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    Posts made by temjiu

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

      I like the idea of progressive increases on the RNG. you increase your chances, but at the end of the day, rare items are still rare, and common items are sill common. that means that passive skills matter in the grand scheme of things, and it's not all about how hard you can hit with a sword, or hot big of a fireball you can cast.

      I also love the idea of skill interplay, that is certain skills will boost results of certain rolls. Like animal husbandry will boost raising animals allot, and getting rare drops from animals a little, while skinning will boost rare drops from animals allot, but raising animals a little. so increasing multiple skills can have various levels of affect on the same loot, if that makes sense. So leveling animal husbandry will help me out if it want better loot, but not as much as working on my skinning. But if i want to max out my loot chances for that foot, ill level both.

      posted in Discussions & Feedback
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      temjiu
    • RE: Questions and observation on the lack of depth for people who like crafting to define their character

      Yeah, I'm interested to see how it plays out. Vertical growth is great, but I have yet to see a valid system in an MMO that put it to use in a way that retained players.

      eventually people will have all the skills and all the morphs. players and streamers will host guides to get every rare item in the game, and players will be able to hop in and go from A-Z in 1/100th of the time it took us when the game first opens.

      I can understand the desire to keep players on relatively equal footing, but at some point it's going to hit a threshold, and without alternatives players will get bored. Horizontal growth is boring at times and can be repetitive, but it's also a cheap way to provide player growth. Vertical progress takes allot more dev time to keep it interesting.

      I'm really looking forward to it, but from experience I have my Concerns. When it comes to crafting, I would like to see it have some depth. Perhaps crafting is the way to get the specific bonuses you want, like crafting a cloak that gives fire protection vs. frost protection. or only advanced crafters can swap mods on a piece of gear. so you may get that almost perfect set of mail leggings, but they have the wrong resist, or you were hoping for crit damage and you got mana instead.

      But at that point, you have to define what a master crafter is. do they have to have a certain level of expertise to do this? or will I literally be able to start a new character and run over to the dungeon that has the "craft critical damage" skill in it and grab it in 15m? if that's the case then it really boils down to who writes what guides, and crafting will be flat and dead.

      And if it becomes a time based thing, then anyone who starts on day one will have a significant advantage over someone who starts 3 months later, and guilds that get big in the first week will always dominate over guilds that start later, unless there's some kind of equalizing element. Time itself is a horizontal progression, just one out of our control.

      I think the base problem with vertical progression is it's harder to have a determination of what "progress" means, and how rarity or difficulty fit into this scheme. I see this being less of an issue on the PvP world as it will be on the PvE world.

      posted in Discussions & Feedback
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      temjiu
    • RE: Whats the probability this game will actually see beta and a release?

      @Savitr said in Whats the probability this game will actually see beta and a release?:

      As someone who was deeply pledged into CoE, (I was know as Pteroguin) I think some of the things that provide hope to me for Fractured are;

      No NDA - for true transparency
      Reaching milestones
      Minimalistic scope creep
      Bugs that are reported get addressed quickly
      A comprehensive and achievable vision
      Responsive developers

      At the end of the day I pledged as a backup/training area for my CoE community but time and time again Prometheus and crew show me why I should of pledged more here and less in CoE.

      Ultimately - if one should pledge is a deeply personal question. I think they’re doing a great job and will achieve many if not all of their objectives.

      +1. I've been in enough Alpha's to know what looks possible and what's a pipe dream. So far the dev's here seem to keep things on a realistic level. That being said, things happen. The best laid plans can turn into the worst of disasters sometimes. It's like investing in new stocks...you have to take a look at what they plan, what they have done, and how they are progressing, and then determine if the risk is worth it for you.

      posted in Discussions & Feedback
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      temjiu
    • RE: Animations

      @Xzait said in Animations:

      @Jarmo This is an alpha after all. Simply having animations at this point is something, instead of characters that stand in nothing but a T-Pose like some other alphas that i have seen.

      Excellent point. For the sake of playing devil's advocate, I'd also like to point out that I've been in plenty of Alpha's that ended up with issues that carried over into release that I thought would be "fixed up" by the time the game released.

      Point example: One game I played in alpha, beta, and early release had limited video options for screen size. No biggie, I thought, it's alpha, they'll add more. release came, and....hmm nada. players complained, and they said that it hadn't been brought up much during the alpha/beta phase.

      I've had plenty of those examples, so when I get involved in games pre-release, I tend to mention everything that I can with the caveat that it will probably be fixed prior to release...but just in case... 🙂

      posted in Discussions & Feedback
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      temjiu
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