I'd prefer not to have it, and also to have forced global cool down on every spell.
In this way game becomes not only about who can mash his buttons faster in right order, but also puts more weight on general tactics and combat thinking.
I'd prefer not to have it, and also to have forced global cool down on every spell.
In this way game becomes not only about who can mash his buttons faster in right order, but also puts more weight on general tactics and combat thinking.
Frankly, changing long time establish lore dictionaries would just sound horrible.
If i saw a MMO with races called Beastpersons, and using various terminologies like person power (instead of manpower), parent nature (instead of mother natre), ... "insert many other crap sounding vocabulary terms here"...
... I'd skip that MMO in a wide circle, and wouldn't touch it with a stick.
What you are suggesting would make the MMO more attractive for 5% of population and less attractive for 80% of population, where perhaps 15% of players wouldn't care.
@keshanberk said in to the developers:
I've never heard of your company
That's ok. They've never heard of you either.
I prefer no bots of any kind. Even helpful ones.
I would prefer game in old school way where you have to gain intelligence on your own, carry it in your brain, manually share with others through chat if you wish.
Players knowledge = power. No automatization, no bots, none of that modern hand-holding stuff please.
Just a personal preference, you may agree with it or not.
Usually when zerg alliances are involved, its not about skill at all but purely about numbers.
If you are zerg you can be present en mass everywhere, block all trade routes, affect whole economy.
Some zerg limitations are indeed needed. Imho.
Existence of fast travel, made every past MMO world seem trivial at the very least.
Ability to meet up with your friends inside few minutes regardless of where they are in the world, reaching distant spots fast makes world feel small, even if it isn't.
Absence of fast travel, makes the world seem larger, more imposing, espacially with dangers at every corner... dangers that you can not simply skip by fast travelling, be it PvP of PvE dangers.
Absence of fast travel, makes taverns more important, makes housing in wilderness more important, makes survival aspects more present. More importance of tactics anddecision making, more importance of having friends to travel with, more importance of meeting new friends, when you arent close to your existing friends.
It's a completely different game.
I personally welcome the devs decision to make fast travel as non existant as possible.
I would say, possibly yes, but depending on towns infrastructure.
Town should have some infractucture developed and available, for this to apply to it's citizens. For example, a tavern of certain level/quality, and/or some other structures built, that can be connected with food refinement, agriculture or something.
IF town is developed enough, and feautures all the prerequisites, then yes, my opinion is that such town could feature a "satiety freeze" function, for its registered citizens.
What about visitors you ask? Yes, but only for those visitors that have rented a room in the tavern / city motel. And not for everyone that simply physically enters the city. In this way city can have some revenue back from investing in those structures and features (structures that shouldn't come cheap and easy to be built).
TLDR: yes, if a city has all required infrastructure built, this could be available for it's citizens and for those visitors that have a room rented within a city.
@Kralith so like for example running around yelling oh my boobs are so large, touch them, touch them!
It would be nice if a controlling guild gets to decide how their guards react on different events, with some city configuration UI.
Simplified examples:
More options could be added, and town guards could be configured separately from patrolling guards. And perhaps separate configuration could be possible for different times, during siege, during eclipse, during normal hours,...
I know this would be some amount of work for the devs for sure, but it would be awesome.
Instanced PvP is "PvP for fun". Objectives, chill, fun stuff.
Open world PvP is "PvP that carries meaning and weight". It's PvP for land control, for resources, for guild prestige and influence.
Yes open world PvP has a small amount of "ganking" included, but this does in no way make the majority of open world PvP unimportant and meaningless.
That small part of ganking can be remedied by:
Since this game is sandbox, and without levels, and people are able to start playing with access to full stats, "theme park fix" isn't needed. "Social fix" can still be applied, that is up to community.
What is NOT the way to deal with it is "mechanically prevent open PvP from happening, or punishing it", because that would:
So people will just have to live with open world PvP, because this game relies on open PvP as it's major component. Punishing that would just instantly kill the game all together.
@shillver said in I want a new MMO to play and saw a review on this game.:
I literally have no information about the game.
https://fracturedmmo.com/news/
There is literally 8 pages of article links in the news section, with loads of information about the game.
My real play style is to be true neutral.
But... then I join the forums and listen to sensitive players cry and cry for 2 years before game releases, and that eventually pushes me towards neutral evil. ^^
Never start the guild alone, you can either bring some of your friends from past games and form a guild with them, or if you are new to the game and alone, then first meet up a few people in the world, get to know them, and when you have a few nice people that are trustworthy enough and fit you, form the "guild core" together. Always start like this with some core, because decent players will always check if you have a nice guild core before joining, they will not randomly join randomly made guild.
Once you have your guild core, talk about rules you wish to have, and make those rules and put them up before you start further recruitment. Again decent players will not tend to join a guild that doesn't have any rules, because this would mean that that guild will also have bad attitude players inside, and no rules to prevent bad behavior, so they will avoid such guild.
Prepare some communication platform so players can communicate (and also where rules can be laid out, so everyone can see them). Today a discord channel is basically a must, while forums are optional (but nice to have).
Use a combination of autocracy and democracy but make sure your type of leadership is laid out in the guild rules so it clear to see how it works. Basically use autocracy system, distribute some tasks to officers, but always let guild members have input on what goes on in the guild. Basically, hear your guild members out, and make sure majority voice is heared and taken into account when making decisions, but always have the leadership make the last say, never just let things go to a public vote, that just brings chaos into the guild.
you don't have to be active 24/7 yourself, but you have to make sure that leadership together is active. Have officers that you can trust, and that are active enough, so that at any time someone from leadership is available to players. Depending on that you will decide how many officers you want in guild. Hardcore guild requires less officers because everyone is active and online often. Casual guilds require more officers because people are less active, and having more officers means that there is higher chance someone from leadership will be online to do stuff.
Always have core activities planned for guild, so there is always something to do, but let enough free space around them so people can do their own thing as well. The amount of planned activities will depend on how hardcore your guild is, but always have something planned, regardless.
As leader always care what your members think, and be fair in disputes (do not pick sides based on friendship). However, never let people go without consequences for bad behavior, it will just lead to more bad behavior. When needed, make sure people have consequences, and in last case scenario boot people from guild without regret. Some order must be maintained, this is so members of your guild can have peace and not have to tolerate troublemakers. You do this for them.
Have fun! Because that's the main point of gaming.
The reality of the life is "no one is entitled to anything".
Be grateful for what you are gifted with. Do not complain about gifts you didn't get.
Respect is earned, not given.
Just a few pieces of puzzle, for any interested party to put together.
@zwiterion said in Game Idea : Relic War (PVP):
@gothix Maybe guild could have the option to set a
main god
(maybe the one of the leader of the guild) to give a flavor to the guild (like an identity). that chosen god will then affect the buff effect and temple claiming system. Soo when their is a relic war people of a guild could gather around their leader and fight for him. But player would still be free to choose their on way and god (but the individual choice of god wonβt affect the buff).
Hmm, I would avoid using the same gods then. Perhaps a system that exists alongside gods, like a series of banners, green banner, red banner, etc. that just exist for temple/relic system.
Then guilds decide what banner they follow as guild, and solo players that are outside of guilds can decide this as well. And then everyone tries to give advantage to own banner.
I guess that could also work.
Afaik, there are several marks. Aggressive if you initiate attack but not finish your opponent off, murderer if you actually murder someone and thief if you steal someone else property (regardless if you killed him or not). For example, someone else might have killed someone and left, and you come by and loot his stuff that are on the ground, you will be thief.
Same way if someone else killed an animal, and you run to it and loot it before he can (i think this is possible with open loot system) you will be marked as thief.
Different marks have different expiration timer on them.
Will there be a log out timer with a decent duration, so that players can not quickly log out and escape the danger that way?
After player closes the client (ALT+F4), how long will his character stay online before disappearing from the game world? Will this happen quickly, or will character remain for a while so that closing the client isn't used to escape the incoming danger?