Yep, pledged up. Figured a lifetime at that price is worth it if the game does well, and not a super-huge loss if it does not. Very cool to see somebody offering those at a price that isn't on the "Virtual property for a car" level!
Best posts made by Jairone
RE: Fractured Kickstarter - I pledged post!
RE: Founder Villa, Cottage, Palace?
Given that the bigger packs include multiple character slots, I'd guess you can set down the ones you want in such a case. I'd like to see them have an option to upgrade houses, with some of the resources just starting filled in on the upgrade in such a case. (AKA, select the bigger construction to upgrade to, and some of the first parts are filled in from 'recycled' materials.)
RE: Weave Fracture cataclysm, Elysium lore into exploration
I think one of the more interesting possibilities for lore is people being able to bring back book style copies that can be placed in town libraries for others to see. It makes it possible to build up knowledge of the lore through community, even if it doesn't impact knowledge for skills, and offers a nice little extra to those who are into such things.
Of course, demons might not have such a thing. Too focused on killing stuff.
RE: Preventing Bots in Arboreus
@whisper The debuff being one player based and toggled by that player means it will be abused. Not a good idea.
Now, allowing the player involved click through to remove it... might seem acceptable, however that just means that some people will essentially spam abuse them to annoy (grief) others.
Sadly, there isn't a really good shortcut option (that I have seen work) that doesn't involve misery for legitimate players.
@Jahlon meh meh ? What have I done ? x)
@Jairone Pants that change color ? x) Who blend in to the background, the pet or the man with the pant ? x) (I'm not english, sometimes, I don't understand everything ^^ )
My thought was the pants would change colors and thus blend into the background. Now everyone can be a floating head and torso combo, with feet showing on the ground!
RE: Switching Characters
@benseine I think that is a matter of people seeing the characters in game as a risk, and especially one with things like disconnects and crashes. Those are a sore spot with many online games that have had issues there, even with PvE and low death penalties...
I like the idea, but think there needs to be some thought to things like that as well. Being punished for the net going down (already something that feels punishing) just makes people frustrated.
Make travel adventurous!
One of the biggest problems with most games is that travel isn't an adventure, especially once you are stronger than a region. There's minimal random stuff happening in general in the genre.
So break that mold. Give us hints of treasure in that lake suddenly, bandits attacking a caravan where we can join in on either side, a cryptic clue that we can research with friends to find some lost caverns and see what lies within, etc. etc. etc.
Travel should not always be boring, it should bring with it dangers and rewards all of it's own. So, some risks... food supplies could become an issue, requiring players to hunt. Disease or dangerous wandering foes could make a trip a nightmare. Give us choices on how to deal with such things, signs of the danger, and then we get to make moves based on what we see.
Simply put, instead of making yet another game where people afk auto-run for ten minutes between places, engage us!
RE: Pre-alpha server status notification
Agree that this is a good idea, and not just for pre-alpha. Testing at any point is often full of ups and downs for the servers as things need priority fixes. Having a simple system for this is a good thing. By simple, I mean it could be as little as an icon that is a different color depending on if the server is up or down.
Having that tied to something like the pre-alpha forum page wouldn't be too tough either, in my own experiences. Granted I haven't done a lot of web design, but even then I have done similar things.
Latest posts made by Jairone
RE: February 2020 Playtest Survey
Things were pretty smooth overall. A few rare bugs with stuck critters, and with logs, but it was fairly solid in performance.
Food and survival feels off, but it also has to be easy enough for enchanting and to deal with the lack of farming at this time... hopefully that will be adjusted as it goes.
Mana felt too restrictive in combat, as compared to having stacks of 100 arrows with bows. Takes less crafting, so it shouldn't be tuned up TOO much, but as it was it was taking too much mana to really use abilities and end fights. Bows and melee felt okay, although melee needs some heftier armors to really be working well. In short, bows were where they should be, the other areas need a little work and/or more goodies to craft and play with as things are developed. This could easily be fixed with some crafted mana consumable and mining/crafting armors.
Building was great. The only thing to improve there imo is movement to location. The character would try to walk into the building spot, rather than stopping before that spot. Manually controlling the character worked much better for getting in the right spot to place items for building.
--Because everything was pretty good, but a little more detailed feedback doesn't hurt!
RE: Future armor ideas
@asspirin Aye. Giant weapons are usually countered as "We want you to see the art though!" Balancing that with realism is going to likely take more of a full scale first person effort, but given the lack of zoom in details for most isometric games... it seems likely that we could get more realistic models.
RE: Favourite skill from moba / rpg / arpg (you would like to appear in Fracture
@asspirin I don't remember if it was in NOX too, I was going way back to floppy disk days though. It's also somewhat similar to several older RPGs which had limited data space, and solved the need to go back and forth by having a teleport that the player set, and having them overwrite it as needed.
I'm thinking it would have situational uses, but be limited somewhat by the restrictions. If it was something like a permanent portal, or if it could be used to shortcut with carts, it would be broken as all get out. Instead, maybe it could be used at a mine shared by a few smaller groups to send out a call for aid if there's a problem, as an example.
What else it could do, quite nicely, is help with things like sending friendlies across a town quickly. It could also be used by a spy to try to set up a quicker infiltration attempt. Etc. I doubt too many people would end up trying to use it as a trap, given that it's both obvious to see, and that there's relatively few times where that is the best choice for how to try to deal with a person who isn't working out in a group. Especially given the ability to die and join up with foes.
I also think that it could still be too strong depending upon group sizes and stuff, which means balance would have to remain a consideration. Things like limiting the number of uses more, having some larger preparation or cost, and limiting total distance might be involved in balancing that if needed.
RE: Favourite skill from moba / rpg / arpg (you would like to appear in Fracture
I'd like to see one called "Multipath". It's from an older game, and what it did was change where a doorway, gate, arch, or whatever led... through a certain number of times. Not only is the place that it is cast upon easy to see, but it could be adjusted via sending things other than oneself through (such as spells or projectiles).
So for a single cast, the caster would have to visit and mark a spot. You could not mark the same spot, but could mark close by. So, say you mark around a building 5 times, and on the sixth you mark the inside of a jail cell. When cast, the first 5 people would go to the building, but the sixth would land in jail.
The ability has a lot of potential for power, but it also takes a lot of preparation, and can be foiled rather easily. Any nonliving things going through alone were destroyed in the original (spells, projectiles, rocks, etc.) but not living things such as pets or people (and those were not stripped bare).
RE: Why Magic users will be OP compared to physical users
@Nyquil44 Given that we don't have a full understanding of the skills yet... that's something that is likely to come over time. For now, if you want to play a mage type, Int is a 100% solid choice, and beyond that it will depend on the abilities you like, the way you play, and such.
RE: Attacks speeds depending on armor ?
@Jetah Then it´s ok i guess, didn´t really play WoW since Burning Crusade so haven´t met those Your previous reply seemed like they can facetank with ease while massacring opponent. As long as you can have either godly damage OR impenetrable defence (or little of both in balance), everything is fine. My post was rather about deusex2´s post (who would like to see mages in heavy armor)
wow has horrible pve vs pvp balance. 1v1 my dk can do pretty good in dps spec and tank spec but it's a much longer fight in tank spec. i just looked it up and unholy dk is 13 while frost is last at 24 in pve damage meters. but any balance patch can change that.
i wouldn't mind mage tanks (as a spec so to speak) but casters in plate, i'm wanting to say crusaders and some form of paladin was just that (usually with just holy though). they typically had a spell that increased their armor.
i know ultima online has issues with casters in mage-plate in that they were nearly unkillable. i can see the theory of trying to prevent that.
the idea of someone in full plate running equal to someone in cloth or leather is horrible too. it depends on the era of armor we're talking about too. which i wouldn't mind seeing an evolution of gear over the years. plate can be bulky, heavy and not really a good thing for a melee person to have. over time the techniques can improve and new metal can be found which can make the metal thinner but still as strong.
There's a problem, if you can't keep up for at least a short while. That problem is that you HAVE to be ranged in heavy armor at that point, or you are nothing but a kiting target... or a meat-plug in a hole somewhere being healed. That's been done in any number of games, and it merely ensures that you have a dearth of people in heavy armor, because the required abilities work better with a different build focus anyway.
Further, it's actually realistic to run at about the same speed. Especially for trained warriors. The idea otherwise is tied pretty heavily to being outrun over long distances, which remains true... but that's best represented not as a maximum speed, but a limited time for going full speed.
RE: Attacks speeds depending on armor ?
Good. Armor slowing users is an old trope that needs to die already. It leads only to one of two ends: That in PvP those players are just kited to death, and that in PvE the roles that utilize such armors feel less interesting to play as a result.
There's room for stamina as a replacement to that idea, if needed. For instance, where I can sprint at basically full speed carrying 80 lbs. I cannot do so for as long as I can unencumbered. That's carrying 80 lbs. of odd bulk as well, not fitted armor...
Indeed, the subscription will basically allow slightly faster work through the horizontal aspects of progression, and something along the fashion or vanity lines, if we have what is stated.
It is important to note that the skill system and knowledge system are supposed to be designed such that this only means more variety of abilities faster, and not so much "I haz leet power, die noob!"
RE: Fractured Content Pills - Week 43, 2019
Well yes, at least on costs of a strong Thieve Debuffs of different kind for each planet.
If the ownership of an cart is fixed, then a stealing skill should make it able at least to take things from the Cart.
... and only the one who crafted it can use it
There is also something else to think about.
If you do cooperative work in a town, it could be very annoying, if you can't use the cart of a friend.
^. @Prometheus We need something to ensure that we can share access in some way, if possible. Even if it's just a choice of cart crafting types. For example, a cart could be made with the same recipe, and just a symbol or cloth color over a side or corner... in the following variants as a suggestion:
-Personal cart. Works as described.
-Organization cart (town and/or guild types). Works as described for everyone in the organization.
-Free cart. Works for everyone. For example, players might keep some basic food around a work site for a joint effort between two towns, and having everyone have access would be more beneficial than the risk of the cart wandering off.
The benefit of this on your end is in game performance going forward. Instead of three dozen people all needing their own cart to work on a project in a town, you could have a handful of carts for all that work. It isn't game breaking, but it does have benefits on both sides to do something for this, and the differences are fairly minor at that point... so that hopefully it's not making it a huge project on you guys!