Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Roccandil
    3. Posts
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Roccandil

    • RE: Would love to see mob loot drops tied to knowledge

      @Whisper said in Would love to see mob loot drops tied to knowledge:

      I think your idea would be fantastic if the game was designed around it. Using emergent gameplay as an example. If they made a game where a rabbit dropped its rare drop everytime but instead of making the drop rare they made it so if people killed all the rabbits they were gone for the day/week. And instead people had to take the time to breed them. That would create a game where I think your idea works perfectly. And enemy guilds would likely send in people to kill those farms creating game content that is player driven.

      Yes, this is exactly the sort of thing I'm referring to. 🙂 Kill rates determining spawn rates means the ecosystem is dynamic (and I'd love to see that expanded).

      Breeders/farmers would have a reason to raise rabbits and get the knowledge/materials to do so, while also spending the opportunity cost on rabbits instead of raising/farming something else. Contrarily, those who just want to strip-clear resources would need to roam across the world instead of camping a rabbit spawn.

      That would also lend diversity even to areas with the same biome, if one biome is "played-out" (at minimum spawn rates) and the other is virgin wilderness. 🙂 There could also be knowledge allowing you to sense how harvested an area is (and what the current spawn rates are).

      All of that would make the world feel more alive, and would promote less repetitive/boring gameplay. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Would love to see mob loot drops tied to knowledge

      @Shivashanti

      Yeah, and I really don't like that kind of combat system (I endured it in Baldur's Gate II, simply because of how good the atmosphere was).

      Albion's fundamental combat, for instance, has little to no RNG, and I far prefer it. One major consequence is that it's impossible in Albion to blame a defeat on RNG. When I played World of Tanks, however, blaming penetration or dispersion RNG was very easy (and maybe even occasionally true 🙂 ).

      The combat system isn't everything, though, and I'm curious to see how the Fractured big picture plays out.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Would love to see mob loot drops tied to knowledge

      @Xzait

      RNG is a way to mask a lack of real content by increasing repetition; in short, RNG makes bad systems look better. In the process, RNG devalues a player's time and effort.

      Despite that, RNG-based systems attract customers, for much the same reasons that lotteries and casinos attract customers. RNG offers an easy out to developers, and a significant percentage of people like it, so I get why it's common.

      I prefer deterministic systems that provide emergent gameplay, however, chess perhaps being the quintessential example of RNG-free mechanics with incredible replayability (go being another).

      At any rate, for me RNG reduces replayability. 🙂 The more RNG a game has, the less I will play it.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Would love to see mob loot drops tied to knowledge

      Right now the ingredient drops of animal mobs are quite random, and oddly so (how come most rabbits I kill don't have feet?) 🙂

      I'd love to see the following system:

      • You kill an animal
      • You skin/butcher an animal, if you have the right tool
      • Your loot results are determined by your knowledge of the animal (and perhaps the quality/type of tool)
      • RNG has no part! 🙂

      The animal knowledge trees would thus have ingredient unlocks as well as abilities, which would make it even more interesting to get knowledge for creatures without abilities (like rabbits!). 🙂

      So, at rabbit knowledge level x%, you unlock the ability to always loot a rabbit foot.

      As to humanoid mobs like goblins, this system could still work, but only for ingredients that are innate to their bodies, like tongues (and not simply something they might be carrying).

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @Whisper said in Enchanting table Guide - Basic Mechanics - How to:

      I would say it does. If there are 5 items that can light up half the stats those are the 5 items everyone will farm for those half of the stats if they can pick from the list. The rest of the world besides those two biomes would be empty. Why go anywhere else? And even worse. The world will be over flowed with perfect gear because it would be easy to obtain/made by anyone and everyone.

      That's not a problem for RNG to solve. Rather, that's a question of balancing the reagents themselves, both composition and distribution, as well as balancing what "perfect gear" actually is, such that players desire a wide variety of gear enchanted for different tasks.

      RNG is a crutch that poisons games. 😞

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @Whisper said in Enchanting table Guide - Basic Mechanics - How to:

      @Gothix said in Enchanting table Guide - Basic Mechanics - How to:

      Excelent post! 🙂

      I also hate RNG. I prefer no RNG completely if that would be possible, but if not then i at least hope RNG will be minimal.

      I'm not playing gambling games. I tried ArcheAge armor upgrading. That's not for me.

      I would say it is minimal. There are items that have high numbers on certain categories and super small numbers on the others. As more monsters/creatures/items enter the game we will have even more options.

      I feel like the game needs the RNG a little bit. Once you got the skills and knowledge for killing a certain creature there is little to no other reason to ever touch it again. If we are allowed to choose among the choices we get then no one would ever touch the majority of creatures in the game. They would get their skills/knowledge and then farm only the very best area and pick the perfect enchant every time.

      The way the system works now it would be wise to get a wide assortment of items so you can mix and match as needed. People from certain areas might even trade with people across the map for regents, and trade with people from other planets and so on. It promotes exploring the world, and trading I count that as a huge win in my book.

      We'll still figure out the best recipes that remove the most RNG, and farm only those ingredients. All the RNG does is increase repetition and frustration, and waste players' time.

      For me, that's a huge loss. 😞

      The enchanting system looks so good I don't think it needs to rely on RNG to provide an illusion of depth and complexity. It really is complex. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Travelling is "complicated" to be mild

      @Kralith said in Travelling is "complicated" to be mild:

      It would be quite boring, if i could jump in no time a distance that would have been otherwise taken hours to travel.

      I enjoy systems in which you travel once to major locations to unlock teleporters there, and then you can teleport around without having to repeat the trip. Repetition is boring!

      On the other hand, I can see the appeal of feeling the "bigness" of the world through long travel. 🙂

      This works better if you don't need to repeat travel too often, and it helps if there is good support for camping in the wild (Wurm Online did that well; you could set a tent as a respawn point, for instance).

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Enchanting table Guide - Basic Mechanics - How to

      @Kralith said in Enchanting table Guide - Basic Mechanics - How to:

      I don't believe it will be a gamble, as it looks for me, it will be a clever combining of materials to get the best effect. And especially to get the requested effect quaranteed.

      I'd much rather be able to select the enchantment I want, if multiple are highlighted.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Patch Log - v.a.2.2.0h

      @Prometheus said in Patch Log - v.a.2.2.0h:

      Login / character selection / character creation now work fine on 16:10 screens.

      Hurrah! 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Travelling is "complicated" to be mild

      @PedroBillyMattos said in Travelling is "complicated" to be mild:

      @Roccandil what monster gives enrage?

      I don't remember specifically, but it's one of the goblins in Goblin Hills (and not the shaman).

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: Travelling is "complicated" to be mild

      Ya, auto-run would be very nice. 🙂

      At the moment, if you can unlock Enrage, it helps a lot.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: No Damage to enemies uphill

      I could not use some mage spells uphill, but magic missile worked very well. I also tried the converse, and found that when I was uphill, the same spells got blocked shooting downhill (so no advantage).

      It seems that the PvE mobs have the advantage. 🙂

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • [FRAC-1769] Shield prevents mage spells, even if two-handed mage weapon is selected

      Noticed that having a shield equipped in the character screen prevented mage spells from being used, even if I switched to the mage staff and did not have the shield equipped.

      Would be nice if the shield wasn't counted as equipped if you have a two-handed weapon equipped.

      I didn't test this, but now I wonder if an enchanted shield provides bonuses even if you have a two-handed melee weapon equipped.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • RE: [FRAC-1897] House walls do not block aggro or melee combat

      @Xzait

      I meant I saw a player attacking a bear with the house wall inbetween them.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • RE: Enchanting table Guide - Basic Mechanics - How to

      l like the enchanting system, but if at the end it turns into a gamble, that will be a big turn off for me.

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • [FRAC-1897] House walls do not block aggro or melee combat

      Noticed that mobs will aggro on you through solid walls while inside a house, and you can melee them through those solid walls.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • [FRAC-2742] Can shoot through south walls of houses while inside them

      Noticed that I could shoot through the south walls of houses, after they "disappear" for visuals sake when I enter a house.

      I could not, however, shoot through the solid northern walls.

      posted in Bug Reports
      Roccandil
      Roccandil
    • RE: Allow the crafting menu to choose quantity to craft

      Yep, I keep hoping for this one. 🙂

      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • Enchanting questions

      So, I had fun playing around with enchanting; I think I'm going to like this system. 🙂

      Questions:

      • How do I create a level 2 enchantment? I tried by getting +4 of everything for the enchant, but it still only created a level 1 enchant.
      • When multiple enchants are highlighted, is it possible to select which one you want? (And if not, will it be?) Or, is it supposed to enchant everything highlighted? Currently, it seems to pick one.
      • I noticed that many of the enchants require Chaos, but so far I've only found one ingredient with Chaos, so it seems very rare. Is that intended?
      posted in Discussions & Feedback
      Roccandil
      Roccandil
    • RE: [FRAC-1792] Still can't adjust attributes

      The picture link doesn't seem to be previewing, but maybe this will work:

      Truncated attributes

      I'm running 1920x1200.

      posted in Bug Reports - Closed
      Roccandil
      Roccandil
    • 1
    • 2
    • 8
    • 9
    • 10
    • 11
    • 12
    • 30
    • 31
    • 10 / 31