Should just make PVP like it is in Ultima Online. If a player attacks. They go Gray making them a criminal attack able by everyone. If they kill someone they get a kill count. After like 3-5 kill counts they go Red becoming a fully attackable murderer. Other blues can kill reds freely. If you die as a red you get a HUGE penalty. Balance the risk vs reward appropriately.
Good Job for a step in the right direction and seeing the reality of PvP in 2024! However, you still just dont get it. PvE players will not play a game/come back to a game that doesn't respect their time or allow them to experience all the content (excluding PvP). Incentivizing the negative behavior of PvP (harassing and griefing style pvp, ie PK) with better rewards and with PvE content that only PvP players can do is an example of this. You literally stated in the beginning of the video saying the real problem, then fix some of it but refuse to do what is necessary, keep pvp separate from PvE, like it or not, this is the truth in 2024, most players are pve..and solo (this is separate issue though). There are really only two ways to ultimately fix this problem (note this is not an issue with just fractured online, but pretty much all mmo's that try to be pvp with almost all their content being pve (nearly all games being pve but think their pvp) 1. two separate servers for PvE and PvP, fixes the problem in it's entirety (note sometimes there need to be special rules/systems for either to function properly, but doable) and is the simplest option. 2. pvp only when flagged or only in specific areas, and there has to be no reason at all for a pve player to go into a pvp area or flag, no special resources, no special enemies, just pvp.* PvP in pretty much every (open world) game that has it is used mostly to grief others, a negative activity no matter how you spin it. Incentivizing pvp does not work for the majority of pve player and just causes more issues in the long run...less pve players, because why bother playing if you respect the time of pvp players more then pve players with better rewards and more pve content. it's not a matter of risk vs reward, because the risk is all artificial and only exists to try and force players to do what pve players don't want to do in the first place. * this is one of the biggest problem when it comes to PvE and PvP, PvP in most games is centered around harassing/griefing others instead of objectives and purpose. There are two main things that pvp games just dont do right anymore (if they ever really did) 1. mixing pve and pvp together, if you have quality pvp then pvp can stand on it's own, without pve, this is done though objective and purpose based play, not PK as an example. 2. better rewards and/or putting better resources or special enemies in pvp areas to "incentivize" pvp, this is the exact opposite way to address the problem. pvp should be about pvp, not pve. In Fractured Online the simple solution to this is separate servers... Yes that means costs go up, because you have to have more hardware/software, but problem solved, alternative solution, have specific areas for pvp only, nothing special about them, just an area for pvp with objectives (not pve objectives), the whole control territory idea, but isolated to one area, that pve players have no reason to go into... ..."but we tried this" you say, so you pretty much proved that in this case the solution is ultimately separate servers, that way your original vision can be the pvp server and the popular actual player base will mostly be on the pve server. With all that said, I know the pvp players will see this, complain and say it's not true, etc, etc, but the reality of pve vs pvp is obvious, and if a company likes money and wants to stay in business, then focusing on pve is the key! you can have pvp, just make it focused and separate from pve (unless its a separate server thing). Pax Dei, has this same problem, vast majority of it's players are PvE and they still have their EVE Online game design structure going, and think it will work in 2024, they will learn the same lessons Fractured Online has mostly already learned, eventually. Pax Dei however already has separate servers based infostructure, they could easily fix their problem and make pve and pvp servers, let's see how long it takes for them to realize and do it though.
Eu gostaria de ver você fazer conteúdo PvE sem receber recompensas. Por que só o PvE pode ser recompensador e o PvP não? A pior coisa que aconteceu nos MMOs foi recompensar jogadores que não passaram por nenhum risco. Sendo que a essência de um RPG é você receber recompensa por meio do risco. Você claramente não gosta de MMO. Você gosta de jogos offline tipo Skyrim ou The Witcher 3. MMO não são para jogadores solo. A maioria dos jogos que seguiu por esse caminho teve sua base de jogadores reduzidas em 90%! O WoW tinha 12 milhões antes, e hoje não tem nem 1,2 milhão. Não há nem mesmo separação de servidores PvE e PvP no WoW. Tudo agora é PvE. E o número de jogadores só diminui!
I somewhat think OP is oversimplifying. Mists and corrupted dungeons in Albion Online are some of the best examples of 'healthy pvp with pvE components', although instanced, that do not require a separate server. Global faction war is also a solution other MMOs used pretty successfully, with events and different scores/multipliers depending on rank, zone and conflict state.
@themademperorgr unfortunately EVE Online is only successful because of their P2W plex system. It generates probably 60 to 80 percent of their revenue. I think I read something on that a while back. Cannot confirm, but I wouldn't be surprised. With that said, it is a good game, I still have 1 of 4 active accounts going, since 2006, but I know way more people who stopped playing or won't play because of both the blatant pay to win plex system and no pve server.
@@joaaocaampos I would like to see you do PvE content without getting rewards. Why can only PvE be rewarding and PvP not? -pvp can be rewarding, but should not be at the expense of pve or vise versa, but they should be kept separate, separate tasks and rewards. -PK is not PvP that is just harassment and griefing. I've been on both ends and in both cases, it is not fun or rewarding. The worst thing that happened in MMOs was rewarding players who didn't take any risks. The essence of an RPG is that you receive reward through risk. -It is a game, what risks are there, pvp doesn't add risk, it just adds wasted real life time (the only true currency) You clearly don't like MMOs. Do you like offline games like Skyrim or The Witcher 3. -I almost exclusively play MMO's, I have tried almost all of them, I've stuck with EVE Online the longest, but I understand that most people do not like pvp, and I want to see games be successful, the only way to do that is to respect both the PvP and the PvE players time, the best solution is separate servers, not forcing either side to do something they dont want to do. MMOs are not for solo players. Most games that went this route had their player base reduced by 90%! WoW had 12 million before, and today it doesn't even have 1.2 million. There isn't even a separation of PvE and PvP servers in WoW. Everything is PvE now. And the number of players only decreases! -Everything is PvE because that is literally what people want to do, it's what 20 to 1 PvE vs PvP servers, that proves my point -As for solo vs group, unfortunately this is the way things have moved to now days, so forcing group play is no longer a good option for game companies either, that does not mean there shouldn't be group content though, there absolutely needs to be content for groups other wise mmo's are glorified single player games. -As for WoW player numbers, the number loss has many factors, but none of them are pvp related, most of them are bad game design decisions and the nature of Themepark vs Sandbox mmo design styles. I'm not against pvp, but If it's about a game surviving and not getting shut down, in 2024 PvE and mostly soloable content is unfortunately what's required, with group and pvp content available.
I don't get it how does any game developer not learn the lessons of Ultima online and literally every single MMO sense it's mind-boggling that you took this long to figure this out
TBH the game looks good , but looking at the reviews people will not pay even 10 bucks for the game , they should have gone free to play + sub etc , anyways i ll buy the game and give it a try .
Ailive and kicking! We parted ways with our published gamigo in 2023 and relaunched into Early Access self-published last November. Population went down since then, but that's normal for Early Access. We are now entering Full Release on July 24. Cheers!
@@FracturedOnline I have been thinking of this game obsessively since I saw this video. I Will be subbing when The fresh start severs go live. Thanks for the great game.
Excellent changes! I quit because I could not play game from constant ganking, so could not pay my rent. I am coming back to FO on 24th because of some of these great changes implemented. I just want to enjoy this great game without being harrassed. At the same time, if players want to PvP, let them flag up for it (I bet it won't be many, now that non ganking has been implemented.) Well, done devs.
im here since the beginning when this was a kickstarter , im disapointed as fuck in how you have 0 interest in the skill trees , we don't need a path of exile skill tree but character diversity is downstream from the skill trees
Hi Rafa, a "skill tree" as big as that of PoE was never planned for FO. Our talent tree is smaller (note: it can be respecced any time for free when your character is resting), but you also need to choose your abilities, your race that also has unique bonuses and abilities, then there are armor sets with different abilities, and equipment property imbuing... there's a lot of character diversity, it's just done in other ways :)
Am I the only one tired of Devs proclaiming, "we think we figured out how to not make open PvP not an unbalanced, mindless, zerg fest, AND PvE players will want to participate"? It's always the same outcome. The game comes out dead on arrival with zero content because they want the players to make the content. Maybe, oh I don't know, just make a good game with interesting content? There's a reason most games come with have 40 full PvE servers and 2 empty PvP servers. If you want to make a PvP game for the 40 hard core dedicated players, just make that. Stop with this milquetoast trying to satisfy everyone thing that kills ever IP ever.
Legends, Divine Trials, Fortresses - there's a lot of content specifically for PvP players that didn't exist when we launched in EA last November, so I would say the game is far from being "only for PvE players" :)
@@FracturedOnline yes Bro, you know New world? Not PvE content in the Game so the vision is not good at my point, i play a week with my friend and we have all the habilites and ultis we need, no more PVE, so why do this? Is no more territory control in the Game, if anyone put PvP what you going to do? Regards
@@TheJotaXtres How can you compare this game to New World which is made by Amazon? By the way, they betrayed the community and made a mess with the new console edition.
They literally added PVP to the PVE world and PVE is everywhere. When the Demon planet comes, maybe then your hunger for our blood and inventory will be able to run wild. The game need good PVE to keep players and the way PVP was before was very bad for the game. I am happy they are willing to rework core systems and adapt and evolve. There will always be less than happy people.
Should just make PVP like it is in Ultima Online.
If a player attacks. They go Gray making them a criminal attack able by everyone.
If they kill someone they get a kill count.
After like 3-5 kill counts they go Red becoming a fully attackable murderer. Other blues can kill reds freely.
If you die as a red you get a HUGE penalty. Balance the risk vs reward appropriately.
Gracias por la información 😊
I appreciate how you try and I see that you care. I hope Fractured Online succeed!
Word to devs, focus on marketing like ‘a lot’ you have a good game here that nobody knows about
Question to the players, were there any optimization improvements? The game was lagging on my Lenovo Legion geforce 3050 laptop.
Damn.. if it's lagging on your 3050 laptop, it'll die on my 1060 laptop. 😂😂😂
2080ti here, some moments of lag in busy areas
@@rtabaldo1 2080ti is a beast, just engine is not optimized
It's a shame there isn't a mobile version, it would be great but I'd love to have it with many players.
Good Job for a step in the right direction and seeing the reality of PvP in 2024!
However, you still just dont get it. PvE players will not play a game/come back to a game that doesn't respect their time or allow them to experience all the content (excluding PvP). Incentivizing the negative behavior of PvP (harassing and griefing style pvp, ie PK) with better rewards and with PvE content that only PvP players can do is an example of this. You literally stated in the beginning of the video saying the real problem, then fix some of it but refuse to do what is necessary, keep pvp separate from PvE, like it or not, this is the truth in 2024, most players are pve..and solo (this is separate issue though).
There are really only two ways to ultimately fix this problem (note this is not an issue with just fractured online, but pretty much all mmo's that try to be pvp with almost all their content being pve (nearly all games being pve but think their pvp)
1. two separate servers for PvE and PvP, fixes the problem in it's entirety (note sometimes there need to be special rules/systems for either to function properly, but doable) and is the simplest option.
2. pvp only when flagged or only in specific areas, and there has to be no reason at all for a pve player to go into a pvp area or flag, no special resources, no special enemies, just pvp.*
PvP in pretty much every (open world) game that has it is used mostly to grief others, a negative activity no matter how you spin it.
Incentivizing pvp does not work for the majority of pve player and just causes more issues in the long run...less pve players, because why bother playing if you respect the time of pvp players more then pve players with better rewards and more pve content. it's not a matter of risk vs reward, because the risk is all artificial and only exists to try and force players to do what pve players don't want to do in the first place.
* this is one of the biggest problem when it comes to PvE and PvP, PvP in most games is centered around harassing/griefing others instead of objectives and purpose.
There are two main things that pvp games just dont do right anymore (if they ever really did)
1. mixing pve and pvp together, if you have quality pvp then pvp can stand on it's own, without pve, this is done though objective and purpose based play, not PK as an example.
2. better rewards and/or putting better resources or special enemies in pvp areas to "incentivize" pvp, this is the exact opposite way to address the problem.
pvp should be about pvp, not pve. In Fractured Online the simple solution to this is separate servers... Yes that means costs go up, because you have to have more hardware/software, but problem solved, alternative solution, have specific areas for pvp only, nothing special about them, just an area for pvp with objectives (not pve objectives), the whole control territory idea, but isolated to one area, that pve players have no reason to go into...
..."but we tried this" you say, so you pretty much proved that in this case the solution is ultimately separate servers, that way your original vision can be the pvp server and the popular actual player base will mostly be on the pve server.
With all that said, I know the pvp players will see this, complain and say it's not true, etc, etc, but the reality of pve vs pvp is obvious, and if a company likes money and wants to stay in business, then focusing on pve is the key! you can have pvp, just make it focused and separate from pve (unless its a separate server thing).
Pax Dei, has this same problem, vast majority of it's players are PvE and they still have their EVE Online game design structure going, and think it will work in 2024, they will learn the same lessons Fractured Online has mostly already learned, eventually. Pax Dei however already has separate servers based infostructure, they could easily fix their problem and make pve and pvp servers, let's see how long it takes for them to realize and do it though.
Eu gostaria de ver você fazer conteúdo PvE sem receber recompensas. Por que só o PvE pode ser recompensador e o PvP não?
A pior coisa que aconteceu nos MMOs foi recompensar jogadores que não passaram por nenhum risco. Sendo que a essência de um RPG é você receber recompensa por meio do risco.
Você claramente não gosta de MMO. Você gosta de jogos offline tipo Skyrim ou The Witcher 3.
MMO não são para jogadores solo. A maioria dos jogos que seguiu por esse caminho teve sua base de jogadores reduzidas em 90%! O WoW tinha 12 milhões antes, e hoje não tem nem 1,2 milhão. Não há nem mesmo separação de servidores PvE e PvP no WoW. Tudo agora é PvE. E o número de jogadores só diminui!
I somewhat think OP is oversimplifying. Mists and corrupted dungeons in Albion Online are some of the best examples of 'healthy pvp with pvE components', although instanced, that do not require a separate server. Global faction war is also a solution other MMOs used pretty successfully, with events and different scores/multipliers depending on rank, zone and conflict state.
In the mean time eve online is still successful
@themademperorgr unfortunately EVE Online is only successful because of their P2W plex system. It generates probably 60 to 80 percent of their revenue. I think I read something on that a while back. Cannot confirm, but I wouldn't be surprised.
With that said, it is a good game, I still have 1 of 4 active accounts going, since 2006, but I know way more people who stopped playing or won't play because of both the blatant pay to win plex system and no pve server.
@@joaaocaampos I would like to see you do PvE content without getting rewards. Why can only PvE be rewarding and PvP not?
-pvp can be rewarding, but should not be at the expense of pve or vise versa, but they should be kept separate, separate tasks and rewards.
-PK is not PvP that is just harassment and griefing. I've been on both ends and in both cases, it is not fun or rewarding.
The worst thing that happened in MMOs was rewarding players who didn't take any risks. The essence of an RPG is that you receive reward through risk.
-It is a game, what risks are there, pvp doesn't add risk, it just adds wasted real life time (the only true currency)
You clearly don't like MMOs. Do you like offline games like Skyrim or The Witcher 3.
-I almost exclusively play MMO's, I have tried almost all of them, I've stuck with EVE Online the longest, but I understand that most people do not like pvp, and I want to see games be successful, the only way to do that is to respect both the PvP and the PvE players time, the best solution is separate servers, not forcing either side to do something they dont want to do.
MMOs are not for solo players. Most games that went this route had their player base reduced by 90%! WoW had 12 million before, and today it doesn't even have 1.2 million. There isn't even a separation of PvE and PvP servers in WoW. Everything is PvE now. And the number of players only decreases!
-Everything is PvE because that is literally what people want to do, it's what 20 to 1 PvE vs PvP servers, that proves my point
-As for solo vs group, unfortunately this is the way things have moved to now days, so forcing group play is no longer a good option for game companies either, that does not mean there shouldn't be group content though, there absolutely needs to be content for groups other wise mmo's are glorified single player games.
-As for WoW player numbers, the number loss has many factors, but none of them are pvp related, most of them are bad game design decisions and the nature of Themepark vs Sandbox mmo design styles.
I'm not against pvp, but If it's about a game surviving and not getting shut down, in 2024 PvE and mostly soloable content is unfortunately what's required, with group and pvp content available.
why no arena system?
like this
I don't get it how does any game developer not learn the lessons of Ultima online and literally every single MMO sense it's mind-boggling that you took this long to figure this out
ta ficando interessante
is this a game solos can play?
Est ce qu'il y a des drop d'équipement sur les mobs?( drop =comme Diablo 2 ou Black Desert online) car j'adore ça
I really wish this game picks up, good luck..
Good stuff!
TBH the game looks good , but looking at the reviews people will not pay even 10 bucks for the game , they should have gone free to play + sub etc , anyways i ll buy the game and give it a try .
If Turkish language support comes, there will be more players. greetings from Turkey
Wait, you live?!
Ailive and kicking! We parted ways with our published gamigo in 2023 and relaunched into Early Access self-published last November. Population went down since then, but that's normal for Early Access. We are now entering Full Release on July 24. Cheers!
@@FracturedOnline I have been thinking of this game obsessively since I saw this video. I Will be subbing when The fresh start severs go live. Thanks for the great game.
oh, your back? bottom of the queue.
Excellent changes! I quit because I could not play game from constant ganking, so could not pay my rent. I am coming back to FO on 24th because of some of these great changes implemented. I just want to enjoy this great game without being harrassed. At the same time, if players want to PvP, let them flag up for it (I bet it won't be many, now that non ganking has been implemented.) Well, done devs.
👀
im here since the beginning when this was a kickstarter , im disapointed as fuck in how you have 0 interest in the skill trees , we don't need a path of exile skill tree but character diversity is downstream from the skill trees
Hi Rafa, a "skill tree" as big as that of PoE was never planned for FO. Our talent tree is smaller (note: it can be respecced any time for free when your character is resting), but you also need to choose your abilities, your race that also has unique bonuses and abilities, then there are armor sets with different abilities, and equipment property imbuing... there's a lot of character diversity, it's just done in other ways :)
@@FracturedOnline woot!
все 8 человек онлайн будут рады.
God speed.
BUENAS A TODOS, los españoles que estéis interesados en entrar en una guild de este juego contactadme.
这是什么新系统?
Am I the only one tired of Devs proclaiming, "we think we figured out how to not make open PvP not an unbalanced, mindless, zerg fest, AND PvE players will want to participate"? It's always the same outcome. The game comes out dead on arrival with zero content because they want the players to make the content. Maybe, oh I don't know, just make a good game with interesting content? There's a reason most games come with have 40 full PvE servers and 2 empty PvP servers. If you want to make a PvP game for the 40 hard core dedicated players, just make that. Stop with this milquetoast trying to satisfy everyone thing that kills ever IP ever.
To nadal ta sama brzydka gra.
lol full pvp game and you lied your ass off telling us we will be ok till 50 pass hard pass
Now the Game is only for PvE playeras, and there is no PvE content in the Game WTF bro
Legends, Divine Trials, Fortresses - there's a lot of content specifically for PvP players that didn't exist when we launched in EA last November, so I would say the game is far from being "only for PvE players" :)
@@FracturedOnline yes Bro, you know New world? Not PvE content in the Game so the vision is not good at my point, i play a week with my friend and we have all the habilites and ultis we need, no more PVE, so why do this? Is no more territory control in the Game, if anyone put PvP what you going to do? Regards
@@TheJotaXtres How can you compare this game to New World which is made by Amazon? By the way, they betrayed the community and made a mess with the new console edition.
There was no players in the game bro.
Seems like a healthy change
They literally added PVP to the PVE world and PVE is everywhere. When the Demon planet comes, maybe then your hunger for our blood and inventory will be able to run wild. The game need good PVE to keep players and the way PVP was before was very bad for the game. I am happy they are willing to rework core systems and adapt and evolve. There will always
be less than happy people.