@Esoba said in Next test phase:
Wait, wait, wait....people are starting to think this is taking too long. Haha, I'm out.
ikr. lol. it is sad to see how impatient people are getting the further into the 2000's we go.
@Esoba said in Next test phase:
Wait, wait, wait....people are starting to think this is taking too long. Haha, I'm out.
ikr. lol. it is sad to see how impatient people are getting the further into the 2000's we go.
if you type in 'taming' in the search bar, you will have heaps of threads come up. Then you can read up on what people have said
if i were to put my 2 cents in, i think the item decay in the minecraft regrowth modpack would be the perfect system. An item has durability, and the more you repair it, gradually, the lower the effectiveness of the repair. So at first it is cheaper to repair an item, but you will eventually have to replace it.
losing items randomly from your inventory for no damn reason is complete bullshit and i hope it was a bug coz fck was it annoying. I understand it with food, but not 13 seconds after you cook 50 wolf steaks for them to vanish (before you even need to eat just 1!!) like in the alpha... have it go rotten or something, not disappear.
nothing like farming wolves for 3 hours for wolf teeth to make a necklace... reaching 8 teeth to vanish then 6 to vanish, then 3 to vanish, then 9 to vanish, then finally get the 10 and craft the necklace to have the necklace vanish within 2 seconds leaving u literally no time to put it on...
The type of item decay that was present in the alpha should not be in the full game... set durability should be the only answer. Have deminishing returns on repairs and BOOM!! everyone is happy. they get to craft their gear and actually use it while still having a need for materials to either repair or replace their gear.
After all, you can only patch up a pair of jeans so many times before you can't even call them jeans anymore... and they certainly won't vanish from your wardrobe unless your missus/partner throws them out on you while you are at work.
Your gear will get damaged regardless of if you do PvP or not. So there is no excuse for beastmen that dont PK... coz they will still attack monsters for resources.
@Jetah why are you even still fighting this to perpetuate the conversation? It is obvious noone wants to give their 'top secret' / 'classified' government grade personal information to a game company... literally noone is agreeing with the idea. just move on. It isn't going to be implemented if the devs are smart.
People have also been pretty adamant about credit card verification to create an account not being a thing as well.
These are the kind of posts the devs don't need. It is just spam at this point.
we can't blame the devs for not giving us something interesting soon enough. some devs go literally 6 months at a time, or even up to a year and a half before they bring something exciting and new to light. we are pretty lucky here to have devs here that actually chat with us as part of the community, and despite how busy they are, provide us with minor progress reports. getting something, even if only once a month or two, is better than once every 6 months or more. give the devs a bit of a break people.
half the idea of the forum is for us to come up with creative and interesting ideas for the devs after all... how many of you are showcasing your amazing ideas to the devs instead of commenting on what they are showcasing?
@ManosMer said in Trading, In-game market:
Greetings community! Recently, I was thinking about the player-based market in the game and I came up with a couple of questions.
So, first of all, let's say I want to be a craftsman, more specifically a blacksmith and I want to sell my merch and have my business. What keeps an adventurer, meaning a player that plays a more combat-based character that wants to participate in battles and such, from crafting their own equipment and be self-sufficient? Because if that's the case and nothing stops them from doing so, I will be out of job (demand).
Secondly, would I be able to be more competitive and own a bigger percetage of the market than other craftsmen in-game? And which are the factors that will affect this, except distance between towns of course? Is it just dependent to the different biomes and the uneven distribution of materials?(competition)
I think that these two questions play a huge role in creating a stable market, or even a market at all. It requires a constant demand of products in order to build a market and competition for it to be a stable and interesting one. I hope to see you guys commenting your thoughts and/or your suggestions on this and to hear from the developers about their thoughts on how to balance and implement such a market.
To me, being a highly secluded solo player the majority of the time, your services wouldn't be required. players like myself wouldn't be your demographic, which is what u r worried about. But i believe players on the opposite side of the spectrum (guild based, with a large demand for high quality gear), will be looking for crafters to buy from, so they dont have to spend time gathering, then potentially spend time refining materials, to then spend time crafting them. People that are usually wallet warriors will be highly succeptable to buying gear i would think as well, as they try to progress as quickly as possible with money (if they have it).
I think how competative you are would be based on how big your name becomes, how many contacts u have (networking), how much gear u can pump out, how high a quality it is and especially, how good your prices are compared to other merchants.
@Melivant I could be wrong, but i think you get 3 character slots and if you want to, you can buy more. People have posted about this a few times, but not neccissarily in related topics, so it could prove hard to find. It has been a while since i have seen anything related to this though, so i could be wrong.
@Gothix said in Anti-Hack/Cheat/Bot:
There would be one system to prevent botting, but it's so rigid that would severely lower real player population as well so gaming companies do not use it.
System:
Require EVERYONE to create an account using credit card (real info read). Even if game is not subscription.
Whenever someone cheats / hacks / exploits / uses a BOT -- ban that person (through his credit card info). Now this person can no longer make a new account ever, not using other credit card, not in any way (unless he goes to police and changes his name, and people can't just do that every day, and 99% wouldn't anyway even if they could).
That way would prevent botting for sure, as once botter is banned, he can no longer come with a new account.
However this would also deter all the players who want to play anonymously from playing the game, and of course it's why gaming companies will never use that since they do not wish to cut their profits by reducing amount of players that will play their game.
Not putting any points others have mentioned towards this... This would cause issues for families that play together. Sure, the parents could make their own accounts, but what if it is a single mum with 2 children and all 3 want to be able to play?
And then, if it is possible for a parent to get their child a credit card... if the child gets banned for cheating... will it be temporary because they are an immature little kid... or will it be permanent, even after they grow up and mature, and potentially grow out of doing that sort of thing? (coz using a credit card, it would in effect be age verification as well)
woo!! some more of my posts have potentially been useful to the devs ^c^ Looking super forward to the next tests!! You guys have been doing an amazing job
@Xzoviac said in Next test phase:
@Xzait said in Next test phase:
@Xzoviac lol. thats some brutal honesty. But is the servervup during weekends?? i didn't think it was... or is there an upcoming test?
we are supposed to be getting weekend test events because they are skipping Alpha 1 part 3 test phase, to catch back up to the road map, the first one is supposed to be at the end of this month.
but the gm said although they still pan to have the test weekend so we can play again, it will be the same ingame version, apart from having a new Installer/client that will need testing
That's really cool. I hope that they do, do this ^c^
@Gibbx said in Next test phase:
@Farlander I was thinking the same thing. At the very least the devs need to release a little news or something as interest appears to be waning somewhat. There are fewer and fewer new members joining (or at least posting in the hello section, and conversations seem to be limited to the same few folks going back and forth. We need a little buzz.
Ye, there certainly does seem to be a bit back and forth in some topics. I'll be honest, i have unintentionally been part of that.
@Xzoviac lol. thats some brutal honesty. But is the servervup during weekends?? i didn't think it was... or is there an upcoming test?
@Tuoni as soon as you have any vertical progression, unless it is absolutely minimal and provides no change to balance (or it is gearing for a specific fight using advantageous gear), it isnt horizontal progression anymore. They are polar opposites... you cannot have both at once, just like you can not have a magnet that is both positive and negative on the same face.
The only thing that should be vertical progression in a horizontal progression game, would be having gear equipped vs having nothing equipped. Any more than that, and it isnt horizontal progression anymore, as people with the highest tier gear or maxed out lvl skills/abilities wont be able to be beaten by a player that is only 1/4 of the way there in a 1 v 1 fight, unless the maxed out player has no skill or just stands there and takes it.
The biggest focus this game is going to have seems to be the knowledge system. the concept of it seems like a solid core for a horizontal progression game. Knowledge and preparedness will be power in this game, not huge stats, levels and legendary gear (like almost every other RPG in existence).
@Tuoni said in People who buy a founders pack today get more than yesterday:
@Xzait Actually when I backed there was some vertical progression planned with abilities and that part changed later for example. And you do not actually know much what I want from games, so you should not say anything about that tbh.
It seams that people are dividing progression to two categories, horizontal and vertical, even there can be any kind of combination between these two extremes.
I am trying to point out the risks what horizontal character progression can cause, and I have examined this especially from RPG point of view and what this can mean for longevity of the game.
I know some people are worried about vertical progression, because they want PvP to be as equal as possible. Small vertical differencies does not change that much, simply because what really matters is number of players in parties and how those people are playing together. So, with or without vertical differencies, most of the PvP situations wont be equal or fair anyway. Even in Albion where gear really matters, it is still totally secondary matter in open world.
From your comments, it is pretty obvious you don't want a completely horizontal progression game.
horizontal and vertical progression are so different, it wouldn't be possible to make a game that is half of each.
Examining this game from a pure RPG perspective probably isn't the best way to judge this game. Yes, it has RPG elements, but it will be missing a few of the core elements for a typical RPG. You won't be levelling up for example, and gaining stats. You wont have typical boss fights or a set story, you make your own story and fight only what you want to. There aren't planned to be many NPC's and the economy will be player driven. It is a completely different game to any typical RPG out there. The only 2 elements this has of an RPG, is that you create and play as a character in a virtual world... and you can kill monsters for materials to craft and use gear. They are the only elements of an RPG that i can think of at least.
@Tuoni said in People who buy a founders pack today get more than yesterday:
@Xzait Yeah sure you could think it that way, but it just does not sound enough intresting or practical. People would need to carry several gear sets with them just to be prepared every kind of scenarios and situations what might cross their journey.
Then invest in a game that is advertised as vertical progression, instead of one that has been marketed as horizontal progression from the very beginning. From what you are saying, you will never be interested in a horizontal progression game. You aren't supposed to be prepared for anything and everything. You need to be smart with your limited inventory slots. You will probably only carry 2 sets of gear at any given time; one for the specific boss class enemy you are about to hunt down, and a general set of gear that will be at least a little useful for any situation.
@Tuoni said in People who buy a founders pack today get more than yesterday:
If gearing is only about horizontal progression, it will feel a really underwhelming and unrewarding system. This will also have straight impact for crafting, making both aspects "nice to have sideactivities" at most. That is why I personally hope we will see some vertical progression with both aspects, even the gaps between tiers would be small.
you could just consider gearing up for each individual difficult enemy as an individual vertical progression... hundreds of single, vertical progressions... coz u wont be able to take down some uber flame demon guy with your base gear if he is hurling giant fireballs at you. You will need to build specific gear for that fight and vertically progress to that boss itself. Horizontal progression could be viewed as many small, unrelated vertical progressions if you really think about it.
hopefully it doesn't become a case like Tree of Savior... it was buy to gain early access, and there were hundreds of bots within only 2 days... They implemented a system like a week later that would instantly ban accounts if a post was made that was gold selling or whatever, but it still wasn't 100% effective for quite a while.
@Jetah said in Fan Weapon Type:
So. i'm looking up the history of the hand fan and...
The origin of the hand fan is quite uncertain. Thanks to artistic representations we know that, around 3000 b.C. fans were used by Egyptians. Egyptian fans were big, fixed, and semicircular shaped, made with feathers and with long handles. They had double function: blowing air and scaring away insects. Also it was a sacred instrument, used in religious ceremonies. Greeks and Romans used fans, too. The most famous was the "Flabellum" that in the middle Ages was used during the Christian liturgy.
https://www.europeana.eu/portal/en/blogs/history-of-the-hand-fan
Seems the folding hand fan was invented in either China or Japan (maybe both around the same time). In the 1500's the folding hand fan was taking to Europe via trade routes.
Based on that, I don't see any reason to say they're Asian specifically.
Within Fractured, I can see the humans creating them and the Demons stealing the design and Beastkin trading for it. However, I do love the idea of ethnic DLC content that adds different styles of game play and cosmetics. I wouldn't be against an Asian content patch. Being Fractured is a community, maybe the community could vote on which ethnic to release then create lore in how it's added to the game.
considering all humans r on the same coninent (which compared to real life countries, is really small), i dont see how multiple ethnic groups would work in terms of variation of gear in such diversity. you can walk from one side of the continent to the other in less than 10h... walking... that isn't long at all.
@Pluto said in People who buy a founders pack today get more than yesterday:
I think you’ll see I made sure not to mention power at all, but rarity.
If there are no rare gear drops, then there is no rare equipment. If those bosses do have rare components drop, then it goes against what was said. Which is okay, intents can change or become more fleshed out.
Right now we don’t have any bosses to see their true intent, so I suppose it’s a discussion for later.
there is a huge difference between gear dropping and materials dropping... i tried to point that out, but you must have missed it... the devs said there will be no rare GEAR drops... not rare MATERIAL drops... you might be able to make rare gear, but dont expect the stats to be much better or any better at all compared to other gear. it will probably be more broadly specialised than other gear, than singularly specialised. like be good for both spiders and wolves, instead of just one or the other. who knows? or perhaps rarer/harder to obtain gear could completely negate a certain spell at the cost of lower effectiveness... like a piece of gear that makes u immune to both poison and cobweb spells, at the cost of defence and hp regen... would be uber OP against spiders, but useless for anything else. lol. making rare geae hyper specialised.