@Farlander
Oh yes, most of the old MMOs had jails. It kinda worked back then because we didn't have unlimited traffic and the jail time only passed if you were online. I had 6 hours of daily free internet (from 24:00 to 06:00). I was once in that situation, which meant I haven't played for 4days but had to keep PC online all night. The good thing is that cured my keyboard warrior behaviour instantly and definitively.
Best posts made by Razvan
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RE: is it possible to become a hit man
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RE: Map clarity
If you have an advantage and you're bad, it doesn't mean you don't have that advantage anymore...
A zerg who is utterly unsuccessful doesn't work in a full loot game, not only because people get mad and leave but also because it's financially unsustainaible. In fact, there's a lot of nuance about zvz: you want people to always listen to the shotcaller (and don't run away even if it turns out to be a suicide mission which will help other group achieve some objective). In the same time, you want them to bring good enough gear. You also don't want them to loot bodies (because it often leads to drama - X stayed back and looted a bunch of bodies, while Y was in the frontline and couldn't loot anything), especially when you're still fighting. Big guilds solve this by having standard zvz guild-approved gear (for different classes) and a small group of people tasked with looting everything and storing it in the guild chest. If someone dies in a CTA, their gear will be replaced by the guild. The recruiters also make sure to recruit a proportionate number of each role.
being in a zerg guild could mean they lose 1v1 more often. i've seen that happen in games where the group can do well but the solo-quad often get beat by solo-quad. their only strength is quantity not quality.
All guilds that wish to have even a little bit of influence have to have strong zergs. And there absolutely is quality in a zerg, especially if the game is aoe-heavy. But I agree with you - most likely these people will not be very good in 1v1. On the other hand, the guilds will be hundreds of people strong. There is no reason to play solo unless you absolutely want to (I never played Albion solo after being in a guild - there were always activities I could join).
Guilds/alliances having unlimited number of players will probably have as side effect demon planet as being way more peaceful than some people think (basically Mercia in Albion). There will only be a handful of alliance which will control vast territories. If there are gankers inside, they will be dealt with quickly. If there's a big zvz going on, everyone will be announced on discord and there'll be a CTA. -
RE: Not Currently Satisfied With The Life Bar System Please Educate Me Good Sir's (have read current material)
@asspirin I also feel HP needs a bit more explanation. At first it seemed like a mechanic to ensure that you can get up after being killed in PVE (so tanks don't have to run back 10min to the spot when they die), but to be executed in PVP (so deaths are more impactful in pvp than in other games where you can get resurected). After playing the game a bit, in reality the whole thing is not so fun - you kill a few mobs, rest, kill a few mobs, rest and so on.
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RE: Map clarity
@Xzait said in Map clarity:
I didn't see any need to quote anything, coz it seemed like the majority of everything you had posted was about how a players knowledge of the game shouldn't give them an advantage over a player that knows nothing about the game.
Well then maybe you should quote where I said that "a players knowledge of the game shouldn't give them an advantage over a player that knows nothing about the game". My point, which was specified multiple times from the beginning of the thread is that the main group who benefits from obstacles not being shown on maps are the gankers who camp the same spot all day every day and the last thing this game needs is to make ganking easier.
That it doesn't tie into a horizontal progression game, despite it being the only possible advantage in a horizontal progression game other than a player having gear vs not having gear
I see that now you also added gear. Anyway, I explained this already... and you're wrong.
And in my little scenario of League of Legends, I specifically stated that it was a 1 v 1 with the same character and same gear, being evenly matched. That the game CAN be played as a 5 v 5 has nothing to do with it. I even pointed out that it isn't the best example of a game. The was the entire reason i broke it down to extremely specific parametres for the match.
First, you didn't specify anything. Second, in the post above I explained why this comparison is completely pointless for Fractured because fair 1v1 pvp will be very rare. If you agree as well that it's irrelevant, why did you post it in the first place?
PS: By the way, this is what I am talking about:
. Basically, all your party gets fast mounts, high mobility and CC skills and spreads over an area. When one sees a target, they announce on discord and all the party comes to their position. Your buddies come, you kill those guys and at the end of the day you split the loot. Of course, from time to time you might run into a proper party (with tank and healer) that your ganking group cannot take, but they can't kill you either because they can't catch you. These guys will obviously know the area by heart because they are there every day. This is the group of people that gets the most advantage from maps not showing ledges. I ganked and was ganked a lot in Albion and in my opinion, this advantage is not necessary. -
RE: Questions on demons and angles
@Xzoviac
Spot on!PS: I'd say Drizzt is often overlooked because he's associated with a character played by edgy people. I feel that nowadays, Paarthurnax from Skyrim would be a more suitable example for why people would want to roleplay such a character.
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RE: New skills
Oh, they finally add archery skills.
To me, shocking lash sounds the coolest. It sounds like a single target nuke, maybe with a small CC/interrupt.
From there, judging by the name, shockwave is probably going to be the most impactful in zvz.@asspirin said in New skills:
In love with Infectious burst (if it does what i think it does), and Totem of decay
What do you think it does? To me it sounds like an aoe poison that can only be cast on (dead) corpses. Or maybe it's inspired by Covid19 and every second it gives a debuff to all nearby that slowly drops HP (and those can infect others the same way). I have an more evil version, instead of being a debuff itself, it just transfers all the debuffs you have to everyone nearby you.
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RE: Concerns related to the attributes
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.
Alts cover this just as well, if not better. <...>
If being killed in pvp = getting respawned naked at the nearest point (not getting downed as in pve), which is the case in other such games, then being able to cover two adjacent roles reasonably well is really important because you can loot your team-mates and fill the missing roles. I mean, you could argue that people will come back but until they do your zerg is vulnerable and realistically a lot of them log off after they die about 2 times.
Anyway, I see where you are coming from and I agree that having alts is highly valuable, but I replied to your point that if we have respecs people will be peer pressured by guilds to respec characters. I doubt having respecs will make any difference in this regard.
Mount weight + your weight = more <...>
You were talking about guild transports. We don't know exactly the mount mechanics, but again, assuming that it's like in other similar games and you get a penalty for being dismounted and overweight, the guild transports work like this: they'll have a few scouts on fast mounts, just enough people on transport mounts to carry all the goods and everyone else in zvz gear acting as guard for the transport. If your guild asks you to respec int in order to farm wisps or anything weird like that, you should probably leave them.
There are no classes. You mean if an ability is nerfed? You can change those immediately to use another one you have learned I highly doubt they'll butcher an ENTIRE stat to the point where it's unplayable.
There will obviously be archetypes, but fair point.
I initially meant situations similar to PER no longer affecting mcrit or maccuracy, or being considerably scaled down, or overall meta changes. I don't know how fair of a point that is.Having it be a paid service (like WoW as example) would be fine by me, in addition the a gradual change. It still gives the players an option to immediately respec if the gradual is too slow and they can't use an alt for that purpose.
That's reasonable to me as well.
PS: I never said a character has to be good at everything, but I highly dislike situations in which meta changes and your main becomes borderline useless, as it happened to my single target mdps in Albion. This can be solved with seasonal respecs.
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RE: Map clarity
@Jetah
First, I'd argue that's not the main point of "settling" to a region. The main reason is the local markets and stashes. This is very little an advantage for locals, and very much an advantage for gankers.
Second, from my experience with zvz your opinion is incorrect. As I explained a few times already you don't need to survey the whole map, but only a few screens away. Chokepoints can hurt you only when you pass them. There will be zergs without scouts at first, but they will either disband or get forced to improve because nobody likes to donate gear.@Gothix
Well, ganking will be one of the major complaining reasons and in this game it's going to be extra frustrating since you lose all the gear on death. Also, what kind of "specific group of people" do you think I'm part of? Unlike the people I argue with here, I used to play Albion in a crystal ranked guild... -
RE: Details on inter-planetery travel for each race
We don't have concrete details. The general idea is that demons and furries will be able to stay on each other's planets for a limited time with debuffs. Iirc, same applies to characters that live on human planet, but the penalties are less severe.
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RE: Map clarity
Ok folks (Gothix and Jetah), I'm done talking with you on this matter because nothing constructive comes out of this. The problem is simple, you only think of the novelty of some features you never experienced and not how it would realistically impact the gameplay.
The last thing I have to say is this: "no rules because sandbox" was very common in Albion, until it eventually led to massive monopoly and more and more people changed their minds: game being borderline unplayable if you weren't in one of the few huge alliances, a handful of people owning all the town plots (out of which one owned 40%), and then to this. People complained about these so much that last year SBI implemented a lot of features aimed at limiting the size of alliances and town plot monopolies, nerfed the major ganking mount and introduced a bunch of escape mounts.
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RE: Archaeologist Sub Class Tree
@Tuoni
Your suggestion is good and we should absolutely have hidden treasures, but it's such a minor thing it shouldn't have its own profession. I think everyone who has enough PER should be able to see them, and in the case of chests, everyone with enough lockpicking should be able to open them.@Meiki
I can see potential in such expeditions. Albion has a similar thing, random dungeons maps. Opening a map would mark a location and give you a buff which opens a randomized dungeon once you're near the said location. After the dungeon is created, everyone who finds the entrance can enter (they are not shown on the minimap). The location depends on the tier of the map - if you opened a high tier map, it would spawn in an area of high tier mobs. These dungeons have random themes, bosses and number of floors (1-5). The final boss always guards a chest. From time to time you might get a 5floors dungeon which ends with a legendary boss (and very good loot). I would absolutely love to see similar expeditions in Fractured and they have potential to be more interesting because Fractured has D&D mechanics. -
RE: Suggestion: Different spells have different armor requirements
I think @asspirin has a good grasp on the gameplay balance aspect of this decision. I've seen different takes in games that allow tanks to cast nukes, but imo the only fair one is to reduce damage.
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RE: black forum theme
To my knowledge, there's no officially supported dark theme for the forum, but the same result can be achieved using add-ons -> https://i.imgur.com/uCmPAlb.png
I'm using Firefox, so I'll give an example for that:
-> get dark reader https://addons.mozilla.org/en-US/firefox/addon/darkreader
-> add forum.fracturedmmo.com in the site list
If you also want to get rid of the white background of the top picture:
-> get stylish https://addons.mozilla.org/en-US/firefox/addon/stylish/?src=search
-> open the style manager
-> on the left panel, select write new style
-> on the code section addBODY { background-image: url("https://i.imgur.com/azjnqNX.jpg"); }
-> on the applies to select from the dropdown list "URLs starting with" -> http://forum.fracturedmmo.com/
-> give it a name, check enable, save and that's it
in case you need screenshots:
https://i.imgur.com/rYHBO8U.png
https://i.imgur.com/IiFXhmq.pngPS: In case you have a better top image than the one I slaughtered, please share it with me.
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RE: Suggestion: Different spells have different armor requirements
@Gothix If movement and gap closers are scaled inversely proportional with armor class, then tanks cannot engage in zvz and melee are pretty much useless in pvp. From what I read so far and from what I've seen in other games (increase cooldown, manipulate mana, completely lock skills based on armor class, reduce damage, have different kinds of armor block different kinds of damage), in my opinion reducing damage is the most viable option.
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RE: Talent tree info
@Farlander It's not a hard task, but we need the stats.
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RE: Skill change name -
@asspirin said in Skill change name -:
Imo statement "Hunting (formerly: Marksmanship)" means just change of name (so we no longer have Marksmanship, just Hunting). :
Ah damn, I don't know how I missed that and thought otherwise. Ok, I agree, it's kind of a weird name change.
looks more like crafting to me
Yes, but we will probably also have gathering trees (mining, tree chopping, farming, hunting - or whatever it'll be called).
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RE: Heavy armor specific skills?
Mages have armor restrictions for a very good reason: if they didn't, they'd stack the best armor and the best damage; or, at the very least this gives them a counter, the archer, in the games in which metal armor gives pdef and cloth gives mdef. Tanks already have the best armor, so taking cloth would be a downgrade most of the time. I don't really see a reason why there should be skills specific to metal armor, but I'd like to see more of what you have to say about this.
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RE: Have you noticed also?
Well, application development life cycle changed a lot over the years; and since it was never a standard, you can't expect companies to act the same.
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RE: Heavy armor specific skills?
@Nekrage said in Heavy armor specific skills?:
Without a unique set of abilities I think that heavy armor does very little to standout from the rest. Taking reduced damage is not enough to consider it a different play style.
I absolutely disagree with that. Taking reduced damage paired with CC (for pvp) and aggro management (for pve) is what makes tanking possible. Frontline full of cloth armor would be wiped by the enemy archers and mdps in the first push.
I really think skills that reflect damage, immortality for a few seconds, chain pulls(think hook shot), aoe pull ins ot setup kills. Things like these should be unique to heavy armor in order to justify being a target for enemy players and helping to setup kills.
And what is the reasoning for that?
I see nothing wrong with using such skills with cloth armor: they unlock the possibility of more niche classes such as CC mages; give nukers a defensive spell which is balanced by reducing their overall DPS since they already have a limited number of skills; and part of those skills are not related to armor but to weapons. Even if initiation skills would be restricted by armor, not weapon, people would skill engage using metal armor. -
RE: Suggestion: Different spells have different armor requirements
@Gothix said in Suggestion: Different spells have different armor requirements:
Player could then (if he can wear anything) mix and match, leather hat, cloth pants, plate chest,... And make his armor balanced for all, or he could min max cloth armor for specific magic protection for certain tasks, for example.
This would make tanking quite awkward both in pve, because they have to carry a bunch of sets and change whenever they reach the next group of mobs; and in zvz because if they have cloth, they get killed by archers, if they have plate, they get killed by mages, and if they have medium, they take too much damage from both. It's far easier to balance the way it is now, or if higher armor classes get damage debuffs, or if lower armor classes get damage buffs.