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    Posts made by kellewic

    • RE: The psychology of gaming

      @mrchipps said in The psychology of gaming:

      @fibs

      @gothix said in The psychology of gaming:

      1. skill should be more important than gear and SKILL CEILING should be placed extremely high (offers long term progression that is not limited by other game content)

      Another point to go along with this is that, while most people may reference there being 400 skills. With how information travels these days, it is only a matter of time before something becomes way more used than something else. Before, you may see different things because everyone believes their way is the best but now there are so many intense theorycrafters that the ultimate way of playing will be found eventually.

      I think what they need to focus on is incorporating different skill from the player in order to fully clear something. Puzzles, reaction timing, memorization, knowledge (both in game skill system and knowledge of how new encounters work). There needs to be more emphasis on the player and less on the character that exists in the game. The character in the game is just an extension of ourselves.

      I think this is one thing Secret World did pretty well. Player skill mattered quite a bit since you had to know your skills, the skills of your group (and how they work together), and all the mechanics of each encounter. Anyone messing up any one part of that could sink a group pretty fast provided you're doing content near your gear level.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Suggestion: Demon Bone Armor/Weapon

      @nelchael said in suggestion: Demon Bone Armor/Weapon:

      @finland

      We're talking about using the bones of your enemies to make gear. That's not really the same thing as using animal bones, and I doubt the beastman culture would allow something like this when they're not even allowed to kill each other. If killing your enemy is outlawed, then making a dagger out of his ribcage afterwards surely isn't allowed either.

      Where is it specified that Beastmen outlaw killing their enemies? Spotlight 2 says they will eat them in their animal form. I could see Beastmen harvesting slain Demons to power Druidic magic and to make something once Evil work for Good.

      I doubt it's uncommon for tribal people to take "keepsakes" of slain enemies as well.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Suggestion: Demon Bone Armor/Weapon

      @finland said in suggestion: Demon Bone Armor/Weapon:

      something restricted to Demons only. You shoud suggest something for each race ;).Showing people killed by mouseovering the armor is a bad idea. You could add it as an extra description while inspecting each piece.

      Killing a Hellfire Demon and gathering its blood could be used in fire resistance potions - but would need to be used in say 24 real world hours or it goes bad (or some relatively short time frame).

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: The psychology of gaming

      In general, I think most people want to feel accomplished and/or welcome.

      I've known people who log in mostly to socialize and others who log on to accomplish very specific tasks. Logging in to do yet another daily quest gets boring fast.

      I think a mix of short-term and long-term accomplishments are key. Most people have a really hard time when something takes too long to accomplish, but when it's broken down into small, discrete steps it's OK, which is why I like what I've read of the knowledge system. You gain knowledge by doing which causes you to do more to gain knowledge - it's perpetual motion and feeds the constant need to accomplish.

      If cities are hubs of socialization, I see that feeding all the social butterflies. Merchants hawking their wares and haggling prices. Groups forming to go accomplish some task.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Gods?

      Here is what is known so far

      https://forum.fracturedmmo.com/topic/2210/gods-explanations/2

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Seems like a good community.

      Just don't mention PvP and a certain planet πŸ™‚

      posted in Welcome to Fractured
      kellewic
      kellewic
    • RE: Daily Message posting

      daily post

      posted in Off Topic
      kellewic
      kellewic
    • RE: Will be pets or trained animals to help you out in any way?

      In Spotlight #5, under Charisma there is

      Charisma is a measure of the leadership and mental abilities of a character, determining the amount of pets and companions it can control at once, its ability to charm other creatures and its affinity with mental abilities, which increases psychic damage and psychic resistance.

      And from Spotlight #4 there is Conjuration that

      allow the caster to summon items and creatures from faraway locations – or even parallel dimensions! – to be used to its own advantage.

      Necromancy

      deal with powers that bring death or decay, but they’re also able to corrupt Elysium’s primal energy and infuse it into the bodies of fallen creatures and mechanical constructs, animating them into new, twisted forms of life

      So it seems there will be the ability to control other creatures to help in battle. Now whether these charmed beings or magical constructs are permanent or semi-permanent, I haven't found anything definitive. Permanent meaning they are there until killed and semi-permanent meaning on some timer until they "go away".

      They've also mentioned animals to help transport goods (likely non combatants).

      I'm curious if Musicianship and maybe Illusionism will allow charming mobs / creating them or maybe just having a high Charisma and some talent to "tame" animals will be available.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Pre-Kickstarter Exclusives

      @esoba said in Pre-Kickstarter Exclusives:

      I really believe that design experiences are a wonderful funding option. Offer the ability to design a pet or weapon, charge a nice hefty fee. People love that stuff. Heck create a couple (very few) design experiences for world events or major bosses and you could sell those for an absolute premium.

      Edit: As an added thought, I kind of like the idea of foundation rewards being separate and just for those who have put in the effort before the KS.

      Yeah, PoE has done that many times over the years (and it was definitely a hefty sum) - those people worked with the devs to create in-game unique items.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Quick noob question

      @tysteru Not much information on specific talents, but the general areas can be found in https://fracturedmmo.com/feature-spotlight-4-skills-galore/

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Feature Spotlight #5 - Character Creation, Attributes And Resting

      And of course on reading that section for the 5th time, I see where it mentions the affinity πŸ™‚

      posted in News & Announcements
      kellewic
      kellewic
    • RE: Feature Spotlight #5 - Character Creation, Attributes And Resting

      @specter said in Feature Spotlight #5 - Character Creation, Attributes And Resting:

      @kellewic The blue one is the affinity. πŸ˜‰

      Awesome thanks. I thought that might be the case since red and green only seemed to indicate plus and minus.

      posted in News & Announcements
      kellewic
      kellewic
    • RE: Feature Spotlight #5 - Character Creation, Attributes And Resting

      What's the significance of the cell colors in the race/attribute table (red, green, blue)? The minus ones are red, up to +2 green, and +3 blue. Do the colors mean something or just a quick way to find those categories?

      Actually on closer inspection some +3 are also green.

      posted in News & Announcements
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

      @unsung said in An MMO Free of Levels and Classes?:

      Agreed! Not being linked to a specific class has it's advantages. I'm REALLY excited to know how exactly/in-depth spells/abilities can be combined/effect each other.

      Not just each other but to the landscape - they've already mentioned the ability to freeze water.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: What We Know About Weapons

      @finland said in What We Know About Weapons:

      @kellewic Humm if the purpose is to make more damage I dislike the idea just to hol the horizontal progression. I would avoid to see weapons with % growing time by time.

      The purpose is to make weapons not boring and worth actually having.

      Gaining extra damage vs a specific monster type (not players) is still situational. If I need to go into Goblin territory, I want my "Goblinslayer" sword not "Boring Sword #1".

      I assume anything of this nature would be an enchantment and not naturally found.

      I'm also not talking about weapons having levels, just something that defines them beyond base damage, type, weight, etc.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Dungeons

      @gothix said in Dungeons:

      Yeah, I'm in this for the "long term", so I'm not really interested to just quickly try out all the content.

      This is why I want to know all the details before choosing what race is best for me, because when I create it, I'm sticking with it.

      Also I prefer something more constant, rather then short time buffs, available only during some events. This can be nice, but I find constant things more to my liking.

      I think Humans are the only constant since Beastmen lose abilities off world as do Demons (except during eclipses where they don't get debuffed).

      My opinion is long-term I think more people will choose (or switch to) Humans. They get the most stuff and overall have the easiest time due to the freedom they enjoy.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: What We Know About Weapons

      @finland said in What We Know About Weapons:

      @kellewic piercing chance you mean?

      I guess it depends on the weapon. A sword would typically be slashing whereas a knife would be piercing. Maybe there will be an Impale skill to stab with a sword and do more damage? Or some skill to allow throwing polearms (with enough Strength) that would do damage plus a knockback.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: What We Know About Weapons

      @finland said in What We Know About Weapons:

      @loki I hope that there wil be nothing like that. I also doubt that weapons will give powers/attributes.

      I could see weapons possibly giving extra "to hit" or damage vs. things like wolves, beasts, goblins, or some non-player type. This would be situational. Also resists to specific elements or statuses (stun, chill, etc.)

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Pre-Kickstarter Exclusives

      @fibs said in Pre-Kickstarter Exclusives:

      @jetah said in Pre-Kickstarter Exclusives:

      @vezin @FibS
      problem is you don't want everyone in testing. many people will just 'play' the game but you want actual testers. people who feel committed to giving detailed feedback.

      the higher they place alpha the better chances of getting qualified testers. they can put beta access at the lower tiers, imo, because most of the testing is complete, the features are in, etc.

      That is absolutely not how testing works.

      Yes, you do want "everyone" in testing. You're not asking them how they like the game design, you're checking to see if the server can physically handle all of them being on it at once.

      Only if their goal is load testing and not actual mechanics testing. Saying it's "absolutely not how testing works" is one hell of a faulty generalization since it's absolutely how "some testing works".

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Dungeons

      @gothix said in Dungeons:

      @benseine said in Dungeons:

      @gothix c'mon Gothix, let them have those few knowledge points on Arboreus we can't reach. We evil demons will just camp the most looked for knowledge points on Tartaros and see if the beastman can lvl more of those +400 skills to lvl 3 then us 😈😎😈

      Or play as human, get 120 attribute points, get all good knowledge first, then drop to evil and get all evil knowledge. Get human tech, and play as evil humans and control lands on human planet.

      This also sounds appealing, as playing demon does.

      Now if a human could get so evil they become a demon...

      posted in Discussions & Feedback
      kellewic
      kellewic
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