Damn, the bunny sounds OP. Monty Python was right all along.
What I'd like to see is a small fairy-elf-goblin-thingy that would follow you around with a lute and serenade you while you're doing random stuff.
Damn, the bunny sounds OP. Monty Python was right all along.
What I'd like to see is a small fairy-elf-goblin-thingy that would follow you around with a lute and serenade you while you're doing random stuff.
If you mean this picture, that's just a pet or a mount or something of the sort. There are no reptilian races planned for the game at the moment.
"SHUT UP AND TAKE MY MONEY" is an old meme, you can look it up.
That would be very strange from a lore perspective, planets don't just suddenly appear after all. But we do know that there will be some special content on asteroids.
Welcome aboard! And can I just say, your hero profile background is the best I've seen on here so far.
For now, we're just here on the forums, I'll set up a Discord server or something when we have a few more people.
It's something I'd like to see as well, if at all possible. A guild war is always better with cavalry.
As for how it could work, here's a quick idea: a mounted player gains access to a special skillbar with two abilities (to keep it simple), a light and a heavy attack basically. They hit decently hard, but they have long cooldowns, so the player has to retreat and wait for the cooldown to finish after a successful charge.
In the case of ranged weapons, they should get large penalties to accuracy. Otherwise, a ranged player who can outrun everyone would be too OP.
To keep it balanced, when a mounted player who has his weapon out gets hit, there's a chance he could get knocked off his mount, dealing serious damage and stunning him for a few seconds.
This way, it's a situational advantage: if you're in an open field, going for a mounted charge is a good strategy, as long as you can keep the enemy from knocking you off. If you're in an enclosed area, like a dungeon or a dense forest, you can't retreat while your skills are on cooldown, so it's easy for the enemy to surround you and knock you off.
OP asked about the demons' perspective on the world, I don't think it's even possible to build gameplay mechanics around that. It's up to the players to decide these things for their characters.
There will be combat pets in Fractured, so I imagine you could probably do a beastmaster build. We already know that your Charisma stat affects how many pets you can have with you.
The planet Tartaros has a corrupting influence, so all demons who live there are forced to be Evil. They can travel to Syndesia in order to gain karma and become Neutral, but they can't spend a lot of time there. And as @Gofrit said, demons can turn into angels by completing a special Divine Quest. After doing so, they're exiled from Tartaros.
Don't forget that, even though demons are Evil, they can still choose between Lawful/Chaotic/Neutral, so there's going to be variety, such as a Lawful Evil demon who is brutal to his enemies but forgiving to those who don't oppose him, compared to a Chaotic Evil demon that just murders anyone that looks at him funny.
All magical skills are linked to Intelligence, a few of them are linked to both Intelligence and Charisma, etc.
It's all explained in this article.
In your version, there's no point in having Neutral players if you can just kill them anytime you want anyways.
Yep, like I said before, stealing often would force you to become Evil eventually.
the article mentions that you lose a huge amount of Karma after stealing from someone, so if you keep stealing, you'll eventually become Evil and the other players will take care of you.
Or as the article puts it,
As a rule of thumb, any unprovoked aggressive action towards players with Good or Neutral alignment triggers a Karma loss. The Karma loss for just causing damage is minor, but it’s significantly higher if you knock out your victim, and even worse if you loot its body after. Delivering the final killing bow is obviously the worst option of all, and hurts your moral stance considerably.
Look, maybe you want to be able kill anyone you want, anytime you want, because "justice". That's good for you. But it's just not what the article says. If you kill someone who isn't Evil or Aggressive, there's a consequence. That's a simple fact.
Here we go again.
Thief. You get this when stealing from a Good or Neutral player. It lasts for 24 real-world hours, and prevents you from choosing a Good Alignment.
A Thief is Evil or Neutral. Why would they be given a choice to stay Neutral if anyone could kill them without consequence anyways? That makes no sense.
@finland said in about flag:
Stealing will falg as Thief. Thief can be hurted by good players.
Yes. With a consequence. If a Thief isn't Aggressive or Evil and you kill him, you'll be flagged as Aggressive.
The purpose of the Thief flag can't be to treat you as Evil if the article literally says it forces you to be Neutral. Neutral and Evil aren't the same.
Why would we have three different flags if they all did the exact same thing?
@finland said in about flag:
quote:
- Thief. You get this when stealing from a Good or Neutral player. It lasts for 24 real-world hours, and prevents you from choosing a Good Alignment.
- Murderer. You get this when executing a Good or Neutral player. It lasts for 48 real-world hours, and forces you to pick an Evil alignment.
True, but
Thief and Murderer will falg you as aggressive.
I really don't see how you arrived at that conclusion.
You are missing the fact that in the game there will be just one flag. That flag is called Aggressive.
Just, no. A few quotes from the spotlight:
Last but not least, the two following criminal flags restrict your Alignment selection as well:
Thief. You get this when stealing from a Good or Neutral player. It lasts for 24 real-world hours, and prevents you from choosing a Good Alignment.
Murderer. You get this when executing a Good or Neutral player. It lasts for 48 real-world hours, and forces you to pick an Evil alignment.
such as being flagged as Thief or Murderer or losing Karma.
The spotlight treats them as very different things. If you want to believe there's just one flag, your choice, but that's not what the article says at all.
But that's exactly my point. Attacking, stealing, and murdering.
If you attack someone, you're flagged as Aggressive.
If you steal from someone, you're flagged as a Thief.
If you kill someone, you're flagged as a Murderer.
All very different things with different consequences.
Let's imagine an example. Player A tries to fight a mob, and loses. He is knocked out. Player B comes along, and steals his equipment. If this flags him as aggressive, player C can just come in, kill player B, and take both his gear and the stuff he stole from player A with no penalty. Does that really make sense to everyone here?
In my version, after player B steals from player A, he's forced to become Neutral, but not Aggressive. This means that, if player C comes in and kills him, he gets the loot of A and B, at the cost of being flagged as Aggressive. That, to me, sounds a lot more fair.
@finland said in about flag:
@nelchael dude I never said that the meaning oif the word Hurt means stealing.
Hurting = stealing and killing, not only attacking
Hurting. I'll say it again. Hurting. It doesn't say looting. It says hurting.
Pictures are great, right?
If I loot a player, it won't hurt him. It won't inflict physical pain. He won't lose hit points. I don't know how else I should explain this. You can't just assume that looting = hurting when they're two very, very different words with different meanings.
That's your opinion. It's literally not written anywhere that stealing = hurting. It's not written anywhere that stealing flags you as Aggressive. If you choose to interpret it that way, that's your choice, and we'll see if you're right when pre-alpha comes out, but you really shouldn't state your opinion as a fact.
Bold text won't make you sound smarter, trust me.
Hurting a Good or Neutral player doesn’t turn your Alignment to Evil, but flags you as Aggressive.
Do you see the word "hurting"? Looting isn't hurting. Being looted doesn't hurt you. Being attacked hurts you.
If you hurt someone, you're Aggressive. If you loot someone, you're a Thief. If you hurt someone and then loot them, you're both Aggressive and a Thief.
You can get knocked out from PvE, I don't see why it wouldn't be possible to loot someone then.
About cheesing, the article mentions that you lose a huge amount of Karma after stealing from someone, so if you keep stealing, you'll eventually become Evil and the other players will take care of you.