Interesting: "non-instantaneous crafting". I like the idea, we'll see how it works!
Oh, and I notice the team was pictured but not individually identified!
Interesting: "non-instantaneous crafting". I like the idea, we'll see how it works!
Oh, and I notice the team was pictured but not individually identified!
Steampunk lends itself to modular design, which would be awesome. I'd love to research and design in-game technology, see how well it worked, and keep the best stuff secret as long as possible....
(And of course, steampunk just looks cool. )
Conflict generally requires a "bone of contention": scarce resource, prime territory, etc. Wondering what those bones will be in Fractured.
I hear that resource dungeons and solo dungeons are coming....
I liked Baldur's Gate too, but more because of the creepy, dark, magical atmosphere. Beholders, elder orbs, dragons, dark elves, illithids, traps, spellcaster death duels: so much sheer immersive terror....
If nothing else, I hope Fractured monsters and lairs inherit some of that creepiness!
What exactly is a gold seller, and why is it bad?
I like having someplace off-world I can store progression and not have it decay: a bank, a personal island, a magical plane, a pocket universe, something.
I think perhaps what I like most about Albion is that while PvP is everywhere, PvPers can't get at my personal island or banks, and my core items and progression will never decay. (This seems to be balanced by PvP being nearly everywhere else, and trashing items on death.)
Atlas, on the other hand, was exactly the opposite, and finding everything gone after logging back in just wasn't fun. I can't be online all the time, and the "your toon and gear is always in the world" mechanic just seemed impractical.
Very cool! Looking forward especially to see how alchemy and enchanting work.
My favorite all-time alchemy system is from Might & Magic 6, simply because of the scientific-like exploration it offered. If you didn't look up recipes online (and I didn't), you had to use trial and error to figure them out, and track your results to find different combinations to try, which for whatever reason was extremely fun.
So far, items haven't had quality in Alpha, and I haven't heard anything about a quality system (other than having rarer items to craft with), but the ability to name very rare items -would- be cool.
@Specter said in Personal home question:
I have an answer from Prometheus. I'll post it here for all to see:
We still have to decide that. In theory, respawning is for co-owners only, otherwise you could friend several houses and respawn pretty much everywhere on the planet.
Alternatively, we might make it so that you can only have one spawn point.
That's how Atlas works: you can teleport around spawning at beds across the world, but the beds have a cooldown. The downside is that you can't carry gear with you, but that's easy to handle (just stash gear at every teleport location).
It's kinda weird actually (at least in the context of a pirate-themed world). Would make sense for mages, though!
You can craft arrows from bones; haven't seen anything else craftable from bones yet. Basic weapons are flint + sticks (with some fiber).
Teleport-home functionality would be nice, but I suspect it could be abused. How soon after PvP combat could you activate it, for instance?
Another question would be goods in inventory: do you get to transport those, too?
Exploring, building, learning, crafting, fighting: not necessarily in that order. While there may be lore and legends, so far I feel like the story will be what the players make it.
Horizontal progression: very curious to see how that works in practice.
Grats, and welcome! Was wondering if that package would ever sell.
Ooh, farms!
Thanks for update! Buildings and spiders also look cool!