Now this starts to sound almost like Albion, do PvP or you are in disadvantage... I think the three planet systems tries to get somewhat away from that. Anyway, I would not make hasty change at this point until the system in whole is actually tested.
Best posts made by Tuoni
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RE: Neutral alignment needs a change
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RE: Neutral alignment needs a change
@Clinion Yeah I know all this but that was not exactly what I meant, however, I should have been open it up a little bit more. In Albion if you play as a PvE player your content is very limited to blue and yellow and you are excluded basically from other content, especially end-game stuff. Now because Fractured has this three planet system it does not mean that Arboreus needs to be that happy farmville with shit drops and resources. PvE can and should be challenging as well and therefore, PvP does not need to be the only factor which makes playing risky. Arboreus and Tartaros are of course easier to get work right and it is the PvX Syndesia which will be a real challenge to balance right. I just think that even in Syndesia the PvE centric players should have some possibilities to do end-game stuff and not being totally excluded from it. It is of course okay that neutrals have some more options.
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RE: Limited uses for recipes
This goes off-topic but I do not think that recipes would go to the cash shop either but something else might. I know they have said no to p2w or p2a stuff but if they need to change the game for f2p then interesting stuff will start to show on the cash shop as well. It is not hard to predict that this will happen at some point after launch when a good amount of players are already left the game and new ones are not coming in anymore, at least not enough.
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RE: Temperatures & Weather Feedback Thread
Dealing with the weather system feels only extra hassle and burden that a player needs to micro manage. It gives no value to the player and feels mainly annoying. It looks cool and therefore, weather and night-cycle would work best if it would be just cosmetic.
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RE: Neutral alignment needs a change
Neutral alignment is based on consensual PvP so it would also make sense that people can flag back to good when they want to.
Forcing players is hardly a good thing and adding timers will only push people away from the game. If players does not want to PvP they most likely won't. They wait until the cooldown ends and continues after that. If this pattern is repeated too often then it is easier to play a game which you can actually play. A good amount of players will only flag to the neutral because otherwise they will be totally excluded from the end-game content. These people won't flag because they want to PvP so why to force them to do so more than they want?
Neutral alignment, according to design journal, is for like-minded players who wants consensual PvP action. Neutral playstyle can be encouraged, but forcing the neutral should be avoided. Those who want to be neutrals can freely do so and if there is not enough neutral players that only tells that majority of people prefers good or evil playstyles.
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RE: Repairing? Kind of.
@spoletta said in Repairing? Kind of.:
That's why I proposed an alternative to the repair system, which costed only resources.
A repair system is meant to INCREASE the resource sink in the game, not decrease it.
I was talking in general about the topic and possible options, and I understood your point but I am not personally sure what would be the best option tbh.
You talked about dismantle option and I think as well that some kind of salvage system would work, regardless is there repair or durability system in use because it simply removes resources from the game. This should be implement without questions imho.
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RE: Repairing? Kind of.
IF the economy will work with the durability then repair system is not necessarily needed.
Currently the game sinks resources and gold from the game too slowly, in general speaking. They can ofc balance the durability by making the gear break faster. However, making it break too fast might be good for game economy functionality point of view but increases player frustration if they need to constantly replace their gear. I hope they start with the idea that knockdown and death causes some extra durability loss, not too penalizing though, but this would at least accelerate the resource sinking.
The best part of repair system is that it sinks gold effectively from the game and because of that it is used in many games. This of course slows down resource sink because gear will not break. There is different kind of options to help sink resources, which some needs (or can) to be used at the same time.
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Repairing gear decreases the max durability.
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Repairing costs gold and resources.
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When loot drops, a portion of items is destroyed.
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Gear pieces can be sacrificed (as research) to advance in crafting.
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Items can be salveged to get a portion of resources back. This can take consideration durability state and scale down the gain of resources.
At least these are options which can be used with repair system, however, all can be combined with durability system as well.
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RE: Repairing? Kind of.
@Vortech said in Repairing? Kind of.:
@spoletta said in Repairing? Kind of.:
That's why I proposed an alternative to the repair system, which costed only resources.
A repair system is meant to INCREASE the resource sink in the game, not decrease it.
Another game did this and switched to a currency sink due to player feedback. Ultimately it was a more of a time sink than a resource sink and players did not enjoy the mechanic. Asking the player to pick up odds and ends to repair their gear quickly became a back and forth chore.. Cherry pick the resources to place them in your inventory for repair at a station is just a big ask. The developers converted it to a currency sink and never looked back.
Repair in any form, if introduced.. must to be part of a larger economic vision. IMO.
This can easily be the issue that repairing with resources adds only extra management for the players. Repairing with currency can be considered as QoL feature because it is nice and easy to play with.
I tried to thought this resource repairing a little bit more and I am not sure if it would actually work so it would increase resource sinking... Because increasing would mean that the repairing should cost more than craft a new gear piece but who would then repair if it is cheaper (resource wise) to craft a new one and just let the old one decay?
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RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)
The situation of the whole economy is a bit messy why it is hard to see that bandaids would help for that. Yeah some random gold sinks can be thrown here and there but those easily come with cost of player experience. Players play games for fun and if they feel that things are getting too grindy or some fees does not make any sense to them, they simply play something else. Players do not care how much a game needs sinks for example, they want to play a fun game with enjoyable systems. If players (like some people in this thread) do not see why they should even use crafting stations on their own plot or why to pay for crafting just to realize that items will not sell.. Is that players fault or a flaw in the design?
It is reasonable to add gold sinks, with small fees, a little bit everywhere. However, the locations should be where extra fees makes sense and can be easily agreedable by the players. Player houses could be left out of extra gold sinks but in trade you can make better quality items in city stations, for example. If gold sink fees are getting too high in general, just to get enough gold out of the game, then there is a fundamental problem with the economy and it cannot be fixed only by adding new fees and raising the current ones.
Taking a cut of profit, from an item which is sold in the market place, does not feel as bad as a cut during crafting process. Selling extra bank tabs, rerolls for talents, KPs, attributes are good places for utilizing gold sinks. Bank tabs could cost a good amount but rerolls can be much smaller because those are something what players can do over and over again. Every crafting station could cost a little in towns but the fees needs to be small enough so that players still feels their actions are benefical. Even a small fee can feel bad if the crafted items are useless or hard to sell, for example. Therefore, one important thing is to make most of the items relevant which are also easy to sell for profit. This part is not working properly atm either why in the first place even the smallest extra fees can feel bad.
I am curious to see if any improvements will happen to the whole economy in general and the next real test awaits when summer content patch is released. Until then, popcorns.