@Esoba Okay so you can create different kind of buffs by yourself and it is not just an ability, but actual performance. Other people needs to listen the whole performance to get that buff. Did I get it now right? And how you could benefit from that system, did other players pay you money or..?
Posts made by Tuoni
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RE: Let's borrow some ideas from other games!
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RE: Let's borrow some ideas from other games!
@Esoba I did not quite understand how that music/dance system was unique in SWG, but it would be actually pretty nice if some non-combat music and dance abilities will be added to school of musicianship. Unlocking and progress with those abilities would be inclueded to knowledge system as well, so you might need to travel all around world to learn new songs and dance moves. If there will scribe as one profession, then new songs could also be wrote on music sheets by scriber.
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RE: Personal home question
One choise is to get few respawn options on the screen when you have died. I am not sure if total of 5 different options are needed, but here is some what can be considered to be on the list.
- Your home
- Guild (hall/town/territory)
- Closest town
- Closest cemetery (if there are any)
- Selected friend's home
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RE: Let's borrow some ideas from other games!
@Jetah said in Let's borrow some ideas from other games!:
Asteroids are random generated dungeons, which will be in the game.
Well I could not find any information, that asteroids would be like randomized dungeons. What I have understood, asteroids are seasonal open world content, like a small planet. There could ofc be dungeons inside those asteroids, but asteroids are not dungeons itself. I bet you did not check out either of those Albion videos...
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RE: Spread The Word & Win A Key!
I advertised Fractured in Age of Magic Discord channel and top of that I try to get people from our guild to interested as well.
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RE: Let's borrow some ideas from other games!
@OwlsaneGaming said in Let's borrow some ideas from other games!:
Randomized dungeons and instances like Diablo and Albion Online. Fixed dungeon place with the same map pattern and mobs can be very boring in the long therm.
Those randomized dungeons like in Diablo and Albion would be nice add. Some dungeons can of course be the same static, but on top of that there could be ones with random locations, layouts, enemies and rewards. Here is few videos from Albion's randomized dungeon mechanics:
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RE: Who is in the forum background?/what race is he
I would guess human too.
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RE: Let's borrow some ideas from other games!
@FibS said in Let's borrow some ideas from other games!:
Ultima Online's "items drop to corpse" system might work for this style of game - at least, for PVP kills.
Note that in old Ultima, there was no insurance system. It was very rare to get a scroll to "bless" an item that would follow the player's spirit after death. Also, if the player was a paladin or mage, their spellbook was Blessed automatically.
I did not play UO back then so I am not familiar with all the mechanics, but this "bless" was feature which prevented some items to drop?
I actually presumed, that Fractured has total full loot if player kills another. Only some portion of loot will be trashed in process and removed from the game. I was also wondering how mobs and animals will actually act against players? Just knocking players down or actually killing and make them drop all loot? Or does only "lethal" (more dangerous ones) mobs kill players?
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Let's borrow some ideas from other games!
If you could borrow an idea from any another game and bring it to Fractured, what would that be?
It can be a small feature or a larger mechanic.
You could also ponder; Why this would be nice addition in Fractured? Do you see it can be implemented as identical copy or would you change that idea a little bit so it would suit better in Fractured theme?
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RE: Stealth or Tall Grass
However, because taking advantage of the environment is a thing in Fractured, it would be nice to see stealth mechanics, which would work somehow better in long grass rather than in open space for example.
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RE: Stealth or Tall Grass
Most likely there will be different kind of stealth and invisibility abilities, but we could presume, that those are temporary with short duration or have other limitations like you can not move for example. Simply because permanent or long duration stealth mechanics can easily be op in open world PvP related activities.
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RE: Psychometrics to establish natural fit
@Gothix said in Psychometrics to establish natural fit:
I disagree.
If someone knowingly enables another to commit a crime, he is automatically an accomplice.
Knowingly healing an evil person, knowing he will continue to kill innocents, makes you an accomplice in premeditated murder.
Stopping an accomplice is a good act, same as stopping a murderer itself.Thus, you are not evil, you are smart, and just.
But I thought those healers were stupid so they did not understand what they are doing. Now you have two different scenarios here.
But if we talk generally about accomplice in present irl, you can of course stop someone to do a criminal act, but that does not mean it is acceptable to kill someone. Unless you are protecting yourself or someone else in that situation. Then it can be self-protection if you are not overreacting. If you kill someone just in case because he will most likely kill again (you can not judge someone from something he has not done yet.. well in Minority Report you can..), you are committing a manslaughter even your intensions are good. If we go back for middle ages and feudal societies, back then the rules have been quite different and different people had different rights.
If we think games and especially Fractured. This is very easy to settle. Those who assist (heals for example) other player who then kills someone else, are also taking the same penalty as the evil player killer. Karma loss and flagged as murderers in planet Syndesia. Basic assist rules..
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RE: What are you reading right now?
Last novel I a red was Promise of the Wolves by Dorothy Hearst. It was interesting because written from wolves point of view.
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RE: What’s the point?
Fractured feels quite traditional sandbox MMORPG where lore is more like the frames and players write the stories. Lore is present in world creation, places, factions and such things. Player progression is not lore-driven like many games with quests.
I am always interested of lore in games, because it many times explains why we are fighting against these specific mobs for example. So I do not mind if we see more lore what can be expected.
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RE: Psychometrics to establish natural fit
@Gothix said in Psychometrics to establish natural fit:
If you see someone that's hurt and needs your help, but you know if you help and heal him, he will go around and kill more people because he is a killer, and you chose to help and heal him, enabling him to kill more in the process...
Are you good or bad?
In real life and in situation like this you first call help, explain the situation and listen introductions given from PSAP (public safety answering point). That way you help the hurt person and most likely prevent anything more to happen. Question is also quite vague and there can be a lot of different kind of scenarios which impacts to decisions made by the helper.
In Fractured this is easy, because of the alignment and flagging system. These makes it relatively easy to make decisions. If good alignment character sees evil person in trouble and you decide not to help, you are still good. Even if you decide to kill that evil person, you are still good and in best situation maybe even rewarded doing so.
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RE: Race Starting on Any Planet Idea
@Gothix said in Race Starting on Any Planet Idea:
The only issue would be that if someone wanted to play an angel, they would chose demon on Arboreus by default because he would then have to grind a lot less to reach his goal, than starting full negative on Tartaros.
The same goes for someone wanting to play as abomination. He would automatically chose to start on Tartaros.
True. Starting as a good demon or as a evil beastman makes the angel and abomination paths almost done without much effort.
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RE: Progressionsystems
@Farlander said in Progressionsystems:
Have they said if there will be a way to repair items? Hopefully durability isn't lost so fast that you have to reequip every few minutes.
Repairing is a really good currency sink so most likely we are going to see that feature. However, even some items are repairable those could be totally breakable at some point.
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RE: Progressionsystems
@Xzoviac said in Progressionsystems:
@Tuoni demons for example could destroy each others gear/loot sometimes when they pk someone, leaving only a few of the items they steal fully lootable
Well I would not punish Demons any more than others in this situation. Everytime when players gets killed and is looted, then e.g. 30% of items will be trashed and removed from the game. That is quite common way to handle this. That portion does not need to be exact 30%, and devs have chance to adjust the percentage in way it is needed.
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RE: Progressionsystems
@Xzoviac And on top of that portion of the items will be removed from the game in full loot process. Also salvage system would be good way to get items away from the game.
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RE: What part of the game is most intriguing to you all
I hope you guys have taken account that the idea of three planet system is also to protect PvE centric players from open world PvP.