@FahQ i didn't understand what you asking in the poll, and what is the answer.
so i say, there should be a lot more items not only t1 and t2.
the time for the items is good, but the grind for the enchants are too high.
@FahQ i didn't understand what you asking in the poll, and what is the answer.
so i say, there should be a lot more items not only t1 and t2.
the time for the items is good, but the grind for the enchants are too high.
@spoletta maybe they change the gold drop, but that defiantly not how it want for me, this test. its true thought, when i max power it was little faster, but nothing like group, the gold was crazy.
@GamerSeuss there is a difference between using cities and forced to use cities...
in both solo and group oriented game there is cities, the difference is, that in solo one can go to a city if he wish, and in group he forced to.
@spoletta said in Crafting considerations:
@grofire said in Crafting considerations:
@spoletta why you say it 7? prove your point...
i will say it more like 2, and to prove my point, i will say that:
- there is no advanced tech for solo
Techs are made by groups, which invest a huge number of resources in them. The solo player can then choose any settlement based on the techs he want and gain the benefit with almost zero investment, and almost zero contribution to the city.
your just saying that the tech is a group job, you said nothing to counter my point that solo player are unable to join it as deciders, only flowers, that could be throwen at any time, like it happened this test.
- solo advancement in skills are super slow compered to group
Yes they are. This is the only point where we agree. The group distribution of KP is incredibly generous and makes partying up the optimal choice. Still, you can solo all the content.
- solo advancement in gold and loot is super slow compered to group
Gold is better farmed alone, so no, I reject this point.
have you played solo ???? because i did, and i have no idea how anyone that played solo can say it... as solo player i have done 4k gold in about 5-6 hours, at 3 players party i made 4k in less then 20 min.
i reject your rejection.
- many game mechanics are gated like: farming, war (siege), and so on.
Anyone can sign up for a war. Farming is getting implemented for personal plots.
so to answer your question i would change all the 4 points above.
and some more laws like the purple HP, to get a better solo experience, and had somthing for the city players extra.
let me give you example:
i played many years in dragonraja Korean MMO, there the 2 nations could declare war one on the other, and fight on the map, but couldn't effect others, but solo players could sign to any side they want, and join the war.
most of the prize would have gone to the group since they declared the war, and some gone to the solo, this way solo players joined who ever had the less players, and the fight was better balance and still had many solo and group play.You are literally describing the current tech system that you are criticizing.
Nations declare wars -> Cities develop techs.
Solo players can sign to any side they want, and join the war -> Solo players can join any city they want and get the techs.
i do not understand how you missed my point so much ? first of all i didn't talk about tech at all so i do not get how you add that to your point.
in my example, i shown that in that game, 95% of the game was solo player oriented, and there was some, group activities that solo can join up.
witch is supper different from what we have this game, that its 95% group and only 5% solo.
and im still waiting to see why you rank solo to group at 7, to my 2.
@GamerSeuss said in Crafting considerations:
Previously, Purples were removed at campfires. It was abused at minster spawns to cheese them.
true, but we can get purple to remove by time, why to force people to go cities ?
when there is an issue, the game go towered cities and not in a set of mind of a solo POV.
@spoletta why you say it 7? prove your point...
i will say it more like 2, and to prove my point, i will say that:
so to answer your question i would change all the 4 points above.
and some more laws like the purple HP, to get a better solo experience, and had somthing for the city players extra.
let me give you example:
i played many years in dragonraja Korean MMO, there the 2 nations could declare war one on the other, and fight on the map, but couldn't effect others, but solo players could sign to any side they want, and join the war.
most of the prize would have gone to the group since they declared the war, and some gone to the solo, this way solo players joined who ever had the less players, and the fight was better balance and still had many solo and group play.
@spoletta how can you say they "are keeping to the initial design" if many people that was in the time that they gave the initial design, tell you its not how they said it will be ???
the game never meant to be full Horizontal, there should have no grind, it should had extremely solo friendly game, all was in the initial design, but now non of them in, broken promises.
@spoletta that not true, they had 3 different level in the concept, and was changed only after a player talked about this.... i will add you the image
https://media.moddb.com/images/games/1/70/69348/abilities_menu.jpg
as you can see skills had 3 different levels, it was before you joined... and they used it in the kickstart, so basically it what we paid for....
https://fracturedonline.com/development-roadmap-from-alpha-to-release/
and they talked about it in spotlight: https://fracturedonline.com/feature-spotlight-3-knowledge-system/
**There’s More Than One Level!
In the paragraphs above, we’ve covered the process that turns an Unknown ability to Discovered, Ready To Learn, and finally usable. Abilities, however, are not only meant to be learnt once, since they feature up to 3 levels of power! Completing only 2 tasks of a Discovered ability allows you to study an ability to level 1. After that, you need to have at least 4 tasks completed to study it to level 2 and 6 tasks completed to study it to level 3.
Different learning tasks of the same ability are usually balanced so that completing a couple can be usually done in your home planet, while completing all 6 almost always requires you to travel to other planets. Studying higher levels also needs more complex blank tomes crafted with exotic resources and sophisticated tools – so we expect them to be a common item in player commerce.
Similarly to what we said about talents, you don’t have to worry about ability leveling creating a too wide power gap between new players and veterans. Sure, leveling up an ability increases its power – be it a stronger effect, increased duration, reduced cooldown, and more. However, they’re always minor differences, mostly interesting on a competitive level. Level 1-2 abilities are more than enough to create effective builds for casual PvE and PvP.**
@spoletta so many promises already been broken.... i do not think this game can survive on horizontal progression only, it should add (back, since it was originally with) vertical progression.
in the start all skills had 3 different level of the spells. and it was vertical progression from level 1 to 2, and to 3...
@Logain putting out a bad game, will finish this game, trying to change now, might save the game.
no stargate ? should it be soon ?
@spoletta first its not true that city can't ban non citizen from crafting, many cities in terra done that, and i needed to run a different city in order to make do.
second, the city tech is the worst idea, since you give the 20% player base, that like to play in groups, the power over the 80% solo players, to decide what tech and when they will get it.
it should be the other way around, give the 80% the ability to control their on fate, and add somthing else for the 20%, so the 20% will not gatekeep the other 80%.
basically removing the tech from cities at a whole and add somthing else for the group people.
and add a lot more tech, not only t2 and t3(if they will add it) add multiple tiers.
@Gibbx i feel you, my feeling are the same.
what is the features that you fought it will have and now changed ?
for me its the inability to solo and the rule of the city, and the exploration part that mostly connected homes and cities.
@Gibbx @Logain i see, well, hope that it will be ok.
btw what was the original vision that intrigued you? what is the difference from now ?
i wrote in discord about all the broken promises, and i was told by a GM to write all the things that are missing and we think should be back.
@FLeaLoD LOL i just talked about this in the game discord, and i was slam by all people there, that this too much solo player game... good to see im not imagining.
i hate the current state of the game, it feel so bad, it feel like the game force you to play in cities with no regard to solo play at all.
i feel that city mechanic broke this game, it was much better before, and i hope the dev will be brave enough to go back and make solo play and players the main option, and city as a bonus for group play.
@Gibbx @Logain @RolanStorm why are you guys keep doing the daily massage ??? there no more points to earn.
@Xzoviac true, its one of many promises that was given and now just broken.
to count some:
@Xulu i feel you, i invested in the kickstarter, and try to get people to the game, and nothing from what they promised is here, its all just new shit.
@cemeteryum read all, your right, this game, in is current state is same, less popular, and little worse then AO.
@Logain that true, the game is just not solo friendly, and me, same as you are not at peak times, im playing solo, when server probably have less then 100 player.
and as solo player this game is ridicules hard grind, and all center cities.
i think the should be durability loss only on death and KO, and should be no loss just from playing.