@Hoser I'm gonna get me a premium housing spot.
I'd imagine everything is backed up, so I doubt much was lost.
Posts made by Wargfoot
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RE: Unable to connect in the character lobby.
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RE: Feedback of Sandbox MMO Veteran
I enjoy the travel between towns and gather items to sell in different markets.
If fast travel/shared auction houses were in place it would ruin the gameplay loop for me.I would like PKs to be discouraged in the human world with no restrictions in the demon world. I'd like PKs to have a place, but why do they need any rewards since so many of them do it for "the challenge"?
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RE: Special Thanks to the Hacker
@DarthJafo said in Special Thanks to the Hacker:
i would have gone with "slowly eaten by fire ants from the inside out" but burning sofa works to. If way to quick
Thanks DarthJafo.
I would agree your idea is an improvement.
It is this kind of group effort that is the hallmark of a successful community. -
Special Thanks to the Hacker
Greetings:
I wanted to take a moment to thank you for the servers being down this morning. I know you've worked hard to inconvenience all the players and give grief to the developers who are just trying to craft a nice game. The sacrifices you've made, like taking a break from drowning kittens and making indecent videos with the neighbors Shetland pony, have not gone unnoticed.
We have this wonderful invention, online gaming, that brings thousands of people together in something truly special and you've expended endless effort to spoil it. Not to join and have fun with the rest of us, but you had to find a way to ruin it for everyone else.
I hope you receive your just reward: that the last few seconds of your life are spent pinned underneath a burning sofa.
With sincere affection,
-Wargfoot -
RE: Paying gold to craft in our own workshops is not enjoyable.
I have limited experience with the current system; however, I'm not finding it frustrating because I'm not in a hurry to get anywhere. I can see how it would be infurry-ating if someone was trying to catch up with friends.
I've found about five divine rewards right now - 3 were gold and 2 were dust.
I probably will just wait until I get what I need from crafting or RNG.
I don't care to spend money on the auction house. -
RE: How to make gold?
Okay, I didn't know I could post stuff to sell.
Thanks for the tips. -
How to make gold?
I'd like to get a house so I can upgrade my gear; however, in Terra the lizardmen give maybe 15 gold per kill. It would take an age to get the gold I need for a house and taxes. I'm an ice mage - I need a way to get cash.
Any recommendations on:
- How to progress in strength (without a house)
- Something other than lizard men to get gold?
Not too sure how to get into a bit more money.
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RE: regarding naked reds or naked pvpers
Gosh, this reminds me of UO.
I'll be in Terra munching popcorn. -
Enjoying the Game
I'm a wildfolk, so I'm enjoying just chilling out and exploring.
I've a lifetime sub and I'm considering another.Well done.
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RE: My thoughts after the alpha
I thought it odd that the tutorial sent me in the direction of goblins and bandits, which are very hard as a noobie, when zombies are so much easier.
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Alpha Impressions: First Time Playing
This weekend I spent 4hrs. in the Fractured Online alpha.
My initial impressions are as follows; bearing in mind this is an early alpha and this weekend was more a stress test than a test of content.
PROS
1: I like the progression in this game. The developers have made repeated statements about the progression being horizontal with very little vertical progression available. This makes sense in a game that will have some PvP. You will never see the notice: âYouâve reached level 4â in Fractured Online. Launch the balloons and start tossing confetti.2: You are rewarded for exploring, in fact, this is a necessary part of progression as exploration earns you points that you can use to buy talents on the talent tree. Exploration means finding new harvestable items, killing monsters, and so forth.
3: You are rewarded for interacting with monsters. As you fight them you gain knowledge about them and after youâve learned enough about the monster you gain access to the some of the monsterâs skills. for example, I fought small spiders long enough to earn the âMagic Missileâ skill â a skill theyâve been using on me to great effect.
4: The game has non-instanced housing. Community, town building, and housing is an important part of this title. There is some grind built into that equation but the process and reward seem to merit the effort.
5: Iâve not run from an entry level monster since Ultima Online. A young wolf ended up chasing me around the map. I died more to the âeasyâ monsters in this game than Iâve died running group quests solo in LOTRO. The game is difficult and youâll have to equip yourself based on what youâll be fighting.
6: You find out how difficult a monster is to fight by either recognizing that it is large and dangerous in appearance or by poking it with a stick and making mental notes about what happens. No bar, no level, no green/blue/yellow/red indicators. Thank heavens â knowledge about a monster beyond reading a color coded chart is required.
7: I like how death is handled. The MOBs will generally knock you down and after 30 seconds you can get back up again but have part of your health bar unavailable until you rest at an inn. This effect will stack until you rest at an inn. You can choose to fight on, with less maximum health, or trot yourself back to town, bank items, and rest up.
8: You donât find gear on monsters, only components. All gear is player made as there are no vendor NPCs.
9: The map indicated points of interest which gave some direction and motivation for exploration.
CONS
1: There is very little instruction in the game. I would want the tutorials to do a little bit more hand-holding, and in fact, I think a tutorial instance would be in order. It would help save new player questions from dominating the chat.2: I was disappointed that the mines located on the map (at least the ones I visited) werenât underground. I was hoping to go someplace that would require a torch. It could be that these exist, and I simply failed to locate them. I do want to see a dungeon at some point.
3: I didnât do a ton of exploring but Iâd like to see more variety on the landscape. In addition to the bandit camps Iâd like to see random graveyards, destroyed caravans, abandoned settlements, and ancient ruins. I went to the sea shore and there were no sea specific mobs (please put in wrecked ships).
4: Iâm not sure of the use of money outside of building a town, yet from the player chat the money sinks are extensive. I didnât get far enough into the game to be sure.
5: The landscape can be a little bit frustrating. There are terraces scattered about that serve as barriers that you must work your way around. I dislike being able to see an area I want to explore but to get there I have to run around a terrace to a road, and then back to the spot I was before but just a little lower on the terrace.
6: Combat feels a little bit clunky, and it took 4 hours of playing for me to finally figure out how some of it works. I kept trying to click on a monster to target it and upon missing the monster with my click Iâd walk to that location Iâd inadvertently selected. The select/cast/kiting rotation in this game is challenging and not very rewarding.
7: A corpse should eventually be reduced to a skeleton and become freely lootable by all players just as in Ultima Online. I donât know if Fractured Online does that since I always recovered, but it is simply one of the coolest mechanisms in online gaming, period.
CONCLUSION
I donât like the game but I did buy a lifetime subscription.Why?
New World leads with a very solid first impression. In fact, with New World the first impression is so good one has a tendency to overlook the clues (both large and small) that they donât really have a guiding vision and even if they did know where they were heading they wouldnât know how to get there.
Fractured Online has a long way to go to realize the full vision of what theyâre pursuing but all the early indicators seem to radiate the same message: âWeâve got a very clear vision of what we want and weâre capable of materializing itâ. In short, the game isnât yet what I want it (alpha, remember) but there is enough here to convince me that it can happen and that the team knows what theyâre doing.
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RE: IM HYPED FOR THE ALPHA TEST
Meh, I think we should put off the alpha test until next weekend.
Who is with me on this? -
RE: Fast Progression & Pests
Don't mind getting ganked from time to time.
It only begins to bother me when the long list of deterrents is simply a list of punishments that are easily avoided.
I intend to play a wildfolk but you can bet I'll be gathering my own resources on other planets.
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RE: Fast Progression & Pests
Thanks for the information.
I've found the griefer crowd adept at finding ways to circumvent bounty hunters, karma systems, and so forth. I think in the testing we may want to focus on "How can I break these systems?" - with a mind to report them to the developers - because come launch there will be a portion of the player base entering the game with that mindset, unfortunately.
That and freakin' duplication bugs.... gah.
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RE: Fast Progression & Pests
OlivePit,
I'm not seeing anything too difficult to get around.
A clean scout roams through a profitable area (mine, dungeon, spawn) on the northern tip of the island and notices one or two players there. He calls in the six bandits who've spent very little time on their characters and they sweep the two players up (1), loot them, and transfer all the loot to the clean player who deposits it in the bank. The murderers log out on the spot - and won't log back in again there until the clean scout has cleared the area.
Everyone logs out, logs in on the southern of the island with a different group of bandits and a clean scout. They do this to avoid posse players and so forth.- because even with no fast travel the best way to avoid the law is to log out. So now the hue and cry goes up on the south side of the island but by the time people start moving that way they've transferred loot and logged out again.
What would stop a group of bandits from having 6 bandit characters each, all logged out at hotspots, that don't log back in until a clean scout has ensured the area is clear of lawmen?
I've seen behavior like this in other games.
People are going to be doing this if it is possible.NOTES
1: This isn't hard to do. The clean scout doesn't call in the bandits until he notices that the victims have pulled too many mobs and are struggling. -
Fast Progression & Pests
I've been looking for a game like Fractured.
I appreciate the emphasis on horizontal progression.
I appreciate most of what I see in the upcoming feature set.Please take the following question with a grain of salt as I'm still reading through the material on this site and may have missed important information.
My understanding is the following is true
1: Players can be competitive (PvP) very quickly.
2: Unlawful PvP (murder) is discouraged via karma or reputation loss, stat loss, or reaching a rouge state.I think #1 is absolutely essential in a full loot open world PvP game and that slots nicely with the horizontal progression. I don't know why the need for this isn't evident to all developers, but I'm glad the Fractured team gets it.
So the question is this: Couldn't a group of griefers simply build a gank squad in under an hour, wreck all weekend long, transfer loot to clean characters, delete, rinse and repeat thereby circumventing the entire justice system?
I don't see how "quickly get to PvP competitive" and "justice system that is painful" work well together. I can see how someone might think that would work - because most players are invested in their characters so a delete would be painful - however, a griefer just wants to cause pain and if a delete avoids 40hrs. of rebuilding a character with 2hrs. of building a PvP ready character from scratch they'll pick the latter every time.
Anyways, this may have been handled in the design already.
Please link to any thread that may have already answered this concern.