@lovechildbell
It's not really that they want to destroy the game, rather they get an ego trip by being the best. You really don't know people if you think they'll disband their organization just because they're dominating a server/world. If you can't achieve world domination in real life, next best thing is in a game apparently bahaha.
Posts made by Pluto
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RE: The Tides of PVP
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RE: The Tides of PVP
@lovechildbell
Eh, in my experience they already know it defeats the game experience for non-guild members. And that's the point. -
RE: curious on thoughts for game
@specter
True, I suppose my terminology was extremely poor haha. Specs are really what I was going for, I didn't mean to tie gear into player attributes.Just like a civilian component doesn't hit as hard as a military component in SC, I imagine a wood component won't hit as hard as metal in Fractured. It remains to be seen how prevalent this is... but that's really what I was going for
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RE: The Tides of PVP
@gothix
I don't think the issue is avoiding PvP, but rather avoiding a game where it's all about who has the largest organization.I've always liked PvP, but it also always seems to be about who has the most numbers. Leads to pretty boring gameplay imho. If I'm roaming around with a pack of 10, it's likely nothing less than 5 will be a threat. Etc.
Edit: I suppose I should clarify. Obviously territory control and such should be all organization play. However, it seems like standard PvP also gets lumped in as well.
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RE: curious on thoughts for game
@specter
Hmm, I suppose that was an assumption. Would be pretty weird for a wood sword to function the same as a metal sword. -
RE: curious on thoughts for game
@specter
Call me skeptical. Every single game that has attributes tied to weapons, there's an inherently "better' build for your intended goal. Need a news document on itemization I guess -
RE: curious on thoughts for game
@gofrit
Right, tier was really a generic term. But a weapon with +1 int is inherently worse than the same base with +2 int. Right? Maybe it will be negligible, but once again... we'll have to see. And that's where I think it differs from SC. In SC equipment really matters. -
RE: curious on thoughts for game
100 star systems was the original plan for the release of Star Citizen. Along with all of the working game mechanics... so salvaging, mining, trading, medical, etc...
However, they've recently modified the release a good deal. From my understanding they want to release around the time that their instancing technology allows them to have one universe with a bunch of instances through their meshing technology. Now, that technology is a long way out so I imagine a lot will be completed by then.
It's actually pretty interesting when you think about it. Both Star Citizen and Fractured are relatively horizontal when it comes to progression. Granted, in SC you can get a better ship... obviously someone with a starter ship isn't going to be as combat viable as someone in some beefy fighter. However, granted.. in Fractured there is "knowledge" which allows for a wider playing base... albeit it's horizontal. Remains to be seen how equipment will be handled in Fractured as well right? Will a T0 weapon be less viable than T4 etc.
No leveling skills in SC either of course
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RE: curious on thoughts for game
@zidroc
Not to derail it too much, but I'm not so sure. I do still follow SC development, and it seems like they've completely scaled back what they are planning for "release". No longer will release require 100 systems, and absolutely everything implemented.Will people probably be disappointed in the release? Most definitely. But once again, the only reason I'm not playing SC right now... is the fact that there isn't any permanent progression in the game.
It's kind of weird how progression matters so much to me
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RE: curious on thoughts for game
Yep, me too. It's different though, and you never know how it will turn out until you have a product in your hand.
Thankfully, Fractured probably doesn't need some crazy technology innovations to get it in our hands. All innovations are purely from a design perspective. IIRC. To make a great game, you don't need to punch through technological crazy barriers. Cough
I'm sure there are hurdles to overcome, but hopefully nothing "too" crazy on that side of things.
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RE: curious on thoughts for game
I'm curious how they will handle progress in the form of knowledge. Having no skills is an interesting concept, but I also need to feel accomplishment and progress in a game to stay.
Should mention, I'm largely a solo player with a small group of friends. Owning land and conquering territory with a bunch of meat shields isn't really emergent gameplay for me.
This is largely a game I hope to follow while I wait 10 years for Star Citizen and Dual Universe lol.
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Kickstarter Survey
Not sure if someone has already posted about this, but the Kickstarter survey is out for linking a pledge to the website.
As an aside, safe wishes for everyone in the Genoa bridge tragedy. Hopefully the team is unaffected! I know many were on travel.
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RE: Star Citizen
@kapier
It's a real shame Illfonic wasn't given the correct parameters to implement their mechanics into Star Citizen. I loved their FPS demos, but unfortunately... they couldn't be integrated. FPS is still great, but I imagine it could be a lot better too!Off topic, I am far more excited for Dual Universe. They've ran into hiccups as well though, as I imagine Fractured will too.