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    LonelyCookie

    @LonelyCookie

    TF#12 - PEOPLE'S HERALD

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    LonelyCookie Follow
    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER

    Best posts made by LonelyCookie

    • [-CO-] Crownless Order [EU based]

      CO-trans.png

      [-CO-] Crownless Order

      EU based, accept all / 18+ (exceptions can be made) / PvP + PvE + Crafts / Humans (+ Beastmen/Demon as we grow) / All alignments πŸ˜‰ / Casual+Semi+Hardcore

      (TL;DR version at the end)


      About us

      Crownless Order is a multigaming communtiy with an interest in various MMOs and other games to have fun in. But do not worry! It isnt all managed by one person, in fact, everyone can lead CO in a game if they get enough people from within or outside of the community for it, this allows us to support every game with relatively unique leadership not shared between more games, but fully dedicated to one single game. Additionally, despite being an evil "multi-gaming" group, we can provide a nice homely atmosphere as all our game channels are hidden behind discord roles, which means you can still get the feeling of a tight knit group as if it was a small discord. With the added benefit of being able to find people, you will already somewhat know, to play with in other games when you want to take a break (for example, we have an active 10-15ppl group, from various games, doing weekly multiplayer sessions in Europa Universalis 4).

      Our gaming philosophy can be summed up "Community and fun first". This means we accept everyone and do not force anyone to do stuff they dont want to, doesnt matter if "casual" or "hardcore" or something in between, PvEr or PvPer or Crafter. We believe if people like the community, like the atmosphere and are having fun, they will naturally play more and participate in activities they wouldnt normally do.

      Important thing is to have fun, thats why we are all here, isnt it? πŸ‘Œ


      About us in Fractured

      The CO guild will be primarily playing as humans as it allows us to accommodate and support all possible playstyles our current and future members might have. As (or if) we grow to sufficient size, we will likely include both beastmen and demons within our group. Do not worry about allignments, you will have something fun to do whether you are a good guy or a bad boy. We are open to forming friendships with guilds from all planets (and continents) to provide our members with some friends on these unknown, foreign planets when adventuring outside of their home planets.

      We will be playing on EU server, but if you happen to be NA, Asia or Ocenia, but are interested in playing with us, youre more than welcome to join as well. We already have a couple of NAs and atleast one Australian among us πŸ™‚

      We welcome smaller groups and guilds merging into us. Terms will be up to negotiations to ideally benefit both sides (but we will be one united guild in the long-run). I am sure everyone knows the story with the sticks (The Father, His Sons, and The Bundle of Sticks) to some extend, you can easily break one, but you cant break a bundle. Moral of the story will apply to Fractured just as much.

      Our first city: Valhalla.


      Leadership, members and the community

      Current leadership is devoted to the community treating it as their beloved child brought back to life (which it is as you can find out if you ask about the not so happy history under previous leaderships). Based on previous experience as members, we guarantee active leaders that are open to feedback, discussion etc. with an effort to keep moderation at minimum (keep in mind this requires cooperation from both sides) and a stream-lined hierarchy.

      In return, we ask for people to have a community centered mindset and positive attitude, be dependable and initiative, not be afraid to speak up when they feel it is needed, be also willing to listen and learn.

      Last but not least, We have πŸͺ cookies πŸͺ.


      Click to join Crownless Order Discord


      TL;DR version

      Who are we and what we plan:

      πŸ”Έ Multigaming community
      πŸ”Ή Forging friendships and bonding over other games as a bonus
      πŸ”Ή While we are "multi-gaming", the game sections are separated by roles so you still get the close-knit feeling as with the small groups. Our goal is to provide a place for people to enjoy gaming and make friends, not to create anonymous horde of unknowns
      πŸ”Έ Both β€œgood” and β€œevil” players are welcomed, there will be some fun stuff for you to do
      πŸ”Έ Goal is to create a community, a place for all players, both EU, NA and OCE are welcome (but keep in mind we are in EU)
      πŸ”ΉWe plan to follow our core philosophy which is along the lines of β€žfun for all membersβ€œ which proved to be better compared to full hardcore/casual approaches, you will not be pressured too hard into doing stuff you dont want to do as long as you participate in the community
      πŸ”Έ Most importantly, have fun, that is why we are all here, isnt it? πŸ‘Œ

      What you can expect as a member:
      πŸ”Έ Devoted leadership with experience from various MMOs and communities
      πŸ”Έ Open discussion and participation for all members
      πŸ”Έ Stream-lined hierarchy
      πŸ”Έ Active communication

      What is expected of all members:
      πŸ”Έ Community centered mindset
      πŸ”Έ Positive attitude
      πŸ”Έ Dependability and initiative
      πŸ”Έ Willingness to learn and listen
      πŸ”Έ Communication of issues and conflicts
      πŸ”Έ 18+ (exceptions can be made)

      posted in Guild Recruitment
      LonelyCookie
      LonelyCookie
    • RE: Winter Alpha Spotlight – City Overhaul

      @WaterMerchant said in Winter Alpha Spotlight – City Overhaul:

      @LilCassiopeia
      It always amazes me the lengths PvE only players will go to play a game they don't enjoy. Despite having multiple PvE centered MMO's all with bigger budgets and dev teams than fractured you still insist on playing the indie full loot PvP mmo. No one is forcing you to do anything you made the decision to get involved yourself. And before you start asserting "High end resources being in PvP zones" being a problem please take a step back and consider that this Full loot PvP mmo is probably not for you and you might find WoW, ESO or even FFXIV all PvE MMO's with higher budgets will be more up your alley.

      Did you miss the part of Fractured that has pretty much PvE-only planet? It always amazes me the lenghts fanatic PvPers are willing to go to make themselves feel superior, ruin it for everyone else and even twist and forget the already established game mechanics such as a PvE planet. Noone is forcing you to play with PvErs, so kindly go to Tartarus and PvP to your hearts content πŸ™‚ Three races, Three gameplays

      whisper Did you know PvE Arboreus is designed as the biggest planet from the get-go and Tartarus as the smallest? Even devs know where most of the community falls on the PvP-PvE spectrum.

      posted in News & Announcements
      LonelyCookie
      LonelyCookie
    • *Kenobi voice* Hello There!

      Heyo,

      I'll do bit of a proper introduction. Im LonelyCookie, one of the many MMO-deprived people. Originally, I completely ignored Fractured as I felt like its not my type of a game at all, but the lack of MMOs is painfully real so I decided to give a chance (that doesnt mean Im convinced, on the contrary, very sceptical πŸ˜„ ). I'll try to get more people from my community to atleast take a look at Fractured, hopefully wont be hard to attract atleast a couple of eyes out of over 600ppl.

      Something about me from real life, Im in my early 20s, university student of air traffic/transport (Yes, I know, current situation really promises me a "great" future Q_Q ), eh, theres actually not much to say. As for my gaming life, earliest gaming memory I have is playing some adventure with Winnie the Pooh, Serious Sam and Stronghold (great combo of games, I know) when I was around 5-6years old, been MMOs for last 12ish years which got me into various guild managing, which leads to my best accomplishment I'm most proud of, and thats leading and building a community I love to play with that I mentioned before.

      See you all ingame...one day (I hope).

      posted in Welcome to Fractured
      LonelyCookie
      LonelyCookie
    • RE: First Impressions on the new City System

      Time to do my part here as well and not only discord. Sooooo...

      Lets start with the good stuff.

      1. I like the reduction of number of cities. It is bit drastic going from 120 to 30-something, but atleast the cities are not one-pump-chumps (I assume the territory has more than one resource in its borders now)

      2. Compression of the wilderness plots into residential areas around the cities. Will make the cities more alive without forcing solos to join guilds.

      Now onto the bad stuff.

      1. Enemies within our territories. Thats just a massive no-no. There has to be a blacklist system on guilds and individuals (accounts) where we can ban specific accounts and guilds from using the processing/crafting stations and living in the territory.

      2. Everyone being allowed everywhere. Previous system was extremely guild-centric, current one basically takes away any reason to have a city. Why stress yourself (and it is stressful to have a city, be it as a vice/governor or guild leader) when you just ignore all of it and basically function as a leech. Just...why bother πŸ˜„ So, here I propose a change to it to satisfy the guilds and keep the solos untouched while keeping the "new cities".

      Allow us to set how open our territory is. Closed - Selective - Open. Combined with incentive system with bonuses for guilds that go Open such as buff to HP/dmg, significantly lower upkeeps, advantage during defense sieges (e.g less attackers allowed in battles), with such incentives, I belive most guilds would, at the very least, choose not be to closed.

      Closed obviously...closed, basically "citizen-only" option. They would end up hurting themselves in the long run, no bonuses + lack of wide industrial/crafter base.
      Selective...only some options closed and some open, such as solos allowed in residential area, but not allowed to use crafting stations.
      Open obviously...opened. Anyone can settle in residential, anyone can use the stations etc.

      I feel like this would work really well, blacklisting for enemies (thus not worrying about them) and incentives to stay as open to solos and randoms as our insecurities allow πŸ˜…

      I am a person that tries to avoid unneccessary PvP and kill-on-sight as it just creates toxicity everywhere, but jesus, under the new (and IF unchanged) system, theres no way to live peacefully anymore. Kill on sight will be the go-to mindset, resulting in even more pain for the solos/randoms//tiny guilds than before. Pleeeease, consider changing it to accomodate both (maybe as I suggested above πŸ˜‰ ), because right now, it helps noone, but it will hurt everyone

      EDIT: Alternatively, incentive system can be turned on its head, and put debuffs on the Closed. Debuff to HP/dmg, higher upkeeps, disadvantage at defense sieges. Buuuut...I feel like using sugar and not a whip always works better (unless youre into it...kinky)

      posted in General Discussions
      LonelyCookie
      LonelyCookie
    • RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight

      Copy paste from the other (same) topic https://forum.fracturedmmo.com/topic/13248/first-impressions-on-the-new-city-system (im not typing the same stuff again). Sorry if it might sound a bit unrelated to the convos above, but...its about the same topic and problems as here.

      Time to do my part here as well and not only discord. Sooooo...

      Lets start with the good stuff.

      1. I like the reduction of number of cities. It is bit drastic going from 120 to 30-something, but atleast the cities are not one-pump-chumps (I assume the territory has more than one resource in its borders now)

      2. Compression of the wilderness plots into residential areas around the cities. Will make the cities more alive without forcing solos to join guilds.

      Now onto the bad stuff.

      1. Enemies within our territories. Thats just a massive no-no. There has to be a blacklist system on guilds and individuals (accounts) where we can ban specific accounts and guilds from using the processing/crafting stations and living in the territory.

      2. Everyone being allowed everywhere. Previous system was extremely guild-centric, current one basically takes away any reason to have a city. Why stress yourself (and it is stressful to have a city, be it as a vice/governor or guild leader) when you just ignore all of it and basically function as a leech. Just...why bother πŸ˜„ So, here I propose a change to it to satisfy the guilds and keep the solos untouched while keeping the "new cities".

      Allow us to set how open our territory is. Closed - Selective - Open. Combined with incentive system with bonuses for guilds that go Open such as buff to HP/dmg, significantly lower upkeeps, advantage during defense sieges (e.g less attackers allowed in battles), with such incentives, I belive most guilds would, at the very least, choose not be to closed.

      Closed obviously...closed, basically "citizen-only" option. They would end up hurting themselves in the long run, no bonuses + lack of wide industrial/crafter base.
      Selective...only some options closed and some open, such as solos allowed in residential area, but not allowed to use crafting stations.
      Open obviously...opened. Anyone can settle in residential, anyone can use the stations etc.

      I feel like this would work really well, blacklisting for enemies (thus not worrying about them) and incentives to stay as open to solos and randoms as our insecurities allow πŸ˜…

      I am a person that tries to avoid unneccessary PvP and kill-on-sight as it just creates toxicity everywhere, but jesus, under the new (and IF unchanged) system, theres no way to live peacefully anymore. Kill on sight will be the go-to mindset, resulting in even more pain for the solos/randoms//tiny guilds than before. Pleeeease, consider changing it to accomodate both (maybe as I suggested above πŸ˜‰ ), because right now, it helps noone, but it will hurt everyone

      Alternatively, incentive system can be turned on its head, and put debuffs on the Closed. Debuff to HP/dmg, higher upkeeps, disadvantage at defense sieges. Buuuut...I feel like using sugar and not a whip always works better (unless youre into it...kinky)

      posted in General Discussions
      LonelyCookie
      LonelyCookie
    • RE: Year of release

      @Prometheus said in Year of release:

      @Deathruler said in Year of release:

      steam doesn't allow them to publish a year later than 2021 and got pretty disappointed to be honest

      Hmm what did you mean? πŸ™‚ Beta (=Steam Early Access) launch should be coming this year indeed, so the "2021" date on Steam stands.

      Please...no πŸ‘€

      Pleeeease, reconsider this. Its a suicide. Steam beta will draw a lot of people to it, people that will give it exactly one chance. While we might criticise, we are still early adopters and believers πŸ˜… Those people will be savage and tear you apart.

      Theres no coming back from botched early access. All it takes is a simple bad launch, even for a day. Even as early access. And we all know the launch trackrecord for the tests has been...not good so far 😧

      Take your time please ❀ We can survive till 2022. Or atleast keep first half of the beta phase here on the website, without involving Steam.

      posted in General Discussions
      LonelyCookie
      LonelyCookie
    • RE: NO EU server? no thanks!

      @PaulMacabre Its in Alpha and they said we will have EU server on launch if the population can support it. I would rather play on on a populated server than a dead one. Connecting to NA from central EU, i get 100-105ms most of the time. Thats almost the same as I get connecting to London servers in other games (70-90ms, depends on a game).

      So, Im sorry, but thats a massive overreaction from your side.

      posted in General Discussions
      LonelyCookie
      LonelyCookie
    • RE: Idea to make (top) pledge packs bit more attractive

      First...I dont understand this dedication to keep everything static and oppose any (even small positive) change and a possibility of more money to the devs. πŸ˜…

      "As it stands now, the game itself is already more funded than they expected." That is probably not exactly true if you use basic math and publicly known information (~26months since KS, 2,5k € average italian salary and 8(+2) devs with no publicly declared outside funding from investors) and thats not counting other smaller expenses. Most KS games ive been part of, or been following without paying, continue selling, similar, packs after KS too (AoC, CoE, KC:D, Pantheon, Crowfall..).

      I feel like you all focused too much on the "top" in the title and . Is it just to use only Eternal as an argument? πŸ˜„ . Seuss, I have to disagree, I know more than enough people who care about skins, I know more than enough people who grind to get skins, Hell, just look at battlepasses, there are millions upon millions of people who spend money to grind for skins, thats not even bringing up cosmetic lootcrates (🀒). Even Fractured own KS has most (50+%) in above Recruit tiers that give "useless" extra goodies which by Vollmonds statement noone wants in isometric games. If noone wants them in isometrics, why would there be rather extensive list of cosmetics in Albion Online (which is probably the most popular isometric MMO today? Not sure. Definitely popular tho)

      Since you all here years before release, youre likely seasoned MMO players...as such you should know MMOs rarely survive just on game sales alone, which slow down considerably as time goes on, and main moneysource becomes VIP and cosmetics. Which just happens to be present in Fractured store too (3/4 of the store) and is bound to expand overtime as any other game store.

      Even just by looking at all my referals, I can see most people who do the quests pursue the levels with pets/skins/mounts (and stop there and let daily points do the rest), same story when talking to guildies.

      TLDR: Why resist a positive change that doesnt hurt you, would make buyers more satisfied and would help with funding.

      PS: My idea is meant to change not just Eternal, but Legend and Champion too, which are more "mid tier" packs considering Legend sits at 90€.

      posted in General Discussions
      LonelyCookie
      LonelyCookie
    • RE: [-CO-] Crownless Order [EU based]

      @Gibbx Yeeees, all kinds of cookies, all you can imagine πŸͺ Takes out his magic cookie box Here, take one or two

      posted in Guild Recruitment
      LonelyCookie
      LonelyCookie
    • RE: Upgrade Eternal Pack

      I tried to argue for improving the better packs with the skin chests (like you get from Foundation levels) couple months ago when Alpha access got pushed to 50€ pack from the 90€, as its something that would have to be implemented anyway (technically no extra work for devs).

      I got shut down pretty fast, just like you Zeph πŸ˜• Funnily enough, looking back at the thread, it was mainly by Seuss as well πŸ˜…

      posted in General Discussions
      LonelyCookie
      LonelyCookie

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      daily boop

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