@Assassino That's why we must as gamers help the devs perform the tests of tests and provide the feedback they need to bring about the great game we all know it can be.
For the glory!
@Assassino That's why we must as gamers help the devs perform the tests of tests and provide the feedback they need to bring about the great game we all know it can be.
For the glory!
@therippyone Don't think they mentioned which day in December so probably.
@Foxs Agreed. Still, the mechanics involve terrain that actually matters, a knowledge type progression system, and a build-a-thon town system with management. Sure the work and testing will be brutal, and some of us may not survive... but for the glorious few, we'll get that cheddar!
With each day that comes, we get closer to December, and the Alpha Phase I! Who's feeling that hype??
@gothix Unfortunately, you have a strong point. I've played Diablo, PoE, and the earlier ilk, and I've gotta say, there's alot of players that vie for WASD than point and click; not only for the extra movements and the hand placement for the hot keys, but also frees up the mouse for other things.
I agree with doing what PoE did and have the Option for it at the very least.
@thegreatelleon Didn't see the response here, yeah go ahead and use Candlebrook for your town. All the more luck to it as well!
Don't think there will be enough character slots to even do that.. but I swear I will carve out a town even if I have to do so with bloody bone and tooth!
Welcome welcome. Is your guild leader named momonga?
After re-reading the town system spotlight, I realized just how urgent I'm going to need people for citizenships.. forgot about how the town decaying feature reduces size back to a hamlet..
Silvergrove is a good name, especially where I plan on placing the town. Was leaning on a few others.
Gildrune
Tonnbury
Strathom
Charlamanghamsfordwickermenshire.
To name a few.
I like Hearthsfort. Its a good name for a town close to the mountains. What about... Shieldhome? Scuttleberg.. Newt's Landing. Candlebrook...
@TheGreatElleon Its not diverting, but there will be situations in combat where that will end up happening. Since the devs want to create a dynamic mmo where players and environment interact with one another, its very possible for either yourself or a pair of players to combo spells for dramatic results.
@Trelia @Jairone I understand the concerns where the problem will lead, which is why now that I have a minute to bring it up, I want to remind everyone that the combat layout they have planned will limit the use of such combos since the number of active abilities is small. Essentially the combat their planning now is similar to a fusion of diablo and league of legends. Small number of abilities you can use which is then limited further by your resource pools. Teamwork will be a must for the higher level areas without sacrificing immersion through using lower level spells.
As for breaking the game with magic, the SpellBook and Spell Scrolls are where classes can become augmented. You also need to remember Enchantment is also a school of magic, and therefore all classes will have access to powerfully enchanted gear and items. My idea for this was to take it a step further and have people who specialize in magic to be able to inscribe their spells onto scrolls using specially crafted ink and parchment, smiliar to dnd. This way people can have access to the scrolls and maybe even use it in a 'tool bar' ui separate from the ability hotbar like for using potions and other items.
But lets talk about the Spellbook. Since mages will be so limited and have to decide between offensive and utility spells for combative situations. I propose a separate UI, one where cannot be used for combat, but instead is an index of the spells which a player has acquired.
But how is this different from the ability menu?
Because the spells in your spellbook you can use freely.. You're essentially taking the time to become stationary and prepare magic that you normally can't during the heat of battle. This then adds another layer of tactics for players, as you could also double the system as a method for healers to carry quick usage healing and long term benefits in a convenient manner that doesn't leave a solo or party stranded in the thick of exploration with no nearby rest areas.
Wow, that's pretty neat, but now what happens if you decide to cast an offensive spell from your spellbook
You could do that, except you now just caused yourself to enter combat phase and now you don't have access to your book for the time being, which if you're then not prepared... oops?
@whisper Oh, and alpha phase 1 is starting soon.. so yeah, welcome!
Right? Its going to be so much fun! Building cities, avoid being brutally murdered by demonic guilds... exploring the depths of the world.. fun fun!
@target The karma system does include pvp in its umbrella of features, but it is not based for it. As @Eurav made a good point, it becomes a matter of playstyle. Since Karma can become as much as factor as deterrent for players involved with combat as much as thievery, knocking people out or committing political. Just because Karma touches pvp is not essence, just a part of the whole.
@Frost I'm going to go ahead and say for the record I disagree with your sig on the grounds that it is also the foundation on which delicious creamy treats are forged in the chilly crucible of frosted fluffiness and a touch of rock salt.
So this has been floating around in my head for a while, especially since Fractured is a dynamic mmo, and we can influence the environment, and it us. I also know of how the combat system is meant to be set up similar to a moba brawler...
We all know about the schools of combat and magic, and how they will impact how we interact with the world and others, and on that note, I wondered about certain aspects of magic that could add some spice to things. For example, teleportation is going to be a thing, supposedly, but how do you know when its safe to teleport? You don't know what's on the other side of that dimensional rift you just poked through, so now comes the proposal:
Scrying magic. The ability to project your camera to people or places either through spells, scrolls, items or any combination. As enchanting is assuredly going to be king when making certain items, being able to enchant a seeing mirror for instance would be rather cool.
BUT WAIT! You say... Players spying on me? That's not cool at all.. How do I protect myself against that?
Simple: Counter or detection magic. Since levels of skills are introduced, this can be especially good for a dynamic to where it pays to be knowledgeable about these things.
Alright.. sounds kind of cool You say, But what else you got?
Since dynamic mmo is the name of the game, there should be spells, rituals and enchantments that adds a little more than shooting fiery balls of doom at people's faces.
Breaking the game down into more realistic terms, how is magic interacted with people? Magic itself is a force, therefore it denotes neither good or evil. Its a fundamental part of the Elysium system affecting both natural and 'man'-made environments. As a force that can be used by anyone. How would cultures be developed around the concept? How would magic impact daily living? Are there schools in which there are regulated laws and concepts that make the magic uniform for everyone? These questions are what shapes magic into either the hard or soft system that people use.
Taking what we know from the wiki, we can make an example using the School of Alteration. Say someone wanted to transmute salt for a friend for a delicious fish dish (I know some of you aren't seafood fans, but bear with it..) how would you determine the creation through magic? What physical laws would need to be present for the desired effect to take place? Well, with salt making, it requires a source of salt, which can be easily found in seawater. In order to extract said salt from sea water, heat would be introduced. So the spell would then break down as "Heat water, extract salt, produce salt for whatever container is present."
Why is this relevant? Because magic follows the natural law more closely than people realize, it just needs to be reminded. Casting a fireball? You're just superheating air. Freezing something? Sapping heat away from an area. Making an illusiory copy of yourself? Bending light or manipulating minds. These examples are just minute to demonstrate that magic can become very versatile in an environment where it can thrive.
Spells that can add more flare for some of the more creative players can also add that special spice for fractured, such as minor spells that do no damage, but would be fun to perform and maybe earn a little knowledge on the side. Make a small firework show, levitate an object. Its the little things that can make a large impact.
This brings me to my next concept:
More to come
@evolgrinz That same questions been bugging me for the past couple weeks, matter of fact.
@Gothix My question for you is, what would be the point of the karma system if you could simply toggle it at a rest site? Karma is meant to be a reflection of action, not simply another mechanic to denote pvp availability like some games.
It wouldn't be like swtor, where alignment matters little except in the way of some gear and appearance options. Even for some of the racial evolutions like demons, karma impacts heavily.
@domowoi78 FOOL! You cannot heal that which has no life!
Only mountain dew can perform such miracle.
@roccandil They probably will, but to a group of coordinated player bandits, it would seem better to arm the merchant with wads of money on sticks.
@Mae You seem to underestimate the efficiency of players that grind. I live with one such grinder and have seen what four two liters of soda and a mountain of chips can accomplish in an all nighter and that one night's worth of resource turned a hefty profit and crippled a whole product chain in a market. That said, limited inventory is a decent deterrent, but I'll bet dollars to donuts there will be people hauling asses (pun intended) to the caravans for the loots.
Minigame or not, players are rewarded with items spawned in from said minigame that didn't exist previously. However, perhaps as way to fix this, you could keep a counter of resources that each town gathers and processes from itself and the trading players make with it and spawn caravans based on the values presented.
More goods means more necessity for logistics. Doing it that way will provide a more caravans without breaking the law of conservation of mass, which I know it sounds stupid in a game, but if the development team were to keep it true, then you can't saturate a market.