I just explored and went "you know, I kinda fancy doing this...." and then did it.
I think your issue might be that you are used to games holding your hand and telling you how you should be having fun, rather than you simply doing the activity that you enjoy.
Just try and chill out and explore, make friends etc and the rest will fall into place.
This game is what is known as a "sandbox" game, which in short means the game is what you make it.
For example, I personally went and got a few necessary items, such as bandages and gear, and then made my way to a local play driven town. At present I am just chilling in that town slowly developing my character and selling items to those people via their market place.
I'm tempted to buy a plot of land near them, but for the moment I'm just living inside their Inn and using the bank. I'm living like a bit of a nomad right now.
Basically, the game is what you make it. You could always ask people in chat if they want to team up and go on some adventures etc.
I haven't tested any of this myself yet, but I can kinda see where he is coming from.
I have yet to see ANYONE flag for PVP. And thinking about it, I don't really see much benefit in doing so. There doesn't feel like any competition or interaction with other players in the open world - Hell even resources seem over-abundant (but that might be due to low population with it being in beta). Myr basically feels like a full PvE world.
Obviously this is an issue that wont be present on the demon world, but in terms of a world that should have some access to all kinds of content and encourage interaction between players/competitors, it feels like it's missing a trick.
My personal solution would be to have the top half of the map essentially a "red zone", where if you stay in that zone longer than 1min, you are automatically flagged as being able to be killed and looted accordingly. This way new players can simply stay away, but players looking for a challenge can exist in this zone.
But that's just my opinion. I'm personally holding out for the PVP Zones / Lands. (I suck at PVP - I just enjoy the economy better in such lands).
Still very impressed with the actual development speed mind.
So unless I am mistaken, arrows have been removed from the game (or are not yet implemented?).
This is something I actually really miss. Why?
It adds an immersive feeling, having to be thoughtful of your supply.
It is an extra element to add to the economy for sale / trade. It's something low level players engage with to make money from wealthy players who are too busy to make their own.
It generally feels really weird that bows fire unlimited arrows out of nowhere.
I implore you to add arrows to the game. They don't need to be difficult to make (just sticks would do), but I honestly do feel they should exist in this game.
Wow, this is an incredible opportunity! A coalition of support is exactly the sort of mix a niche game like this really benefits from.
I'm quite a fan of such systems. Not only does it ease the work load on the actual developers, but it also helps build a bridge for the players to help contribute to the game.
So I'm going to round some of the above comments up and turn them into questions for the sake of remaining positive. These questions are specifically for the "producer from Gamigo".
Question 1:
I like many others have reservations about the partnership due to concerns over how the game could possibly be handled, specifically monetized with Pay to Win. Is it possible for you (Gamigo) to verbally confirm that you will not seek to add P2W features in the future?
(Like many others, we have seen the P2W creep into games and quickly kill them. We would like to avoid this happening here).
Question 2:
What is Gamigo's long term vison for the game.
Bonus Question:
If you were personally designing an idea for a cosmetic item that could be added inside a player house or town, what would it be? (Statue / Paintings / Mannequin etc)
....
Thank you for your transparency. It's appreciated.
I can partly agree with this. One problem I had in the last few alphas was that basic resources were so overly abundant that nobody needed to buy or trade anything. So gold over-accumulation was a clear issue.
If gold is to remain in the game, it certainly needs more "gold sinks" to make it hold some value.
The clue on the website is "HIWHC ECTERS SLIE DEHIND HI TEH UNCERTAINFOLDER", which is an anagram of "WHICH SECRET LIES HIDDEN IN THE FRACTUREDONLINE"
On the banner above is an eclipse, which I believe is in some of the lore / art of Fractured (I may be wrong).
There are hints and talk of deities, which is a key theme of Fractured. There is also heavy emphasis on 3 different worlds, which also strongly corresponds with Fractured's 3 different planets / playstyles.
The Twitter of Gamigo clearly implies said game will have player housing. Which is a main feature of Fractured.
It's possible that we are wrong, but considering the evidence and Dynamight Studios silence on the topic, I would say it's almost certain at this point that Gamigo are involved in some capacity.
I'm also likely not alone in expressing concern over the agreement between companies, as Gamigo have a very bad reputation in the gaming industry - Just as an example:
I wouldn't blame Dynamight Studios for seeking funding via them, especially with the monetization system they are planning to use. HOWEVER, I and many others would very much appreciate a post expressing the terms and involvement of Gamigo, namely with some reassurance Gamigo isn't planning on doing a quick money grab or overly-whale hunting tactics / P2W etc.
So far Dynamight Studios have proven to be wanting to develop the game in the right way, even if not everyone agrees with certain design choices. They appear to be doing what best for the game and the players. What we need now, is some kind of clarification on the recent changes, and what likely impact this may or may not have on the game.
The Devs have specifically stated not only that the current PvP ruleset we see will be for Syndesia only, but also that Tartarus will be a whole world, full loot PvP experience for those who want that full loot experience. That has not, and as is right now, will not change because among other things, that is what the Devs are promising to the PvPers who aren't getting the heavy PvP experience they want in Syndesia
Excellent. That's the kind of reassurance I was after.
I just want to express a bit of concern I have regarding the PVP world. This hasn't been released yet, so anything here is just theory and thoughts. Firstly, I decided to support this game based on the fact that I want to play on the PVP world, where the ruleset for killing etc will be almost none-existent, bar some obvious exceptions. That's what swayed me to back the game. I'm more of a casual player who sucks at PVP, but enjoys engaging with active economies, and economies are usually more reliable/sustainable in PVP environments due to item usage and depletion.
However, at the moment I have some concerns. The standard world (Syndesia) has gone though many changes that have inhibited PVP significantly.
I have concerns that the PVP planet might end up adhering to the criticisms of players less inclined to enjoy such...potential chaos. Thus lowering the wildness of the PVP planet. Obviously this is all just speculation at this point, but I am starting to get concerned that the current change in direction on Syndesia, may end up changing the direction of the PVP planet. Some other people that I have spoken to who are keeping an eye on the game but haven't purchased yet are feeling the same concerns.
I understand the need to keep people happy on the standard + PvE planet, however do humbly request that the original design for the PVP planet remains the same, namely mostly a rule-less place where violence can happen at any place, in any town (bar starting zones).
When I was testing the different playstyles, I actually thought that the bow builds were a lot stronger than other builds. Especially considering the utility they come with.
Just a bit of feedback from me playing around for an hour or so today. So, off the bat I will say great work so far. The development feels very good and is progressing well.
Topic 1:
This is more of a suggestion, but rather than have all unknown spells greyed out with their full description, perhaps have the Icon and then "Unknown - You have not yet discovered this skill". Why? Because the mystery of not knowing what a skill is, but the potential to learn that skill drives you into wanting it more. It adds value to the skill (and therefore game). Anyone that truly want's to min-max will be able to find this on a wiki easy enough.
Topic 2:
When running with a spear, the spear is not correctly positioned with the character model. Nothing serious, but worth pointing out as it looked a bit odd.
Topic 3:
This might be my lack of understanding, but it looks like in the pet/summon tree, the end passive skill is incorrectly spelt? I think this should be Warlock unless I am mistaken. I could be incorrect and this could be intentional. Please correct me if so. https://en.wiktionary.org/wiki/warlock
Topic 4:
The summoner tree. Unless I am mistaken, I was of the impression that tamed animals such as wolves (when developed) will benefit from the passives within this tree. If so, I would perhaps consider changing the term "summons" to "minions / followers" etc, so that tamed animals also benefit from these bonuses and the description is a bit clearer.
As a side note on the topic of tamed creatures. Please also consider adding a hunger system for the pets. That is a feature I have always enjoyed in previous games.
Anyway, hope that this bit of feedback helps and as always, keep up the fantastic work.
Currently playing WoW TBC. However now everyone has flying mounts, the open world is starting to feel.....meh. So considering going back and starting a new character on the Vanilla classic servers.