@Jetah Usually in games you have other payment methods available too and credit card is not the only option. If credit cards are a mandatory, scammers then knows about this as well and there will be more credit card info phishers for sure.
Best posts made by Tuoni
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RE: Anti-Hack/Cheat/Bot
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RE: Let's borrow some ideas from other games!
@DevilsDog said in Let's borrow some ideas from other games!:
Albion Online would be the game to get some idea in my opinion.
True. Here is few features what could be used and adapt to Fractured imo:
- The Black Market
- Randomized dungeons
- Resource bosses
- Hidden treasures
@DevilsDog did you have something specific in your mind?
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RE: Trading, In-game market
@Xzoviac said in Trading, In-game market:
@Roccandil said in Trading, In-game market:
I hate item decay, that is, durability loss over time (not use). That turns the game into a repetitive chore.
Item durability going down on use is a different matter, but even then, it's annoying.
What -really helps the economy is something like Albion's item-trashing system, where on PvP death a significant portion of gear is simply removed from the game. I really like that, for two reasons:
- The dying player has lost everything anyhow, and won't really care if some gear was trashed (would probably prefer it!);
- The looting player gets some gear (plus the kill), and so still gets a reward (sometimes a very good reward).
That method "hides" an item sink in plain sight, and is not a frustrating, repetitive burden.
thats fine till you consider pve only beastmen, they need a different system, and it does not make sense to have decay on one planet and not the others
What stops full loot + item trash happen in PvE too? I do not say every animal should execute players, but some more dangerous mobs and bosses could easily make this happen.
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RE: What albion did wrong- not a bash thread
Open world PvP does not fear gold sellers from my experience. They go there where players gather (get together). This was also the case In Albion, where the most harm happened in Caerleon, which is surrounded with open world PvP zones. Of course bots are working more in safer areas, but those are not always related for gold sellers and are another issue. And even gold sellers have bots, they can still operate in different areas at the same time.
Starting point in Fractured is also different than in Albion, because in Albion you could trade gold for ingame currency (silver). I have understood that in Fractured you can not trade DM gold and it is always personal. Moreover, if Fractured offers only account wide VIP packages with calm benefits, cosmetics and stuff like that, this will not lure gold sellers as much in Albion, where Premium package progression benefits are huge (we could say mandatory) and every character needs own package.
One good way to fight against gold sellers and their customers is monitor high currency transactions between players and investigate more closely those cases. Also creating very easy bot report system for players will help a lot to catch bots.
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RE: Trading, In-game market
Item decay with time sounds extremely punishing and annoying. However, item decaying when in use sounds more reasonable, even then repairing should be considered as a tool to sink ingame currency and resources from the game.
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RE: Let's borrow some ideas from other games!
@Roccandil said in Let's borrow some ideas from other games!:
I like having someplace off-world I can store progression and not have it decay: a bank, a personal island
This is also important think from returning player point of view. If he or she can continue from the situation where they once left, they will continue playing more certainly than if they need to start from the scratch.
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RE: Alpha 2
(...)some games can be quite playable even those are at alpha state. Albion for example was very playable in alpha(...)
That's what I meant to point out. A game is in beta when it is playable, simply because alpha means that it is not feature complete.
Albion was not feature completed in alpha, not even close, but those features which were was working nicely and created enough good entirety so it could be tested several weeks for row. However, there was still a clear gap between alpha and beta so I do not see any problem with the naming of phases.
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RE: What albion did wrong- not a bash thread
@DevilsDog said in What albion did wrong- not a bash thread:
@Xzoviac good point their fellow Fractured, The point made my these comments you cropped pretty much summarizes the bad aspect of the Albion online, the bottom line is developer need to balance the game with the PVP an PVE content. for e.g. when I am with my guild I do BZ and Mindless ganking and all but by myself I am pretty much stuck enjoy a little bit of crafting and selling stuff in the market besides I don't have anything to do, cause every time I go In BZ or Red Zone, I have 5-6 noobs chasing me and there is no way you can fight them.
I agree, that Albion should have more content for solos and for PvE centric people to get more longterm players.
there are tricks what to wear and what to carry for ganking and escaping but being in constant fear of being ganked is a thrill but not fun all the time.
I agree with you, that the thrill is nice, but it is not something what all players want to experience 100% of the time they are playing. I have three different examples related for this point. When I played as solo, when in casual competitive guild and when in hardcore guild.
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When I played as a solo, there was not much things to do beside gathering, crafting, trading, building island, run some low level dungeons, mob camps and of course die a lot. And because you needed to be totally self sufficient the deaths really hurt.
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In competitive casual guild we played in all kind of zones and we had a territory too in Outlands. Even we were mostly self sufficient, it did not matter that much, because you had the support of guild members. It was fun to do every kind of open world activities in small groups with guildies.
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When I played in hardcore guild and we had several territories in Black Zones, everything was shared, everything you gathered went to the guild, but you also got almost all gear you needed for free. With this kind of system there was less thrill and I remember how I did not care of my equipment at all and I could challenge everybody who crossed with me without any doubts. If I died, I just took another set and I was back in business. It was kind of easy, but I started to hate that system, because I wanted to do refining and crafting too, but there was no possibility for that or at least no point when I could not compete with all those shared alts.
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RE: Where is the news of the next test phase...
@Gothix Making a scene in a diner is a little bit different than in forums. In restaurant that would be a really annoying, but here it is more like "whatever".
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RE: What albion did wrong- not a bash thread
@Vortech said in What albion did wrong- not a bash thread:
Personally, I don't feel solo should be the focus in an MMO, but they've accommodated and will continue to do so as it seems. Group and zvz content is why people play mmos.
That is not the whole truth tbh. Everybody knows that group content is a huge part of MMORPGs. However, there is a lot of people who wants to do some solo content as well, and this is matter what is not so black and white either. Solo content is important in MMORPGs, because there is as much different kind of playstyles as there are players. Some people like to do mostly solo content, some only group, some 50/50 and rest anything possible combination of solo and group stuff. Moreover, even those who want to focus on group content will have situations when there is not enough time to start a group activity, you are not in the mood or there is not enough guildies/friends online. These are times when it is really important people have content to do as a solo as well. If we talk about those players who focus mostly on solo, playing MMORPG does not need players to do group content all the time. Even that solo player will interact with other players all the time and he/she does not need group for that. When they sell or buy stuff from other players or do some open world activity (e.g. gather or ganking) they are still interacting with other players and their actions have impact to the world.
The good news for Fractured is, the ground work has been laid.. Working systems implemented and fleshed out.. All they need to do is take the best aspects of AO and potentially improve on them where you feel SBI have come up short. The different worlds and their rule sets are an attempt to compromise..
I agree with you. At some point we really should start a discussion where we focus on best parts of Albion and how some mechanics and features could be part of Fractured, and/or how those best things could be evolved/mold to suit better in Fractured.
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RE: Where is the news of the next test phase...
@Yitra said in Where is the news of the next test phase...:
@Tuoni said in Where is the news of the next test phase...:
@Gothix Making a scene in a diner is a little bit different than in forums. In restaurant that would be a really annoying, but here it is more like "whatever".
People will think twice before making a scene in a diner, on a forum not so much. The anonymity makes it a lot easier, and not in a good way.
Yeah you are right.
@Pwnstar said in Where is the news of the next test phase...:
@Yitra It also isn't as bothersome here. Loud noises tend to be annoying.
You too.
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RE: Random hidden dungeons by map.
Specter's answered for this same topic:
"S Specter MODERATOR 12 days ago
Asteroids are more like zones, not dungeons. They can be procedurally generated though. For those who want randomized dungeons, there's the labyrinth. I don't know if there are any other randomized dungeons."This was discussed shortly in this thread: ..ideas from other games
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RE: The End of most Sandbox PVP Games-The losing side.
@Znirf said in The End of most Sandbox PVP Games-The losing side.:
From our side, we can say that our will is to maintain a balance between guilds, we won't give too much power to the biggest ones and we will try to avoid that.
I am glad to hear this. We do not need to know the exact tools at this point, it is far more important that your desire and goal is to keep the world domination in somehow balance. I believe that actions for this direction will add more longevity to the game. Still, even topics like this are not current, there is nothing wrong to discuss about these matters early on and maybe some ideas can be picked up for later use. We never know.
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RE: Lootable Corpse?
Yes.
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No restrictions on Demon planet.
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In human planet you can be flagged as thief when looting corpses. However, who cares if you have just killed the other player and you are flagged as murderer anyway.
You can read more about PvP rules from here: Feature Spotlight 6 PvP - Alignment - Crime
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RE: Steampunk Technology: What we can expect to see in Fractured?
@Roccandil said in Steampunk Technology: What we can expect to see in Fractured?:
Humans, on the other hand, are weak in comparison, thus it makes sense they would try to compete via technology. In that vein, steampunk tech seems a reasonable development.
Yeah, shortly, it is pretty much this.
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RE: Lootable Corpse?
@Pwnstar said in Lootable Corpse?:
@Tuoni said in Lootable Corpse?:
- In human planet you can be flagged as thief when looting corpses.
But a corpse means they are dead. How can you steal from the dead?
Yeah kind of true, but because this is a game and the character is resurrected somewhere else, he still owns those stuff, and maybe can even try to get back to his belongings, depends of the case ofc.
And Jetah makes a great point. How would authorities know who stole what if there are no witnesses?
If we think of this realistically, only if someone else recognize the stuff. However, if we take this road, then won't be much reason to have murder and thief system at first place if in almost every case all witnesses are killed.
What about karma?Should we not get any karma hit if we manage to kill all who witnessed the kills?So imo when setting PvP rules for Syndesia the realistic aspect should give less value.EDIT: Lets forget that karma comment, it is related for gods and this will only lead to existance of gods discussion.
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RE: The End of most Sandbox PVP Games-The losing side.
@Gothix said in The End of most Sandbox PVP Games-The losing side.:
I just hope that everyone will remember that this is promoted as a sandbox MMO.
If limits will be set all around the game on various "mechanics" to prevent imbalance and other similar situations, then people that came here for sandbox will leave.
Game can have own rulesets and still be a sandbox game.
I personally prefer much more sandbox games than themeparks. Still there is nothing wrong if sandbox games have somehow different rules and mechanics from each other. I do not know who will actually leave if some restrictive mechanics for huge zerg guilds will be implemented? Well I don't. Sandbox games with no rules and more place for anarchy and chaos is what pushes players away for sure.
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RE: Lootable Corpse?
@Jetah said in Lootable Corpse?:
@Gothix said in Lootable Corpse?:
@Jetah said in Lootable Corpse?:
that should only happen if there's a witness!
Tbh, if he is only unconscious he can report you himself later on. If you were the one who made him unconscious, and he knows it.
For murder though, witness would make more sense.
and what proof that the person that hit them took their goods? what if someone else strolled along and took the items??
Maybe he will be flagged as a criminal then? Assaulting someone is a crime too..
Generally thinking, even someone witnesses a thievery or a murder, what proofs that guy actually has? Word against word? Maybe our characters can just lie if word is enough?
My point is, that maybe we are trying to think this whole flag matter too much from real life point of view.
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RE: The End of most Sandbox PVP Games-The losing side.
@Gothix said in The End of most Sandbox PVP Games-The losing side.:
I'm just saying that "setting too many rules and limitations" would make the game not fun anymore.
If someone placed an effort, was smart about how to organise and do things, and as consequence he gained advantage over others... he should be allowed to reap the rewards of his smart play... and not pushed back with the message "hey, others are weak so we will now limit you so others can feel successful too".
Smart game design will, of course, give some tools to weaker players (groups) to allow them to learn, to get better by learning and to be able to fight as underdogs, but those tools should never directly limit those players (groups) that worked to be successful and earned it by smart play.
Tools need to be designed so they can aid players in need with options and with an opportunity to improve, but should never be designed in such way so that balance is achieved by "taking away the success" of players that earned it.
TLDR:
- yes, design the game so that it helps weaker players to learn so they could become better, give them different playing options so they can succeed with various playing styles
- no, do not try to force the balance by limiting the success of players (groups) that just played well and deserve to reap the rewards of their smart play
In any game there will be those more successful and less successful... a good game should never "force the balance" by mechanical limitations.... difference in success between players (and groups) needs to exist because that is what drives the social mechanics of the game.
And... things can always turn around... people just need to be taught that they need to work for it, rather then expect this to be gifted to them by game mechanics.
What on earth you are talking about?
You are talking about tools, learning, helps weaker players, mechanics, forced balance, taking away success, smart play, smart gamedesign, limiting success, etc.
But where is all the concreteness?
What are the tools and mechanics you do not want to see and with what you are okay with? How you exactly take out someones success? Just mention few confusing points.