Very nicely written @Bardikens
Best posts made by Gothix
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RE: [Poll] City Reputation System
Yeah I agree, It would have to be implemented "seamlessly" to avoid classic grinding. Rep could get modified by various everyday activities that people will do anyway, both from PvE and PvP area, and then adjusted depending if city is ruled "good" or "evil" way.
I personally believe that if this would be implemented in "non grindy" way, and offer some "horizontal progression" type rewards and options, it coul'd be a nice addition to the game.
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RE: Summon Fellow Demon Players Ability
I doubt, as that would go against manual travel focus, and would allow people to spawn an army to them easily, even with a cool down, you would have 50 players, each one spawns just one more, you now have 100 players.
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RE: Bardikens' Compendium of Suggestions Part 3: Towns/Cities
@Bardikens said in Bardikens' Compendium of Suggestions Part 3: Towns/Cities:
What would you like to see in terms of bribery?
I haven't given it a detailed thought, but perhaps some housing locations would be off limits for "regular citizens" and only available for VIPs, and VIP status you can either get by doing stuff for the city and getting rep with the city, or bribing current NPC major (expensive), which may also fail, and you get consequences in that city, your rep getting a drop.
Stuff like that. Something that would have bonuses if done well, or drawbacks if it fails. Perhaps chance of bribe working could also depend on your current city rep.
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RE: Blind Gamer Plays WoW, CoD, MK11, D3 through Sound
I still think it would be way too big investment, for something like this to be done pre-release.
If game is successful enough, alongside the upgrades later on, part by part, sure.
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RE: NPC Age
Maybe when bitten and poisoned, you need an antidote, but antidote can only be made from snake of certain age, and same type that bit you.
If you do not find such snake in certain period of time (give it some more liberal timer, because we don't want too hardcore setting for this) you will die, and drop your stuff.
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RE: Buildable items for plots
"Hunting trophy" house decorations would be cool, to show off that you managed to kill those "hard monsters".
Decorations that drop from hard monsters should be bound when picked up (to the person that actually made the kill, not loot-able by random passer by), and should only drop if kill was made solo (no other damage on mob detected, no external healing on player who made the kill detected).
Get a "challenge" trophy (decoration), bound to you, only if you made a solo kill of a hard moster.
Some normal heads, that @Xzait mentioned, could also be available, and those would be tradeable.
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RE: Buildable items for plots
@Jetah said in Buildable items for plots:
yes there will be raid content but if every solo friendly boss drops a head and it's easy to kill then it isn't really a challenge, is it?
I was talking exclusively about hard "challenge" mobs. Nowhere I have said every easy mob would drop it.
The meaning of challenge is that it's hard, and you have to do it solo without help, and only then, you get the head, that's bound to you.
I don't understand what is not logical about this. It would be some hard monsters around the world, that would reward the solo kill with cosmetic. People could still group up to kill them and get their normal loot, but no cosmetic reward in that case.
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RE: Buildable items for plots
@Xzoviac said in Buildable items for plots:
These kind of rewards are cheese able, just dont group your mates someone heals someone tanks you kill wait for rsx4 everyone has a head
@Gothix said in Buildable items for plots:
... and should only drop if kill was made solo (no other damage on mob detected, no external healing on player who made the kill detected).
Regardless of if you are grouped or no.
Similar to hunters Rhok Delar demon quests in vanilla WoW. With an exception that there it was the only rule that 1 hunter had to kill it, and other could loot after (neglection by Blizzard). Here that could be expanded to only who killed can loot.You can't cheeze that.
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RE: Effect from Taming on mainly PvP
I would guess, if you can tame an animal and she can fight with you, then it will be available everywhere where you can fight anything.
A nice option would be, you can tell it to stay in your house, if you wish walk around alone, your tamed animal could stay in your home like a pet, resting under a tree or something.
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RE: Effect from Taming on mainly PvP
Or dress your pet up, like people dress their dogs.
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RE: Bardikens' Compendium of Suggestions Part 5: Entertainment/Fluff
@Bardikens said in Bardikens' Compendium of Suggestions Part 5: Entertainment/Fluff:
- I like the idea of having mini-games in the game, such as dice or cards or what have you, but Iām not sure how to get more than a handful of people to actually do those things for fun in their downtime, as these things tend to be abandoned fairly quickly by some people. Perhaps tournaments, etc.
Betting.
An option to play for gold will inevitably pull part of the crowd in.
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RE: Summon Fellow Demon Players Ability
Question is also, if you accept this request as demon, would would happen with all your stuff you had in bag (and gear)?
If it just dropped on the ground for someone to take it, and you would lose it, no one would really accept such requests.
If it got ported to your house, or just stayed somehow protected somewhere, people could abuse this to safe guard their stuff for a while, in need, or port it to their homes.
If it went together with you, it would be abused for quick transportation of goods. Humans would summon demons to trade with them.
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RE: People who buy a founders pack today get more than yesterday
@FibS said in People who buy a founders pack today get more than yesterday:
If a character that was just made 5 minutes ago was "viable" against a character after 40+ hours of progress, I would want my money back because that would basically mean there was no game play for that 40 hours. Not any consequential game play, anyway.
Your players skill and knowledge increases.
Something like in Secret World (original). At start I was total noob, a single mob destroyed me, but later on I got so much better and my skill and knowledge grew so that with same gear (where I was before destroyed by single mob) I could now destroy 50 mobs at once (I'm not exaggerating here).
I could have then made new alt, and with fresh gear destroy many mobs. That's progress, not character progress, but your own progress as player.
And if you will say that everyone will progress like that, it's simply not true. Depending on peoples effort and IQ, different players will progress at different rates and up to different levels. Whoever played The Secret World (original) will know what I am talking about.
Just with good theory crafting and application, 2 players with same gear and access to same skills, could have (and did) perform 2000% differently.
That is what I hope from Fractured. Slowly unlocking skills through characters knowledge progression, and becoming able to use those skills more efficiently through your own players knowledge progression.
If you come to the game as new player, and I am veteran player with many hours invested, I will destroy you, not because I have better gear (I don't), but because my knowledge and skill is vastly superior to yours (and I also have more skills unlocked through my play time).
Even if we will have exactly the same gear, my statement above will still be 100% accurate.
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RE: People who buy a founders pack today get more than yesterday
Yeah, rarity is not just a mark of "how powerful the gear is". It's just the mark of how rare it is.
Weaker gear piece can be more rare then more powerful gear piece.
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RE: Next test phase
Well most topics have been discussed already "to the death" so it's either a "chill time" or drama arguing about stuff we don't know enough about yet. I prefer chill.
That being said, everyone can use new threads to post some of their own interesting suggestions. Devs surely follow the community, and if there is a suggestion interesting enough, that fits into Fractured philosophy... you never know what will catch devs interest.
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RE: Next test phase
Guys, you are winking at each other a bit too much. It's concerning.
Wait, did I just wink there? Uh...
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RE: Rhykker Mention of "Pay for Convenience"
It depends a lot on how the game is designed. What is convenience and what is P2W will depend on many factors. It is hard to speculate about that now.
But in general, if something is just convenience, I'm all up for that. If something is P2W, I don't like that.
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RE: Rhykker Mention of "Pay for Convenience"
You can always predict the future, based on how developers stick to their principles and hold to what they promised.
There re few exceptions, where something really needs to be changed due to objective and real, honest reasons (and not because of greediness), but those exceptions are easily visible to anyone with at least moderate IQ.
So far we have nothing to worry about here. By what we have seen so far, everything looks great, and developers have been great in every way!
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RE: Fractured - a living world?
I remember playing my first RPG - Ultima VIII Pagan - very long time ago... during different times of day, NPCs walked away and moved to different locations, from home to work, and other. I remember it was very nice to have to pay attention to what time of day it is, to be able to perform some tasks. Shops were closed during nights, so you had to go to special shady vendors if you wanted something during that time.
A lot could be done implementing this into the game. Make game feel more alive.