@Jetah said in Asteroids offers a good amount of possibilities:
i'm more curious how we get to said asteroid.
So even we know we get there via portal, you are interested to know how that actually happens in practise, right?
@Jetah said in Asteroids offers a good amount of possibilities:
i'm more curious how we get to said asteroid.
So even we know we get there via portal, you are interested to know how that actually happens in practise, right?
@Azraelius said in An option to NOT choose a deity?:
@Esher Where is it mentioned the divine quests are only for demon to angel progression? as far as I have read it will be available to anyone who gets enough favor with said God
I think you are right:
DIVINE QUESTS
Divine Quests are missions obtained at shrines and temples that must be completed by anyone who wishes to become the Champion of a God. Fulfilling them triggers changes to your Karma, pushing it towards the Alignment of the God in question. By becoming the Champion of a God, you are granted a unique blessing in the form of a permanent status effect, plus the chance to use one or more Divine Abilities that don’t have to be memorized. The number and power of said abilities depend on the deity’s favor towards you and how well your current Karma matches the God’s one.
@Gothix said in Economy Balance:
@Tuoni said in Economy Balance:
@Gothix Temporary warehouse space and ending storage account? I could not find any info about this. Is this really a thing or more like presuming?
It's an educated guess. Since we heared that storage space will not be free of charge, it's reasonable to assume one will be able to rent it for a period of time and every rent expires if not payed.
You are right, it can be rented, but it can also be bought.
@Eurav said in Asteroids offers a good amount of possibilities:
@Tuoni said in Asteroids offers a good amount of possibilities:
Idea of this thread is not actually guess or presume what Asteroids will contain. I was thinking, that we could more like discuss what kind of content Asteroids could have or what kind of possibilities concept like this may offer.
The only thing he does not mention in the video, which you talked about, are unique resources to asteroids. Resources which you can´t find on the three planets.
Jacopo talks about differnt sized ones, different appearence intervals, different resources, different rulesets...
Yes, we both talk about resources, but I listed some what Jacopo did not mention. He also had less scientific approach what I did. He talked also about resource creatures, but not about if those could be gatherable once killed and how much there will be bosses for group content.
In addition, he focused on resources, biomes, ruins and knowledge. There was not much (or at all) mention about dungeons, raids or world bosses.
Jacopo talked also about different sizes, but my concept of Meteoroids and Planetoids were different what Jacopo was talking about. Unique naming and different content.
So I would appreciate if you would actually read my post before saying there was only one difference.
@Eurav said in Asteroids offers a good amount of possibilities:
Imho content on asteroids is limitless. We can expect anything there.
And because of this reason (like headline says) I started this discussion. I was also courious heard what kind of ideas other people have related for Asteroids. You totally miss that main point. Maybe other people shares their ideas..
@Eurav said in Asteroids offers a good amount of possibilities:
@Tuoni said in Asteroids offers a good amount of possibilities:
Idea of this thread is not actually guess or presume what Asteroids will contain. I was thinking, that we could more like discuss what kind of content Asteroids could have or what kind of possibilities concept like this may offer.
Is not that guessing / presuming what kind of content asteroids will contain?
I always wonder, do people not watch the Q&As on the Fractured MMO Youtube Channel?
I always wonder, why people do not focus on the actual points of threads?
ASTEROIDS
What we know about Asteroids?
Asteroids sounds really interesting concept even our knowledge of those are still quite limited. I tried to gather some base information and if I understood right, Asteroids are seasonal content where we can travel through portals. Every race has own access to Asteroids, so we could presume, that there will be three different type of Asteroids where content is based on different planets’ rules. In addition, even we travel via portal to kind of instanced area, still everybody are playing like in open world and not in separated instanced zones. I hope I got this part at least somehow right.
What Asteroid concept could contain?
Idea of this thread is not actually guess or presume what Asteroids will contain. I was thinking, that we could more like discuss what kind of content Asteroids could have or what kind of possibilities concept like this may offer. So let’s jump straight on it. Here is some of my thoughts:
Resources
Asteroids could have unique resources, which can be used for different crafting professions. Those craftable items does not need to be anything superior, just offer something different, more rare or slightly better. Asteroids usually consist of ice, metal, stone, dust and maybe even gas. So gatherable resources could be some kind of mix of those.
There could even be resource creatures and/or bosses, which will drop certain type of resources when killed. Maybe even their dead bodies are gatherable, and bosses can be gathered by multiple players at the same time. Then especially those resource bosses can be very fun group and guild based activity.
Different size of Asteroids
There could be different size of Asteroids, which would all have own purpose. So on top of Asteroids there could be smaller Meteoroids and larger Planetoids.
Meteoroid (small)
Asteroid (normal)
Planetoid (large)
Asteroids can be the basic, normal size and most common form like planned and I am not suggesting any changes for that concept. Maybe some raid or at least world boss would be nice.
Meteoroids could actually be solo and/or small scale content, maybe a dungeon or something like that. Maybe you can get from there the same resources, but distinctly less than what you could get from Asteroids. Maybe you can get into Meteoroid from Asteroid for example.
Planetoids could be massive Asteroids, which appears rarely maybe just once in every Q or something like that. Now Planetoids will be shared by all races. There could be own content to every three races, but on top of that some shared content as well. This could be fun way to bring all races together. My intend is not to throw PvE centric players to wolves, so even there would be some PvP involved, there could be some restrictive factors. What kind of shared content that could be, I am not sure. Maybe someone could refine that idea further.. Because Planetoids are meant to be rare, there could be some kind of hardcore PvE content. Maybe really challenging raid and/or a wide open space with a lot of dangerous and rewarding elite mobs and bosses.
Knowledge
It would be one good option to add some ability unlocks and progressions happen in Asteroids. I am sure there will be such abilities which would suite fine with the theme. At least from crafting and some spells.
So what you guys think? Have you thought anything similar? Or what is your opinion, what kind of features Asteroids could contain?
@Chii Welcome. Here is link below to one discussion where some content creators are mentioned. And Fractured burden less your computer than most MMOs so it might even work well.
@Meiki said in Finally, a promising game studio.:
@Tuoni That and the fact that the BR whatever you would rate that game but definitely neither A nor B class game that is already in beta, but the actual MMO is still not even in Alpha 1 If I ever got my money back (And unfortunately it was not just a little that I spent on their kickstarter -
silly and stupid meEhm I mean naïve me) I would just put everything into Fractured, at least the devs care and are so far honest with us and we got to the Alpha 1!
Well that BR deserves double facepalm.. (when one is simply not enough)
I have been more cautions after I felt betrayed by SBI when they made radical changes to Albion concept just before release. I had invest there a good amount of money. That is why I did not pledge AoC and now I am glad of my choise. They introduced BR from nowhere and first told it was just for testing the combat. Later they told how it will become a separated game project, which has now actually delayed the original MMO plan why people pledged at first place. I will test out AoC, but after when it released. Fractured is atm the one I follow most and I have planned to jump in at start of Alpha 2.
@Belligero said in Finally, a promising game studio.:
I like your optimism, but it's still too early to tell.
I've seen countless games around this phase do well with constant developer feedback and updates but then fizzle out as it comes close to the finish line.
Good point. Like Ashes of Creation, they decided to took My.com to European publisher..
@Roccandil said in Economy Balance:
@Tuoni said in Economy Balance:
@Roccandil said in Economy Balance:
@Tuoni said in Economy Balance:
In Albion Online I even saw situations where refined materials and crafted gear pieces where multiple times cheaper than the resources (of that item). So it was impossible to make any profit with crafting or refining. So quality over quantity would be much better choise from economy and crafting point of view.
To an extent, that's true, but one mitigating factor is fame (experience): if you buy the raw materials, refine them yourself, and craft the items yourself, you get all the experience. In effect, by buying raw materials you're buying experience opportunity.
I suspect a lot of lower-tier items on the market are simply byproducts of grinding crafting. If I get an excellent or masterwork item, for instance, I'll probably sell it instead of breaking it down to study.
Also, since Albion has implemented F2P (as well as new portals in cities?), the economy appears to have shifted from what you describe. The royal cities in the T4 lands have extremely busy markets, and there are significant differentials in goods between them and Caerleon: you just have to risk running goods through red PvP zones to exploit them.
I've done a little exploring of black zones as well, and it's easy to get to them now from other royal cities (if you want to risk it). At the moment, at least, I don't see any reason to move my center of operations to Caerleon (and I'm looking forward to new functionality such as hideouts).
I agree that fame has some influence to prices, but still the markets should not be in so bad shape. And because there is that fame factor it can be considered as p2w mechanic or at least p2Advantage when you can buy refining and crafting progression with real money.
While you can certainly power level by turning real money into silver, you're only going faster to the same goal. I think that's a legitimate tradeoff: some people have time to grind, but not money, and some people have money, but not time to grind.
Even the goal is same, some people won't ever reach that goal, and some who eventually get there, then the other guy is already even further. Albion Online can be considered as p2w or p2advantage, denpending totally how people feels that. It is of course not so black and white, but Albion definitely sways somewhere in grey area what it comes to p2w, and I am now not talking only about this progression matter.
@Roccandil said in Economy Balance:
If you remove the ability for real money to speed progression, then you're simply making the game 24/7-to-win instead.
Yeah, that is exactly what gaming industry needs imo, equal content with no possibilities to buy advantages with real money.
@Gothix Temporary warehouse space and ending storage account? I could not find any info about this. Is this really a thing or more like presuming?
@OwlsaneGaming said in What’s the max group size?:
It's pre-alpha dude. The game is far from done. We don't know anything about thoses stuffs
Even at current state of the game, devs for sure have plans done related for group sizes. That is really important part when planning different group based content. They may not have the exact number carved on stone, but I am sure they have about quantity thought already. Now they only needs to tell that to us..
@Jrock said in What’s the max group size?:
What’s the max group size?
This is a really good question. Have there been any official information? At least something..
@chrightt said in What’s the max group size?:
I'm just going to take a guess here but typical group size in mmorpgs are usually 4-5 players. Not sure if they're thinking about implementing raids that combines multiple groups.
Yes, small group content is usually something like that, but max group size is in most cases much more. 40 is something what I have personally used to see, but maybe bit less like 25, 20 are used as well.
Dynamight Studios have a good amount of fresh ideas, and the best ones are less grindy horizontal character progression and planet concept which caters all playstyles.
I would criticize a lil bit lack of communication between devs and community lately. I understand they have been busy with pre-alphas and alpha one, but still I hope this will change in near future so we can get more information for some hot topics.
Progression is calm, but realistic which I personally like. I do not mind to play testphases so it is not a problem to me if launch is somewhere 2021.
@Target said in Friendly Fire:
@Tuoni said in Friendly Fire:
FF is not that good anti-zerging mechanic, because it actually impacts also to smaller groups.
Every soft anti-zerg mechanic is also going to impact smaller groups. The point is that it will affect them less because a small group is far easier to organize than a large group.
In addition, if the alignments are involved, then some groups can still run with huge zergs with no need to worry about friendly fire at all.
Agreed, which is why I think if friendly fire is added, it should also apply to good players on Syndesia and Tartaros.
And if there is no party FF (like Jetah wrote) then it won't stop zergs at all.
Inter-party friendly fire would still be a thing unless there's a really high party limit. I actually think this is the best way to go because large scale battles would sorta break down into party vs party which I think is more interesting than zerg vs zerg.
There are options how to handle zergs without effecting to smaller groups. Zergs could be shown on map, there could be warning texts or maybe even option to hear zergs from distance. I also red about traps which could stop and hurt zergs.
FF hurts small groups less if we measure that with number of players, but in percentages both are hurt about equally. That is why FF is not that effective anti-zerging mechanic.
IF FF is implemented, I would prefer only Tartaros, because Syndesia can be problematic with all alignment and flag rulesets. It might even be impossible to balance well.
What is actually party size in Fractured? 40? 25? X? Imho if you can not hit your party members with friendly fire, then why to implement that at first place? It feels bad even to call it friendly fire in that case.
@Roccandil said in Economy Balance:
@Tuoni said in Economy Balance:
In Albion Online I even saw situations where refined materials and crafted gear pieces where multiple times cheaper than the resources (of that item). So it was impossible to make any profit with crafting or refining. So quality over quantity would be much better choise from economy and crafting point of view.
To an extent, that's true, but one mitigating factor is fame (experience): if you buy the raw materials, refine them yourself, and craft the items yourself, you get all the experience. In effect, by buying raw materials you're buying experience opportunity.
I suspect a lot of lower-tier items on the market are simply byproducts of grinding crafting. If I get an excellent or masterwork item, for instance, I'll probably sell it instead of breaking it down to study.
Also, since Albion has implemented F2P (as well as new portals in cities?), the economy appears to have shifted from what you describe. The royal cities in the T4 lands have extremely busy markets, and there are significant differentials in goods between them and Caerleon: you just have to risk running goods through red PvP zones to exploit them.
I've done a little exploring of black zones as well, and it's easy to get to them now from other royal cities (if you want to risk it). At the moment, at least, I don't see any reason to move my center of operations to Caerleon (and I'm looking forward to new functionality such as hideouts).
I agree that fame has some influence to prices, but still the markets should not be in so bad shape. And because there is that fame factor it can be considered as p2w mechanic or at least p2Advantage when you can buy refining and crafting progression with real money.
Some of us tried to convince devs that their last big changes just before launch were too risky and will lead to world-wide economic problems. They still took the risk and result were bad. Now they have finally made some improvements and people have meaning to live in different cities instead of Caerleon. That was really good change.
@Sindariya said in Economy Balance:
@Tuoni said in Economy Balance:
@Goemoe said in Economy Balance:
@Tuoni said in Economy Balance:
@Sindariya Well I can not decide when I die so it is kind of hard to think all before hand.. Also if people can not store stuff outside of home and guild bank, it will make all activities far from home really annoying. You can basically play mostly in your own hoods.. That sounds kind of bad. I really need an answer from DS side. @Specter
Actually I wonder all the time. The devs tell of removing the "grind" out of the game but add many tedious sounding things into it. After all, each player has a different understand of 'grinding' Some like leveling and quesing a lot. The advancement of the RPG char is the core of such games. Renaming the actions to do so, does not change the system.
Having to carry stuff around, though weight and space matter, might annoy quickling.
Having to explore to get Fractured XP, named knowledge points sound fun, but if you encounter difficult climate conditions large distances away from any access to your belongings might annoy quickly.
Having to reequip your char x times a day because your robbed and or killed many times a day might annoy quickly.
Trying to reach virtually unreachable areas in the game to up you skill, only because you need Tartarus as a beast or Arboreus as a demon will not feel great either.All this might quickly be viewed upon as grind. It is the risk vs. reward spiral which keep game like this interesting. Which is good. No game like this can work without features some people will name 'grind'
You have really valid points here. Grind can be defined few ways and players experience it differently. Fractured means by grind repeating same stuff over and over again, and I am really glad they have chosen this kind of approach for progression. However, I am a little bit concerned how much there will be pointless traveling especially if our storage possibilities are really limited. Some people can call that easily grind, to me, it is not, and I categorize it as walking simulator. However, it does not matter how people sees this concern, at the end the result is the same, time consuming and not fun activity.
I found this sentence in the second spotlight
You can earn some warehouse space to store your items in a village, but such space is not free – and even if you unlock it, what you deposit in the village stays in the village.
Okay, this sounds right and how it should be. Good catch.
@Gothix In addition, I personally would try to run grieffers to mobs or I might even call guild members for help and collect free loot. Poor end of day for griefers.
@Gothix in games like Fractured there might be situations where pk chases his prey a really long distance trying to kill that. Sometimes even to safezones. Now this player for sure tries to escape your grieffing team. He might even have escape abilities (especially if gatherer) what he can use to get away and then mount up. I have never heard such scenario happen in Albion so good luck for trying.