Grats all!
Posts made by Gothix
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RE: What exactly is the purpose and principle of cities and personal lands?
@dallonz88 said in What exactly is the purpose and principle of cities and personal lands?:
but if you play an MMO and after a year of loot you loose everything, the first thing you think about is to rage-quit the game...
Then you are playing the wrong game from beginning.
Alos remember, if you are that terrified of loosing your stuff, you can play on Arboreus and be "safe". Occasionally take adventures on other worlds, and even if you are killed there, you still return to Arboreus after, where your home is waiting for you, safe.
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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: What exactly is the purpose and principle of cities and personal lands?
Imo the most major advantage of the out of city plot is (should be) security of ownership.
That plot after claiming is yours as long as you want it and you cant (shouldnt be able to) loose it by someone elses desire.
Plot in city isnt safe... you can loose it after siege... you can loose it by mad governor raising tax so high that you can no longer afford it....
THAT is biggest advantage of out of city plot.
So "uncertain" city plots have to have some other advantage to make up for that uncertainty. And that is crafting advantages, proximity to shops etc...
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RE: npc cities
I'm more interested if, since this is leaning towards sandbox, shall we be able to use our bodies "as a resource", and make some profit on the side like that. And shall we need a room in the inn for that, or can we "do business" wherever we want to?
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RE: planet moving
You don't have to be human. You can transfer to lich.
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RE: Let's talk cosmetics and mounts for fun :)
Im guessing (well its 99% certain) that if there are skins that can be acquired from gameplay, those will be bound to character that looted them, and store skins will be account bound and reusable.
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RE: How will tartaros continents look like?
Instead of water, molten lava.
Molten lava, and giant cracks as you noted. Perhaps poisonous gas over an area steaming out of toxic geysers that kills you if you enter.
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RE: Solo pvp areas
@Kappler said in Solo pvp areas:
@Gothix Well, it'd be like runescapes system. where if you're in combat with 1 other person, more cant attack you at the same time. So you'd take 5 1v1s. You see what I mean? this is much better than being 5v1d all at once
Ok, so first guy (from those players attacks you), rest wait their turn. You beat that guy but your resources are now depleted. When combat is over second guy (full on resources) now attacks you and you're done.
So you would also have to say ok, only 1 player can attack me in same time, noone can heal you are that guy in this time (already bit complex), also cooldown is needed after combat ends in which time noone can atack you so you can regenerate.
Also since this is open world, how to code edge areas? What if someone is standing from other side of "border" and someone inside, what about dps in this case, what if healer is standing outside, does combat instantly ends if someone escapes ove r the "border" during combat (its still PvP area, how to handle that). How do you handle tagging in such case (murders thieves). Again what about such cases, when players crossing "border of area" both towards inside and out during combat...
Also I'm probably not remembering many other factors that should be considered in case ot Fractured Mechanics.
This definitely wouldn't be a small work. Is that worth it to developers (how large crowd of people would want that).
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RE: Solo pvp areas
The main problem with this is that you can not enforce "solo" unless you instance an area and only allow 2 players in so they can 1 vs 1 (arena).
You can prevent people from connecting into party sure (extra coding, extra effort but you could), but that still doesnt prevent 5 players (friends) to all target you, and single target you out. You have no chance.
So as long as multiple players have acces to an area simultaneously, you can not enfoce solo in any mechanical way.
If you want PvP 1vs1, thats cool and its possible, if arena is introduced.
Open world where multiple people have acces to that part of the world, nothing can enforce "solo mode".
People do not have to be in party to all gang up on you. -
RE: Feudal System could be an option to small group of players
I would just like to make a small note here.
If you are the governor workbenches aren't "yours", nothing in city is "your".
All citiy resources are public property and belong to every citizen. You are just city employee, hired to manage the city and as such you can also be replaced.
You do have some tools to tweak the rules as governor, but do not mistake ownership of things. Things belong to the public and if you "generate rage" you might get replaced if people arent happy.
Starting role as governor isnt in any way permanenet and 100% secure. That would be pay to win. You just bought into "starting position". Have in mind things can change if you will do a poorjob as governor.
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
I would personally not make ALL cities "non attackable zones".
I would make it "same as planet - rules", however city would have guards that would intervene on aggression.
Guild controling the city would be able to tweak how guards work, and change it only in specified times of day, to avoid exploitation.
Visitor approaching the city would get notified by game message what ruleset is valid in city at that moment.
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RE: Maritime aspect ?
Perhaps personal small boats in which you enter alone (activate in shallow water like a mount on land) and you are sitting in boat and can click to move on water like mounted.
Could travel like that and fish...
Perhaps skillbar would change while "boat-ed" and there would be a limited number of combat actions enabling you to attack other boats. Of course depending on pvp rules that are valid for the current world and zone (Tartaros, Syndesia, Arboreus).
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RE: fishing
Comes to the river.
Casts freeze water spell.
Takes the sword and carves out an ice cube.
Picks up the ice cube full of frozen fish, and takes it home to refrigerator. -
RE: Maritime aspect ?
I would personally love to see it in some form, in an expansion down the line, once everything else is finished.
Issue with naval battles in this form of a game is, ship area would be limited, and its click to move game. I'm not really sure how well fitted naval battles would be here.
IF it could be nicely designed, I would definitely love seeing this in the future.
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RE: Race worlds
@FibS said in Race worlds:
- Arboreus is PVE-only.
- Syndesia has open PVP with a criminal justice system.
- Tartaros has lawless PVP with no justice system except that devised by players.
Tweaked the answers posted above a bit.
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Arboreus is 80-90% PvE safe zone, with small edge areas where PvP is possible but heavily restricted. Demons and humans will travel through these small areas to grind Arboreus resources. They will not be able to go to 80-90% of the planets safe area. If they try to travel there, planet will quickly leech their HP and they will die.
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Syndesia has open PVP with a criminal justice system and bounty hunting (consequences by being marked as thief or murderer WILL be felt), rules will be able to get tweaked depending on which guild owns the zone, by that guild, so GvG will be an important factor here. Syndesia is aimed more towards organized PvP, balanced with PvE.
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Tartaros has lawless PVP with no justice system except that devised by players. It's FFA PvP, and PvE will be very difficult here on this planet. Tartaros is thus oriented towards all types of PvP (solo and organized), with a little PvE thats heavily restricted by you being attacked by everyone and his mother all the time.
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RE: Swapping worlds for PVP?
Travelling between worlds costs a lots of resources to open up a portal. This is meant to be more of a group effort, then a feature that solo players will simply use at any time they like.
Travelling to another planet filled with your enemies will not be so safe, so it will be a good idea to gather up a group of friends, pull up your resources to open up a portal (its cheaper for you that way), and then go together, and protect each other.
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RE: Winter Alpha Spotlight – City Overhaul
Very nice informative video, and very nice improvements to how things work.
Thank you!