@Razvan said in What I "DO NOT" want to see in this game:
Royals in Albion are not completely useless. First, they offer new players a gradual start (huge IP cap with no pvp -> big IP cap with flagged pvp but no looting -> IP cap with full loot flagged pvp -> no IP cap, unrestricted full loot pvp).
The faction wars have enliven nicely the yellow zone PvP activity.
Then, it's the only place from which you can get t2/t3 resources to craft higher tier mats. Royals have a much better enchant rate for t4 and t5 nodes and it's the only place where you can farm faction points. A more obscure thing would be inis mon (yellow zone), the only place that drops the bone marrow (to craft rageclaw).
In Albion the need of lower tier resources is build wisely and that way even the cheapest and lowest resources will be always viable and needed.
The interesting thing is how the differences between zones in Albion are just loot values, IP cap and pvp rules. If you want to play Albion just for pve and gathering, you can play in the blue/yellow zone where you have all the pve content without pvp. You get low tier loot, but thanks to do IP cap and repair prices, it doesn't matter because you get exactly the kind of stuff you'd use and you never lose them. These being said, I never met anyone who decided to "live" in these zones.
Problem from PvE players point of view is that Albion does not actually offer much blue/yellow zone PvE content on top of those few dungeons. So the end-game content for them is very narrow unless you are willing to step to the red zones. Therefore, from PvE players point of view Arboreus will be huge when compared to Albion's system. I knew some people and few smaller guilds who played only or mostly in safe zones but I am not sure if they decided at some point take the step for the red/black zones. I think it is a natural continuum after your financial situation is established and losing lower tier gear is easily replaceble.
In a way, if we want to compare Fractured to Albion, I'd say it's more like: Arboreus = blue + yellow + HCE; Syndesia = red zone; Tartaros = black zone.
Yes this is how I see it as well, however, in Albion those zones are unequal, laddered by tiers, but in Fractured those will be equal which is very interesting.
My main confusion is that Fractured devs say all those zones would drop top gear (as long as it is top gear stat-wise, it doesn't matter what it's crafted from). Imagine if SBI decided to introduce in blue/yellow zones enchanted t3 resources up to 3.8 (so, 3.5 = t8 and 3.8 = 8.3). This is exactly how I see the game balance in Fractured.
I have understood as well that all planets can produce same tier gear but the different resources offers different flavors on them. I am personally concerned of the crafting and enchanting system planned for Fractured and it looks like the enchanting will have kind of big role when compared to gear itself. I am not sure what will be the tier distribution in Fractured but what I have understood there will be at least 2 tiers of gear and 3 tiers of enchanting. Also we do not have knowledge how many tiers there will be total and how much IP gear or enchanting tiers will provide.
Lets presume we will have 3 different gear and 3 different enchanting tiers in use. In addition, if one gear tier is equal to one enchanting tier then it would be easy to create easily understandable tier system also for Fractured. Therefore, there would be 6 tier system in use starting from level 1 gear with no enchants (1.0) and ending to level 3 gear with 3 enchants (3.3).
T1 = 1.0
T2 = 1.1 or 2.0
T3 = 1.2 or 2.1 or 3.0
T4 = 1.3 or 2.2 or 3.1
T5 = 2.3 or 3.2
T6 = 3.3