@Jackalope I have this exactly same problem (but I cannot get in to forums either) starting from account migration. Few days ago I managed to get this work with my phone but PC is still not working.
Posts made by Tuoni
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RE: Website login issues.
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RE: 'Recipes are meaningless...
About the definition of grind, here is one..
"What Does Grinding Mean?
Grinding refers to the playing time spent doing repetitive tasks within a game to unlock a particular game item or to build the experience needed to progress smoothly through the game. Grinding most commonly involves killing the same set of opponents over and over in order to gain experience points or gold. Although other game genres require some grinding, role-playing games (RPG) – specifically massively multiplayer online role-playing games – are the most notorious for requiring this type of time investment from players."Grind is still grind and changing the name or inventing euphenisms will not change the fact. Fractured has a good amount of grind, it also needs some grind for sake of longevity, but there is no reason to pretent that there is no grind in the game.
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RE: 'Recipes are meaningless...
I do not like the recipe system either. It would be so much better if the recipes could been primarily unlock via gathering, crafting and town tech. It would make only sense that crafters progress by crafting and not by grinding mobs and bosses.
And like mentioned before the current system is extremely bad for new and solo players which do not stick with the game for long if they cannot progress or it is simply too hard. Now people are doomed to run with primitive gear because the gap between T1 and T2 is huge in many ways, taking account needed resources and recipes.
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RE: Where to get crafting recipes? I would like to craft a short bow.
@Cynras There is no recipes in the game atm because of a bug, however, we can expect a fix soon.
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RE: Most of the newer changes kind of just suck.
I am not personally a fan of recipes dropping from mobs and I think those should be unlocked via town tech, crafting and perhaps even gathering. It would make more sense to need develop town, research resources and progress in crafting to open new recipes, and perhaps implement a system which combines all these aspects.
About the PvE - PvP discussion, I bet that what we are testing atm will not be the final form because two planets are still missing and now everyone, regardless of their playstyle, needs to live in the same world. Therefore, the rules needs to be approriate for the situation.
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RE: Problems with everyone being able to gather, craft, tame, etc...
If professions have specializations that also makes the market and trade more alive because then people will be less self-sufficient. If at some point a certain area lacks of a specific resource that will not be a problem at all because always some people sees this as an oppurtunity to make a good amount of money. The player-driven economy typically balances itself and prices go up and down unless there is too much supply. Now if everyone can easily gather and craft everything, that means less need for trade in general, and on top of that markets can easily have a lot of stuff which does not actually sell.
In Albion Online the market plays quite well and it is easy to sell resources and most of the items that you have crafted. The system works because all kind of resources are needed constantly and people can specialize to certain professions. Additionally, it is really statisfying when a lot of trading is happening all the time and goods will sell easily. I hope this will be the case also in Fractured.
Now we have a long testing period waiting so we at least have a lot of time to test things out. I will personally focus test and examine economy related stuff and how professions and trading works. That is typically what I like to do in MMORPGs and perhaps my background working in business and financial sectors have something to do with this as well.
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RE: Feature Spotlight - New Continent
@GamerSeuss said in Feature Spotlight - New Continent:
@Tuoni Actually, to the contrary, expensive travel costs will motivate the higher end players who've accumulated vast fortunes to go out and travel and thus show off their ability to diversify in gear and products for sale at their Marketplaces. It will become a status symbol, and only make traveling more appealing.
In addition to that, high travel costs will mean that less straight gankers will be at these other locations as it will be hard to maintain their travel expenses if they are just gankers. They will at minimum need to go out and gather some money more legitimately, or be very successful at Ganking on the main continent.
Like with anything, what discourages one player, encourages another, so it will remain to be seen. I really don't think they will get to the point that travel will cost so much that most 1 year or older players can't easily afford a semi-regular trip, even with supplies carried.
I agree that it can motivate the high end players but I am more worry about the average players. It is true that it may decrease number of gankers, however, a good amount of them lives on the continent already and focus to gank on their area. I want to address that I do not suggest any changes at this point, I just hope this will be monitored closely by devs during the testing. In addition, we will see what kind of feedback devs will get from players.
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RE: Problems with everyone being able to gather, craft, tame, etc...
@GamerSeuss said in Problems with everyone being able to gather, craft, tame, etc...:
@Tuoni Then again, as a Horizontal Development focused game, instead of Vertical, and with Fractured's determination to try to not just play 'Follow the leader' in regards to industry standards like that, it very well may be that they avoid the progression grind system and keep it more open.
The progression system can off course follow the same approach as skills and abilities. Vertical progression can be calm and perks after milestones small but it is important to have typical RPG progression elements or otherwise people will get bored fast. If everyone are master crafters starting from day one that would be really boring system especially from profession oriented players point of view. Therefore, I am not surprised if devs are working on this already, according to Olive's last post.
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RE: Feature Spotlight - New Continent
@GamerSeuss said in Feature Spotlight - New Continent:
@Tuoni One of the things you may have missed in previous articles is that the game is in need of some Gold Sinks. Travel, like to other Continents/Worlds is one of the planned Gold Sinks to keep Gold relevant in Fractured.
It has been argued back and forth about how they maintain the valuation of Gold when there aren't enough gold sinks in the system to create a pressing need. Like in any market, you create value by rarifying some items on the market itself. If you have to pay a substantial gold price to move certain materials from one Continent/World to another in order to complete certain craft recipes, the results of said recipes will thus have a far greater value to compensate for the cost to attain/gather and thus it will stimulate and help maintain the Player Driven Economy that is a cornerstone of Fractured's design.
Yeah I acknowledge the gold sink need, and traveling costs are off course one good way. However, I suggest devs to monitor how these costly fees affects the UX because if the high costs mostly annoys players and prevents them to explore and has no other needs than work as a gold sink, then trying to find other sinks could be reasonable option.
Economy plays a huge part of Fractured and it will need a lot of iteration, additionally, it cannot be tested properly until all the planned content for the game is implemented. Therefore, at this point it is actually quite hard to say how everything plays out. However, I am a little bit consered about the travel costs that IF those are high that will not encourage players to explore the game world.
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RE: Feature Spotlight - New Continent
I would like to note that 1000g is also minimum, basically naked character without anything with him/her. On top of that player needs to pay for gear and resources gathered. Additionally, that payment is most likely one way ticket and therefore, needs to be paid twice in most cases.
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RE: Glyph and Re-downloading Fractured?
@DarthJafo said in Glyph and Re-downloading Fractured?:
It worked for me. Although it only downloads the launcher, not the whole game. I really hope they open that up before the launch
Yeah it would be reasonable to have a chance to download the game before release.
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RE: Problems with everyone being able to gather, craft, tame, etc...
Having some kind of progression system related to professions is almost standard in MMORPGs, therefore, I would be surprised if there would not be one in Fractured as well.
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RE: Problems with everyone being able to gather, craft, tame, etc...
I do like that players have a freedom to do all the professions if they want to, however, I agree with op that some kind of progression system e.g. for gathering, crafting, farming and such would be nice. System which rewards those who focus more on professions than others. This would also set progression goals for professions which would be interesting for people who like to work with lifeskills, perhaps kind of similar unlock/progression system as skills and abilities have could be a good starting point.
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RE: Feature Spotlight - New Continent
I am not sure what to think about this travel cost between continents. Technically it is not a fast travel because there is no other way move between these two locations. One core idea of the game is to gather resources from different planets and continents and then trade those at locations which lack these specific resources. Now that news says that you should not travel with raw materials because it will cost you.. How much? Trading still profitable? I understand huge costs when actually using fast travel, for example, using ship between two towns in Myr instead of traveling by riding. I understand that there can be small traveling fee, working as a gold sink, but why it should actually cost a lot?
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RE: Glyph and Re-downloading Fractured?
A simple uninstall of the old version, download the new client and run should work with no issues.
This should be the best option.
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RE: Löytyykö muita suomalaisia?
No nyt meitä on kaksi. Vastasin Discord viestiisi.
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RE: Item dropped from mobs
If humanoids can drop player crafted items that would make a lot of sense. This is a great way to make loot tables much more interesting and at the same time keep the economy run by players. E.g. if a goblin mage have a chance to drop staves and cloth armor which are crafted by the players, that would be really cool and it is hard to found any downsides of this kind of system. Moreover, the item pool could also destroy a portion of items, therefore, it would at the same time work as a item/resource sink.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
What I have seen in Albion and what I know is planned for Fractured, I think Fractured will be less penalizing than Albion even both have open world PvP and full loot rules. In Fractured we will have Arboreus where loosing all your gear and inventory can be really rare or even totally avoidable if being careful. In addition, Syndesia has some protection via criminal and karma system which will restrict the open world PvP quite a bit. Moreover, in Fractured where the gear system will be horizontal focused with having small power gaps between tiers, gives players a good oppurtunity to use easily replaceable lower tier gear in the open world. Therefore, players and guilds can relatively easy stock piles of basic gear to their banks and storehouses. However, I can see that those who are going to suffer most in Fractured are gatherers, who will loose on top the gear all the resources they have already gathered.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
Seriously taken, every game (where you are able to die) needs some kind of death penalties and every game will have own approach to implement this. In the end the death penalties depends of how the game is planned to work in general, what is the developers vision of their product and what is the target audience.
I am not personally a huge fan of full loot systems in general but I understand how that kind of system suits for certain type of games. I have played games like Runescape and Albion Online where I have learned to live with full loot rules. I guess for me its easier to adapt because I like PvP as much as PvE. However, I also understand those who are more PvE centric players and who dislikes PvP in games, especially to them full loot system can feel extremely punishing and worst idea ever.
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RE: Death Penalty of losing all gear and inventory: WORST IDEA EVER!!!
Oh well, some people wants to play games for fun and some people to feel miserable when they die. I guess everyone has their own cup of tea..