Fractured AMA covers questions about fast travel, PvP, pricing, and testing plans

We hunted ourselves.

Dynamight Studios’ CEO Jacopo Gallelli decided to open an AMA for Fractured, and curious players responded with a wide swath of questions about the developing sandbox’s systems.

One of the first questions asked about the game’s recent price reduction and whether that represented a “weakness” in business plans. Gallelli admitted that the initial pricing for alpha and beta access was too high for an indie, but he believed that a price shift couldn’t have happened sooner than this for fear of upsetting early backers.

Another question asked about fast travel in Fractured, noting that fast travel systems can often be abused. According to Gallelli, fast travel can only happen between two large player cities, each with a Harbor Office, and at a significant cost besides (a base fee, plus a surcharge based on inventory weight and the Harbor Tax set by the destination city).

On the subject of abusing systems, Gallelli addressed a question about preventing zerg tactics and massive guilds holding all territories, with plans to include player character collision, diminishing CC returns, nerfed AoEs in PvP, population caps for sieges as well as limiting sieges to those who signed up, and high costs of gold and resources for city maintenance as possible roadblocks to prevent massive guilds stagnating territorial PvP. And speaking of town maintenance, resource nodes are geographically linked (mines in mountainous regions while crops can grow in fertile lands), so trading between towns will be “mandatory” according to Gallelli.

One of the last answers confirmed that testing for other races like the Tartaros will come during beta, while plans for other schools of magic and additional spells for existing magic schools will unfold as development progresses. And on the subject of development progress, the game will hold its next alpha sometime in October and will last about a month or possibly longer. As for beta, that is being eyed for some time in the second half of 2021 and will likely feature servers running 24/7.

source: Reddit

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Jon Wax

Eh the idea that pvp requires so many rails it seems maybe that part isn’t well thought out? If the game is solid, the gameplay should be enough.

Robert Mann

PvP requires so many rails, because so many people are abusive. Just like PvE generally requires things like tagging, anti-node/quest objective theft systems, leashing, and so on. Because people will abuse anything they can, and usually to the detriment of others.

Jon Wax

That’s just poor game design. If the game is built correctly there will be no time or interest in neg behavior.

But it’s like above, most folks just shovel a reskinned version of all the other poorly designed games on the market which leads to this constant perception that the flaw is in the user

Robert Mann

1. The rails are one attempt to change that design somewhat.
2. Even when there are designs in place to make it difficult, people go out of their way to be arses. So I disagree with the idea that it’s just poor game design. It’s common across the board. Heck, there’s entire sub-cultures dedicated to power or entertainment from causing others grief or pain.
3. I do believe there are many ways to improve MMO/online games. Fractured is actually looking into some things that are rather unique. It’s not everything I would want, but it is at least some sort of progress.

There is some value to design, but I think the only true way to stop the foul side of the internet lies in measures that would be at least somewhat painful for all, and would still not be an absolute. Net login ID only goes so far to stopping such behavior, after all, and can still be worked around (technically even with extreme measures such as blood sampling to get online). A basic version would help some, though.