If you think demon guilds (where all the hardcore pvp people will be in) will ever create an alliance, let alone a big guild, to incorporate all the demons, you heavily overestimate the human nature. There will be mega demon alliances if the game allows them, but always at least 2.
Best posts made by Razvan
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RE: How big should guilds allowed to be?
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RE: What will be the in-game gold sinks?
@tiltowait Since the game is full loot pvp, no thanks because I don't wanna get raped by people who play all day every day and can afford to gank in maxed gear.
Imo the best solution is to have big fees for the guild events. -
RE: Map clarity
Ok, the solution is simple: maps need to be more detailed so we can plan our travels/have a chance to escape ganks, and impassable land (hills/ledges etc) need better texturing to look drastically different than passages.
This discussion pretty much crossed into the realm of mind gymnastics with over complicated solutions that don't even solve the problem in the first place and create new ones (especially for frequent randomized terraforming). And anyway, even with detailed maps you're already at disadvantage when traveling in unknown land compared to someone who "lives" there. Why would I risk losing extra money on maps in unknown areas when I can stay on an island as big as Myr and learn all the obstacles in a month of casual play? This pretty much hinders exploration than encourages it.
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RE: Concerns related to the attributes
@Manaia
Killteams and top pve parties where clear time matters wouldn't invite people without the best builds in the first place, regardless of respec being a thing or not. As for the guilds, I doubt anyone would require you to minmax. That is because in zvz it's far more important to have a balanced spread of classes (and a good shotcaller), than each DPS doing 10% more damage. In other words, a person who can change between tank and mdps, or healer and arcanist, will be more desirable than a minmaxed one who can only cover one role. This will allow a lot of flexibility for guild members. Your STR example is absolutely out of question because we'll have transport mounts.I don't really like being able to change a point every 2 weeks either because it is too slow. If my main class gets nerfed, I want to be able to change it immediately. In my opinion, we should get a free respec with every major patch (or every few months).
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RE: Foundation
@Gothix Another big thing is to fit into the game's graphics style.
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RE: Concerns related to the attributes
@Mindark said in Concerns related to the attributes:
If you are in favor of respecs, do you feel that these should include race changes?
No to race changes.
Also, there's a varying degree to which people agree with respecs. For example, I plan not to change my main and I want it to remain competitive for however long I play, reason for which I think it's reasonable to offer a respec every major patch (so max 2 per year). Some other people who want to be in trend with whatever's hot at the moment, might need a respec every 2 weeks, which I think it's abusive.PS:
I don't believe that it would take long for a new characters to hit "end game" here.
I think this is a very important discussion which is not stressed enough. If there's not enough space for progress, the game will not be much of an RPG in the first place and I will get bored quite fast. More than that, being able to create a top ganker in half a day will make the game very unfun. I don't think we have a good understanding of how grindy the game will actually be, but considering that a big part of premium is faster progress, my guess is: a lot more grindier than what some people imagine.
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RE: Ideas you thought your were great but turned out not to be?
I also see daily rewards as a chore.
What about events that span over longer periods of time (1-3months irl) base on game lore, in which you mostly get cosmetic items? You don't have to login every day, you just have to get some achievements over the course of the event. -
RE: Concerns related to the attributes
What competitive scene do you guys believe Fractured will have?
As for meta... with the number of skills and defensive mechanics we'll have, I doubt there's going to be anything other than vague archetype builds for casual pve and small scale pvp. For zvz, guilds will have their own quite strict builds as far as items and abilities are concerned because the shotcaller needs to know what each group can do and their cooldowns, but it doesn't really matter if a particular DPS has 16 or 21INT. Killteams and hardcore pve are probably the only areas where people would follow hot builds religiously and respec as much as they can.
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RE: Suggestion: Different spells have different armor requirements
@Gothix
Sorry for the late reply; I've been very busy these daysSince it's quite a niche game, I assumed that the target demographic of this game is people who used to play MMOs in early 2000s, which are at least in their 30s nowadays. But anyway, you bring a good point: who is this game aimed at? If it's hardcore players, I will have to quit it for the same reason I quit Albion (I don't have time for it).
I disagree with you on one point: your definition of "harder" is not actually harder, but "a bigger time sink". For example, if every armor blocks a different kind of damage type, when you get dove you lose a few sets. To recover your loss you need to put more time in the game. On the other hand, you can ramp up the difficulty without making it a bigger time sink by adding a bunch of bosses with different mechanics, strengths and weaknesses on a PVE path. Instead of having the tank carry a bunch of gear and change it after each boss, everyone in the party changes the loadout accordingly to what they fight.
Of course not everything has to be soloable, but there should be solo content with fewer rewards than the higher risk party content. -
RE: New Quest Rewards Needed (Forums)
@Peter
Just go to https://fracturedmmo.com/the-foundation/
On the "quests page" you have a detailed list of each quest and their rewards in points, which add up to your foundation level. Based on your foundation level you get the rewards listed on the "rewards page". -
RE: Your favorite Dailies, or what you would like to see them as.
As I said in the other thread, I don't want dailies, but I wouldn't mind seasonal or monthly quest(lines), especially if they are about in-game holidays and the rewards are mostly cosmetic. This reply comes from a person who can play 0-3h on weekdays, and considerably more on weekends.
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RE: VIP - Details?
VIP membership is a monthly subscription planned to be priced around $10/month. It provides the following perks:
Discounts on Store items
Unique cosmetic rewards for accumulated VIP time
Other vanity rewards we might think of in the future
Additional study slots
Increased Knowledge Point gains -
RE: Looting? Pickpocketing? Or Lock picking & Burglary
@Tuoni
Add the fact that being in a huge alliance in Albion and playing inside your territory is basically safer than being guildless in RZ. That's the effect of monopoly and it will also happen here, but unlike Albion where you could go with an expensive set for weeks, here items get destroyed with durability and you'll still have to change quite often.@humerus said in Looting? Pickpocketing? Or Lock picking & Burglary:
Also don't forget that PKing in a mid+ sized group has it's one cons: the supply cost of getting a single kill might just be not worth the husstle.
When you gank you rely on numbers, high mobility and (often) inexpensive gear raported to the area. Most of the groups won't fight back, and when they do and have a good chance of winning, you almost always have better mobility than them. We pretty much ganked every offseason and it always was profitable.
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RE: Is there planned any "CD reduction" in case of spell saved?
One thing we should consider is that different classes are good in different scenarios. For example, single-target melee DPS are good in small scale pvp, but cannot compete with aoe mages in farming or zvz. These being said, I don't think aoe mages should be able to handle dagger users 1v1.
Besides, the good thing about this game is that you are less restricted to a class and more to a class group. For example, a mage who plans to go solo, can pick a skillshot-heavy loadout. A dagger user who plans to join zvz, can pick, depending on their stats, either a frontline (mdps) or a backline (archer) loadout. -
RE: PvE Planet with PvP
Bottom line is that people were already griefing in the last tests by blocking houses with carts. It's obvious for anyone who played an online game before that expecting people to behave is a bad idea => open world PvE without a way to dispute spots doesn't work. A compromise has to be made in this regard: instanced farming zones, pvp without looting, whatever.
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RE: Is there planned any "CD reduction" in case of spell saved?
@Tuoni said in Is there planned any "CD reduction" in case of spell saved?:
I am actually more concerned about melee damage dealers and how they will perform in ZvZ fights. There are few things which might cause some serious balance issues between melee and ranged, friendly fire and player collision.
That's actually a very good point I haven't thought about. This is more interesting when you weight in that evil characters have FF on, while neutral+ characters don't. I hope they rethink this.
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RE: What I "DO NOT" want to see in this game
- Albion has no players cities, only cities with rich people buying all the spots. I do not want to see that happen in Fractured.
I assume that by this you mean how in Albion all town plots are owned by a handful of people. To my understanding, we can only own one plot per planet per account in Fractured, which should reduce the monopoly.
- Gathering is very unpopular in Albion as far as I see. Game forces you to hardcore PvP and rewards those who does. Consequently people do not prefer gathering. Instead, they do newly introduced dungeons and hellgates to obtain money and gear.
- Related to previous matter, in a sandbox game, I would love to see gathering&crafting be the backbone of everything and they should be the primary focus.
I haven't played Albion in a year, so my information might be outdated, but gathering is unpopular? Top guilds always recruited gatherers who'd donate % and didn't have to come to zvz. Besides, Albion cannot function without gathering: every item in the game is crafted* and when people die there's a 30% chance for each item to trash (be destroyed forever). If nobody gathers, eventually the number of items in game drops and the mats price skyrocket.
*even the items you get as loot from pve are crafted by people and sold to the black market
- Being a sandbox game should not indicate complete freedom.
I agree here.
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RE: How solo friendly do you guys think this will be? I don't always have friends online, so I was curious.
@Razuqze
It doesn't really matter if you started playing with a group or solo. As long as you join a guild, it should be quite easy to find a group to fit into. -
RE: What's The Stance on "Foul Language"?
@Tuoni said in What's The Stance on "Foul Language"?:
@Nekrage What you can actually expect from a player whose character is named Caligula.
... that for the most part he was loved by the masses and pretty much everything people in the future will know about him is written by the sons of his political enemies?
PS: Imo chat ban is the best idea in these scenarios.
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RE: How do people make images and custom links in their signatures?
Same formatting as the one used in posts:
- for images
![text](image url)
- for links
[text](link url)