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    Posts made by kellewic

    • RE: Pre-Kickstarter Exclusives

      @logain said in Pre-Kickstarter Exclusives:

      @kellewic said in Pre-Kickstarter Exclusives:

      (...)Putting it at say "$250", you are much less likely to get those casual players that have no interest in testing. It's more likely that someone willing to pony up $250 to test alpha would have more interest in the longevity of the game and therefore more chance to provide good testing feedback.

      I don't think there's a direct correlation between people able to test (being willing to do something doesn't ensure you're good at doing something) and the money people invest. That said, there is a benefit to 'having an entry barrier', namely when you want your testing to be under NDA (because people who invested are more willing to 'forgive' in the beginning of development and less likely to wager with their investment by breaking the NDA).

      I think the developers are planning a smart move by polling their existing community, because based on these replies, they can get a rough estimate of a maximum profit (best price to amount ratio).

      I agree there's no correlation between ability to spend and ability to test. I guess my qualification of "good testing feedback" simply should have been "testing feedback" since it may not necessarily be any good.

      My main point was the lower the price point, the higher chances of getting people who have zero interest in testing at all. Of course there's always the chance, even at $1000, to get those who just want early access to the game with no intention of providing testing feedback.

      Maybe during testing they will have a private forum where those included must post feedback at least weekly or dropped and make that known during the kickstarter.

      Personally, I love testing, but that might be due to my proclivity to break stuff - one of my favorite jobs was penetration testing before I left the infosec world for the big data world.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Cash Shop Items You'd [Consider] Buy

      @mrchipps said in Cash Shop Items You'd [Consider] Buy:

      Everything but cosmetics are fine. Cosmetics are what make a character look seasoned and played. If you just buy looks, there is no reason to play the game anymore. What could you possibly get that would look cooler than some crazy 20$ cash shop item. Why even bother. Also the big draw back here is they will restrict items or make the coolest items bought and not add content to the game where it needs to be.

      What else would there be but cosmetics that would not be considered p2w?

      Also, if they're not having a subscription-based game then the money needs to come from somewhere. This is typically done via some kind of packs or shop, much of which are cosmetics.

      What looks "cooler" is very subjective as well. PoE has a bunch of cosmetics and I find most of them ugly as hell but I see all sorts of people running around with them.

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

      @vezin said in Pre-Kickstarter Exclusives:

      @Jetah I disagree.

      Price range has nothing to do with how many "testers" are in the game. Majority of the people that buy into games in general aren't doing it to provide any feedback, they literally just want to play the game.

      @Prometheus (i think it was him) has already said the kickstarter packs won't be in the thousands or hundreds of dollars anyway, so there's really no point in arguing about that.

      The main thing here for me is this is the only game I've been excited about in several years, and I hope it succeeds in all aspects because i'll be buying the highest tier pack regardless of price just because I want to support the devs.

      I think the point that @Jetah has is that if anyone can buy into alpha at say $20, you are much more likely to get the "non-testers" you're talking about. Putting it at say "$250", you are much less likely to get those casual players that have no interest in testing. It's more likely that someone willing to pony up $250 to test alpha would have more interest in the longevity of the game and therefore more chance to provide good testing feedback.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: How does Luck in Charisma affect Gameplay

      @finland said in How does Luck in Charisma affect Gameplay:

      @buffybean resources spown are RNG especially rare nodes. I think rare mobs spwon spots too. And so on. I think the Charisma will influence that chance to see/get more luck on things like those. SO better chance to find resources, rare mobs, reliques everything that could be randomly generated/crafted.

      If this is the case, I wonder what happens when two people with bad and good luck come upon something. Would one see the rare resource/mob/whatever and the other not?

      Or maybe a resource spawn isn't really anything until a player interacts with it and based on their luck, they would get varying attempts or increased/decreased items (wood, rock, whatever).

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Feelings about the game.

      @jetah said in Feelings about the game.:

      @keith9002 said in Feelings about the game.:

      Honestly I feel hyped but at the same time I hope they come up with something original and not just carbon copy games like Albion and path of exile. Hopefully as they continue their work we will see tons of originality.

      they are creating something pretty unique. the knowledge system alone isn't something i've had in a game.

      Only other game I can think of with a knowledge system similar is Project Gorgon, which released on Steam EA maybe 2 months ago, but has been in development for a few years.

      Many skills there you don't even train, they just appear as you do stuff out in the world. Half the time I have no idea what I did to unlock a skill.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Class system

      @scottator said in Class system:

      Is there a class system involved, such as Paladin, Mage, Warrior, etc or is any character going to be able to do it all?

      There isn't a class system but you could make your version of a class given the skills at your disposal (like a Fire Mage, or straight up tanky Warrior).

      Even if a character has all the skills the game has to offer, they can't do it all at the same time since the hotbar (if I recall) only allows 8 items and this includes consumables.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Player Run Cities and You

      @scottator said in Player Run Cities and You:

      I like the bazaar idea. Although I'd like if you could put stuff up for sale without having to stay online.

      Would like to see this but you'd have to hire an NPC to do it for you.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

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

      @ladyrowan Monsters drop resources, not gear. Those resources can then be used to craft items.

      But I must assume gear from rarer resources must be better than gear that is not - better could be all sorts of things as in +to hit, +to armor, better resists etc. If it's not then honestly there's no point.

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

      @finland said in Pre-Kickstarter Exclusives:

      They have to think about it if I rember well from the Q&A. Personally I would like to see The foundation exclusive. And new rewards from kickstarter.

      Even though I'm like 11 months late to the party, I agree. It's easy to buy into the Kickstarter, but those who have been here for many months kind of deserve the Foundation rewards. I'm trying like hell to make the top 100 just because that's my competitive side 🙂 But I can easily buy into the Kickstarter, which I think is a bit unfair to those who have "put in the work".

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

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

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

      @finland

      Finland: A demonic warrior of justice, running around naked on Tartaros, killing evil-doers to earn angel wings.

      I'd watch that movie.

      Sounds like a porn movie 😱

      I think I saw that one

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

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

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

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

      The devs have never said that gear is going to be purely cosmetic. They do have stats from what I know but a lot of it will be situational. For example, you'll need different types of armor for different environments.

      Here's some info from my compilation thread:
      https://forum.fracturedmmo.com/topic/175/gear-system/5
      https://forum.fracturedmmo.com/topic/332/types-of-armor/2
      https://forum.fracturedmmo.com/topic/816/what-about-progress/17

      Exactly. I keep reading all these posts on gear won't matter, which I find impossible to believe. Might as well fight naked then.

      I think this game will have deep synergies across skills, biomes, and gear based on what I've read so far. Everything is described as "situational". Understanding these synergies is what I think will separate the knowledgeable player from the "noob".

      Of course, I could be completely full of shit - wouldn't be the first time 🙂

      I suspect the gear system will be much like Guild Wars. Different pieces of gear will have different bonuses, but they won't be tiered. You might have a platebody with 20 fire resistance and a platebody with 20 cold resistance, but you won't have a platebody with 20 fire res and a platebody with 40 fire res.

      I suspect the same, but even with this - gear does matter and it's not purely cosmetic.

      Don't get me wrong, I hope for some awesome cosmetics because I'm a sucker for customization 🙂

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Website Error

      @Jetah Was a statement that the notifications link also produces the same issue.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Dungeons

      @jetah said in Dungeons:

      @kellewic

      did EQ have world pvp?

      I think it was only flagged on PvE servers, but with open world bosses, it wasn't too hard to kill steal rare bosses or train mobs to kill someone.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

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

      The devs have never said that gear is going to be purely cosmetic. They do have stats from what I know but a lot of it will be situational. For example, you'll need different types of armor for different environments.

      Here's some info from my compilation thread:
      https://forum.fracturedmmo.com/topic/175/gear-system/5
      https://forum.fracturedmmo.com/topic/332/types-of-armor/2
      https://forum.fracturedmmo.com/topic/816/what-about-progress/17

      Exactly. I keep reading all these posts on gear won't matter, which I find impossible to believe. Might as well fight naked then.

      I think this game will have deep synergies across skills, biomes, and gear based on what I've read so far. Everything is described as "situational". Understanding these synergies is what I think will separate the knowledgeable player from the "noob".

      Of course, I could be completely full of shit - wouldn't be the first time 🙂

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

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

      @kellewic nope craftable cosmetic can be stolen. shoppable cosmetic works like you said, just a skin that can not be stolen. you will lose the equip but not the skin you bought from the shop. prolly resistance and durability but don't hope for tiers.

      Not hoping for tiers; I just can't believe gear will have zero affect on a player's survival. That would make no sense. At least resistances, some armor, maybe a bit more to hit. Or some synergy with the status effects @Prometheus hinted at in the live Q&A.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

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

      @kellewic cause everyone loves to look cool and play a game with good effects.

      Then the devs only have to create one set of armor for everyone and a bunch of cosmetics. No stats, no nothing. I seriously doubt this is going to be the case. Gear will have at least some effect.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: GvG siege questions

      @gothix said in GvG siege questions:

      @Jetah iirc The Secret World worked that way. They had several servers around the world function as connection spots, but players played together.

      I really kind of miss my leech healer in Secret World.

      posted in Questions & Answers
      kellewic
      kellewic
    • RE: Hand Holding

      @mrchipps said in Hand Holding:

      I don't necessarily mind if the beginning of the game is easy. But if it gets to the point where I don't feel connected with the world or I can just watch netflix while playing I wont be invested enough to just play to play. I just hate getting to the end of a game like an MMO only to find you don't have to go to the world for anything.

      Many games these days are doing that where you don't ever need to go into the world for anything and just teleport every which way which makes the world feel insignificant. You should want to feel like the world is alive

      This right here. Devs spend many many man hours developing awesome worlds and then allow players to just teleport through them. I mean, yes, running around is kind of a pain but it will cause players to interact. A scene if you will...

      I'm walking up a trail and spot another player. Will they attack me? Who are they? Maybe I should hide? Should I attack them? Is it a decoy with friends waiting to ambush me?

      So many questions on such a simple encounter with another player.

      Or walking up the same trail and see another player surrounded by goblins getting beat down. Oh damn, let me help this person. Goblins are killed and other person is grateful - a friend is made. They invite me back to their guildhall where all night festivities are going on.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: An MMO Free of Levels and Classes?

      I don't know, I keep reading "gear won't matter". If that's the case then why invest any time in creating the game assets for it. Make one set of bland grey gear and a shitload of cosmetics.

      I have a real hard time believing gear will do nothing for a player.

      posted in Discussions & Feedback
      kellewic
      kellewic
    • RE: Dungeons

      I kind of miss the open world bosses and pre-instance dungeons. I honestly don't recall a ton of issues with those (but this was back in early EQ days). I mean, yeah, some disagreements but overall nothing too bad.

      posted in Discussions & Feedback
      kellewic
      kellewic
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