@casgadom said in Feature Spotlight #2 - Universe, Planets and Travels:
Btw... @Specter : Are the typos in the economy section of the info homepage already known? (Just found it by accident) - HUNTERS AND SCAVANGERS (correct: scavengers) ... FARMERS AND SHEPERDS (correct: shepherds)
They were not, surprisingly! Fixed, thank you!
@chrightt said in Feature Spotlight #2 - Universe, Planets and Travels:
2 hours for a day seems kind of short.... so you have one hour of real life time being day time and one hour of real life time being night time. Unless events are quite short..... one hour easily passes irl. Also, I hope the survival mechanics are not too stressed on. Sure, it is fine to have energy, food, rest etc, but most of the time (from my personal experience) when this portion of the game is stressed upon on a MMORPG it usually leads to a pain for the players without much benefit. Yeah, sure it does make things "a bit more realistic", but when the mechanic doesn't affect gameplay to a certain degree, then it is a waste of the player's time.
@vengu said in Feature Spotlight #2 - Universe, Planets and Travels:
As I've mentioned in an other thread, my main concern is too much micromanagement. Survival elements like hunger & thirst, climate etc can be fun as long as they don't take up too much gametime. If I have to spend 1 hour preparing for 30 minutes of gameplay, that's going to get boring quickly.
Events related to a specific time of the day will generally be quite short, yes. As for survival mechanics, don't worry - we've stated a few times they're not extreme like proper survival games or MMOs like Haven & Hearth, they're just there to make exploration more exciting and requiring some planning, particularly when venturing into other planets as @teeboned pointed out :slight_smile:
@logain said in Feature Spotlight #2 - Universe, Planets and Travels:
The added benefit to the game is that you have to plan, like you would with a battle (e.g. don't go and be a fire-based mage trying to battle knee deep in flowing water, you now don't want to wear heavy plate armor on a rowing boat and you might want to get a bit of water stockpiled before you attempt to cross a desert). And if something occurs that spoils your plan, you are ~challenged~ with the task of dealing with the new situation.
I could lure you into a hot and dry area while you're trailing me because I dared to send an arrow at your friend, I could sneak at you and steal your food at night, while you're trying to walk around on the demon planet,... there's suddenly plenty more opportunity for strategic gameplay.
Couldn't have explained it better myself, you've truly grasped the spirit of survival mechanics in Fractured, which are not at all about "grinding" but about being smart!
@logain said in Feature Spotlight #2 - Universe, Planets and Travels:
Only if we have a completely unrealistic, lame 'bag of unlimited holding', like in so many other a dime a dozen wanna-be MMORGPs.
You don't indeed, inventory in Fractured is close to that of ARPGs like Diablo or Path of Exile, thus not only limited by the weight of items, but also by physical space. That's why carts, pack animals and so on are needed, particularly when you want to be a merchant or... a carpenter