@Meiki I guess that post came to wrong thread...
EDIT: Never mind, brain damage or something..
@Meiki I guess that post came to wrong thread...
EDIT: Never mind, brain damage or something..
I have to give credit of the comprehensive and detailed recruitment post, and your guild concept looks very interesting indeed.
I do not personally like the endurance and life bar system, and in my opinion one life bar with execution mechanic would be better. Meaning, when life bar reaches zero a player will be knocked down. Then player starts slowly get back to conscious and inside that time window the player can be executed by other players or lethal monsters.
Oh well, lets try again. In my opinion it might be a good option to have a mixed repairing system in use. Meaning, there would be a NPC blacksmiths which will repair gear and items for exchange of gold. This would be very effective gold sink, QoL feature and standard MMO system. On top of that there could be craftable repair stations which can be used repairing using resources. That way repairing would remove gold and resources from the game and offer players different kind of possibilities for different situations.
@Razvan Yeah I found that announcement 1 minute after posting.
Where is some of the posts wrote into this thread? There was at least one of mine and @Spectre 's? Deleted of some reason or something else happened?
EDIT: Never mind, I already found announcement that some post are lost because of server migration.
@Farlander I guess we do not have a dev answer why we just need to be satisfied for speculation. I presume, gear and items you use will loose durability everytime you get hit or you use those, but in knockdown or death situations your gear takes much more damage than normally.
Repairing stuff with resources or with other items is of course one option. However, repairing system which uses ingame currency might sound boring but unfortunately in many cases it is simply a necessary evil. Sinking ingame currency out of the game is crucial especially in games which have a player-driven economy or otherwise inflation will cause significant problems. In addition, repairing via ingame currency is a really good way (easily the best one) to sink currency out of the game and this is the main reason why this kind of system usually are seen in the games. Using repairing to sink currency is not usually enough and it needs other system to support that purpose. Different kind of taxes and service purchases can be created as well but the options are somewhat limited because most of the things are meant to be trade between players. People needs to take this point of view in consideration before saying repairing should not be happening with ingame currency.
@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.
@Farlander said in Death and what it entails:
Have they said how much your gear is damaged upon death? Anything on repair yet?
Repairing is usually used to sink ingame currency from the game and in my experience (at least from WoW and Albion) death or knockdown always makes a big hit to the gear, lowers good amount of the durability and makes the repairing expensive. In addition, better gear usually costs more to repair as well. I presume we are going to see something similar where player will be penalized at least financially if she/he dies or gets knocked down. Or did you have something else in your mind?
I really hope not. Moreover, food are consumables so there will be constant demand of eatables. Therefore, there is no need to implement such system unless developers wants to annoy people on purpose. If food buffs needs adjustment, I suggest to check the timers (how long those are effective) and decrease those if needed, and that way increase consumption. Lets presume that there will be a specific dish which gives a character a buff (+5% attack power for 1 hour), and later is noticed that there is not enough demand, it would be easy to decrease the timer e.g. from 1h to 30min, and double the demand. It is way better that food decay in use rather than when people are offline.
@Clinion I am not sure what is the situation at the moment but Fractured website/company says:
"As of today, we are a team of 8 full-time employees (and full-time geeks) and 2 freelancers, all focused on the development of Fractured, our flagship product through which we hope to make our dream your reality."
However, I am not sure if this is updated information though.
@Gothix said in Attacks on settlements by NPCs:
Perhaps... demon players could do rituals to spawn demon NPCs, and send those to Arboreus.
The more effort demon players put in, the more NPCs attack. This could be used to distract furrys, while demons go grind mats on outskirts of Arboureus, outside of safe zone. Less resistance, cus many furrys get otherwise occupied with those NPCs.
What kind of demon wants relief for possible open world PvP action? Or is the PvP wrong kind when the hunter might become the prey?
@dj35 said in Attacks on settlements by NPCs:
i think the pve world is moRe like farming and stuff not really attacking anything besides animals/monsters the human world is more that style
PvE does not equal to farm in peace. It is true that in Arboreus lifeskills and RPG elements are highlighted but that planet is also about cooperation so it should offer players meaningful group oriented PvE content like killing world bosses, or running dungeons and raids. A lot of people likes to play challenging PvE games which offer competitive and hardcore content. Therefore, because Arboreus will be huge (the biggest one) it would be reasonable to have a different kind of continents which can offer different level content. Some of continents can be peaceful and super casual, and some in other hand can offer hardcore PvE activities. There can be some middle ground as well, but my point is that the game can easily offer different kind content for wide PvE audience if they just want to.
@FibS said in Attacks on settlements by NPCs:
I think having NPC demons etc. to make up for gaps in player demon attendance would be cool.
This is one really good option as well.
@Farlander said in Attacks on settlements by NPCs:
NPC centered large scale events in UO were high server activity events. I remember the Battle of Trinsic being so heavily attended on Great Lakes that the queue was awful trying to log in. We had a dozen guys where I work call in sick and they had to shut down our shift lol. Bosses weren't too happy. My dialup was so lagged that I could barely move. I did get tons of pics that day though.
That was a shame if performance of the game could not answer to the interest of players. However, I guess this still shows how events like NPC invasions really interests players and those are content what they are looking for. I presume this is the case also today.
No idea, but this guy has the Tyrant of Demons: Tyrant
@Razvan said in Archaeologist Sub Class Tree:
@Tuoni
Your suggestion is good and we should absolutely have hidden treasures, but it's such a minor thing it shouldn't have its own profession. I think everyone who has enough PER should be able to see them, and in the case of chests, everyone with enough lockpicking should be able to open them.
Yeah perhaps. If we are talking about only finding treasures and not having anything extra on that then I agree it might be too much make that its own profession. However, if something more is implemented around the archaeologist theme and a reasonable progression system can be build around that, then I guess it could be its own profession too.
I have seen two quite bad animal behaviours related to deers. In alpha one the deers were so fast it was hard to even catch them or at least you needed the right slow and stun abilities. In some cases you faced a really long runs until you catch one or you lost it. In alpha two best tactic was just stop and stay still because when a deer run away it came back after few seconds and run past you. So I guess the behaviour still needs some adjustment...
@Farlander said in The deer:
I'm just glad that we can't run faster than the animals (as humans anyway). Is there any difference in move speeds in the races?
I found also these lines from Feature Spotlight #1. Looks like Beastmen will have a different kind of speed variables in use especially related their beast forms.
"Also known as Bear-Kin, the Nheedra are the largest and bulkiest of all beastmen, endowed with the greatest strength and endurance, but also slower and clumsier compared to the members of other families."
"When transformed into their primal form, the hart, the Erwydra gain access to abilities that allow them to block or deflect magical attacks and to charge through enemy lines. In case they need to leave the battlefield, they can rely on even higher movement speed and escape abilities."
"When transformed into their primal form, the wolf, the Udoadra gain speed and additional pack bonuses"
"When transformed into their primal form, the tiger, the Chadra enjoy an even higher movement speed"
There was one thing from Q&A what I have still wondered. @Prometheus mentioned that defenders should raid those catapults a.s.a.p. so their gates would not be shattered. This made me wonder that how those defenders can raid the catapults if they are still fortified inside the citywalls? Is there some kind of secret door system or are those defenders fighting outside of the wall?