honestly. the current games aren't fun anymore. i'm waiting on some but they aren't released, but should have been (i understand the development process though).
i thought wolcen would hold me but it has more bugs than a pre-alpha test build.
honestly. the current games aren't fun anymore. i'm waiting on some but they aren't released, but should have been (i understand the development process though).
i thought wolcen would hold me but it has more bugs than a pre-alpha test build.
@Razvan said in Map clarity:
@Gothix
Well, most of the people play MMORPGs mainly for playing with other people, so balance is way more important than exploration. After 500 hours of gameplay I doubt anyone will ever care about exploration anymore. Why map clarity is a big thing in a full loot pvp game is one of those things that it's not easy to explain, but you understand it immediately when you are being ganked and get stuck on a hill that doesn't look like a deadend on the map.
Also, I don't see how home populations will have advantage over invaders. In a zvz, it really doesn't matter. This becomes an advantage in chasing situations (so mostly gankers vs traders or solo players).
balance is giving the home planet advantages in that they know the area better than the invaders. if the map wasn't fully explored then people would care about exploration. you could argue from a lore perspective, at least on the fury planet, that the flora can change the visual of the land so that invaders always have a fog of war, aka unexplored map, while in an invasion.
that change because of overgrowth can be used for everyone on the human planet too. IE i've never been to Washington state, so i don't know forest as well as a local hunter would. thus they'd guide me. if i lived there then i could learn it and not need the guide.
America had the American Revolutionary War which the locals knew the land so much better than the Brits. Thus it gave us a huge advantage.
Maps don't really help in pvp,
the home field has an advantage. those that know how to avoid the impassible can run from threats. they can setup traps, they can use the terrain to their advantage. example. if you know a place isn't passable then you may use a movement ability to go over the problem. the other person might not have any gap closers that go over obstacles which gives you an advantage. now the next time the threat visits, they'll have that mobility skill to go over the bad areas.
maps (knowledge) really do help in PvP. learning hiding spots, flank routes, where to have camouflage, etc all help the player in PvP. this works for every First Person Shooter that has existed.
i enjoy solo play. i enjoy coop play. depending on the topic it could be either side.
Fractured will be a solo friendly game. it's been said by the developers. i see both sides as i enjoy both content. but this is an open world MMO game which should require duo+ to function well to enjoy it. but if everyone is capable of soloing everything then what's the point of it being an MMO?
so you're saying, putting a stasis web sentry near a stargate isn't blocking the map? that's the most effective way to gank!!! it's much like fishing but still effective. (it's been 10 years since i've played so names of things may be off.)
side note: yes, i love to argue. i love seeing other view points to topics. I listened to a recording, many years ago, where the person state they do their best to think of 3 ways to solve every problem. I thought that was a great idea and started to do the same. it's why I have a good perspective in life.
I love giving alternative perspectives to statements, ideas, and even arguments.
@asspirin said in Map clarity:
There actually is no reason not to mark roads - even if I´d pick a demon and decided to visit furries lands.
Of course I´d prepare in advance If i decided to make a hunting trip - im sure soon after release the internet will offer a very detailed map of place I´m going to visit, so I´d just plan the path beforehead.Would including roads help everybody? Yes. Would not including the road make game better? No.
but that takes effort. demons on the fury planet can only visit during the eclipse and only stay for 30 minutes. we dont know how we'll spawn so there's a chance it's random with multiple spots. the planet fractured. demons wont know the layout. the beast wont know the layout of Tartarus, both of those what know the layout of the human planet. as the character makes more visits to the planets, i can see them eventually put more details on the map.
personally, unless the avatar visits then the map should be blank. unless you have some cartography points it should be very basic. if you wanted to see roads and passable areas then you'd need more cartography points.
@Razvan
i dont see how a mobility skill will sacrifice a combat stat. we have a limited number of skill slots but if you can't disengage or gap close then you'll lose most fights. there's the gif of the earth wall going to and the person jumping over it. i expect to see that a lot.
@Phylosophys
we dont know to what extent the map can be changed or how permanent it'll be.
personally we shouldn't have a mini-map. this is a sandbox game without handholding.
@Razvan said in Map clarity:
This is the group of people that gets the most advantage from maps not showing ledges. I ganked and was ganked a lot in Albion and in my opinion, this advantage is not necessary.
that's the whole point of being local. the local knows the land so much better than others.
bad map clarity works best against zergs which need clear space to move. if they funnel then they're susceptible to aoe and traps in the one path. you actually want that. you want a way to easily kill a few or most of them.
@Razvan
see the problem is the map is always detailed enough and nothing is a surprise because 'internet'. I've played UO back in the day and the map was horrible, the cartography sucked but it was great because 'no one knew anything' and wiki's and 'lets play' videos didn't exist. hell i dont remember any meta builds but i think some existed.
i've played games since UO (back in the late 90's), DAoC, Rift, WoW, Wildstar, Horizons (it's something else now), Eve Online, and a few which i've forgotten. i've played a wide array of games over the years so i do speak from experience but also fill in some gaps with assumptions.
you dont believe it's constructive because we wont agree with you. i love taking different perspectives on topics and im taking the point of 'minimap shouldn't exist' and 'it shouldn't be detailed like a moba'. if a detailed minimap exist then it should be tied to a profession. in retrospect, i think minimaps make the games easier to play. in Diablo and PoE i watch the minimap more than the actual game because of previously stated reason.
if developers need daily mechanics then they should just work on the game itself to keep me occupied. i dont want a second job that i have to pay for.
@Xzait said in Ideas you thought your were great but turned out not to be?:
But it shouldn't seem like a chore. Whether it is done or not is completely up to you. You don't HAVE to do them every day.
but you actually do. typically you'll fall behind in whatever is being traded for your time. whether it's gold, reputation, gear, azerite, etc. if you dont do them then you're behind those that are doing it every day.
one example i can give is World of Warcraft during the Dranor expansion. the Garrison was giving away millions of gold over the course of the expansion. if you missed it or opted out (like I did by not playing the expansion) then you lost that which gave you a huge advantage for any content afterwards. the inflation hit hard and the cost of items more than tripled over that expansion.
dailies shouldn't feel like a chore but you'll easily skip the harder or longer timed ones. Fractured isn't suppose to have any grind (however the developers envision it) so we shouldn't have any.
abilities, to me, are the skills used. otherwise it say 'ability group'. unless Marksmanship was a group of skills in the last test.
oh, seems your comment after might have cleared something up.
i like personal map but i'm not thinking of a mini-map but a typical 'large map' when you press a key to bring it up.
For fun.
You decide to take over a town. You get into the guild. You work yourself up to an officer position then slowly sew some corruption on the current mayor. You let things work and start to show yourself and a responsible replacement.
You then become mayor then kick everyone out.
bucks will travel alone until they start to acquire doe's. then they travel in herds.
walk us through a scenario where a player/guild/group finds a (node) spot to start a town.
there's nothing stopping furies from traveling to the human or demon planets. if you're a fury and want to pvp then just find a way to the other planets.
i'll be stealing the goods from those i kill.
the one option you didn't mention >:D
i wouldn't mind, during alpha, seeing how a reduced effectiveness
would work for abilities with lower main stat.
IE if a high INT decided to use frenzy they would do so with a reduced effect like shorter duration or less damage or both as an example. same for high DEX/STR being able to use spells but with less duration, less status duration, less damage, etc.
put them both into the tabed (frames?) and let the user decide which they want to look out. and it'll consume less space.
you can label them as Creatures then Abilities.
we've had some Content Pills but I miss the Spotlights...
I think having Seasons of hardcore players would be neat. but the seasons aren't guaranteed, give rewards for participation rewards as well as major cosmetic rewards for those that win (in whatever the rules are for that season).
IE Season 1 - Aug 1 - Aug 31. participation prize - weapon skin | major prize - 1 month VIP & full outfit cosmetic. (could be rewards for top 10 or 50 or whatever but I dont type all that out).
then Season 2 might not start till Dec.
All knowledge is migrated to your main account so you dont feel like you're wasting time playing the Season.
@d3Sync said in What to expect on an "alpha state" game?:
I think the phrasing alpha, beta, early access are essentially meaningless. It's very difficult to slam people for their expectations being too high or low because every project is different. Some alpha projects don't have many bugs, but are missing content. Some alpha's are completely full of bugs. Some are playable, and some will leave you so frustrated that you have to get up and go do somethings else out of frustration. Everyone has a different opinion of what each stage should mean. Part of that is a developer not being transparent enough about what to expect out of their product. Some of that is because the consumer expects too much. But ultimately, if you spend money and you are given access to a game, it should be in a proper state to test. Sometimes developers don't deliver on that final point. I haven't tested Fractured yet, but based on a lack of NDA and what I've seen. It seems the game falls closer into the category of beta. Requires more content, but isn't riddled with bugs and easily playable for hours on end. Usually, from my experience, the people who defend very poor products are just mad because they feel that their favorite toy is being stolen. They get emotional and lash out at criticism. Often times it's well deserved.
only reason a consumer would expect too much is because the development phase has been labeled wrong.