![]() Its much better to invest development time in anti gold selling tactics and coding than implementing their own gold selling market. My 2 cents ġ/ Tbh I dont have much to say here as I completely agree. Hey there nozy! Those are some good points I like the comparison to Albion as its a relatively new MMO thats very much in the vein of Fractured. Thanks for reading and I hope to see other people's opinions on the matter. It would be great if no player had to put up with a high ping. As a European player I had to deal with a ~150 ping in Albion Online due to a single North American server which made the already clunky combat even worse. I hope they will be implemented in a much more interesting and engaging way in Fractured, possibly adding some skill-based mechanics or somehow encouraging thinking and planning as opposed to a mindless grind. They all came down to running around and clicking on objects for hours to make a profit. The professions were not distinct from one another at all in Albion Online. Luckily it's looking good for Fractured so far with races, the knowledge and talent systems and hopefully some interesting spells. Although the item system wasn't terrible, it didn't allow for deep customization and after a while it was clear that some setups were strictly better to run than other ones resulting in very stale gameplay. Most of the zones were extremely repetitive (they were the exact copies of previous ones in most cases) and had boring design. It was almost impossible to be able to succeed playing solo or in small groups in Albion Online as you could be killed constantly with no chance of retaliation due to sheer numbers of the aggressor guilds. Giving too much power to large or established guilds. It allowed them to monopolize and manipulate the market in very unnatural ways (ex. ![]() The ability to buy in-game currency with real money absolutely ruined the economy and put 'whales' way ahead right from the beginning.
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