@StormBug I'm with my sister in seconding this!
Best posts made by GamerSeuss
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RE: Thank You Dynamight Studios
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RE: Most of the newer changes kind of just suck.
@WaterMerchant Full Loot is only on Tartarus, it specifically didn't give the details of how PvP would work on Syndesia, because they hadn't determined that yet, only that it would be a mix of PvP and PvE
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RE: When the Mod sides with trolls...
@Mr14taz actually, in every game I ever played, MMO wise, recruiting for Guilds in global chat was considered Trolling.
I personally just ignore in-game chat completely right now. Its not constructive, so it's a distraction and a resource that could be dedicated to some other aspect of the game. Everything we do takes up bandwidth, processing power, etc..., turn off Global chat and wait until party/city/guild chat is ready to go, and wait until ignore features are added.
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RE: Solo playing became extremely difficult.
@Tyrgrim said in Solo playing became extremely difficult.:
U can change things in single player games too. Thats a feature, not a game. But u can t change much in fractured anyway ? this is not a sandbox mmo.
But that's just it, THIS IS A SANDBOX MMO. Fractured was billed from the very beginning as an Isometric, Sandbox MMO.
Multiplayer and Group/Co-op play are two very different beasts. The Multiplayer in MMO means it is a multiple player, rich, shared environment. Players can, if they so choose, do nothing but craft, and then sell their wares to other players. They can go on monster hunts, or join big monster take-downs for the good of the realms. They can spend their time farming and fishing and other tasks if they so wish as well. It is a true Sandbox situation. Yes, there will be creatures so fearsome for one reason or another that only a group, or a very well equipped individual with the right Talent mix could possibly overcome them. Generally, less the latter, seeing as this is an isometric game. There is a real goal of there not being a massive power gap between players overall that would prevent too much of that.
Join a city if you want to:
a. help build an in-game community
b. help build a hub for your guild or a group of friends
c. want easy access to all kinds of crafting stations and a centralized market
d. want a relatively safe place that isn't going to be a juggernaut through the wilds all the time to get in and out of. Possibly very defensible.Play it solo if you want:
a. To be a self-sufficient type who dabbles in several crafts to facilitate their own existence without dependence on everyone else
b. To feel the challenge of braving the wilds day in and day out as you try to carve out your own little island in the wilderness
c. Prefer 99% of the time, the solitude of not depending on, or being depended on by others, while knowing that civilization is just a short trek away for those odd times when you do want to socialize. -
RE: Tanning Tubs Are a Disaster
I also agree that this game doesn't need to degenerate into 'instant gratification' in everything.
I want Crafting to be as involved as combat an gathering is, if not more so, so I think some crafts requiring a timer is an excellent way to make it more tangible in game, and as was said, it also adds value to the end products. Everything in this game is Player Created, and so much can be instantly finished, but certain things need to take a little time.
Enchantment makes sense to be instantaneous, it's magic, you expect it to be done in a single application of a process. You don't leave something bubbling in the magic circle for 20 mins or 3 hrs.
Leather tanning, on the other hand, is generally at least an overnight endeavor, so 16 hrs for tanning is not unreasonable to assume. Could they shorten it a little, based on in-game days vs out of game day perspectives? Sure, maybe make it 8hrs instead, assuming that the in-game clock moves faster relatively, than our out of time world.
Something like Alchemy, a magical branch of chemistry, might also be something that had to brew for awhile before completion, in the story-books and legends these games are loosely based around, you expect a witch or Sorcerer to tend their magic potions for a period of time before reaching a result, but something like just enchanting somehting is done with a spell and it's finished. In fact, Alchemical reactions might even be multi-step things, where you add the initial ingredients in and start the process, then a 20 minute timer starts, any time after that 20 mins elapses, maybe up to 24 hrs later, you can begin the next step by adding more ingredients, and starting another timer, maybe an hour this time. Magical storage chests could be next to Alchemy labs, so if you know your going to be away longer than the spoil counter would be, you could pull your partially done concoction from the crafting station and put it into the storage locker, which would Freeze the concoction timers until you come back and resume your work.All rough ideas, but all would make this game so much more immersive and enjoyable to a certain class of players.
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RE: General feedback
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The Talent Tree set to 60 points was a conscious decision the Devs have discussed before, and it gives a fairly good amount of customization to characters, especially when you consider you can set up 5 different Presets of these 60 points, any of which you can later delete and reset up. Combined with the 5 presets for skills, you have a powerful set of tools for creating the right character for most jobs, while still limiting a character a little bit so their choice of which character to play still has some meaning.
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There may be other Talents added in, and the overall tree expanded as the game goes closer to release, and more and more knowledge points and mechanics become available that can be influenced by the Talent tree.
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Totally agree, the Road system of enhanced movement on paved roads is great. As to expanding it to lesser roads, I feel this isn't needed. The Devs have stated that Fast Travel is something they purposely want to limit in the game in order to give the game more of a Merchant Caravan Economy feel to it. They already have plans for Mounts to come into the game and thus expand travel in several regards.
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Equipment degrading to the point it needs to be replaced is an intentional feature of this game, not merely a limitation. This is to encourage the merchant economy as all equipment is player-crafted/enchanted in game. The Devs don't want players finding their perfect set of equipment for their build, then just making sure to keep it in good repair, they want to actively encourage players to make/purchase spare copies of the equipment they love so that it can be swapped out, also possibly encouraging later game players to try different enhanced gear instead of just resting on the same ole same ole load-out they have come to find works best for them. The game is meant to evolve and change over time, as well, and who knows, Repair capabilities might be in the plans, but during Alpha, that's just another mechanic that needs to take a step back until the meat and potatoes of the game are ironed out.
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Totally agree about needing something to tell you where your party members are. An Arrow when their close on the outskirts of the mini-map would be fine. If within the mini-map's current field of range, then an Icon should show, and once they are in zoom out range to be seen, said icons/arrows can go away.
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Bigger plots are current reserved for outside of City plots only, as really right now the only compensation for building outside. Within the city, the 4x4 is considered what most city civil engineers would allocate at most to any given structure, except maybe an official city building, which obviously could take up whatever space was needed to get the job done. Outside of a city, it is expected that a Player is going to need a bigger structure to hold some of the things the city services provide to the city dwellers, if nothing else, additional places for storage, as the hermit doesn't have a separate locked bank vault, like all city dwellers and even city visitors have.
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Remember, this is an Alpha, and many things are going to change as the game progresses, our feedback is important in order to encourage that the game moves int eh direction the majority of the player base prefers, but always remember that the Developers have a plan that may not be always clear as of yet to that player base about what their final product is expected to look like and be able to evolve into.
I did not address your points in any sort of order, but rather as I thought about their answers, as I didn't have the original post at hand to reference.
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RE: The City Monopoly Meta
You want to encourage Ranking up cities over owning many smaller ones across the map?
Make city ranks truly matter. The higher you maintain your city rank, the more advanced building options you have available to you.
Example:
Currently, an enchanting table can enchant any tier enchantment based on what reagents are gathered.
Revision: A basic enchanting table at an alchemy center can enchant tier 1 and 2 enchantments, an Advanced alchemy center (requiring a Rank 3 city to contain it) can also enchant tier 3 and 4 enchantments.Currently: a Smelting and Metal Working shop can smelt any metals and alloys you have the raw materials for, and they take the same amount of time to do so.
Revision: A Basic Smithy can smelt Grade 1 metals and produce simple alloys (Copper, Tin, Bronze, Gold and Silver), a Journeyman Smithy (Requiring City Rank 3) can smelt Grade 1 and 2 metals and produce intermediate alloys (all of the above, plus Iron, Steel, Nickel, Brass, and Platnum), and a Master smithy (Requires City Rank 5) can smelt Grade 1 metals/alloys with a 25% reduction in time required, smelt all Grade 2 metals/alloys, and has access to Grade 3 metals/alloys (Blood Steel, Adamantite, Spirit Metal, Mithril, etc...)If a city loses a Rank needed for a given building, any current projects would continue, but with a 25% time penalty for completion, and new projects would only work at the appropriate level of the new City Rank.
This would give City Ranking a Real meaning to the owners. If you want access to the more advanced resources and capabilities, you have to build up and maintain your city in the rankings.
Other options to keep people from running city monopoly groupings would include a 1 week cooldown before you can swap cities after changing. IE: Initially, you join a city, it gets credit for you as a citizen and you start to contribute. If, however, you decide to leave that city and join another one, your new city gets credit for you and the old city loses credit, but now you aren't allowed to quit and change cities again for 1 week. This will prevent constant citizenry reshuffling.
Account lock city ownership. This way, a given account, not the individual toons/characters decide ownership of a given city/house/business in game. This means you have to get a whole other account if you want to multi-box several city ownership by a single person.
Instill some 'Natural Disaster' mechanics that periodically plague a city, causing more upkeep to be needed to maintain the city ranks, keeping groups from spreading too thin their attentions. Example: A swarm of Ore-mites breaks into the Mine of the city. until the Ore-mites are cleared out, no resources can be gathered from that mine. A blight hits 30% of the crops in a area of the continental map. All cities crops within the area are affected, and additional upkeep costs are incurred by said cities to research a cure for the blight to get their crop yields back to normal, or the current crops must be burned out, the soil refreshed, and whole new crops started from scratch, requiring several citizens participate in the massive crop rotation to save their fields. (all or nothing, either all fields are burned down/plowed under, or the blight keeps recurring until cured).
With the above suggestions, running cities will take up enough resources and focus that splitting your focus to run several other cities will become a lot harder, AND cities are encouraged to grow and expand, instead of just maintaining at Rank 1 and minimal effort.
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RE: [QoL] Better Management of Town Citizen
all excellent points. As a member of your massive citizenry, I can get behind all of that. Also, does anyone know at what town rank you have to be to build a town bank? I'll do my best to help build city buildings as will my guild, but having to run back to the starter town to use the bank is annoying now that we've got our city up and going.
Just to reiterate, my in-game name is Darylanthys, and my Sister's name is Storm, my GF hasn't logged in yet to the Alpha to make a character so name is pending, but that's the DnDeviants.
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RE: April 1st Server Crash - What Happens Now
@Kralith I second this....as much as I want the servers up and running and stable, I also want you guys up and running and as stable as programmers ever are, LOL. If it persists through to the weekend, set it aside, post that it will be down as you take a much needed breather, regroup, recharge, and hit it fresh on Tuesday.
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RE: Suggestion: Invisible armour
They wouldn't go for that. The visual representation of the armor is a clue as to if someone is equiped or a noob on a corpse run. It also shows what level armor they have, which is easily identified.
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RE: Cities feel too much like grid paper
Believe it or not, that would be a coding nightmare. Games code on grids for a reason. Yes, when rendering a scene, every pixel gets rendered, but to save memory, processing, and resource space, standardized polygons, presets and skins are used, and then placed upon a grid anchor system in order to make the game world both visually acceptable within the medium, and possible within the current computing limitations of the servers.
I see totally where your going with this, and I do love the concept, but from the standpoint of a coder, I know it just won't happen anytime soon. Maybe in another 10-20 years.
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RE: Add WASD option
This is discussed at length on other forum threads, so no need to rehash it here...suffice it to say, the movement scheme they went with is considered intrinsic to the gameplay experience they want.
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RE: Arrows - Where did they go?
@Kazzier I think you're in the minority in this.
Most of the Archery characters didn't like having to make and carry 1000s of arrows, using up a big portion of their encumberance/weight load on them. In general, I've heard nothing but praise that Arrows have been removed, and most hope this is a permanent thing.
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RE: Consumable slots
@yianni They purposely have the slots set up so we have to choose between skills and consumables
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RE: Consumable slots
it is not about advantages/disadvantages between players, it is about making you as a player strategize your resources. Do you put a consumable in that slot or a skill. Do you prep 4 skills and 4 consumables for this raid, or go all out with 8 skills, and try to backpack your consumables...
Don't always look at everything as a PvP concept. much of the game is designed as PvE, PvP is part of it, for some, but not universal, PvE is a universal consideration.
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RE: Quality of life: Requests to dev team
@Bullen said in Quality of life: Requests to dev team:
Add 'take all' loot button
Pretty sure they already shot this one down completely before.
Possible Reasons: They want you to take a few seconds to loot a corpse, choosing what you want to take, and risking another Mob/PvPer showing up to interrupt you.
Also, this adds a low grade time sink to the game, making the game appear longer.
This is a similar reason to why they aren't going to let you auto-gather out in the wild. They don't want automatic systems, they want active players doing things.
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RE: Limited uses for recipes
@Tuoni This!
I love most of FO, but the one thing that just doesn't jive with the feel of what FO is in my book is the whole Recipe thing.
Recipes tied to crafting I can get behind, with maybe some parts of recipes found on humanoids who could use them themselves, or found in chests for instance.
I also think @Kazzier has the right of it with progressively harder recipes to fulfill instead of dropped recipes.
This way, someone could viably play the game as a Crafter only if they wanted...start the game just unlocking some basics as they gather their materials, and then focusing on crafting and buying the mats they need later.
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RE: I need my rewards
@Junkie actually, they announced the Foundation Freeze before Beta ever started, it just got delayed a bit. The post your talking about was the reminder after the fact.
As it is, foundation rewards don't become really active until launch anyway. The only real exception being some forum titles, and the chance to pre-purchase some decor that you can't use until release anyway.
They announced the foundation freeze because they were going to be working on integrating it with the new systems that were introduced with Beta (Gamigo/Glyph) and reinstating them lsn't the plain and simple solution it is thought to be. Shoot, there were some errors coming through on the system before the Freeze was mentioned, and these probably prompted the overhaul.
Suffice it to say, you still get your foundation levels and such, you just don't get new foundation points at the moment, BUT they were partly a reward system for being active on the site, and now you have the 24/7 Beta to be active in, which is its own motivation.
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RE: May 2020 Playtest Review
@Logain couldn't have said it better myself. Developers need time to Develope, which is why they have community managers and such, because the Devs can't constantly be taking time out from the meat and potatoes of the game design just to throw together videos for us patrons. If they do that, 1. The development schedule will suffer, and/or 2. The quality of the videos will be way sub-par and not reflect the game at all, making them worse than useless, the become detrimental to the success of the game.
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RE: Recruiting error and other Foundation stuff
@Gothix she is not listed as a Recruit, AND I know for a fact that she went to Fractured via my referral link to sign up. She has also contacted the devs herself and they said to her in response that it was a known issue some people were having and that they were working to fix it, so who knows.
I am unsure if any of my other friends signed up via my link and I'm just not getting credit for them, as they come over from my facebook feed when I announced I was streaming Fractured testing, but that's fine, but my sister is one I'm absolutely sure of.