@Alexian Except that really, limiting alts only really makes people get multiple accounts instead. As a free to play game, multiple accounts is usually just a matter of having multiple email addresses. Now, only 1 character for the VIP server, that might work, or 1 per planet
Posts made by GamerSeuss
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RE: Why Syndesia? (or, as things stand now, would you even play on Syndesia, or pick one of the other planets as a less Toxic alternative for your playstyle?)
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RE: Why Syndesia? (or, as things stand now, would you even play on Syndesia, or pick one of the other planets as a less Toxic alternative for your playstyle?)
@Alexian said in Why Syndesia? (or, as things stand now, would you even play on Syndesia, or pick one of the other planets as a less Toxic alternative for your playstyle?):
No alts/one character per planet.
This one would be a hard sell.
First, many players want to try out different builds, and stay on the planet they are familiar with, at least at first.
Secondly, some families share an account, and thus a single account should be able to have more than 1 character, 3 is a good number
Third, some of the Founder Levels actually offer additional account character slots, that's already done, so it shouldn't be ret-con'd now, and selling additional character slots is a good way for the game to make money without pay to win. -
RE: Suggestion: Dynamic settlements
In town, house parcels can go different than 4x4, however, the 5x5 parcel wasn't working last I checked, even though Valhalla Atrium unlocked it.
In previous tests, house plots could go as big as 6x6 in the Wilderness (which is what was needed to put a 5x5 patio structure up, as the patio seems to overlap its border on that blueprint. I assume the plan is to have different sized plots once they get the testing more in line with their expectations. Easier to test with a stricter control group.
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Why Syndesia? (or, as things stand now, would you even play on Syndesia, or pick one of the other planets as a less Toxic alternative for your playstyle?)
Fractured is a brilliant idea for a game that caters to all different MMORPG playstyles on a single server in a single game.
The game has been intentionally separated into 3 Races/planets with each supposed to represent the 3 major playstyles out there:
Tartarus, the Demon Planet is for those who believe the whole world is a PvP zone. For those who want to live on the constant edge of wondering if a Mob will get you, or a fellow player.
Arboreus, the Beastmen Planet, is a PvE wonderland where there is no real PvP in sight. The only real worry an Arborean might concern themselves with, other than the monster mobs themselves, is a Raid from one of the other Planets.
and then there's Syndesia, the Human planet. Syndesia is meant to be the middle ground between the two extremes of playstyles. PvX we'll call it. Sometimes you want to participate in PvP action, sometimes you want to focus in on your skilling, gathering, or just taking down mobs. This middle ground needs to hold an equal appeal for all types of players, as this will also obviously be the meeting place where all playstyles collide.
The question becomes: As the state of the game stands right now (realizing we're still in Alpha and much can change) would anyone out there really want to join in and make their home in Syndesia, or would the current level of Toxicity make it more appealing to just swing to your more extreme leaning and either play it safe on Arboreas, or Go hell bent in Tartarus?
What would you like to see changed to make Syndesia more appealing as a middleground. The planet is obviously the best place to bring about the kind of play that will allow these two divergent playstyles to interact on the same world. How can we make it better, for YOU?
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RE: Spring Alpha Major Release #1
- Prometheus has asked that we don't always degenerate our conversations into Carebears vs Ganker.
- There are very few actual CareBear players out there.
I would define a Carebear as someone who doesn't want any risk or consequences. Don't like losing their corpses, don't like PKers, don't like having to give up anything for anything else.
Many people called CareBears, or almost as bad, 'Casual' players are just as hardcore as any PKer out there, spending hours and days and months of their time playing games towards their style of play. Their style of play just may not include PKing. PKing doesn't make you a HardCore player, it just makes you one type of player. Same goes for Guildies vs Solo'ists. Many Solo players are even more hardcore than guildies, because they have to rely on themselves alone to get everything done. BUT they are also free to log in and log out whenever their schedule allows, join open raids or not as they see fit, and really get into the Roleplay aspect of the game.
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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: Let's talk business! (And the lack of it)
I'm all for making Harbors only bridges to the other Continents. If you do use them for fast travel around the existing continent, it should be passenger only, no wagons/carts/heavy items, only what's worn and in your backpack goes with you.
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RE: Founders Pack Home Blueprints questions.
The pack rewards are supposed to be exclusives for Kickstarter backers
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RE: City Management Feedback Thread
On Cities and Residences:
Yes, Cities themselves need to be bigger. In fact, you can limit the number of City Buildings by City Rank if you like, as long as a reasonable number of starting buildings are available. Citizens should count towards the City's Rank
Residences should still pay their money for upkeep where 1/2 goes into the related city's coffers, and Residences should count at least partially towards Ranking up the related City as well. Want your City to Rank up faster, do your best to draw in happy Residents who will help support its growth.
Residents should still be divorced from City control. The City should not be able to evict Residents (they game will if they don't make their upkeep). Residents should be able to make Processing Stations, and Storage, but should be limited to no more than 1 Crafting/Finishing Station per plot. This way, Residents can compete as crafters without being dependent on cities, but they must pick which craft they will specialize in, and of course, there is still the matter of having room for the crafting station set aside on their plot to do so.
Cities can lock out non-citizens from using their Processing and Storage facilities (except the Bank) but must make crafting stations available to everyone. As only in Cities can you have multiple Crafting/finishing stations, this is one of their main appeals.
Cities should be No-PvP areas, except for someone flagged a Criminal in that city. Resident areas should also be considered safe except for those flagged as Criminals. Borders should be clearly marked as to where the 'Wilderness' begins.
As I'm not a Governor, I can't comment directly on the Tech Tree angle of things, but I will say, basic services like the Inn, the Bank, and the Jail should not require any research points at all. It also takes little to no research to create Storage or a Marketplace, so those should either be free or minimally priced/attached to other upgrades. The global Gold Wallet should either be gotten rid of, or again, made a more expensive research. Other possible researches include Guild Halls, a Postal Service for intra-game messaging and things of that nature.
The Starter towns should only allow Tier 1 construction. Higher tier gathered materials can still be used, but they result in Tier 1 final products because of the lower quality of the construction.
Also, construction quality should have a tangible difference in Abilities on items. An Excellent Quality Weapon should get a bonus to Durability and Accuracy, possibly Damage, that shows on the tooltip for the weapon. A Poor quality weapon or armor should have less than full durability to start with.
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RE: Let's talk business! (And the lack of it)
Why there's no Marketplaces:
- It's too early in the Alpha....
Cities are still establishing themselves and have no true idea what they have as far as surplus that they can put out on the market still. - The Tech Tree is newly implemented, and Governors are just now getting used to the researches needed to build their city. They are experimenting with various paths of construction and research in order to level their cities as fast as humanly possible.
- City Building Space is at a minimum. In order to garner the Prestige needed to level up, Cities are carefully having to decide what buildings are essential, or worth their space because of the Prestige they award.
- Gold hasn't really fully gotten a value in the game. This is something that will linger throughout the Alphas, as the game needs some longevity before Gold begins to have any real meaning. Yes, we have a couple of gold sinks right now, Residential and City Upkeeps mainly, and just now the newly implemented Criminal Bail system, but they have not truly impacted the world economy much yet to motivate a Marketplace as being of benefit to the towns.
- People are just now getting out of the Young Player Protection status. While in this status, most of the cross continent travel wasn't too overwhelming a prospect for characters. I can make it from the Southern Starter area to the Northern one on a horse in about a half hour or so.
- Sieges haven't begun yet. Once Sieges become a major concern, then resources will become a harder thing to keep ahold of and then trading will be forced by necessity. Right now, cities can establish themselves and safely gather all the various resources they need on their own with just a little bit of patience. When there's more of a time crunch involved, because your enemy cities are gearing up for war, you have to decide if your town needs to focus on Metal Smelting, or Magical Enchanting, or whatever.
- People are too busy still reporting bugs, and arguing over the implementation of the Criminal System to even really think about the Marketplace at all.
Solution:
- Give it time, later in this Alpha, you might see them start happening, or...
- Wait, a future Alpha, where the mechanics have been smoothed out more, and the Governors are more familiar with the new City Management and Tech Trees will mean they are better able to decide what they want to focus on, and what kind of surplus they can generate for a real profit in the market.
And remember, until Gold truly begins to feel valuable, the Market won't. and yet, the Market is one way that Gold will attain value in the long run. This is why although 1st offenders to the Criminal system might find it a bit steep with a 2000 gp fine or 24 hr time out, after the newly evil have had their one pass, the Criminal system can actually stand to build itself with higher bails and more punishment to create the demands.
- It's too early in the Alpha....
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RE: 3 Planets, 3 Different Games?
@Kralith Angels, Abominations and Liches were not discussed, but Prometheus flat out said that you couldn't permanently relocate planets for Humans, Demons, and Beastmen.
One would assume that the exception would be if you became a different race, which is kinda what becoming an Angel, Abomination or Lich entails.
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RE: Change to Syndesia, the true mix of PvE and PvP?
@Xanafel said in Change to Syndesia, the true mix of PvE and PvP?:
playing in groups
Yes, except that Fractured is supposed to cater equally to both the group player and the solo'ist. The Human world is supposed to be solo play friendly and not mandate group play...There are always going to be big RAID bosses that take a group, but for everything else, a solo'ist should be able to spec to go out and play to their heart's content too.
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RE: Power Caster
@Souly Yes, as Souly stated, spells in Fractured that have an elemental type do that elemental damage, not magic damage, and thus are unaffected by Magic Resistance, and the reduction of Magic Resistance doesn't come off the individual elemental resistances.
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RE: Other Races
As much as I didn't expect other races until probably last Alpha or into Beta, I think Prometheus said in an earlier post and video somewhere that they are trying for Beastmen in the next Alpha stage...but I've slept since then
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RE: Spell Tool Tips
9% is not very high, and you don't know if any of the Monsters have resistances that affect this either.
I know you can roll a 20 sided die 500 times and never once get a 1 or a 2, or you could roll that same die and get more than 50% of your results in the bottom 10%, so it is really hard to judge using such a low percentage...even when comparing to other spells, because every new roll is another chance for the RNG gods to skew your numbers.
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RE: Bounty Hunting & Jails - Official Feedback Thread
@Ostaff HERE HERE
We're derailing this thread, first with insults, no with defending our own/others actions...
Let's get back to the point at hand.
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RE: Magic Missiles Beyond the Grave
They changed it. Its now an instant cast, not a channeling spell
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RE: Unable to enchant any mage staff
Your chance to Enchant only applies if what your enchanting has empty Enchantment Slots. Currently none of the Mage Staves have any
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RE: Bounty Hunting & Jails - Official Feedback Thread
@Xulu You forget that Demons, Humans, and Beastmen are mostly confined to their own planets, and cannot stay indefinitely on the other worlds. They can make short visits, and those visits may not even be very consistently available as we haven't even gone into the interplanetary transit system yet.
That means a Demon might max out his/her knowledge on Tartarus, but it would be quite problematic for them to maintain on Syndesia to do the same.