@SonOfEvil if you go check in the guild recruitment section you might find that other people probably had the same idea as you, and you can join them on the journey to redemption...

Posts made by GreatValdus
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RE: Can you play with the race of devils?
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RE: Int and Cha required stats? = Unbalanced?
@SonOfEvil yes but the point is that those stats become fundamental, and only blood demons pump them up, everyone will feel forced to pick blood demons, reducing the valid choice pool.
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RE: Never judge a book by its cover \ The truth that not many people know about Dynamight Studios \ If you like this game and want to make it a success, give me your opinion on this topic \ more then 40 part To discuss
Now, just to address some of the points which can be interesting, even only as base ideas for development, and maybe they are already in the dev's minds.
6 * How do you know that there is a spy on your team through the presence of a fortune teller who can speak to you with people, or to know that so-and-so person spoke with one of the followers of the king so-and-so or with the union of so and so. You must have the military intelligence force in order to maintain the security of your country. I hope this system will be added to Fractord
How can an automated system like the "fortune teller" you're talking about understand that a player is acting as a spy?
I can join a guild, its city, spy activity and report on the Discord of my main guild, and no system in game can detect me doing that.14 * Do not think that when you are an angel, everyone will respect you and that you will not be exposed to risks.
On your way back to the planet Aribeus, when you want to open the gate, which requires a minute that cannot be opened in the country, it must be outside the walls of the state and requires a minute to open it, meaning you must be protected in order to open it.
Some kings may speak to you with a tender face, but when you want to leave, they may send their soldiers to take back what they have. Now what you take is real money and everyone loves money for this. You must recruit the most skilled soldiers. Even when you return to Ariberus, you must be careful because you may meet with demons who are waiting for you to steal you.I'm not sure they've already talked about how in fact will world travel work, so it might already be like you said, with portals to be opened with modest effort and time to travel from one planet to the other.
15 * Angel and karma. When karma becomes 11,000, you can employ 11 people, when karma becomes 30,000, you can employ 30 people, and when the eclipse occurs, you can open the gate to the human planet and move all your team with you to the human planet
That idea of moving more people with angels to defend from the eclipse is not bad, but still it's early to think about world traveling in specific, since we're still testing a single world and a single race.
Maybe food for thought for developers, for the future.19 * A monster who has become a demon can open the gate from Tartarus to Ariberus on 10 seconds, and from Ariberus to Tartarus on 30 seconds.
I think you're talking about beastmen become abominations, and I think that in that case it will be even harder for them to get back to Arboreus.
22 * Try to choose a strategic location Do not build your city in any random place because of wars Do not make yourself like a chicken among four wolves
Cities are built in pre defined areas, so you'll build just where you can.
29 * Do not think that the system of selling gold will destroy the game, not my brother. Just look at the game Albion online, they are selling millions of silver for dollars. Only fractured will give us freedom so that we can control the market. And watch the numbers of players in Albion Online is increasing every day. Although they sell silver for real money, the game is not "buy to win."
Albion Online is the perfect example of how bad it is when you play to gain money and not to have fun, sadly.
33 * We want to have a goal when we play, not to play without a goal. I never play other than having fun
Goals and fun should go together, when goal is real life money, fun goes away.
34 * When I say I am a video player, I say it with pride and not with shame
That should be despise real life money, I do a lot of stuff without gaining money and I don't feel ashamed for it, it's not money that makes a person's worth.
36 * Just imagine adding a system of speaking through the speakers and headphones instead of writing on the keyboard, which takes a few seconds to give orders to your union. We want to have a group in the game that enables us to talk like a phone. In order to be easy in giving orders
Example . When the king speaks all of his people, he hears the voice of their king addressing them
It will be the best strategy game in the worldA lot of games already do that, and it will be probably implemented here too, one day, since it's the new trend.
The important thing is that it remains optional, because one might not be wanting to hear other people speaking every second. -
RE: Tech Tree, Marketplace & Money For Dynamight
@Ostaff oh wow, it will take a while to catch up on that then, but thanks anyway for pointing it for me...
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RE: Never judge a book by its cover \ The truth that not many people know about Dynamight Studios \ If you like this game and want to make it a success, give me your opinion on this topic \ more then 40 part To discuss
@SonOfEvil a lot of intriguing ideas in some of the points you wrote down, but the final aim of putting real money outputs in the game fails for the same reason I pointed last time, which I will try to elaborate.
Economy in a game is not comparable to real world one for one main reason: in a game you GENERATE stuff from nothing, be it respawning resource nodes, mobs dropping gold and so on.
Due to laws of demand and offer, if you generate more stuff in your closed system, the relative price will go down, based on the scarcer resource available.
If you allow people to gain real money for in game money, then people will try to get as much in game money as possibile, farming in every way possible, which will generate a lot of in game money, while the available real life money will stay the same, thus lowering how much you can earn by selling in game money for real life one.If one month after the launch each character has around 1000 gold and each player has around 10 EUR to spend in the game, you will be able to sell 100 gold for 1 EUR.
But then after one year the average character will have around 100000 gold and players will probably still be willing to invest 10 EUR in the game at a given time, and you can see where it will lead.
That supposing that someone will be willing to buy your gold for real life money, when they can just farm it instead.
Because if the core of your game is "earn real life money" then people will come here to earn, not to spend, and if you have noone willing to pay real life money for your gold, then your gold will be worth nothing in real money terms.Not only that, as I already said, a good game is made of a lot of activities, some requiring effort and giving good rewards, some for more fun moments and so on.
If you put real money conversion into the equation, then people will want the most efficient way to make in game money, which means that everyone will farm the best way, not for the fun of playing, but for the need of gold to be converted in real money, stripping away all the fun from the game itself.
Moreover, if games already tend to attract elitists who spit on casual gamers for their non-optimal efficiency, imagine if real money is at stake, you would have the most toxic community ever made in a game.As a closure, many games already tried that and either ended up removing real money output feature (I'm looking at you, Diablo 3) or regretted ever implementing it.
It's not good, it turns a game into a job, and honestly I doubt any game will ever pay me well as my job.
Your example of the Bitcoin is perfect, in fact Bitcoin is bad for the same reason.
In a closed economic system in order for you to gain 100 from nothing, someone else around the world has to lose 100.
Nothing is generated from nothing, if you gain, someone loses, and statistically there are few big entities that gain a lot and a lot of small entities that end up losing.Sorry, but in my opinion it just wouldn't work, no matter how many in-game lore you put behind it, like building special places for the auction house or implementing wars around it, whatever you do, people will only think about one thing: making real life money, and that will strip the game of its fun.
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RE: hi, im new player
@buuzas the game was revealed a couple years ago, so no, not everybody here is new...
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RE: Cities, Permissions, Griefing
@Farlander I agree with @GamerSeuss that the fact that you must "compete" to use a smelter is an intended feature to force some planning in what to do and when, otherwise a single structure could server an unlimited amount of players.
So no, instancing removes the intended behaviour, but for sure a way to limit access to a list of trusted players would be nice.
If not, an operations log, so you know exactly who did what and when.
Who placed that copper in the smelter?
Who took the ingots?
Who canceled production wasting materials?
This way you can punish griefers without removing the interesting idea of shared limited resource. -
RE: Tech Tree, Marketplace & Money For Dynamight
@Ostaff wait wait, what do you mean when you say it takes 3 cities to raise a city to top tier?
I've probably missed that point of information, I thought every city could reach top tier, or at least a tier where you need another city to declare war.
If that's not the case then it can work out actually.
Guild can capture low tier cities (cappable without a city to start from) and then use the newly aquired city to wage war towards bigger ones.
Can you please point me to the article stating that not all the cities will grow up to the same max level? -
RE: Tech Tree, Marketplace & Money For Dynamight
@Prometheus ah the nations concept really intrigues me a lot!
But still, have you considered what kind of deadlock scenario can arise in that case?
If every city-plot in a continent reach a stage above village, what will a new strong cityless guild be able to do for it?
Disrupting an existing city somehow to make it dissolve into a village and then attack it?
Ok ok, I'll wait the next news about it before asking too much... -
RE: Cities, Permissions, Griefing
@Prometheus yeah I think it's vital to prevent spying and sabotaging operations with people acting good, joining guilds and cities, than months after starting a disruptive untrackable work.
That kind of stuff punishes people who cannot afford to keep watch on the city, and one can never take real life as a limiting factor in this sense.
Plus it builds untrust among people in an unhealthy way, forcing guilds to be limited to real life known folks, while the game should be aimed at gathering people from all around the world.
So yeah, not a priority here, it's good that you keep working on what's important, but the addition of this kind of logging tools to take actions after something happens withou being blinded by not being able to stay online 24/7 will be good! -
RE: Cities, Permissions, Griefing
@FluffKugel blacklisting someone on Discord will not prevent a griefer from camping your city smelter and keep canceling production orders, that's not interaction at all.
Watching the smelter does nothing also, since the griefer can walk to it while you watch and cancel the production order anyway, and you can't stop it anyhow since you're inside city borders.
Plus you wouldn't want to become flagged and lose karma because you're putting down a griefer in your city.@Prometheus that was the point I was trying to understand, thanks!
If the usage is limited to citizens, then the problem is already solved by having only trusted people as citizens in your city, plain and simple.
I've seen a lot of actions are logged in game, can you confirm that also stuff like "XXX have canceled smelting, this wasting a lot of resources and time" will be logged in the smelted, so that the governor can ban the offending citizen from the city?
That actually all the system needs to become interactable: the ability to prevent and/or the ability to punish. -
RE: Do we have any idea of sever localisations?
@Razvan yes, as I also said in Albion that 150ms ping wasn't as disruptive as it could have been in, say, League of Legends, where over 70ms you already feel clumsy.
I haven't played Fractured yet so I don't have the feel of the game under my hands and I cannot say if it's gonna play like Albion or LoL, so I can't say what a good ping might be.
That said, I'm also for huge population instead of fragmentation, when it's possible to do so.
But if I have to sacrifice gameplay performances too much, then localization must be.
These are all "IFs", for me at least, since I haven't seen it in play directly.
And moreover we're far from reaching a critical server-stressing population right now, so it's too soon to say. -
RE: Tech Tree, Marketplace & Money For Dynamight
@Logain I understand what's your point, but a developer must work with the worst scenario in mind when building stuff.
And the worst scenario for the mechanic we're talking about is "Everything full, new guilds can do nothing forever".
As much as you can suppose you'll never reach that situation you cannot work without keeping it in mind, otherwise in the case you reach it you will have to find an emergency solution, instead of a long term planned one. -
RE: Int and Cha required stats? = Unbalanced?
@OlivePit what you point out makes sense.
If an attribute becomes necessary in every build due to an hard mechanic tied to it, it will become choice less free.
I haven't played the game yet, I was just able to read and watch videos so I don't have the feeling of how it will all play out.
For sure during these alphas problems like this will emerge and will be addressed. -
RE: This idea will kill all games in the world It will make everyone in the world want to play Fractured
I'm not sure about that new topic but something tells me it wasn't exactly accepted...
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RE: Cities, Permissions, Griefing
@PeachMcD indeed, and usually destroying is easier than builiding, so a single griefer can damage a lot of people with really little effort, if the game allows it.
A single griefer in this case could systematically destroy every smelting ingot in a whole city for hours by canceling production. -
RE: Cities, Permissions, Griefing
@GamerSeuss I'm concerned about griefing when it is not fightable.
A PvP gank on a defenseless newbie generates interaction, one can run away, another player can intervent and protect, so many possibile interactions!
Camping a smelter and systematically canceling smelting to destroy resources doesn't generate interaction, it's not avoidable, it's not fightable.
So yes, griefers will grief as much as they can, but when the griefing comes with interaction you can call it PvP, when it's automagically a success it's just plainly wrong implementation.