@Farlander You don't have to logout, to be brought back, you can put your materials to process for the hours needed, and go do other things in the game, so you know in X hours you can go back to your house/city and take the ready materials.
It's okay you disagree, you might not understand the core system mechanic and how it affects economy and value of things.
The majority of the players here, do not want it to change, because we played enough games like this, and know how important those things to a functioning player driven economy.
If an armor is easy to make, and everybody can make tons of sets, it removes any value from it, its just that simple.
We've tested some of the iterations of Death Bargain, and Death Bargain is an active skill like lets say " Bleeding Strike", it will work passively and will wait to when you are getting killing blow, and the timer of the Death Bargain will start.
First of all Death from Death Bargain is a full death, meaning you will not be knocked down, you will fully die.
Second of all, if you click on Enrage, and because Enrage is disabling any active skills you have at the moment, meaning Death Bargain will not be active, and if you come out of Enrage with 50hp or whatever is the minimum and don't click Death Bargain immediately you will be knocked down.
Also we've tested a possibility of getting to a killing blow and Death Bargain will activate, and on the last few seconds do Enrage skill to test if Enrage cancels the Death Bargain, and it in fact doesn't cancel, so if you have the Death Bargain clock ticking you will die, even with Enrage active.
And silence spell of course gets rid of all active skills, so if somebody silenced you, the death bargain skill with not active and you will die.
Combining this with the need of Spell channeling weapon, I think it is balanced.
It can be strong in PvP, but there is a risk factor to it.
@Roccandil On Albion you will lose durability of equipment, which then repairing them will cost you more than you farmed for the last hour or hours, and after few deaths your equipment is so broken that you can barely do anything, and then you will have to run back to the city to repair, or make a repair bench or how its called.
So overall its the same, as you would spend time running back.
And the system we have right now is not final, in the previous alpha you could make a campfire and just regenerate all back, which is lame.
And to your point, near all the PvE spots, there are houses and cities very very close to it, so you will have to run a maximum of 2 minutes to get your hp back, which doesn't even make this a point, just a thing to cry about.
And you say Losing All your items on PvE, you don't lose all your items in PvE unless you are stupid enough to actually fully die, you can die few times and when you max hp is low enough, just go to the nearest house or city and regenerate.
@Roccandil If you don't have a repair system in the game, there is no other way.
Its a full loot game, Ultima Online invented it, Runescape and EVE perfected it.
You die, you lose, thats just how it goes.
in Fractured, It is WAY WAY WAY more forgiving for the casual gamer than those games, because you have to get knocked down 6-7 times to actually die and lose, and to get to the point that you actually get knocked down 6-7 in PvE you have to be very horrible in this game, or stupid.
You cannot by mistake die 6-7 times, it just doesn't happen.
There is a reason to that, Because if you lose nothing when you die to mobs, there is no meaning to dying at all then, you can just die to mobs, revive and continue going?
It will even better some times to die to mob, than to heal yourself, which is a stupid idea and an horrible gameplay.
In all games, when you die you lose something, on some games you lose % of Experience you've earned which in most cases would've taken you hours or days to get, but in here you can actually go back to your corpse, in few minutes and collect it all.
@Roccandil All they have to do, is implement a Spell, that will rise your Maximum HP( as remove the purple debuff), and will be used by a healer or something like that.
@munch@Roccandil
Fractured is much more forgiving than Albion when dying to PvE. After you died once, it's easy to understand what went wrong and how to avoid it. In Albion you lose durability, which lowers your IP and can be quite expensive to repair. I haven't played the game in 2 years now, but I remember how painful it was getting a bad party and dying in HCE.
That's exactly my point, in AO you lose more playtime overall, because you will lose tons of money that you farmed for hours.
So to Dynamight, i appreciate your hard work and dedication guys, and appreciate you for being you.
But i am concerned about you as a company, as a dedicated lover of this kind of games, i am concerned about the longevity of this game and your company.
So i would suggest you to implement some kind of a Premium and a Cash shop with skins and whatever as soon as possible.
And i say it only for the reason of you starting to monetize the game as soon as possible to generate money to develop the game further.
I believe this should be the biggest priority now, and i will support it 100%.
You guys getting money is the most important thing, because you getting money will ensure that you are motivate and incentivized to develop the game further, making a better game for everyone.
Take the example of Albion, Albion wasn't the best game when it came, and it maybe didn't have alot of people at the start, but they did have a good way to monetize the people, and they would always have enough money to put back into further development, and with that snowball effect, as they developed more, more people came, and more money came, and with that more development making a better and better product.
So for someone who didn't participate in the siege, we quickly uploaded a video of the siege :
So our feedback goes as follows:
The idea is very good, the potential of sieges is fun.
But, and there are some buts:
The Reward
So before we initiated the siege(raid) we didn't know what the reward would be, we just did it to test the mechanic and system of it.
But after the siege we were told that the reward would be 1 up keep worth of resources, so in our case 80 sacks of grains and 40 sacks of protein.
So let me tell you now, i don't think the reward is worth it.
You are paying 30k to initiate the raid, and you are only getting this much sacks.
And where are all those sacks of food are coming from?
If you are doing a system like that, it would made sense that the food should go from the Defender's Town hall, and if they don't have enough food at the moment, The attackers would get the food, but the defender's town will be downgraded.
Spawn Time
Our experience will the spawn time, that it is too much.
There is no spawn time practically, and somebody can just spawn re-gear 3 seconds, and go back to battle almost immediately, it shouldn't be like that.
It's either you make the spawn time longer, or you make the flag with a distance from the spawn place, so there is some time before the person who died would be fighting again.
Getting Knocked out
You should remove knocking down in sieges.
The mechanic of the knocking down may work in open world, but on sieges the knocking down doesn't make any sense.
Our experience was that we spent half of the fight ( yes it was a short fight, but it would be the same half of the time if the fight was longer) to actually finish the knocked out players, this shouldn't be the case.
Flag Location and Mission
So the mission for the siege is to destroy the flag that is in front of the Town Hall, which is the respawn point.
As seen on the video and i counted the flag has something like 20k HP, and as seen on the video we destroyed it pretty quickly.
And one of the things that was said after the raid that the HP should be higher.
So our feedback is, is it doesn't really how much HP the flag would have, because few people will be able to destroy it naked with a weapon ( just taking Enrage and Deathbargain) and the flag is destroyed.
So we think the mechanic with destroying the flag should be abandoned, and instead there should be a Capture point, take for example Crystals/Arena/GvG in Albion, with the same concept, that you need to capture the location of where the flag is, And it will work like atleast 1 member of the attackers has to stand on the capture point without any defender in the circle for example for 5 minutes ( not straight but accumulative).
Because capturing shows dominance, and if you are the dominant team you will capture the flag.
So this is our few cents on the matter, as i said already we are not big speakers, and i don't know to construct a feedback professionally or whatever, but i did my best to help the dev team.
As Spoletta said, the fact that you need to spend some time to actually create a piece of gear or anything, gives value to that said thing.
Giving a time limit on processing things, makes a limit on how many things are created, therefore retaining things somewhat valuable.
For example Plate armor or whatever, to get a set of plate armor you will need don't remember the exact number of ingots but lets say 15, and some more leather to make a set.
It took you sometime to process the ingots, to actually get the materials needed for it, and if you make it from high tier ingots even more so, making this armor valuable, and losing it will actually mean something to you, and this is what's needed in a game like this.
You want to rock good armor? sure, but you are risking losing it.
So to Dynamight, i appreciate your hard work and dedication guys, and appreciate you for being you.
But i am concerned about you as a company, as a dedicated lover of this kind of games, i am concerned about the longevity of this game and your company.
So i would suggest you to implement some kind of a Premium and a Cash shop with skins and whatever as soon as possible.
And i say it only for the reason of you starting to monetize the game as soon as possible to generate money to develop the game further.
I believe this should be the biggest priority now, and i will support it 100%.
You guys getting money is the most important thing, because you getting money will ensure that you are motivate and incentivized to develop the game further, making a better game for everyone.
Take the example of Albion, Albion wasn't the best game when it came, and it maybe didn't have alot of people at the start, but they did have a good way to monetize the people, and they would always have enough money to put back into further development, and with that snowball effect, as they developed more, more people came, and more money came, and with that more development making a better and better product.
We've tested some of the iterations of Death Bargain, and Death Bargain is an active skill like lets say " Bleeding Strike", it will work passively and will wait to when you are getting killing blow, and the timer of the Death Bargain will start.
First of all Death from Death Bargain is a full death, meaning you will not be knocked down, you will fully die.
Second of all, if you click on Enrage, and because Enrage is disabling any active skills you have at the moment, meaning Death Bargain will not be active, and if you come out of Enrage with 50hp or whatever is the minimum and don't click Death Bargain immediately you will be knocked down.
Also we've tested a possibility of getting to a killing blow and Death Bargain will activate, and on the last few seconds do Enrage skill to test if Enrage cancels the Death Bargain, and it in fact doesn't cancel, so if you have the Death Bargain clock ticking you will die, even with Enrage active.
And silence spell of course gets rid of all active skills, so if somebody silenced you, the death bargain skill with not active and you will die.
Combining this with the need of Spell channeling weapon, I think it is balanced.
It can be strong in PvP, but there is a risk factor to it.
@asspirin
Yep i do believe they have to explain in game about all those effects.
So the average player can know what each effect does without the need to enter the wiki.
@Kazzier But they've already addressed it, that it will not be the case.
That they are testing this flagging system, and this system will only be on Syndesia.
@Daarknes Wood has never had value in the first place.
There is too much wood in the game, and it is not even considered valuable, nor stone.
But Ore do, because there are only certain locations that a specific ore can be obtained, so you will have to go to that mine, maybe paying the port fees to get there first, and you will have to mine from that location, mind you the Nodes are with a limited number, and never forget about you can be also pked, whilst mining those ores.
So you will end with a situation where a city near those nodes will control the mines, and will sell the ore that is closest to them, and the other city with another ore will do the same.
So when another city will need that ore that the other city will have, they will be trading for that material.
No, you having a degree in game design does not qualify for you to not be ignorant about game economies.
Because most of the games, that are being made by game designers, have AWFUL economies, and this whats end up killing those games.
Your commend about money, you will not have nearly as many people as you are saying farming money, first of all you have a limited amount of farming spots for gold, with a limited amount of mobs in them and with a respawn time of 10 minutes.
There are not enough farming spots for 1920 people to farm 4k gold each from.
Seems like you are just taking the example of you farming 4k gold in 2hours, on an empty servers, and not understand that this number cannot be replicated when the server will be populated spread on all the population.
@spoletta Well the PKing is not rampant, because there are no players.
When you will have people farming, and people PvEing, you will see alot of new PKers emerge.
That's just how it all works.
Nobody wants to be flagged right now, running around the whole map not finding anyone to kill for hours ( been there, done that).
For example your city has Coal, i bet you when the game comes out you will want to sell Coal, and you will have few people in that Coal mine, pking everyone that wants to gather some, making people buying from your city's marketplace, same with every location and every mine.
Ports will be camped out too, general farming spots too.
Well you also have PvP on this world we are playing now, yes the Goods will only lose 2 items, but they will lose their inventory.
And the reds will lose everything.
So yes, there will be alot of pking on this world, and people will not be able to farm freely and to move freely in the world all the time.
Its like the Red Zone in Albion, you will not have PvP all the time here, but you will have enough.
Saying that you are not thinking critically is not an insult, is an observation of your perspective on things.
You are ignorant to everything, and the fact that you have degree in game design is even worse if that's your perspective on things, and you having a degree in game design doesn't say anything to me, or gives you any advantage in this discussion.
Because degrees say nothing, and degree in game design doesn't say nothing even more, because most of the games, that are designed by game designers fail miserably, just because those people are so arrogant with their " degree in game design" that they won't even listen to anybody else.
So to your whole arguments that the more there are people the more items are drown into the economy, Yep its true, and the fact that it took me 3 days to farm the materials is only to me is right also, but you are forgetting 1 thing, there is trade and marketplaces in this game, meaning if the market will be flooded with those materials there will be people like me buying it, and what does it mean? that i pay the Market fee which they will add for sure, and there you go, a money sink.
It is actually worse for the economy that i would spend the time farming the materials than i would buy them, because me buying those items actually helps the economy, and money gets deleted, meaning more people, more people buying stuff, more money is being eliminated, meaning the economy is rolling even more.
The thing that is funny to me, in your whole argument is you are not taking into consideration the PKing, the PvP that people will be doing.
You have a degree in game design but yet you are not considering the biggest feature that drives the economy in this game, and its PvP.
You will not be able to simply farm a spot, or even move in the map freely when the server will be full, you will have gankers, you will have people camping farm site to not let you farm the money you need.
And its all maybe comes from you never playing a full loot PvP game, but that how it works, and hearing this from someone with a degree in game design is so much worse, because you should've know how a system like that affects the game, But hey if they never thought you this in the University or whatever you went to, how can you know it eh?
That's just shows even more that you cannot think critically.
The 120K that i spent on the gear to make it +4, yes the money has been REMOVED from the game.
I do have a +4 gear, but you know what ? after playing with it for 2 days, half of the gear is already almost broken like 30/100 durability, and the sword is like 5/200 durability already.
So ye, my gear almost broke.
Or you forgot that there is a durability system in the game, and you cannot repair anything?
How could you miss that? You have a degree in game design, don't you?
I don't know where did you take the impression that they will only have a tiny fraction of people that they are expecting in launch, but you are very wrong, there are alot of people waiting for this game, and were playing it in previous alphas.
Now you see, you are not a critical thinking, because you can not think this one through.
Your whole prospective is flawed with 1 reason, There are no people in this alpha, Your whole prospective is with a server with no people, but you cannot see and think it through how it will be when the server will be full of people.
And as of the limited number of plots? yes there are limited number of plots on THIS world, and on this Island, there will be 9 of these island in the full game, and to be honest most of the players that are from a guild that owns cities, like mine for example ( Criminal Den), most of the guildmates don't have land plots, we all have our chests in the city, we don't even build houses because its not necessary at his point for us.
PvP will solve much, PvP is the only reason why things will be valuable, and yes to be competitive in PvP, you will have to Imbue alot, and farming all the materials to imbue properly is ALOT, Mohican and I, we farmed for 3 days to imbue our gear, and this with an almost empty server, with a full server, with constant fighting, this will be 10 times harder and 10 times longer.
Again, your last point that you did 4k in 2 hours, Yes you did 4K in 2 hours, ON A SERVER WITH ALMOST NO POPULATION, it will take you 5 hours on a server with Population, and its not even a fact that you will be able to deliver this money to a safe spot before being killed by a pk.
And to make a set of +4 armor to be competitive in PvP, you need 120K gold, so do the math yourself.
I am done here, you are clearly not built for this discussion, because you cannot think this one through.