@deusex2 On the other hand, marketplaces with buy/sell orders make the transactions smoother, create a better (more fair) economy based on demand and supply, greatly reduce the number of scams and make it easier to spot gold sellers. Local marketplaces were confirmed, so the items won't magically appear to your inventory, but you have to travel there and claim them.
If you played Albion, I imagine Fractured will have a similar system: if you sell <item A> in <town M>, the players have to physically be there to buy and claim it. Same with buy/sell orders: if I place a buy order for <item B> in <town M>, in the event someone travels to <town M> and decides to sell <item B> to me at the price I put the buy order, I have to go to <town M> and pick up the item. Both the seller and the buyer have to physically be in that town in order to place a buy/sell order and claim the item in that local marketplace.
Posts made by Razvan
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RE: Player generated quests (work orders)
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RE: Player generated quests (work orders)
@Farlander said in Player generated quests (work orders):
I like the idea. As long as players are generating all the transferred items and not the game then I don't see a way to scam the system. Crafters could generate orders for materials. One way I could see a problem is if these items were transferred to another area. This would circumvent the idea of having to manually transport goods to a civilization unless the player had to drop them off where the order was placed.
The thing is most of the suggestions in this thread (and the one linked by Jetah) should be done via marketplace / auction house. Why would you hire someone to kill a few wolves and give you the mats when you can directly buy the mats via marketplace (or place a buy order in case you want to buy cheaper, but not right away)? Someone who offers bodyguard / transport services can scam you (by calling his friends) either if you have a contract or not. In the end, if you really need such a service you will filter the people by their reputation. Not to mention that such occasions will be rare because most people will be in guilds which will do big trade runs with reliable scouts and guards. All in all, it's a lot of work for a feature that will be used very little by very few people.
@deusex2 said in Player generated quests (work orders):
A bulletin board for the players to leave their notes for other players is a great idea and allows for roleplay opportunities, as well as improves in-game community engagement and interaction.
No need to overthink things-just allow players to make requests and let the rest sort out between them, in-game.
As far as I'm concerned this is how it should be done.
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RE: Player generated quests (work orders)
This is a good idea, but it's also very limited. As you say, one can hire someone to build their house and crafting stations, which take little time anyway. Then you could hire someone to repair your house, which is kind of risky when the downside is you can lose your plot if the person fails the quest and we have the carpenter NPC anyway. Other than that, I don't see which other quests they can implement and it will just be an obscure feature hardly anyone uses.
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RE: Houses in the wilderness
@Jetah said in Houses in the wilderness:
I dont like the idea that we'll have to maintain a house that'll deteriorate in a month (which is one game year). That just isn't right to me.
Honestly, me neither, but there should be a balance between having to put too much effort into keeping a plot that it becomes a burden (which will drive the more casual players away), and not having to put effort at all into keeping your plot (which will result in a lot of land locked by inactive players who only log once a month).
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RE: Are we going to know the town locations in advance?
You mentioned in that thread how
@Znirf said in Town Sieges:The most important things that you will need for in-game progression will be the equipment crafted in the city buildings.
At least so far we can have crafting stations on our hermit plots. Will these be removed? Will there be more advanced advanced crafting stations (or with certain bonuses, such as return rate in Albion) in towns? Do you guys already have a vision about these things?
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RE: Are we going to know the town locations in advance?
@Eurav That is only the human planet, but thanks for the link.
@Znirf Yes, but since we have local markets, the economy will eventually center in the big hubs. A year after release a house plot near a big hub will probably be a lot more expensive than one far from one (if the game will allow some sort of house plot transfer). Anyway, will there be warehouses in towns? Does anything happen to them after a siege? If not, and we can only store materials in chests from our houses, are these house plots safe spaces? (on demon planet I mean). I read that people can walk on your plot, but nothing about PVP/PK rules (demon planet again) and frankly it would be quite frustrating to get killed on your plot while crafting.
@Farlander Thanks for the tip. That would be a good start indeed.
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Are we going to know the town locations in advance?
After reading a bit about housing and towns I came to the conclusion I'd rather be a hermit with a house close to some town because this way I can't lose my plot. Open world house plots are fixed. To my understanding this is also the case with town locations. Do we have a map with possible town locations yet? If no, are we going to have one prior to release?
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RE: Is Fractured going to be as grindy as say Wurm On-line?
House building tedious? At least in the current version it takes about 2 hours to build one..
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RE: Is Fractured going to be as grindy as say Wurm On-line?
"What’s the Natural Score of an attribute? It’s the sum of your basic score, defined at character creation, plus points coming from talents. Indeed, each branch of the Talent Tree contains talents that grant a total of +2 to a specific attribute. So there you go – even a poor Human who enjoys no cap modifiers can score a 20! "
sourceAnd talents are unlocked using knowledge.
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RE: Ocean Exploration?
@Jetah I was mostly talking about Farlander's comment https://forum.fracturedmmo.com/topic/9741/ocean-exploration/13
"Underground to me means something like the Underworld in D&D. An entire area that can be settled." -> this is pretty much the equivalent of creating a new planet in terms of how much work the devs have to put for this feature. -
RE: Ocean Exploration?
So you basically ask for a new planet (from a development point of view).
Small instanced* underground caves / dungeons should be a thing tho. They could also have different roles: gathering (mining area, bear/wolf cave), usual pve dungeon (giant ant or spider colony with a couple of mini bosses), world boss (some sort of underground snake).*by instanced I mean that you have to wait for a loading screen, but anyone can enter and gank you
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RE: Ocean Exploration?
@Gothix I mean, you can also fish in the ocean, just not from a boat hehe.
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RE: Knowledge System Account Wide
@Farlander If it's worth running around in expensive gear people will do it. For example, Albion is also full loot yet in the endgame continent people wear expensive items. To name a few reasons: endgame pve requires good gear especially if you want reasonable clear time; you make your money back from loot; you usually play with other people, so you won't die that often; if your guild wants to control zones then bringing good gear in zvz definitely helps.
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RE: Ocean Exploration?
Ocean exploration is going to be more limited in a top-down view than it was in Arhceage tho.
Anyway, did they confirm or infirm plans for other (sub)races? I wanna see undead, with bonus piercing/disease defense, but vulnerability to crushing-type damage and if we get aoe heals, they get damaged by these (which would make them strong in small scale pvp, but vulnerable in zvz). -
RE: Knowledge System Account Wide
@Farlander I see. I must have misunderstood you. Anyway, only time can say, but I think all these people claiming a fresh character will be equal to a seasoned one will have a big surprise: one of the premium account bonuses is extra knowledge gain which is useless if you can unlock stuff fast; skills have to be unlocked; skills have levels and are enhanced by unlocked talents. Even if the difference between a skill at level1 with no talents, and it's top form is 10% (and I bet it will be higher than that), when you account for how many skills you got in the skillbar it adds up to a considerable difference. I think it will be pretty much like Albion - a new character can spec quite fast to use a siegebow and be useful in ZvZ given he has good positioning, but no way he can compete in small scale pvp vs full spec'ed characters Besides, most of the people I know wouldn't play mmorpgs if they didn't offer a form of progression.
PS: PvE - PvP balance will be a huge topic indeed. Ganking is always one of the hot topics in both Albion and UO and no doubt this will be the case here as well. In fact this is one of the things I wonder: how will the economy work given the fact that some locations are safe and others not? On top of that, characters from safe planets will have big penalties if they try to farm on demon-planet. In a very short time, animal planet resources will be dirt-cheap and demon-planet resource will be horribly expensive, which will lead to a situation similar to pre-multi-BZ-portals Albion where there was no reason to be in royals. -
RE: Knowledge System Account Wide
@Farlander I don't understand what you mean exactly by horizontal power curve (could you please draw a graph?).
I read what the devs have to say about this and it just looks like a marketing scheme because a new character is obviously not as powerful as a seasoned one (even leaving the gear aside) since they don't have abilities and talents. Knowledge is basically XP used to unlock the said talents & abilities (which are discovered in an interesting way and can be leveled). Having knowledge gain bonus as a premium account feature tells me that (like any other mmorpg), the game will be a bit grindy.
PS: https://fractured.gamepedia.com/Knowledge -
RE: Give us Attribute Resets please
@asspirin I see, thank you for the explanation. I haven't bought the game yet and I can only speculate on the (often vague) resources I see online. Any idea what the psychic damage is?
PS: In the spotlight#5 it's mentioned that INT gives mdef and CHA gives psychic res, that's why I assumed they are different and the later is res to mage curses (sleep, silence etc). -
RE: Give us Attribute Resets please
@asspirin If you minmax (which means you clearly know what your character is supposed to do), you should go for the subrace afinity as your main attribute. If I understood correctly, a bear-kin with 18int will indeed have 70points left for other stats, but one with 18con will have 89points left. Either way, the bear-kin seems best suited as a frontline character, so neglecting INT is a bad idea (besides, if you go for a heavy CC tank, INT should be your secondary attribute since it gives mdef and more CC in the skillbar).