If developers are not going to focus implement quests in general (excluding the religion/alignment based ones) why on earth they would even consider adding something so bad as daily quests?
Best posts made by Tuoni
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RE: Your favorite Dailies, or what you would like to see them as.
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RE: Sieges: And how to make those a whole guild activity
@Jetah said in Sieges: And how to make those a whole guild activity:
the problem that Archeage had was guilds would use freelancers to attend the castle sieges. they'd join the guild before the siege and afterwards would leave that guild.
I remember how this was a problem also in Albion where basically the same people inside alliance was fighting most of the matches. However, this kind of guild hopping can be blocked with setting timers so you cannot change guilds straight away and especially if trying to get back in the guild you have recently left. Okay this helps in some cases but of course alts can be used as well for this kind of behaviour.
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RE: Thank you
@Oxfurd Same here. I have been active in communities like WoW, Albion Online and Ashes of Creation and tbh Fractured has been the best one, at least so far.
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RE: Looting? Pickpocketing? Or Lock picking & Burglary
@humerus How people feel about full loot in Fractured and especially in Syndesia of course depends how much PvP there will actually happen. Still there are players who dislikes full loot regardless how small is the chance to get killed. Then we have Tartaros where we know there are no consequenses so it is easy to predict how things are going there.
However, this was not exactly my point. I will use myself as an example and my personal experience from Albion Online. I have played that game in a hardcore guild, a semi-hardcore guild and as a solo player. When I play solo I do not like much to do open world PvP activities because in most cases those do not end up well. In addition, I have acknowledge how much I care of my stuff and how bad it feels when I get killed, even I drop something less valueable. When I played in semi-hardcore guild I always had my guild's support even most of stuff was acquired personally. Open world PvP was much enjoyable with small group and even I did drop something now and then I still managed to kill other players as well and get loot. That is why full loot rules felt less penalizing when compared to solo play. When I played in hardcore guild, most of the time was used for the guild which also provided most of the weapons, armors and tools I needed. I remember how I did not need to care at all am I going to get killed and drop my stuff because I could always get easily new gear when I needed. At that point full loot rules lost a huge portion of meaning, it was a totally what ever for me. Although, this offers a huge advantage because I noticed that I play much better when I do not need to care of my stuff. The fear of death leads much easier to make mistakes, especially if you have something really valueable with you, and then you easily start to panic and freeze.
This is not just myself and I have talked about this with my former guildies, and people had kind of similar thoughs and feelings. I know people are different and there is different kind of communities but I believe these three examples are quite good, two extremes and one from the middle. Those who have always played in larger guilds does not necessarily understand how penalizing the fulI loot system can be for individuals and especially solo oriented players. Those who you play with will have a significant influence to you and how you feel about the full loot rules. There is also solo players who does a lot of PvP but I have always thought those are a very talanted players because they manage to survive even they face zergs.
I hope I could open up a little bit more what I meant with my first post.
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RE: What we could craft from the glass?
@PeachMcD said in What we could craft from the glass?:
great thread. My favorite idea so far is the magnifying glass. One thing I didn't see (might've missed?) is a skrying ball. That would definitely make use of specific powerful reagents and confer a lot of helpful information for the caster so equipped.
I suggested an orb and I guess it is a same thing as scrying ball? Anyway, if so, I would definitely want to see those in Fractured. Magnifying glass was interesting suggestion but it also made me wonder how it can be utilized and what is its function?
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RE: What we could craft from the glass?
@Gothix said in What we could craft from the glass?:
Female armor made out of glass...
I can see the possibilities.
However, think of those grotesk hellfire demons or furry bear-kin females in glass armors or males in general. You still see ALL the possibilities.
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RE: Looting? Pickpocketing? Or Lock picking & Burglary
If weapons and armors turn out to be flat, bland and easy to obtain, would that make full loot system also really underwhelming? If most of the items you loot from the other players are worthless basic stuff, how that can feel rewarding?
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RE: PvE Planet with PvP
@Gothix said in PvE Planet with PvP:
Good players have it much better in that regard, not being limited by timer on Tartaros. After some time expires, they get marked on map, sure.
But then they can simply leave and problem solved, or if they are organized and grouped up they can stay even longer.
This is what I found about debuffs on Tartaros:
"Travelling to Tartaros is extremely challenging for any Beastman, since not only they lose the buffs they are granted on Arboreus, but also become the target of the hate of Babilis. The Evil God enjoys stacking curses on the poor fellows, who could end up dying just because of them β if they donβt get slayed by Demons, that is.
Unlike Beastmen, Humans are generally tolerated by Babilis, who sees a potential for corruption in them. They arenβt directly penalized like Beastmen, but slowly lose Karma over time, unless they enjoy the protection of another God. Tyros, for instance, grants total immunity from the influence of Babilis β but of course, that comes at a price too. While the dark God is not able to reach their souls, it is more than willing to let its children do the dirty job! That is why, one hour after stepping on the planet, the presence of any protegee of Tyros is made known to all Demons in the area!"It seams that the notification after one hour is related to the God Tyros and his protection. Beastmen in other hand are treated quite similar what demons are in Arboreus, heavily debuffed.
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RE: What is the main reason why you want to play Fractured?
- Three planets and three different playstyles is the most interesting feature imo. Offering equal content for PvE and PvP and PvX players is something what is hard to implement in the same game.
- Sandbox and player-driven economy.
- ???
- Asteroids.
- Open world PvP action, either bounty hunting criminals or playing as one, both ways sounds interesting.
??? This is a place holder for lifeskills and professions. I hope gathering, crafting and farming will be implemented well, but I have to say that at the moment I am a little bit skeptical and vigilant.
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RE: PvE Planet with PvP
@Gothix Sure the details are unclear but finding the balance for stacking debuffs is also quite easy. Nevertheless, both should die after hard or soft timers run out and there should not be easy mode to teleport out. Transportation of goods through dangerous areas is quite standard procedure in full loot sandbox games and I do not see a single reason why Fractured should offer reliefs there. Therefore, it only make sense that those who travel to another planets should also take care of getting out in time, and transport those gathered resources and looted items out without having an automated teleportation (like timed hearthstone).
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RE: What I "DO NOT" want to see in this game
@Clinion Albion dev team did wrong decisions during development but they have done a lot of fixes after launch which is something to give them credit. Those NPC cities with player owned plots is kind of nice feature but at the same time very small portion of playerbase will ever own one. I had one plot in Beta 1 but only because then there was less competition especially after few weeks of testing. Anyhow, In Fractured cities are player owned so the situation is somewhat different but perhaps that will exclude players even more...
I am not sure about the bad situation of gathering in Albion because without people doing that there would not be any crafted items on the market either. I craft different stuff in daily basis with resources and materials I gather but also from what I buy from the marketplaces. Items sells mainly really good which makes the trading interesting and rewarding. I agree that if you meant individual players or small guilds, it is hard to survive in black zones, that is one of the reasons I have focused to play in Royal continent, as a solo player.
Resource wise I think Fractured concept is basically much more better than albion's. In Fractured different planets offers different resources so the best ones are not just behind hardcore PvP environment, however, you can expect that happen in planet Tartaros.
I agree that gathering and crafting should be the backbone but at the moment I am a little bit concerned how that part will be eventually implemented in Fracuted. Imo, gathering is atm in better position than crafting.
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RE: What I "DO NOT" want to see in this game
@PeachMcD There is a lot of same elements in these games even both have their uniques as well. Both are sandbox MMORPGs with full loot rules and player-driven economy, and both have MOBA -styled combat with Isometric view, therefore, the starting point is the same. In addition, developers here have mentioned Albion as one of their paragons.
Moreover, like @humerus mentioned Albion is divided into two different continents, Roayl and Outland. Royal island can be easily compared to Syndesia because both have restricted PvP system. Outland (a.k.a. Black Zones) can be compared to Tartaros, a PvP continent without any PK restrictions. In Albion these two continents are not equal and Roayl is kind of below Outlands when offering less valueable resources, less risk and less content in general. In Fractured we will have PvE planet as well and system where all three planets are equal but different, and this is what a lot of people are looking for, also many players who comes from Albion.
I do not personally know any better game where to compare Fractured, there is of course others as well, but perhaps Albion is the closest one. And yes Albion is a F2P game but it was first B2P, during development and about year and 9 months after the launch (if I remember right). I followed Albions development very closely and I was very active tester as well. Therefore, I have seen what features did not work, what did and how I personally felt of those. This can easily be a burden too because other games can create you an image how the things should be done, and sometimes you become blind to other point of views because of that. I hope I can be as objective as possible, at least most of the times. You mentioned that you do not have experience from sandbox MMOs but I guess that can be a good thing too because then some ideas and point of views can come out of the box and that way bring something new and fresh to the table.
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RE: GO F2P LEARN FROM OTHER
@guduffra20 Yes I understand that, I just got confused because the reference to currency and its value, because that is not a guaranty of low level salaries, depending of the country we are speaking of course. If we think of all the countries which uses euros (β¬), the average salaries in different countries varies a lot so they are in unequal position from the start. Moreover, yes it is reasonable to take account different local markets and offer discounts if that is possible.
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RE: What's The Stance on "Foul Language"?
@Nekrage What you can actually expect from a player whose character is named Caligula... Anyhow, lets hope that at least most of the inappropriate messages can be eradicated, perhaps auto-censoring system can offer some assistance.
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RE: Is this a new hyped up Albion or games that fall in that territory?
@Jetah said in Is this a new hyped up Albion or games that fall in that territory?:
@Tuoni said in Is this a new hyped up Albion or games that fall in that territory?:
@Jetah Not a clone but it is easy to argue that Albion has most similarities with Fractured than any other game which is why so many compares these two with each other.
UO has just as much as Albion but no one compares Fractured to UO. Now I played UO before the split between the PvP/PvE shards.
Actually some people references Fractured to UO as well but not that often. There is of course few reasons for this, UO could be considered as a grandfarther of Fractured but in other hand kind of old game to compare with as well. In addition, I guess people are averagely more familiar of Albion than UO and that is not a surprise because Albion represents present and UO the past. However, if someone wants to use UO as reference then why not, or any other game if they have similiar mechanics what is planned for Fractured. UO mechanics was quite standard stuff when examined today so there is not much anything special to reference with. Therefore, Albion is still closer of Fractured especially from combat and end-game PvP point of view.
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RE: Why we need attribute respec options.
One of the biggest problems is that the current attribute system is in contradiction with the current ability system. You can freely unlock every ability in the game but then you are restricted (in practice) to use only those which goes well with your attribute distribution. This is very underwhelming. Therefore, those systems does not support each other and creates more like an illusion of freedom. At the moment the attributes basically determines our roles in the character creation which is much more closer themepark mindset rather than sandbox.
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RE: Why bake bread?
@Kralith I do not think it would be bad that on top of the basic cooking that there will be an advanced cooking as well, perhaps for dedicated cooks. Complex recipes with several ingredients and herbs, combined with some cooldowns, and then the base for this kind of system is already created. Perhaps some of the most complex and time taking dishes would be more like feasts what can used in group content, like banquets and tables in WoW. In addition, perhaps some buildings in cities favors these feasts, like city or governor hall, because why the leaders and lords would eat the same food as peasants.
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RE: Support/Healer type builds
@Kralith said in Support/Healer type builds:
@Razvan Hmm i do not think healing is boring. If you have a good system, healing is the most exciting and important job.
That is more like an opinion rather than a fact. Good system of course helps players to like more about healing but even a good healing system does not make it generally most interesting or more important than any other roles. Typically the roles are somewhat equal, at least in holy trinity systems that so many MMORPGs relies.
The problem not to find healer are mostly based into the playerbase. People who don't appreciate the healings effort, because they think it is an "easy" and "boring" job and can be easily made.
From my experience healing and tanking appeals players (in general) less than damage dealing why those are typically minority in group compositions. It is notable that tanks and healers usually have more responsibility which makes them less appealing as well. It is usually easier to run a DPS class when you do not have to be the main responsible person to keep others alive. I do not think healing is an easy task and I have not hear anyone said that either. I do not personally heal because I am not simply good enough to keep people alive, and on top of that I like more to kill other people, or play as a tank in some cases. Regardless how good the healing system will be, most likely I will not play as a healer. However, everyone who decides to heal, gets my respect.
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RE: Support/Healer type builds
@Loyheta said in Support/Healer type builds:
I normally play healer/support or tank. I'm interested how they will handle these roles or if they even will.
For PvE I expect something very tradtional holy trinity party distribution, however, because the number of group members can vary a lot in most of the open world activities, we can see different kind of mixes in builds. Anyway, I expect tanks to behave like in many other MMOs, agro and control mobs.
For PvP we are most likely going to see a little bit different tank behaviour and I expect to see them be more like frontline distractors who dive in to CC (silence, stun, root, push back, breaking formation) the enemies and perhaps even focus to the healers. When CC and offensive abilitites are on cooldown tanks come out (perhaps with help of defensives) for heals and waiting abilities to be ready for another dive. I presume these CC abilitites will be used to decrease the pressure from allies as well especially if the healers have hard time with enemy players.
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RE: Support/Healer type builds
@Razvan said in Support/Healer type builds:
@Tuoni
For tanks in PvP it mostly depends on how aoe heavy the game is and to a lesser extend how do CCs stack.
Dedicated healers will be a thing regardless.In addition, it also depends of a what kind of friendly fire will eventually be implemented because it can have a huge impact to the tank behaviour, melee actions and combat strategy in general. Moreover, it would be interesting to know how much CCs stack and is a CC lock/stun a thing or do CCs have just a minor impact to the combat situation.