders will be set to once the game goes live. They are still playing around with all the numbers all over the board and will continue to do so all the way up until launch one would assume.
As @spoletta stated, there are several money sinks in the game. In an alpha, typically money is undervalued because other mechanics are what's being focused on and tested. The true Economy of the game really won't start to show until late Beta at the earliest. Once we know the more finalized costs for things like portals to the other planets and asteroids, transportation(however it is done) to the other 2 continents on our home worlds, final shipyard costs, final upkeep and upgrade costs for towns, Percentages of overall taxes that the game sinks from the various things you do in game, like crafting and selling. All of that will adjust.
YES, in those places where PvP is high, you will find a lot more degradation of equipment as PvP combat tends to go through durability a lot faster than mob combat. Thus, you will have a lot of equipment leave the resources of the game and need to be replaced. That is not to mention the equipment that the losing player has to replace because it was looted from them, while the looting player can't sell 'used' equipment in the marketplace. Once the durability of something goes down at all, it is no longer sellable.
YES, the Economy is a concern in the building of the game. That being said, there is no need to sling slurs and name calling over it. You can get on your soap box and claim all kinds of credentials about game design and how long you've been testing...shoot, I've played and tested MMOs since they started in the 90s, and I TAUGHT Game Design. doesn't mean I'm the world's biggest expert on the game. (Granted, I may act like it sometimes, lol) all opinions have merit, just remember that in an Alpha state, you are nowhere near where you can judge the final product's viability.
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RE: Abilities, Talents and Attributes
@Shins This is not exactly true.
You are not locked into a role, because your role can be defined by your gear, your Talent set, and your Skill set. Yes, you can be optimal to only some builds, and suboptimal in others based on how you set up your attributes, but overall, each role can be played with different attribute combinations.
A bowman can change out to melee talents, and switch to a more dex based melee weapon set and still gain advantage from having a higher dex over strength. They won't Tank super well, and depending on how much they put into Intelligence and Charisma, they won't be quite as optimal in Magical support classes of course. The thing is, if you focus on your main attribute, then you try to focus after that on an alternate attribute, you can bridge the gap quite a bit. Alternately, you could balance out your attributes and not be truly optimal at any one role, but you would be equally well suited to all the roles.
It doesn't make sense to let players hot swap attributes in the game. That basically invalidates the whole attribute system in the first place. You quite literally would turn every character into the same thing, a doppleganger/mimic that swaps as they need, but basically has no personal identity whatsoever.
If you are going to do that, you might as well just set all the attributes to the same average value, and play that way (which is an option) as you don't want to play up to any personal strengths, which is what attributes reflect.
Being able to hot-swap Talents and Skills by just visiting a fireplace gives you quite a bit of customization. You can have 5 presets for each, 5 skill sets, and 5 talent sets. They use the same points, so you don't have to worry about getting 5 times the KP to pull it off in regards to Talents, you do have to unlock all the skills you want to use, it is true, but they are all available. If you don't start with an archetype, you can find that archetype's base skills to unlock in the wild.
There is a limit to how much 'total freedom' the game should allow. Fractured fulfills that niche well.
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RE: First Impressions
@Sepoy Few responses:
The tutorial is not a How to play Guide, instead, it is a What to do first, Quest guide in order to guide you on figuring out these things first. A BIG part of Fractured is learning by trying and exploring. They don't want an actual tutorial, and they don't want to spoon feed you everything. Instead, they plop you down in the world, and then give you just a couple starter quests to guide you on what you should learn before really leaving the starter town.
As to harvesting, they want new inexperienced players especially, to harvest everything. Initially, of course to get the KP for each new harvest, but then after that, because you never know what you will need later in the game, before you discover what all you can do.
Many of the things you harvest are just food items. Other things are generally building blocks for gear, or reagents for imbuing gems, to add to some gear.
Talents are a subject of note. Initially, many of those of us who backed the game came in because of the promise that this game would be one that didn't focus on Vertical progression. More and More power is not the goal of Fractured. Some backers didn't care about this part, but for a lot of us, we like the fact that one of their examples from the beginning concepts was that a brand new player, and a 2 year veteran, both with the same gear, could travel and be equally effective together in a raid or battle. No more leveling out of your friend groups to where you needed to powerlevel your buddy in order to get them into playing with you right away.
This being the case, Talents, and everything having to do with the KP progression system should be more focused on giving more options for variety instead of more numerical power. Small bumps in power are fine, and even some synergy, but power builds should be a thing not of Fractured.
Previous iterations of the Talent tree did tend to scale up power though, and this is the first test that has gone the other way, and tried out some talents with more special effects and smaller buffs instead of big numerical jumps to stats and damage.
The only real way that power should scale up in Fractured is through the acquisition of Gear. Gear can give you distinct advantages, BUT gear has a durability score that cannot be repaired, AND gear is 100% player made, not found treasure.
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RE: Master Crafters not Recipe Junkies
@StormBug Could also add a new town building, A Research Center or School/library that you have to go to instead of town hall.
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RE: Temperatures & Weather Feedback Thread
I think regards to the weather, many of the players are putting the cart before the horse.
Standard operating protocol would be to first introduce a system...like the weather, then after adjusting the pre-existing factors it interacts with in the game (Like armor) only then do you introduce other compensatory systems, like resistance potions and ointments.
You add a new system in, check how it works with the existing framework, then you tweak it, then you compensate for it as an ongoing system. Everyone saying the resistance potions/alchemy should come before the weather just seems backwards.
As to weather falling through the roofs of buildings, that is a cosmetic issue, and like mobs being able to run through walls and grass growing through the floors, it is something you clean up near the end, after the mechanics are properly balanced out for the feel you want.
I see the weather as what it is, another challenge in the game. You compensate the best you can, BUT this is a Beta test, so don't expect your favorite build to always be the one that will work while testing new things out.
I enjoy logging into the game and seeing it rain. I like the fact that until you get mammoth hide, you will be risking freezing stacks going in to hunt the mammoths, who's natural armor has adapted to their native cold temps...just makes sense.
And as far as new features vs bug fixes...bug fixes is an ongoing process, especially during Alpha/Beta, but you keep your development team working on promised features while your bug team works on tackling bugs...it is not an all-hands kind of thing, too many cooks spoil the soup as it were. This is why projects such as this are typically broken down into team assignments, even if the staff is so small that teams can sometimes be 1 or 2 people.
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RE: Temperatures & Weather Feedback Thread
@StormBug Weather having an affect on the crops may just not be implemented yet, that is having two different systems interact, and in programming, that gets more complicated than you might think. When first implemented, they probably purposely don't have them interacting except graphically. On the other hand, a draught would only really affect crops so that I would see as something that would have to start working right away.
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RE: Neutral alignment needs a change
@Rife Considering it has already been established in the MMO community that PvEers outnumber PvPers by a huge margin, they are just less vocal, it doesn't really make sense that more PvP content is what is needed. More End Game Content, sure, but that doesn't necessarily mean PvP...the most anticipated World for instance is Arborea, the NO-PvP world, and more than likely, we'll get a huge resurgence of population once Arborea is released.
If anything, PvP is more known to drive players away...except for those vocal proponents for PvP. PvP is just more visible, they are the competitive types, watching/showing up on leaderboards, competing in competitive play, and members of aggressive guilds...
The solo and PvE player, the so inappropriately named 'casual' player as it were, is by far the lion's share of who plays these games, at least until driven off by gankers, that is.
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RE: Temperatures & Weather Feedback Thread
@dracokalen Just seeing it rain when I log in lifts my spirits, and my sister is in Drought-ridden California, so she is over the moon seeing rain, and can't wait to see a blizzard in-game.
The crops thing is just implementation, and will come soon enough.