
Best posts made by Gothix
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RE: Power Gap Struggles
Its MMO.
Playing solo should be viable, but can never be (nor should it be) on eqaul footing as playing in organized groups.
That doesnt even make any sense whatsoever.
You want to get ahead? Find friends, cooperate. Simple as that.
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RE: fun or no im asking
Traveling isn't only about unlocking skills. Its about harvesting resources, trading, economy, pvp, bounty hunting, necessity for social integration to provide you safety,...
If you just want to skip travel and directly get stone and sell it with next click... why dont we go step further and just give you 10000g and everything you can have as soon as you log in first time so you can stop playing right away and go do something else.
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RE: No Hunger & Rest Depletion In Towns.
I can agree on that not entire city needs to be passive resting place.
Tavern (if you have payed for a room there) or if you are citizen, and your own home could do the job, of pasively restoring your satiety at increased rate.I would still vote for some prerequisites needing to be met for this to work, which would be that town would need some specific structures, connected with agriculture, built for this to work.
And if city has the prerequisites for this, then additionally, I would add, that if you are a citizen then, not only your, but every other citizens home within that city would passively regenerate you, so you can also spend time at your friends hanging round having fun, and not having each citizen having to be isolated at own home to regenerate.
So:
- town should have specific sturcutres built to have this ability
- if those structures are built, then what regenerates you is
A. for citizens - tavern, your own home, any other citizens home within the city
B. for visitors - only tavern, and only if you have rented the room
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RE: First Impressions on the new City System
The more fast travel options, the less risk for your goods toget stolen on travel. Fractured looses it's original meaning and becomes more of a "bunch of solo PvE players solo playing MMO in same server" type of game, which is extremely bad.
There should be less fast travel options, as little as possible. And neighter of those existing ones should allow bringing your goods with you. Only naked fast travel allowed (and as little fast travel options as possible).
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RE: This is not an improvement
I like that I'm able to loot only what I want, specially when my bag will be almost full and not all will fit in the bag.
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RE: The unofficial Fractured census #1 - Age
And where is an option to be a turtle?
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RE: Gameplay suggestion after seeing vid
Sprint boost connected to endurance would indeed be interesting to see. Risk vs reward.
Use it a bit, you may get an advantage. Use it too much, You're done.
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RE: NPC'S AGE ?
@benseine said in NPC'S AGE ?:
maybe add the possibility to make old and/or fat characters.
As long as we are realistic and too fat characters will not be able to pass through all the doors (cave entrances).
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RE: Why MMO if you like to Solo?
Group play doesn't (and shouldn't) be about grouping with randoms.
It should be about finding a nice like minded people, that share your play style and virtues, and then making a guild with them. This way you don't depend on "randoms", but rather group up with trusted people, that you know you like, for various adventures.
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RE: Suggestion about hunger/thirst
@logain said in Suggestion about hunger/thirst:
@gothix said in Suggestion about hunger/thirst:
I'd agree that w do not need too many "pain in the ass" mechanics. Game is supposed to be relaxing and fun.
That's a matter of personal preference. Some want a game to be 'relaxing', some want a game to be 'challenging', both type of games have their dedicated target audience.
If you will notice, I specifically wrote -- "too many" pain in the ass mechanics.
"Too many" being the key part here.
Challenging game is fine. I actually prefer games to be challenging. However "annoying" does not always equal "challenging". Too much of "annoying" usually just equals "pain in the ass".
Challenging is something that requires skill, something that not everyone will be able to do, while not necessarily requiring just physically working through too many "annoyances".
Meanwhile, things that anyone can do, but it's just "too many of them" thrown all together, so it just equals "work" -- THAT is just annoying and not challenging.
So to the point, "challenging" = yes please, "annoying" = no please.
(a challenging game that requires a lots of skill can still be relaxing, assuming you have the said skill, while a game that requires no skill, just a lots of time / work can get quite annoying)
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RE: GvG siege questions
Perhaps sieges will not be tied to only one "castle/settlement" as well. Perhaps besides an actual settlement there will be objects of interest around the settlement, like some bunkers, towers, farms that support settlement and sieges will include fights around all of those mini objectives.
In such case there could be several player groups involved, detached one from another, so not a whole siege would be happening in "one screen".
I'd love sieges to include large groups even of a thousand players if possible.
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RE: Your Computer Specs
@agracore said in Your Computer Specs:
lots of surface area to play around with.
It was important for me to be able to have a large pizza near me while I'm gaming.
Here it is with a chair and a coffee mug.
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RE: PK punishment
@cognitive said in PK punishment:
I hope there is no Pk punishment but, a Pk restrictions will be nice.
Level distance for example.Yeah.
PK does not equal ganking. Ganking is another thing, meaning high levels killing low levels.
PK can be between equal levels. PK is just an ending phase of PvP.
PvP is player conflict, it can end with a player retreating and escaping, 1 player dying due to environment or mob attack, or by one player dying to akill shot by another player (PK).
Ganking and griefing is something else. Even if PvE players often mistakenly equalize PK and gank in terminology.
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RE: Is it posible to be invited to alpha test?
Level required for Alpha 0 will depend on amount of players that reached high levels.
Devs have approximate number of players they will want to see in Alpha 0, and when time for Alpha 0 comes they will just give the key to top 100 players (example numbers, it doesn't have to be 100), but assuming its 100 players they will want in Alpha 0, they will just see what level has the 100th player in list and they will say THAT level was requirement for the key.
This is why required level is not revealed yet. It is not about the level, but about how many players will be able to access Alpha 0 to have a quality test that will not stress server too much (stress tests come in later periods, like beta).
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RE: PK punishment
@finland said in PK punishment:
@gothix About the pve communtiy is way larger in every mmo just take a look on numbers.
I wrote why that is.
- PvE community being more vocal in forums, because PvP players do post in forum as often, specially not in such early phases.
- developers cater to people they see in forums (mostly PvE) community, and MMO ends up designed more with PvE in mind
- MMO being designed like that, PvP community stays away and plays something else
- numbers show more PvE people in MMOs, duh
Situation would be a lot different if MMOs end up designed more inline with PvP community wishes
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RE: GvG siege questions
@jetah said in GvG siege questions:
i'm seeing Syndesia also having sieges. guilds will setup there and will need to defend from demons and humans with some beastkin assisting one or the other human groups.
Also, I don't see why beast men guilds on Arboreus would not be able to siege each other. There is no PvP in normal play time, but sieges could very well be an exception to that and allow good guilds to fight each other in time frames (and zones) designated for sieges.