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1
RPGWO V3 / Re: Current Task
« Last post by Mickey Kudlo on June 19, 2017, 11:06:49 am »
I haven't updated the game but have stuff done for a wipe and real world.

  • Alchemy is now a mineral and organic mix. Combos get randomized at world creation.
  • Land Parcels are 10x10, costing 250 for the first 4 then doubles from 1000, 2000, 4000, 8000, etc., limited to ... 100 claims

Working on Map Creation now and biomes.

Not sure if I will be able to change magic before July so will probably delay the new world until Mid-July or later.

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RPGWO V3 / Re: runes/magic
« Last post by Gimpy on June 09, 2017, 07:57:05 am »
1: runes shouldn't be crafted by mages.  mages have it too easy already.
ty

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?
I'll let this go...but I'm still against it :P  and mages have it easy because they usually make a ton of money and have nothing to spend it on except runes, on the rare occasions they need them after they get a full set.  most players remake after making a ton anyway, this way they only have to make the blanks and can make the harder runes with magic skills when they have the level to use them.

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???
...I like the rune research idea, but I think it will get a little weird.  I also think it would really make a mess of the game economy(1st person to get a new rune tries to sell it for 10k whether it is useful or not).  this also ruins early game where you make a few runes and try them out in the 4th spot hoping you get a new attribute spell.  if you research and get nothing but runes you can't use/don't need how long til you just give up and try some other play style?

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
quanths really aren't that hard to get on most servers either...you make a bunch of golems and fight them against each other til you have enough.  as far as runes as drops: mages make way too much cash, they don't need the only items they have to buy as monster drops. 

also why do we have so many runes when we use less than half?  the last few servers I've played did the alphabet 2.5-3 times so 65-75 runes there, while we use somewhere around 30(?).  I mean it is 4 for targets(self other item ground), 4 for spell type(attack buff debuff create), 2 in the 3rd slot, 1 for each basic spell, and 4 for spell levels. 

1) Mages don't have it easy, you actually have to pay full attention while training unless you're macrroing or abusing LOS in some way. Playing a mage is a huge disadvantage on most servers.

2) I don't understand your thinking on mages having too much money? Your argument is that they don't need to buy anything but runes, but you can say that about any other skill in the game. You can literally run the worst armor in the game on a character if the +s are decent. The problem is the economy isn't balanced, it has nothing to do with mages specifically and I don't think they make considerably more money then anyone else.

3) Rune research is more often boring / annoying. You just figure out a few of the runes and decode the spells from another server. No ones buys runes just like no one buys weapons, potions, and any other item in the game. There's no reason to try to depend on someone else when you're gonna be solo playing most of the time 1-2 months into the game. My personal opinion still is that if you added 100 players to a server and made the system intuitive for setting prices on traders people would buy from traders more often since it's convenient. Traders then can turn gold into cosmetic items for houses, upgrade tools, buy tames, etc.




ty
3
RPGWO V3 / Re: runes/magic
« Last post by Roarion on June 08, 2017, 06:46:30 pm »
1: runes shouldn't be crafted by mages.  mages have it too easy already.

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?
I'll let this go...but I'm still against it :P  and mages have it easy because they usually make a ton of money and have nothing to spend it on except runes, on the rare occasions they need them after they get a full set.  most players remake after making a ton anyway, this way they only have to make the blanks and can make the harder runes with magic skills when they have the level to use them.

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???
...I like the rune research idea, but I think it will get a little weird.  I also think it would really make a mess of the game economy(1st person to get a new rune tries to sell it for 10k whether it is useful or not).  this also ruins early game where you make a few runes and try them out in the 4th spot hoping you get a new attribute spell.  if you research and get nothing but runes you can't use/don't need how long til you just give up and try some other play style?

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
quanths really aren't that hard to get on most servers either...you make a bunch of golems and fight them against each other til you have enough.  as far as runes as drops: mages make way too much cash, they don't need the only items they have to buy as monster drops. 

also why do we have so many runes when we use less than half?  the last few servers I've played did the alphabet 2.5-3 times so 65-75 runes there, while we use somewhere around 30(?).  I mean it is 4 for targets(self other item ground), 4 for spell type(attack buff debuff create), 2 in the 3rd slot, 1 for each basic spell, and 4 for spell levels. 

1) Mages don't have it easy, you actually have to pay full attention while training unless you're macrroing or abusing LOS in some way. Playing a mage is a huge disadvantage on most servers.

2) I don't understand your thinking on mages having too much money? Your argument is that they don't need to buy anything but runes, but you can say that about any other skill in the game. You can literally run the worst armor in the game on a character if the +s are decent. The problem is the economy isn't balanced, it has nothing to do with mages specifically and I don't think they make considerably more money then anyone else.

3) Rune research is more often boring / annoying. You just figure out a few of the runes and decode the spells from another server. No ones buys runes just like no one buys weapons, potions, and any other item in the game. There's no reason to try to depend on someone else when you're gonna be solo playing most of the time 1-2 months into the game. My personal opinion still is that if you added 100 players to a server and made the system intuitive for setting prices on traders people would buy from traders more often since it's convenient. Traders then can turn gold into cosmetic items for houses, upgrade tools, buy tames, etc.
4
RPGWO V3 / Re: runes/magic
« Last post by Gimpy on June 07, 2017, 07:24:23 am »
Greatest dont forget what rpgwo truly is, a game that allows one player to do it all if they chose. So how would a black smith know how to make runes? Because there are no classes. Just players with different motivation levels.
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RPGWO V3 / Re: runes/magic
« Last post by Greatest on June 06, 2017, 09:18:53 pm »
1: runes shouldn't be crafted by mages.  mages have it too easy already.

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?
I'll let this go...but I'm still against it :P  and mages have it easy because they usually make a ton of money and have nothing to spend it on except runes, on the rare occasions they need them after they get a full set.  most players remake after making a ton anyway, this way they only have to make the blanks and can make the harder runes with magic skills when they have the level to use them.

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???
...I like the rune research idea, but I think it will get a little weird.  I also think it would really make a mess of the game economy(1st person to get a new rune tries to sell it for 10k whether it is useful or not).  this also ruins early game where you make a few runes and try them out in the 4th spot hoping you get a new attribute spell.  if you research and get nothing but runes you can't use/don't need how long til you just give up and try some other play style?

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
quanths really aren't that hard to get on most servers either...you make a bunch of golems and fight them against each other til you have enough.  as far as runes as drops: mages make way too much cash, they don't need the only items they have to buy as monster drops. 

also why do we have so many runes when we use less than half?  the last few servers I've played did the alphabet 2.5-3 times so 65-75 runes there, while we use somewhere around 30(?).  I mean it is 4 for targets(self other item ground), 4 for spell type(attack buff debuff create), 2 in the 3rd slot, 1 for each basic spell, and 4 for spell levels. 
6
RPGWO V3 / Re: runes/magic
« Last post by Mickey Kudlo on June 06, 2017, 03:16:24 pm »
1: runes shouldn't be crafted by mages.  mages have it too easy already.

They still need blank runes from a blacksmith and how would a blacksmith know magic runes to create them?
How do mages have it too easy?

2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.

That is what "rune research" is... duh. A way for magic users to discover runes but at some kinda cost (mana, gold, etc.)
Why can't some runes be hard to get/discover? Wouldn't it help create an economy???

3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

Runes still break. A rune drop could be rare, maybe. Like a Quanth drop. Plus, isn't there well over 50 runes? Little chance to get a rune you need.

These are just ideas right now. I haven't started work on magic yet and would be nice to hear from more players on it.
7
RPGWO V3 / Re: Mining
« Last post by Mickey Kudlo on June 06, 2017, 03:02:26 pm »
The Auto-Tool works on anything you walk into. So put an axe in there and walk into a tree and it will cut it. Use a Farmers Scythe on plants works too.

But yeah, with mining, you can step over the rocks if you move fast enough else the usage times out and tries to hack it. It takes some practice to understand and use well but it better than the old auto-mine switch... to me.

@Greatest, I need to fix that issue so it keeps trying to walk into the spot instead of stopping.
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RPGWO V3 / Re: Mining
« Last post by Tommy on June 06, 2017, 01:27:17 pm »
Drag the Tin Pick to the Auto-Tool slot then just walk into cave walls.
Interesting...

I just walked over a medium granite rock and I auto-used my tin pick on it... this is already broken as poop to me. >:O
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RPGWO V3 / Re: Mining
« Last post by Greatest on June 06, 2017, 01:21:45 pm »
Drag the Tin Pick to the Auto-Tool slot then just walk into cave walls.
that gets annoying when there is a spot thats right at your skill level or just higher and you'll have to right-click 10+ times to mine it instead of using pick and having it work until you're out of stam or tile is mined...it worked before with the normal pick(by normal I think I mean iron pick, the one you start with when you have masonry).
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RPGWO V3 / runes/magic
« Last post by Greatest on June 06, 2017, 01:17:41 pm »
from the current task thread:
Quote
Magic changes: blank runes (blacksmith), rune crafting (anyone with a magic trained), must have a rune to make that rune, rune drops, rune research, spell rune combos mixed on world creation
NO!  there is so much wrong with that. 

1: runes shouldn't be crafted by mages.  mages have it too easy already.
2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.
3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!
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