Yeah, this is what I most want to hear about too. I've played games that try to remove the leveling system, but there is still some kind of strengthening of the character happening.
Posts made by Mereni
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RE: When new information on knowledge system be revealed? Also flipping alignment.
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RE: Are you a PVP or PVE player?
I like to have the option. Not every day I'm in the mood to be on edge in an open pvp world. That's one reason I think I'll like this game, it looks like it's structured to let a person stay out of PvP if they want and jump back in right away when they want.
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RE: Fractured Kickstarter - I pledged post!
Got an early Founder pack.
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Thieves, Locks, and Lockpicking
I've been wondering about thievery in Fractured. People will have homes and possessions in those homes, right? So, I assume, at least in some circumstances, it'll be possible to break in and steal those things. I did some searching and couldn't find much about it so I'm wondering in what ways people will be able to steal from someone's home and what ways there will be to passively prevent or actively defend against such things? And specifically, will there be locks? Will there be lockpicking? Will there be different levels of locks that are more difficult to lockpick? I have some ideas about how to implement lockpicking based on reality if it's planned to be a thing.
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RE: A Question About Stealth & Crime
This sounds like a great idea so long as it is possible for players to avoid being murdered with no chance to defend. Like what @Jetah said about guards, if you can know that you're taking a risk going outside the view of the patrols, then it's acceptable to have the possibility of getting suddenly murdered for your recklessness. It otherwise doesn't seem fair or wise to make town so dangerous that no one wants to go there because they might be killed instantly through no fault of their own.
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RE: How about a 2nd Q&A before kickstarter?
I would attend if I could fit it in my schedule.
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RE: Be Careful with Pay For Convenience, Please.
So far, aren't the plans they've told us about been for VIP to only give aesthetic upgrades?
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RE: 🅳🅰🆁🅺 🅽🅸🅶🅷🆃🌒
I think a night cycle could work pretty well. Demons might actually be good to have some sort of buff and night, while humans could have one during the day and beastmen could be equally well able to deal with dark or light.
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RE: Are there Cave biomes ?
Natural caves would be cool. Especially if there is mining.
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RE: Make some natural disasters.
This thread reminds me of Flippy Darkpaw. I like the mob raid part of the idea.
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RE: Will There Be Any Weather Restriction?
An MMO I played recently had a weather effect of cold. If the outside temperature was too cold and you weren't properly dressed, you would become cold, then slow down, then stop getting benefit from eating, and finally freeze into a solid icecube and eventually die if someone didn't thaw you out.
It was based of the cold mechanic in Don't Starve, if you've ever played that. Some people like the mechanic, and some hated it. It didn't help that at first, fire had no effect on how cold you were, only clothing. New players kept building fires to warm up and then being confused when that didn't work.
I think it could be neat if you had to wear the appropriate clothing for your biome and could get debuffs for being too hot or too cold. But it would have to include effects of nearby fire, warmth or cool from going indoors, things like that that make sense or it would be way too annoying.
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RE: 𝗠𝗲𝗮𝘁 𝗳𝗿𝗼𝗺 𝗮𝗻𝗶𝗺𝗮𝗹𝘀🍖
If there really are hundreds of skills. I bet some will relate to butchering and skinning. It would be nice if the skills you have learned will help determine the quality and quantity of what you can get from an animal, but I do hope it doesn't get too complicated.
It could go by meat quality, like you butcher an animal and you get general meat types like steaks, cuts, stew chunks, scraps, ribs, etc. And what you get would depend on the size of the animal. A recipe might require a whole small animal, or it might need a steak, which would only come from large animals. And depending on the age of the animal, you would be able to get more or less total meat and more or less good or poor meat. Like a very old animal might butcher almost entirely into tough stew meats.
And as for transport, levels of butchering would be nice. Like if it's something small you can bring the whole thing home like a cleaned rabbit, and you later butcher to get things like meat cuts and stew meat, but if you butcher a deer, you can only bring the whole cleaned deer home if you can load it into a wagon or something. Otherwise, you'd butcher it more and get some large cuts like haunches and sides. And then you could butcher those further to get things like steaks and cuts and stew meats and shanks suitable for cooking. With bigger chunks like that though, you could carry more if you're strong enough.
But yeah, if the game is going to be emphasizing crafting and skills, it should definitely have moderately complex butchering and cooking skills. I always love that kind of thing in a game.