Exploring, building, learning.
Then we go to war.
Exploring, building, learning.
Then we go to war.
Can't tell: is the spear-tip stone or metal?
Either way, since the tip is bound by rope to the shaft, I'm assuming it's a crude version.
@dragomok said in What sets Fractired apart from other MMORPGβs?:
@pedrobillymattos said in What sets Fractired apart from other MMORPGβs?:
The focus on long and risky expeditions to accuire resources without fast travel also sets it appart for me.
Oh, yes, having to go on journeys adds a lot to the experience (provided that they are actual journeys, and not just walking for for way too many minutes without anything happening like in sooome games).
Yes, I'm hoping for more than the false hugeness of infinite uniformity.
@dagimir said in Mentor system:
your for instance doesn't make any sense. A better example would be:I see someone doing something so it gives me insight on how to do it myself. This is literally how life works. I see someone flip a switch and a light comes on. From seeing this I can surmise that if I were also to flip that same switch the light would come on.
Hmm. If I watch someone run across lava (or whatever that goal is), then yes, I'd know it was possible, and have a much better idea of how to do it.
So, that means the following:
I don't know enough about game mechanics to suggest what that would be, although that scenario seems inherently harder to abuse (two toons out in the world exploring/doing, not just sitting at home talking).
As an alternative, I wonder about knowledge proliferation. That is, the more the same knowledge is known by many players, the more likely it would be that that knowledge would be known (or much easier to learn) by new toons.
On the other hand, this seems to be about helping new toons catch up with veterans, but isn't horizontal progression already designed to take care of that?
Hmm. Could make sense to a point, but knowledge and experience are very different.
If you need to walk across fiery ground and survive to get a knowledge point (for instance), I'm not sure just telling someone about it really prepares them for doing it.
Maybe if each skill had a possible free "mentor" point that you could use to substitute for only one of the experiential knowledge requirements to advance a skill, that -might- work.
Honestly, though, I could see that being used by players to increase the skills of their own pool of toons (get X skill on one, Y skill on another, and then boost each other).
Good question! Wonder if there's a deeper meaning.
Ah, good point. I went back and re-read it; sounds like it may only apply to humans:
With open PvP, full loot, and no punishment for crime, Tartaros is a harsh environment for Demons β let alone for other races! Beastmen are directly penalized when travelling through this Evil planet, while Humans have a slightly easier time, particularly if they enjoy the protection of a God.
If I'm getting it right this time, good human followers of Tyros can live on Syndesia and travel anywhere without penalty: for 20/40 hours on Arboreus, and 1 hour on Tartaros (after which their presence is trumpeted to the locals).
So, sounds like good humans can be the true Rangers of Fractured.
I also find it interesting that Beastmen have the option of visiting the other two planets without debuffs (at least as followers of Tyros).
Giving the PvE planet the most geographical power-projection options, as well as a safe space to retreat to: we'll see how that works.
At least in the open world, am hoping for ecosystems, with cause and effect (kill the apex predators, and the bunnies go wild, etc.).
Would be cool to see lairs that only spawn if certain conditions are met (too many bunnies? a killer rabbit dungeon spawns! ).
Very cool! Thanks for the update!
Yes, I've noticed it's really quieted down. Maybe everyone else is playing pre-alpha.
@tsoo said in Founders Packs Mount Skins and Human Vehicles:
I almost feel like prometheus is discouraging friends or guildmates to invest in the limited founder packs by saying guilds can't support multiple towns at launch.
That's the first I've heard of that! My guild has several governor packs+; we'll see how it works I guess.
Both, but what I really like is co-op, whether against environment or players.
Probably for an hour or so, hopefully whenever I want. I'm not big on long sequential sessions, and I like a game where I don't have to feel tied to a schedule.
@target said in Environmental Combat:
@tsoo said in Environmental Combat:
But I was just curious what other types of environmental combat will we see that do not involve water or ice?
Hopefully they take some inspiration from effects and interactions from Divinity Original Sin 2: webs, lava, smoke, oil, poison puddles and clouds that explode when exposed to fire, blood as a substitute for water (with players leaving blood puddles from damage), and holy/unholy elements that can be applied to any type of environmental element to alter their effects.
Ya, combat in Divinity Original Sin 2 was a blast (literally).
Summoning oil to slow down enemies, then lighting the oil with a fire spell, or using electricity on pools to stun enemies were mechanics I frequently exploited.
Building customization is cool, especially when it's functional and not simply decorative.
I get that this game is focusing on different mechanics, though.
@esher said in Ruined mines:
@jairone They was really corrupted angels ? I've read the Silmarillon, but I don't remember their origins
That surprised me too, but according to Wikipedia it is so (thus it must be true! ) :
"According to The Silmarillion, the evil Vala Melkor corrupted lesser Maiar (angelic beings) to his service in the days of his splendor before the making of Arda.[3][4] These became known as "Demons of Might": Valaraukar in Quenya, and Belryg[citation needed] in Sindarin; Balrogs is an Anglicised plural of singular Balrog."
@meninodeouro said in The Tides of PVP:
In my head the best option will always be limit of guild members, I do not see a better option than this to make things more balanced, because even if a strong guild appears and dominate several territories the limited members will be scattered to be able to protect everything and they will be at a disadvantage if they are invaded.
What prevents "soft alliances" of guilds? I saw that sort of thing all the time in World of Tanks (feeder clans, etc.).
@evolgrinz said in Preventing Bots in Arboreus:
@roccandil said in Preventing Bots in Arboreus:
If I ever design a game, I've decided I'll do everything I can to balance it around the mechanic that player's toons are -always- skilling up, regardless of whether or not the players are actually on, and thus organically bypass the bot issue.
So you mean something like EVE-Online uses. Where you train skills even when you are not online?
Something like that would be nice.
I peeked at EVE Online once, and decided it would take -way- too much dedication to play it. If they use that kind of system, though, that makes me happy, since EVE seems to be one of the most successful sandbox MMOs.