@PeachMcD see what i mean? big well known guilds always get the members
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Posts made by Mirgannel12
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RE: Winter Alpha Spotlight – City Overhaul
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RE: Matters of the purse
@Mirgannel12 never mind, perhaps the FAQ page would be a good place to look BEFORE asking the question
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RE: Matters of the purse
one more question; can founder packs be 'upgraded'?
as in buy a cheaper one and not pay the entire value to then buy a more expensive one? -
RE: Matters of the purse
@Specter well, that answers one question
I found out about Fractured years ago, but only just the last few months really did much about it, besides create my account, and now, of course, all the good stuff is goneoh well.
Just trying to decide now whether to buy the Immortal or the Master pack. -
Senatus Populusque
Couple of questions about citizenship:
Can the governor that claimed a city just up and quit and go off to claim another ruined city? or do they have to be voted out of office?
I assume that citizens can, but how exactly does a citizen give up their citizenship? -
RE: Matters of the purse
@GamerSeuss but they are foundation rewards, surely the vip membership rewards would be different?
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Matters of the purse
First question: The Kickstarter pledge packages are no longer available?
Second question: It has been explained what exactly the VIP involves, part of which was said to be cosmetic rewards from being a vip member for a certain amount of time;Discounts on Store items
Unique cosmetic rewards for accumulated VIP time
Other vanity rewards we might think of in the futureDoes anyone know what these rewards are? Are there any examples of these unique cosmetic rewards etc?
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RE: Guilds and new players
@maze hey, you know the shadow empire link you have at the end of your posts? how do you do that?
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Wagons and handcarts
I don't know if others have been doing the same, i imagine some have, but given the ease of making a wagon, and the speed difference between horse and wagon and just horse, there seems to be no reason not to, when travelling long distances to and from resource nodes, ride there, make a wagon, transport the materials back home, and either destroy the cart or add it to the growing wagon yard.
In the completed game, this will be much lessened, as players wont be able to just go somewhere and grab resources, except wood and stone, which would be gathered as close to home as possible anyway, and I imagine that, much like real life, merchants will take goods to sell on one trip, and bring purchased goods the return trip, so there would be less of this occurring, nevertheless, I feel like there should be some value added to wagons and carts, so that they arent so expendable, perhaps metal components in their construction? can only be made at a woodworkers? or what if there were different grades; ones you can make out of just wood and cloth, like now, and higher quality ones that require metal components and a workshop, but the better ones are almost as fast as the horse alone, so that, while you can make one whenever and wherever you need to, it is usually better, if you have one, to keep using it, rather than making multiples.
Another thing; horse stamina? variable speed of wagons based on load?
Are there plans for wagons that can be used for normal items? as in not heavy materials.?
And, handcarts seem to be still bugging; they keep disconnecting, was this pointed out? i mentioned it once, but i don't know if anyone who can fix it read the post.
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RE: The value of Information
Thats about what i expected :/, and yes it would be less easy, but here a few points of clarification:
+New players:
@Brueson In my post about new players, i suggested that the starting cities have a guide/register, to help starting players with no affiliations to join a guild/city.I have noticed that a lot of guilds have pretty intimidating guidelines for people that haven't played a lot of mmo, and that a lot of the bigger guilds with history in other games aren't so interested in new members, particularly the sort of players that would have trouble requesting membership.
But if there was a list of active guilds, members, and their guidelines/'style', then new players would have an easier time being accepted into a guild.
but you're right about information, perhaps when a player finishes the tutorial, they are directed to the guild register and the forum.+Discord: In regards to discord, that is one of the things i had in mind when i said 'magical' communication for guilds/parties, and discord groups would be guilds right?
+Practicality: aside from the previous points, i would say that global chat is mostly for ease of play; with fractureds harvesting/crafting/trade emphasis, that would be largely trade: who wants what and where? But if a typed message is all it takes for that, what's the point? doesn't get a little boring? but without that communication, there would have to be set markets, trade agreements, trade disagreements, etc. wouldn't that be more fun?
Also, i wouldn't suggest removing global chat while the game is still in testing phase, that would be far too impractical.
local chat would still make sense, it would make sense to be unable to talk to players you can literally see, and guilds/parties would be able to communicate, either 'magically' in game, or on discord.
Question: how is global chat intended to work with the three worlds? is it cross world? or only within that world? or only on each continent?
Mostly I just like the idea of a messengers guild, I feel like that would be really interesting.
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RE: Guilds and new players
@maze that sounds really cool, you say hearsay? who say?
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RE: Guilds and new players
@PeachMcD there will however, always be people that just started playing the game, and, particularly for this game, where guilds/parties/cities are so important, these people will need something to go on as to how to find those, and not everyone wants to just ask a question of the entire world, some people like to know things without having to ask, so perhaps a guild register or something in the starting cities, that the tutorial directs you to when you finish it? or something like the militias? i dont actually know how those work, do you need to go to the starter cities to join them? or can you join anywhere?
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RE: Guilds and new players
@Ostaff well, it doesn't seem to be so much that your character requires progression, but you have just entered a new world, so naturally you need to find your place in it, and equipment, which is good, no one would play if time spent playing didn't bring rewards.
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RE: Guilds and new players
Guilds
If anyone has seen the anime Grimgar, they will be familiar with a concept of guilds that doesn't seem to be prevalent these days, i think it was in some old fantasy/rpgs and is more in line with the trade guilds.
A lot of fantasy(games/tv/books) seem to have guilds as a collection of un-like people with like goals, while traditional trade guilds were collections of like people; jewellers guild, carpenters guild etc.
In this vein, as in Grimgar, the guilds were related to area of expertise/occupation, and not to moral/social like-mindedness.
For example; an adventuring party might contain a member/members of various guilds: a member of the healers guild, a member of the teleportaion guild, a member of the couriers guild, etc.I can't imagine any game mechanics related to this, simply an idea for guilds i suppose.
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Guilds and new players
Fractured has made the claim of having little 'beginner' time, where you have to build up your character; that a beginner is almost the same as a player that's been on for some time.
This is true for stats.
But what about equipment?
A beginner hasn't got full mithril plate yet.
A beginner can't even get armour without citizenship of a city and money.
A beginner HAS to join a guild/party/city (will unclaimed resource nodes be accessible to anyone in the completed game? or will resource nodes only become useable when the relevant city is claimed?)These are all good things, I like that you have to either work at it by yourself or join a city, I like everything about the character progression.
However, and i don't know if they intend to change it, but to join a party or a guild, you have to find the guild master/party leader so that they can add you. to join a city you just need to find it and request citizenship/vote.
But my point is, you have to find them, which means you need to use the global messaging system and ask people(see my post on the value of information)Perhaps the starter cities could have a message board (do they already? i've never looked) where guild masters can leave directions for prospective members, and governors could leave directions for their cities.
Question: What crafting stations/utilities will the starting cities have in the completed game?
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The value of Information
An Idea: limited communication.
What is the text box where you can talk to people called? whatever it is, I propose getting rid of it.
Hear me out
With game-wide communication; where anyone can say anything, ask anything, of anyone anywhere in the game, doesn't that take a lot of the unknowns out of the game?
A merchant can communicate instantly with potential buyers, players looking for a guild/party can find one in minutes (assuming the relevant people are on the server)
Without out it; a merchant needs to gamble on his market, bandits can raid and get a lead on anyone coming after them.
Guilds and parties could still have some sort of 'magical' communication between their members, but otherwise, you would actually have to go somewhere to see whats happening there.This would allow for messenger/courier guilds, newspapers, (as I have mentioned somewhere a while ago) city noticeboards would be very important, etc.
it would generally make things more unreliable, more interesting.
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Alliance of cities: Troy reborn
I propose a union of cities for the purpose of trade and generally doing the things that cities are for.
I have only participated in the two recent open tests, where harvesting of resources was available to anyone, however, at some point I assume that will not be the case, thus, the alliance.The Southguard Mountains, Sunset Peaks, Marching Hills and the Shield of Myr contain all the mineral resources in the game, and, should harbours be active, would be linked by the two harbour cities; one between the northernmost ranges, and the other the southern two, as well as the regions between being rich in fertile soil. Not to mention there aren't any monsters, except trolls to the north and only bears and wolves elsewhere, with a few spiders thrown in (monster or animal?)
Whatever else occurs on Myr, it seems a good idea for there to be a region players can return to after adventuring or come to for guaranteed trade and fellowship.
Mythopoeia shall once again make an attempt at the northern harbour city, and I hope that cities such as Ore Centrali and the City of Akir will be built again and be open to trading.
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RE: Mythopoeia
Due to a shortage of votes, the site of the city of Mythopoeia will be the small city slightly south of the previous site, and while no more votes are needed, new citizens would nevertheless be welcomed.
The purpose of this city in this short time, will be mainly for smelting alloys and enchanting the items made from them, for no reason but curiosity, so, if you want to smelt, but have no city, feel free to join; ore would be welcome. -
RE: The Song Eternal
On consideration, I would slightly alter this build: removing the party skills to make it more 'lone seeker of knowledge' and adding some lethal magics; for use on evil creatures only.
Once again, this build relies on Fractured allowing high karma/very good characters to be treated as friends by good creatures, or the introduction of calming/beastmaster skills. As well as having a guild to back him up (see 'His own Second' https://forum.fracturedmmo.com/topic/13182/his-own-second)The reason for my original choice to be purely non-combat, was due to the existence of creatures such as trolls and elementals etc. that seem to be good, but attack to defend their regions.
I am hoping that the game will allow, whether by good alliance or by skills, these sort of creatures to be non-hostile.
Creatures like undead spiders, zombies and whatnot are usually agreed to be totally evil and undeserving of any sympathy, even from the most peaceful druid, most neutral monk, or kindest priest.