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Messages - Thaddeus

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1
RPGWO V3 / Re: A quick fix
« on: August 10, 2017, 06:17:37 pm »
maybe a bit late of a suggestion, but perhaps adding worms as something that spawns out of unearthed graves? at a higher chance than other stuff, and making graves more prevalent? so they don't spawn randomly and clutter up an already mined out area, but keep the risk for a miner, and not in a totally random spawn, but something they have some warning for.

-i mean having a group of them spawn from a grave, not just a single one, as opposed to the single undeads that spawn (not removing the undead, just shifting the rates)

2
RPGWO V3 / Re: Bug: Adding items to a container in your inventory
« on: August 07, 2017, 03:27:07 pm »
no error message (for me at least) just nothing happening

3
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 05, 2017, 12:19:16 pm »
I figure most of this will be pretty low priority, just personal wishes/suggestions I guess:
artifact weapons? currently have only found multiple spots of artifact stones while mining(and reveal ore-ing) and they're also incredibly rare(like 1 per 3 sectors)
magma ore usage, zephyrium alloy usage, onyx shard usage, damon ore usage; not sure what you plan to do with these but they currently just look pretty
rosettes currently make jewelry with the same bonuses as diamonds, should be +5 higher?
elemental oils (fire/ice/lightning) and making elemental weapons
make filled and melted crucibles stackable

(talked with you about some of this in-game, figure i'd just put it down in forums for records sake)

4
RPGWO V3 / Re: Land Claim Size
« on: August 04, 2017, 12:23:40 pm »
quick question about pricing: if I get a friend to play this game, give them the cash to claim land and they transfer it to me, as long as they don't have 4 pieces of land will it still cost them 250 per claim?

along the same line of that question: say your land gets unclaimed because you haven't played in a while, when you come back will land be 250 per claim or will it be at the price you left off?

that is indeed how it currently works, pricing is based on the amount of land you currently own, not the number of times you have claimed.

5
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 02, 2017, 01:25:59 pm »
I feel like there needs to be a way to make a tin hammer that doesn't require another hammer, some way that a person can learn blacksmith after creation and still be able to use it without another player helping them.

6
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 02, 2017, 11:26:12 am »
-open granite chest: can't put items in it while it is in your inventory.  it works fine on the ground.
doesn't seem to be limited to granite chests, and also doesn't seem to be a persistent problem, sometimes I can drag stuff around in my inventory into bags/chests, sometimes not, haven't figured out any common factor, just happens.

7
RPGWO V3 / Re: Mules(needs its own thread)
« on: August 02, 2017, 10:44:11 am »
They still can't die (can't be attacked before or after taming) acts like your old mule would have
-^
-^
questions are being answered, information is correct so... origin matters?
-still can't kill 'em and "super rare" is a bit misleading, it takes some effort to find one sure, but after taming it only takes 10 minutes for a new wild mule to spawn
(and they only spawn/move around in a limited area around town, like few sectors each way)

and if you want to have 10 mules following you around all the time... ok? seems like a pain in the ass to me.

only downside(s) so far is universal to all tames, they seem to be rather unresponsive when following, taking a long time to catch up from the time you start moving
and tames don't swim now for some reason(unless that was changed last night, have been mining ever since) so recovering a mule could be a little tedious if it gets left way out in bumtiger nowhere

8
RPGWO V3 / Re: Town and Road Building
« on: July 25, 2017, 01:32:32 pm »
that was my confusion, your statements made it seem like you were against it because of it removing options/simplifying things, when it just adds a dimensional shed type thing, and i agree... somewhat, the sprites feel disjointed from the rest of rpgwo, but I like the concept, and can deal with the sprites

E: hard to say if I'll actually like it or not after playing with it, but far too early to say for now I think. I'll probably end up just walling it off so I don't have to look at the sprite, hah.

9
RPGWO V3 / Re: Town and Road Building
« on: July 25, 2017, 11:22:34 am »
Exactly, making your house custome made out of differently materials. Going around uneven turrain, water and ore you cant mine was what made rpgwo unique.your slowly making it generic
I'm still a little confused, you can still build walls the standard way, the dimensional warp huts just add extra space.

10
RPGWO V3 / Re: Town and Road Building
« on: July 24, 2017, 08:01:57 pm »
i like the idea, but i would go smaller...

town hall 1 should do like 2 buildings max...

ppl in rpgwo are likely to go for the things that offer more benefit a blacksmith or a tool guy offers alot more than a tavern..

i think it would also b nice if a fully upgraded townhall will not support all the buildings, (say all but 2)  this will help create a need for ppl to venuture to a 2nd town

or a limit to the total number of upgrades that can be done in a single guild town?  or cap the amount of optimally upgraded npcs, would have a similar effect

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RPGWO V3 / Re: Town and Road Building
« on: July 24, 2017, 03:17:37 pm »
having an item represent it would work well, seems like it would make it easier to organize the town like the player wants.

e: or a group of items in a limited area? like a bar + barrel of beer +.... for a pub, or something like that

12
RPGWO V3 / Re: Town and Road Building
« on: July 24, 2017, 02:52:19 pm »
while i may not like the sprites for the houses, i don't get the hate for the idea. (maybe the idea of roofs in rpgwo just seems weird, hah, that, or the perspective shift)

as far as the guild town using that, (this suggestion hinges on the use of some sort of timed raid script to keep the players maintaining the town):
[either the buildings themselves being destructible by monsters (maybe have the npcs that occupy the building appear at the warp point upon destruction? or warp then die?) or have the raid monsters scripted to move towards the entrances and then kill the npcs after entering]

on the whole I like it though, guessing since you said "town hall I" has 5 building support, you'll be able to upgrade them, (some sort of usage on the building itself? skill+materials?)
would be a nice way to improve the npcs  "output"
Will there be some sort of check for some buildings? like a limit to the amount of town halls or something else there can be per guild(or per guild land plot)

13
RPGWO V3 / Re: Town and Road Building
« on: July 15, 2017, 12:17:39 pm »
could simplify it and have a few designated areas be GuildPLOT or something, as the only place guilds can claim(and only guilds can claim there) so mickey would just designate locations for towns, and the rest would be up to guilds, would also make it easier to implement something like the raid script, as locations are already set.

would be limiting in other ways though.

and yea, i'd think something like what you're saying zodiak would be more for a larger world with a much larger population, though it'd be pretty cool if something like that came about.

14
RPGWO V3 / Re: Town and Road Building
« on: July 14, 2017, 08:38:07 pm »
ah yea, didn't think about exploiting it :( oh well

e: Although... what would be the purpose of this kind of exploit? I'm not seeing it, i would assume the guild owner of the land said npc is living on would be collecting some kind of income from it? which would discourage someone changing guilds to do it for someone else, unless npc shop inventory doesn't refresh with any regularity (i thought it did?) it could be used to have more npcs selling more armor i guess.

e2: and yea, this replacing player traders would be interesting

15
RPGWO V3 / Re: Town and Road Building
« on: July 14, 2017, 11:44:21 am »
I think you should revisit the Guild Town code.

If you go with that route may I suggest maybe the idea of auto populating guild towns with NPCs if certain requirements are met.
Say if certain items are placed in a room, say an Anvil, Coal Pit, a Chest, and a Bed. After a check would spawn in a Blacksmith (weapon/armor) NPC that would be tied to the guild and the guild would receive a % of the sells. Then because there hasn't ever been a real gold sink, allow use via commands or some sort of set of items that allows for upgrading the NPC to sell higher equipment or a trade skill that corresponds with the NPC and you, through a process, make something that upgrades the NPC to allow for better equipment. 

Code: [Select]
Example: Standard NPC sells copper items, you make a set of items out of iron to allow him to sell some basic Iron items (hell make it harder by making a requirement of 1 of each iron item to unlock the function)
Side note: I also like the idea of the NPC selling a certain amount of equipment before the upgrading process is possible. It may seem a little tedious but I like the idea of players getting together for a common goal to make the best town.
this sounds good, a shop space with certain requirements would fit well with a scheduled raid that destroys walls/etc, would require some degree of maintenance on the players end without being overly tedious (being required to supply xxxx items on a regular basis)

for the npc upgrade, something like "/npctrain skill x" x being a tier, a skillcheck for the player using it to increase said vendors inventory, on top of the required inventory traffic?
e.g. /npctrain blacksmith 3, with a skillcheck about 100 higher than the requirement to make iron for the npc to stock/buy iron gear (yea iron is 4th, but no point training them to stock tin)
maybe that's too complicated? idk, just a thought.

16
RPGWO V3 / Re: Town and Road Building
« on: July 13, 2017, 11:39:51 am »
sounds great.

e: guessing guild town = only guild claims possible, or perhaps guild claims can only be in said town
and maybe use something like the old bandit raid script for it? (maintaining activity etc)

17
RPGWO V3 / Re: Mage Armor
« on: July 08, 2017, 03:11:44 pm »
Admittedly I'm not seeing your point, the whole idea was diversifying armor options and choices, so yes, a mage could choose to go for higher defense armor, but it's going to impact mana efficiency, I'm not seeing how that's going to "ruin certain aspects of the game yet to be ventured into". (that phrase sounds kinda nonsensical)

Though I think that having "skills" (spells that require certain weapon/wand types and levels to learn/use) would be neat. (separate "skill" tab even? instead of mashing it all onto the magic tab) would need some other way to go about learning skills though, as runes would make no sense.

as far as melee characters not using skills because of mana denial... you're using hypothetical changes to argue against having plate armor have mana denial? you yourself suggest having skills cost stamina(which i would agree with in that scenario) so... what?

maybe i'm sleep deprived or nutrient deficient or something, confused as to what your actual argument there was. was not aware there was going to be any shift towards class-based characters. (maybe i'm just not in the loop)

18
RPGWO V3 / Re: Mage Armor
« on: July 08, 2017, 10:36:14 am »
Regardless if he has said it or not, its definitely should be something he should look into considering the game is kind of based around a classless set up. I like the idea of different advantages and disadvantages to armors. If mana renewal isn't the route maybe increasing the cost of the spell with heavy armor would be a good route.

maybe have..
chain=20%mana const inc (per piece)
scale=40% m.....
plate = mana denial
so it's not completely out of the question to use some chain, or not totally out of the question for a melee/ranged char to swap out for red/white, it'll just be more expensive if you're not in a safe place where you could take everything off.

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RPGWO V3 / Re: Mage Armor
« on: July 07, 2017, 11:13:01 pm »
leather armor does exist so it's not quite like there's no low level option at all, but I certainly see your point, adding some variation to the usual tailor made armors (as far as effective usefulness) is a nice idea.
as to robes, make them occupy both top/bottom equip spots? if that's possible, or have tights/skirts/sarongs/kilts
cloth versions gain some mana renewal
or even have robe versions have mana cost reduction? as well as a penalty to run (if you can make them occupy both armor/leg spots)

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RPGWO V3 / Re: Enchantments/Bonus +'s for Weapons/Armor
« on: July 07, 2017, 11:02:18 pm »
maybe wand modifiers that reduce enemy elemental AL? though that might be just as much of a pain to implement as double hitting spells based on a worn item.

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