@Jetah Those are not coin sink mechanisms, it's just money being moved from a player to another. Money sink is a system meant to reduce inflation (as much as possible). Usually it's done by removing money from the server via NPC (ex: buying stuff from them or paying a fee to start a siege).
Anyway, we know that the game will have an item sink mechanism so crafting remains relevant, but we don't know how it will work in detail. Money sink is even a more obscure detail and since the game is quite early in development, I wouldn't be surprised if DS haven't thought about it yet.
Posts made by Razvan
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RE: What will be the in-game gold sinks?
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RE: Opening inventory during fight ?
@Gothix We don't have enough information on how the large scale pvp will work in Fractured. My earlier reply was strictly a discussion about Albion, which is very aoe-heavy and in which CC matters very much in big scale, but you need coordination to between tanks and dps to score kills. For example, check this:
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RE: Opening inventory during fight ?
@Shivashanti
In season 6 (the last I played), 1pg left squad after the last reset and played alone until the end of season, ending up as Crystal (and 4th place) and owning all NE Mercia, including GoE. Everyone was very active and we did almost only guild-related stuff: wc, mage def, mage raiding, cgvg and gvg. The only expensive activity was the gvg (which is not that expensive if you have teams that also wins from time to time); the cgvg gear was not expensive (6.1oc), the mage raiding gear was very cheap(4.1oc, but we lost hundreds of sets) and we tended not to die too much in zvz.
In Anglia there were 2 guilds (Articulo Mortis <which ended up as 3rd place> and U12 Academy) who owned a lot of land and played solo for the whole season.
My point is that it's possible to achieve such feats as a solo guild in Albion and it has been done, but you need skilled and very active people. On the other hand, doing this all day every day becomes tiresome.@Shivashanti said in Opening inventory during fight ?:
and not that cluster-zone bullshit which strongens zergs a lot
I think the instanced maps with a bunch of choke points, the zvz stats scaling and the bubbles (groups size indicators on the map) make zvzs less potent. As a small group you can hold a defensive position on the edge of the map and completely secure the flanks, but in a open world map, bigger zergs will always be able to flank you. If they at least introduce the map bubbles in Fractured, then you will know what to expect.
@Shivashanti said in Opening inventory during fight ?:
Antother thing is the lack of hard cc immunity timers, just bring more people with more cc = autowin more or less.
CC doesn't win fights, coordination between tanks and dps does. Besides, one very important item in zvz is the locus (big aoe cleanse bubble).
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RE: Missing my news letter in my e-mail.
Check your mail now. I just got the news letter.
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RE: Feb Test
https://fracturedmmo.com/play/
PS: There's a thread about the february test with everything you need to know including this information -> https://forum.fracturedmmo.com/topic/9845/february-2020-open-playtest/19#
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RE: Opening inventory during fight ?
@Shivashanti said in Opening inventory during fight ?:
@Razvan Albion is a pretty shitty grindfest which encourages zergplay and big zerg alliances and therefore much good income and content is blocked for smaller guilds by the zergs and big alliances.
In Albion the gvg are 5v5, so small guilds can compete for territories (think of U12 academy). You are right about zerging but by the looks of it Fractured will have the exact same problem.
How about the grind, if you played before f2p I agree with you. If you played after f2p, then it isn't bad.@Jetah said in Opening inventory during fight ?:
by advertised i assume you mean by the players and not a paid ad.
I thought Prometheus wrote the post, but I could be wrong. Anyway, even by looking on this forum, it seems the two games will be quite similar and the only noticeable differences are: the races and stats system, how will the progression work, high level safe zones and maps not being instanced.
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RE: Monster infrequent weapons?
@Gothix said in Monster infrequent weapons?:
Perhaps gold ore can be used to craft gold coins, it can also serve as base for economy.
How do you use the marketplace early on?
@Jetah said in Monster infrequent weapons?:
problem is the economy will inflate. minting it could keep it in balance.
Economy will inflate regardless.
@asspirin said in Monster infrequent weapons?:
Imo best economy is in Path of Exile - no money, everything works on "barter" system - "currency" that modifies equipment, so there is still demand for it. It does have a flaw however, as one has to find everything by drop, but unlike unique items the currency still keeps it´s value.
@Farlander explains it quite well: even in PoE all the stuff has a monetary value attached to them that people use as a guideline when trading. The problem with such a system is that it's inconvenient if I die and need to regear or forgot to buy an item just before the zvz; and it comes with no real advantage. However, you are right that there should be a monetary sink and they will probably implement it as payment for guild activities (such as starting a siege).
/--------/
PS: You think rabbits are not cool enough to use battleaxes? My rabbits, Stew and Pufichu, will be disappointed to hear what you think of them! -
RE: Missing my news letter in my e-mail.
I didn't get one either, so maybe they updated the foundation page but didn't send it yet?
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RE: Opening inventory during fight ?
@asspirin said in Opening inventory during fight ?:
that was correct decision, 24/7 grind simulator But point is in both games you have limited active abilities slots, so they´re very similar. Therefore if using inventory midfight would be beneficial in AO, then it would be in Fractured as well.
In Albion the potions are VERY powerful, have long CD and last a few seconds.
If the potions in Fractured will be cheap and have a moderate effect, it wouldn't be unbalanced to use them from the inventory, but for me the combat will be less enjoyable.@Jetah said in Opening inventory during fight ?:
i played in the alpha-beta somewhere phase. i realized it was going to be a bad game and didn't play at release.
What exactly you didn't like about it? The reason I'm here is because Fractured was advertised on Albion's forums or discord (I don't remember exactly) prior to the kickstarter campaign as a very similar game, but a lot more casual-friendly and without the horribly demanding endgame (territories are designed in such a way in Albion that you have to log in daily at a certain hour and do guild activities).
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RE: PvP Questions
To my understanding there are 3 planets with different takes when it comes to pvp:
- furries planet, with very limited pvp
- human planet, with flagging and full loot pvp
- demon planet, unrestricted full loot pvp
https://fracturedmmo.com/feature-spotlight-6-pvp-alignment-crime/
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RE: Monster infrequent weapons?
@Jetah said in Monster infrequent weapons?:
why do you need money?
Because the game is going to have an auction-house/marketplace, which will be kind of awkward to use without money.
I wish we could mint our own coins, but it'll result in a lot of chaos early on. Most likely mobs will drop coins indeed.
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RE: Opening inventory during fight ?
@Jetah said in Opening inventory during fight ?:
honestly we dont know how Fractured will turn out with crafting (as we dont have a spotlight on it).
They will probably expand the currently implemented system: to craft a stone hammer, you need a bunch of rocks and a stick. To craft advanced items, you need to use a crafting station. The alpha test didn't have towns, but probably there will be a bonus for crafting in towns.
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RE: Monster infrequent weapons?
@Farlander said in Monster infrequent weapons?:
You guys crack me up when you want realistic explanations for a fantasy game in which most of it is not real lol. A game needs to be enjoyable not explainable. For me hunting will be rather boring if all you get in loot drops are mats. I highly doubt rare mats will be dropping from bunnies. To that regard there will never be a reason to kill one or any other creature that will not drop the rare mats. Basic mats will be dropping on everything which means the supply will heavily outweigh the demand.
The fairly inexpensive gear crafted only from base mats will be used (and destroyed) a lot in zvz. Besides, there could be a big variety of base mats dropping from different mobs. This should keep the economy running on demon and human planet. I don't understand how the economy will work on furries planet tho.
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RE: Opening inventory during fight ?
@Jetah said in Opening inventory during fight ?:
PoE has the best crafting economy. you can get any white item and turn into a bis. again, hp pots aren't designed to keep the player alive, it's meant to keep them enough until other forms of healing hit. PoE now has regen builds so the pots aren't really HP based so much as support (reduced damage from x type, more damage, etc).
PoE has Hodradric cube kind of transmutation and random item modding, not crafting... Unlike in PoE where you can afford to mod an item 50 times until you get the right stats, in a full loot game items are expendable so you probably wouldn't afford crafting an item a bunch of times until you get the right mods just so you lose it on the next death.
Anyway, this derailed a bit from the original argument about PoE style potions. Imo, they have no place in a game like this.i haven't played mmos where the hp pot is a heal over time, or i have and already forgotten about it. then again i have the most time spent in WoW, i dont remember UO pots and i can't even remember if Rift had them.
Then maybe I am wrong. In the mmorpgs I played healing potions mostly gave hp over time (Lineage, Lineage2, GW, GW2, Archeage and Albion).
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RE: Opening inventory during fight ?
@Jetah said in Opening inventory during fight ?:
i like how PoE does their pot refill system, which gives a limit on how many times you can consume them. only problem in pvp is the group that's winning will have access to more potions. unless pvp and pve have different refill speeds.
PoE's potion system is meant for a hack'n'slash game without crafting in which spamming potions is one of the two main ways of healing. Other than the problems mentioned by you (that a zvz is decided in the first engagement / potions doing almost burst healing as in PoE is going to make healers useless), this would also make potion crafting a lot more meaningless, which will affect a big chunk of economy since potions are end-products
PS: Most MMOs I played have healing potions, only that instead of burst-healing they give a slow regen buff. This way they are useful when soloing, yet healers are still useful in parties.
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RE: Monster infrequent weapons?
@Farlander Gathering and crafting will be a lot less relevant if mobs drop full items.
From my opinion, the gatherers should be the ones who produce all the resources needed to craft a base item. It's a lot of money, but it's also risky because you gather out there in the wild. Then, people who farm in dungeons get artifacts as drops with which you can upgrade or mod a base item. I don't know how will crafting/refining work to make it worth having a dedicated character for these tasks. Anyway, the thing is that this way they stimulate the economy (since everything has to be crafted by someone and items will eventually be destroyed by losing durability) and you give different kind of players* their fun.*the gatherer that likes to gather static nodes of resources and evade gankers, the gatherer that likes to solo and skin animals for leather or gargoyles for stone, the people who like to do dungeons in a party
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RE: Monster infrequent weapons?
From what I understand, you don't get full drops from mobs and if you do it's very rare. However, each mob has a list of possible drops, among which, as @Gothix said, there's a bunch of materials. So, you need to kill a certain kind of mob to craft a specific weapon.
PS: if they want to implement full drops from mobs and keep the item generation crafting-only, they could make something similar to Albion's black market: players sell items to the a NPC (the black market) and when you kill a npc and are supposed to get a full drop you get one from black market's inventory (it is a bit more complex, but I explained the general idea).
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RE: The New Fractured Trailer Is Awesome!
@Shivashanti said in The New Fractured Trailer Is Awesome!:
Am I missing something or do you mean the older test 1 trailer?
I checked all their social media pages and the latest video is this (not a trailer tho)-> https://www.instagram.com/p/B7lv7T-o1bY/ . Maybe you should also post a source @VyrVandalous ?
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RE: Opening inventory during fight ?
@asspirin said in Opening inventory during fight ?:
@Xzoviac Or you can make alchemist char and make potions for your warrior char ( in case you can make guild for yourself and invite your other character so you can share stash with yourself ).
I thought you could do it all on one character and unlike Albion you don't have to reach t8 plate helmet crafting in order to craft them.
On a second thought, this completely removes the need of specialised crafters. Do we have any info on crafting? -
RE: Planned open weekend
The thread is 7 days old, so I'll guess you already read your mail and the news from Prometheus' post, but just in case, the test is open for everyone and the server issues were mentioned