@Jetah If the game allows players to play on each planet, why it should be then restricted by TOS? Why on earth try to fix design issues with poor bandages when developers should change the game design itself? Developers have not promised anything else and you just backed the game without acknowledge that this kind of thing might come up. And I do not say you should been considered this because I am pretty sure that most of us did not think these kind of things at the time of investment.
Posts made by Tuoni
-
RE: How will you be making your $$$?
-
RE: How will you be making your $$$?
@GamerSeuss said in How will you be making your $$?:
Unfortunately, although it might ruin it for some people, cross-species guilds would be a huge draw for others, and it would be silly for them to actually put something like that into the TOS.
I agree.
The best thing they could do is simply allow such guilds, but make them difficult to implement and maintain.
How it can be made more difficult to implement and maintain? Guild communities typically works outside of the game, therefore, if we decide to create a guild for every planet and let our members to play mains and alts where ever they want, that cannot be restricted (nor should) in any way. Only restriction what there will be is that ingame we have three different guilds and we cannot be officially allies, however, informally we can. Ingame chatting is also impossible between these guilds but that is why guilds have discord servers anyway.
-
RE: How will you be making your $$$?
@Jetah said in How will you be making your $$?:
@Tuoni said in How will you be making your $$?:
@Jetah That is true, however, many guilds will done that and there is very little what developers can do about it.
they can add it to the TOS that cross guilds are a hindrance to the game.
Developers cannot intervene gaming community activites outside of the game. There is two ways to restrict cross-planet activity, limiting only one character / account or that all characters can only be the same race. However, this can be around with multiple accounts.
In conclusion, perhaps its not ideal situation that guilds can play on different planets, but limiting oppurtunity to play on other planets and test out different races will hurt the game too. Therefore, I guess the current plan is still the best option because setting too much limitations and rules will just turn players away from the game.
-
RE: Camping?
@Houngar Leaving the camping problem for players to care of is not a real solution. If there will be even a small loophole it will be abused. That is pretty standard behaviour in sandbox games, unfortunately.
-
RE: Camping?
I also presume that a player house will be a safe zone, perhaps even the whole yard if things are getting too nasty. Even people cannot get in other players' houses (unless you have access granted) they can camp outside the door and basically lock you in. If this is possible it means that it will happen.
-
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.
-
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.
-
RE: How will you be making your $$$?
@Jetah That is true, however, many guilds will done that and there is very little what developers can do about it.
-
RE: Camping?
So youβre not full lootable unless youβre a criminal? Any idea what isnβt lootable?
I suggest to read this article, it explains how the PvP is meant to happen in different planets and how different alignments works with the full loot system.
-
RE: How do you think the Economy will actually function?
@Ostaff Yes I know how local economies works.
Oh well, if there will not be crafting market, I will focus on consumables.
-
RE: How do you think the Economy will actually function?
The key factor is that the supply needs reply to the demand. If players can supply tons of useless stuff, it means that most of those items will not sell. Typically the core of markets are build around meta gear and consumables, other stuff can sell as well but clearly less.
Moreover imagine the number of different crafted/enchanted items in the market place and how long those lists will be, especially because items will not stack because the huge number of variations available. Therefore, selling crafted and enchanted gear is a doomed option imo.
The beauty of player-driven economy is that it somewhat balances itself unless there is a cartel or monopoly activity involved. Meaning that prices will eventually have an average price based on the rarity and tier of the resources or generally how hard those items are produce.
-
RE: How will you be making your $$$?
@GorTavaro said in How will you be making your $$?:
@Tuoni
There is actually much more city plots planned https://forum.fracturedmmo.com/post/169720"Access denied"
Anyway that is why I said at least, I just counted marked cityplots from one map.
-
RE: How will you be making your $$$?
@KatzenJammer What I looked the upcoming test phase map, there will be at least 25 city plots, meaning 25 local economies. When that is multiplied with 9 continents we will get about 225 local economies, therefore, I wish you good luck.
-
RE: How do you think the Economy will actually function?
@Gothix said in How do you think the Economy will actually function?:
Items not requiring repair, doesn't necessarily mean items must have decay.
Perhaps there is no item decay, as well as no durability (so no repairs).
That is one option, however, I remember that durability was planned... at least at the moment.
And the way sink will work is by limited storage capacity players will have and will not be able to store millions of items.
Then players will need to dismantle items to percantage of base materials, because materials will stack and be usable to craft other things.Limited storage capacity is one of the worst things what games can offer tbh. Forcing people to destroy items is what I do not want to see, in addition, the resources will also take storage space and typically even more than the salvaged item.
This percentage of returned base materials does not need to be high. It can be, for example, 20%. This will sink the materials.
Also perhaps re-enchanting an item will be so expensive that it will be more worth for a player to simply craft new, and enchant it from scratch.
Add loosing of gear, through PvP, people breaking stolen items, and you have efficient sink.
Item durability and decay arent the only ways to create that sink.
I thought gaming should be fun and loots actually rewarding. Why implement system and make it so expensive that there is no reason to use it? Moreover, why go to PK and get random resources from item salvages when you can just go to gather and get what you actually want or need?
-
RE: How do you think the Economy will actually function?
@Razvan said in How do you think the Economy will actually function?:
@Tuoni said in How do you think the Economy will actually function?:
Because of several open questions and unresolved issues, I predict fundamental problems.
This is my exact feeling.
At this point, we don't have enough information and it's very hard to predict how the economy will work.
A solution that would make the market usable would be to have dedicated refiners instead of dedicated crafters and only be able to sell mats on the market instead of full items. Instead of having item quality, you have material quality which would be affected by refiner's stats. Crafted items have the same quality as the materials they are made of. Damaged items can be refined into raw materials, which scales with durability. So basically it's the Ikea of MMOs - buy the raw mats and assemble your item. Later on they can add QOL features like preset market orders so you can buy a bunch of different materials with just one click.
I agree that this is one of the options to handle the "current" situation. Creating the trading around resources would work, however, that will be so much away from crafting and looting.
Ikea of MMOs...
-
RE: How do you think the Economy will actually function?
@Ostaff It is really hard to make most of the enchant variations reasonable choises especially if there are at least hundreds of different possibilities, perhaps even more. Making enchants for yourself does not need to be that accurate and you can make some concessions and testings. However, when you try to sell something weird, special or different, that can be hard, because supply does not reply to general demand.
Moreover, if we think the loot drops, what if most of the stuff you get are weird low durability items what does not suit for you and are also hard to sell?
If we go back to original question; How do you think Economy will actually function?
Because of several open questions and unresolved issues, I predict fundamental problems.
-
RE: How will you be making your $$$?
@KatzenJammer There will be several local markets already in one continent and there will be nine continents in total. On top of that most of the markets are in PvP areas and controlled by guilds and alliances, therefore, good luck with that. Moreover, people can be very self-sufficient with planned system so it does not matter much anyway. If you are able to mess 1% of the markets, I will be amazed.
-
RE: How do you think the Economy will actually function?
I am also wondering how the trading of crafted (brand new) gear pieces will work out especially if the enchanting is involved? Enchanting offers tons of variations which can once again make the listing in market places quite overwhelming, in addition, that will also lead to situation where most of the stuff put in the market will not sell. Back in beta test phase Albion Online faced a similar problem, the markets were full of gear pieces with different abilities and passives, and only the cookie cutters were sold. Therefore, they changed the system that abilities and passives are no longer chosen during the crafting process and players can change these freely, with appropriate cooldown of course.
How this problem is planned to be handled in Fractured? One option is to sell crafted items without enchant, but how the enchanters will make money then? Perhaps enchanters could create enchanted scrolls which are then sold and attached to the gear pieces afterwards, like in WoW. However, are we still in situation that only cookie cutter enchant scrolls will sell and we just moved the problem from items to enchants?
-
RE: How do you think the Economy will actually function?
I have a big concern related for trading. It is said that items are unrepairable, therefore, how that will effect to the trading? Who will buy used items? What about item listing, e.g. in market place, how it will be implemented because most of the stuff will not stack (because different durability % and different enchant variations)?