@Rizzardi All I know is that we're waiting for you and him to reunite in the game.
You guys need to take screenies or video about this.
@Rizzardi All I know is that we're waiting for you and him to reunite in the game.
You guys need to take screenies or video about this.
Another thing to consider is that Amazon/New World is not a game developer. it's their first time dabbling on it so they do have to re-adjust their business model and learn what gaming communities demand.
Sadly my prediction is that they're more likely to follow the established path of micro-transaction + subscription path already as it has been 'successful' for every other genre.
@Chapex Yes but, Radoff's model requires you to actually have the game on a fairly polished state before you actually apply it.
This is a model that isn't going to work on an alpha stage where even us as players have absolutely no idea of the fine/minute details that the game has to offer.
Radoff's model would be more appropriate once the game is on its open beta stages, or release stages where the devs can alter and incorporate other ideas to keep players engage. So atm, Radoffs theory isn't as applicable for us Alpha players.
but to add on to Radoff's scale, i'd put myself on co-operation.
Explorer-co operation would be my general niche interests.
@Chapex said in Goodbye Grind?:
This is what happens when certain targets are placed exclusively behind a single game mechanic.
The segregation and exclusion that occurs with these mechanics can be positive for an environment that seeks to establish hierarchies or elite groups
When I re-read your post, it sounded as if you were concerned about items/resources being guild/area locked.
I'm not sure if you're aware of the asteroid mechanic of this game.
There are things called 'asteroids' that would be accessible to everyone, some asteroids have an interval of one year, once in a life time, once a week, once a day, etc. etc. if I remember correctly, there's even one every hour? (someone correct me on this)
Essentially these asteroids are thematic of certain resources or creatures, and that they all have similar rules to 'planets', i.e; some are full pvp, others are lawful, some are non-pvp while still having access to resources.
Every player is actually 'encouraged' to go to an asteroid as certain skills/knowledges are only accessible on asteroids, so if one of your concern is not having access to certain resources/materials, then it would be unfounded; you don't need to worry about that
For those of you who aren't familiar of Bartle's taxonomy...
Bartle developed a theory that we still follow until today when it comes to gaming, and even in many other aspects of life outside of gaming.
His theory proposes that there are 4 main types of players; socialisers, killers, achievers, and explorers.
Socialisers are what you guess it would be, they don't really care too much about game progression, but they do enjoy chatting.
Killers are your natural born PKers, they get a kick out of the thrill of the hunt.
Achievers are the complete opposite, they don't care about PKing, all they want to do is 'make bank', collect as much items, play the market or collect items.
Explorers on the other hand doesn't generally care about PKing or making money, they just want to 'get enough money' or skills so they can explore the game and even experiment with new kinds of builds.
With the introduction of Bartle's Taxonomy out of the way,
We can see how the design concept of this game does really well when it comes to addressing all key player types.
Socialisers who enjoy building communities or being a part of it can choose to build towns, or be a part of a town community in which they live in harmony with all the other 3 types. They can invite mercenary guilds, or players to help defend their town and become a part of their militia.
Killers as you'd imagine would most likely live in Tartaros and play as a demon, however they can also choose other races and enjoy the challenge it presents to become a killer. They can even interact with other player types in a non-traditional sense as every player has their own means of 'socialising', and this could benefit the other types.
Achievers who enjoy building things, making money and obtaining skills as much as possible have that option as well as there are designated non-pvp areas where they can live peacefully and 'do their thing', they also work well with Socialisers, as this gives them a sense of purpose to be 'achieving things'.
Explorers on the other hand are a much more diverse group in this game and can't be easily defined considering many "explorer" mindset have different approaches to the game, some likes to experiment with builds which im sure most of you Alpha players are. Some like to 'explore' and find different paths to get to a location, or perhaps find 'new cool things'.
I for one decided to explore the entire map on the last test instead of focusing on skills, and only gaining enough skills when I felt that it was necessary to progress to get to a certain area, while other 'explorers' decided to test the realms of what possible builds are.
From my perspective, this is whats going to set this game up for a success as it understands the concept of Bartle's Taxonomy quite well.
Where it might fail on the other hand is the 'unknowns' of the group dynamics on this game, and that trends, genre and player base interest tend to wane and have a resurgence overtime.
I'd be quite curious to see how all 4 types of players would eventually be able to interact with each other.
Which type of player do you think you are?
It's called Bartle's Taxonomy.
Bartle proposed a theory that suggests that there are 4 main player types.
1 ) Achievers
2 ) Killers
3 ) Socialisers
4 ) Explorers
Essentially achievers only care about getting the 'numbers', they're often seen as completionists and this where 'killers' have fun at, as they enjoy the pure essence of PK, however if an 'achiever's' efforts are going to waste as they keep getting killed or are restricted to get to where they want/need, they lose interest in the game, this is where explorers comes in handy.
Explorers don't care about making bank or killing, while they may dabble in it every now and then but their main goal is to explore the game and its possibilities. These players typically figure out new builds or fun/creative ways to approach a problem, which would often stump 'killers' as they have to re-adjust and adopt to a new play style, in a sense 'killers' love hunting explorers as it generally keeps them interested.
All 3 types generally have their own way of socialising; albeit since Bartle's theory was released, the socialising and gaming community is not as advanced to what it is now, however 'socialisers' are typically people who enjoy running guilds and communities and they do tend to benefit from the other 3 types.
So going back to your point;
Every player have their own method of 'grinding', and having too many options actually dilutes it the game balance and can even cause a degree of 'inflation', but in the game sense where we don't know the economy; it generally just de-values the items.
Why does it devalue the item/process of getting the item? because players would naturally follow the path of least resistance instead of the proposed idea of "do what you like to get to where you want."
So quite often, limitations are actually a good thing as it keeps people focused or honed in on a certain area.
Another good example of 'spreading too thin can be a bad idea' is the 'golden age of MMORPGs' where so many MMORPGs popped out month after month to the point that players are trying them all out at once; sure it gave them the option of "see which MMO you like best", but in reality, they've spread out way too thin and hence the collapse of the genre, atm we're in the 'dark ages' of MMORPGs as developers are still trying to explore new methods or approaches to the genre while competing with current trends.
So in conclusion, having too much option to acquire certain things can actually negatively impact the main purpose of the item, and devalues the process or the item.
So when you're thinking about a certain suggestion, or idea, broaden your scope/perspective and you'll see that at times you're only looking at things from your own frame of reference.
As a matter of fact, this game takes the concept of Bartle's taxonomy quite well in terms of catering for 4 types of players.
Socialisers? - Govern a town.
Killing? - Go play demon.
Explorer - Play human
Achiever - Arboreous.
As to how that would translate to items would be interesting but with the time tested theory where countless of other "crafting based" mmorpg economies have failed; multiple means to obtain 'items' only devalues the process and the item itself.
@Ostaff said in Daily Quest Issue:
@Zori that is a bug that they are aware of. Let @specter know and he may add you to the appropiate groups like he did myself and another.
Thanks for letting me know. It's not a big deal atm anyway so i don't mind but it does bug me that there is a bug that needs to be fixed lol
@Vidrik
Ohhh you were talking about that one. Fair enough, i'll keep that in mind.
@Donner im planning to go from Demon to Angel myself haha
@Donner A lot of research to do! I'd suggest watching Q&As, it gets really interesting what themes/ideas could spark some imagination xD
@CrusherHeads said in Win a key based on your creative writing skills!:
The story lore should be around the world as overall or could be background for the characters? so much tot ake over it is hard to decide
The character story should be based on the world of Fractured MMO
I shouldn't be prompting you but to give an example, you could write a story about why a demon decided to become an angel, or the events that took place that forced a man-beast to become an abomination, or for a human to become a lich.
@Donner nope. Dev said that they haven't gotten around to this yet, and that it's something that they're generally not interested in at this point in time as their focus is on finishing the game.
Lore, textures, etc would most likely come later.
@Razvan I think it'd be less 'equip-consumable' as it is on other games due to the varying planets/pvp rule.
but I do agree that we gotta apply the same mentality as other full loot pvps that equips are essentially consumables.
There are mechanics in game called "Asteroids" which either has a once in a lifetime interval, daily, weekly, monthly, or yearly which would give people access to a lot of "guild-locked" resources. Asteroids have rules similar to the 3 main planets; some are full loot, lawful pvp, or no-pvp.
They're generally thematic; i.e, biomes, mobs, etc. etc.
Due to that, i don't think that a monopoly would be as effective as these asteroids would seem to have a very common occurrence.
As for the market itself, it's really hard to gauge it considering we're legit years away from full release and that we don't even know how much we don't know at this point in time.
But if I were to predict it, the market would have its phase depending on player needs. I think during close-beta to initial release, there would be a good demand on house building blocks if they're ever sell-able.
This map can be found on : https://forum.fracturedmmo.com/topic/10529/myr-cities-hotspots-map
@Recoil Precisely.
Some books are too light, large or lop sided. I will provide feedback on the weight, texture, mouth feel, and scent of your book.
@Vidrik
This one answers some of the questions you have in regards to housing.
If you wanna have a read at some of the questions asked...
https://forum.fracturedmmo.com/topic/5594/july-24th-housing-towns-q-a-list-your-questions/17
Do we know what the benefits of living in a town are?
It was answered on a Q&A, I'll try to look up which one it is specifically in a bit. If I remember correctly...
Living in a town area grants you access to certain artisan NPC trades such as a blacksmith, etc.,
Town areas would clearly be much larger than a non-town area and therefore would most likely be intended for guilds.
There is a certain emphasis on towns as "trading and NPC hubs" that would not be accessible in out-of-town houses.
There will be town sieges, if a town has been conquered, the conqueror would have the option on what to do with the town.
They can either subjugate the towns folk or kick everyone out and let it decay overtime.
...
I had a joke in this but due to the climate of things, probably best not to say it lol