RPGWO Forums

General => RPGWO V6 / V7 => Topic started by: Sacrifice on July 20, 2015, 02:42:02 pm

Title: Requests V6
Post by: Sacrifice on July 20, 2015, 02:42:02 pm
Not that these are necessary at this point in production, and I am not sure how hard it is to make something like this so if it would be a huge feat don't worry about it.

I would like it if there were a stack/stack all button incorporated into the game and containers it would be useful to have.

As said I know it isn't an important thing so don't worry about it if it would take long.
Title: Re: Requests V6
Post by: Mickey Kudlo on July 20, 2015, 05:29:18 pm
Right now you can stack things manually but they won't stack if the life/quality doesn't match unless I code the .ini for that item to "MergeQuality". So, what items are you maybe getting a message that complains about can't merge?

As the dust settles with the XP change, I will look at containers to see what would be involved. It may not be to hard.
Title: Re: Requests V6
Post by: Sacrifice on July 20, 2015, 05:34:18 pm
Apples with different freshness I believe.
Title: Re: Requests V6
Post by: Pokemon Steve on July 21, 2015, 10:51:59 pm
bears
Title: Re: Requests V6
Post by: Sacrifice on July 25, 2015, 07:34:03 pm
Are there any ways to raise morale yet?
Title: Re: Requests V6
Post by: Mickey Kudlo on July 25, 2015, 07:54:20 pm
Just apples for now.
Title: Re: Requests V6
Post by: Neanderthal_Man on August 19, 2015, 11:21:31 pm
I definitely vote for containers and a garbage can or way to destroy items
Title: Re: Requests V6
Post by: Greatest on August 20, 2015, 04:10:00 am
so in the other thread you wrote:
Quote
all arrows shot fall to the ground near the target whether they hit or not, also they have a 2% chance to break

and it got me thinking: any chance you can make it so critical hits can cause other types of damage?  maybe if you're aiming for the legs and get a critical it causes the target to move slower, or in the arm they attack slower....or in another part of the body cause bleeding damage?

bleeding damage is something I always thought RPGWO was missing, and since you have poison it shouldn't be too hard to code.
Title: Re: Requests V6
Post by: Neanderthal_Man on August 23, 2015, 10:50:07 am
can we get amount of item manipulation for splitting stacks
Title: Re: Requests V6
Post by: Mickey Kudlo on August 23, 2015, 02:27:09 pm
Yes, I plan a "split" dialog like V1/V2.

I had been avoiding adding a right-click popup menu for items in carry, like V1/V2 has. I know split and eat are some of the options. It isn't obvious for newbies but maybe I will add tutorial popup messages that points features out. I need to finish up bows by adding the flying animation then I can work on new stuff.
Title: Re: Requests V6
Post by: Neanderthal_Man on August 24, 2015, 04:58:01 pm
Sounds good. Thanks.
Title: Re: Requests V6
Post by: Azreal on September 05, 2015, 04:15:31 am
underground wells would be a good idea so we can get water without having to always go back to the surface when building underground
Title: Re: Requests V6
Post by: JSleezY on January 26, 2016, 01:52:51 pm
Well i Just Randomly Added w.e to my character thinking i could remake but i cant.. maybe a Way to Remake your Character or a delete Button in the options tab.

I Wasn't Aware that  v6 was so early in development and i appologize for the Hate :P i am not a creature of Change.
good work mickey
Title: Re: Requests V6
Post by: Pepin on March 19, 2016, 08:22:56 am
Better resolution support.
Title: Re: Requests V6
Post by: maerrigan on April 27, 2016, 05:36:50 pm
Maybe make it where when you die you don't lose everything just some things? Other than that, I am enjoying the game a lot.
Title: Re: Requests V6
Post by: Mickey Kudlo on April 28, 2016, 11:18:12 am
Maybe make it where when you die you don't lose everything just some things? Other than that, I am enjoying the game a lot.

I debated the death penalty a while. It was worse. I had it also take away all XP earned for the next level but after testing (and cursing the programmer when I died) I removed it.

In V1/V2 I would see players running around, not worried about the risk of vitae and loosing a few items. I rarely saw them stop and calculate the risk versus reward. Well, I rarely stopped and thought about while playing my self! Now, I am actually careful and think about things first cuz it is a pain in the butt dying but I don't feel it is over the top.

Most Online RPGs spoon feed players baby food. Why? Cuz they want you to pay them money!!! It seems to me, to be a balance between easy and hard where easy generally brings you back more and more willing to spend $$$ on it and hard tends to have less players and less $$$. This is generally true for the casual gamer. The more hardcore ones... are all over the place, depending on what they like to play, I think.

On a scale from 1 to 5, 1 = easy, 5 = hard, my goal is a 4, so medium-high. Having no towns at the start definitely adds to that and being sandbox elevates the difficulty. I don't want to baby players. That one reason I give players the choice of starting spot, low, medium and high difficulty starting areas.

And thanks to Jon (thanks bro!), as long as he lets me have a server, I don't plan to charge money... probably :)

OK, I think I am off topic, heh
Title: Re: Requests V6
Post by: maerrigan on April 28, 2016, 03:26:48 pm
It definitely made me stop and think if I actually wanted to run the risk but decided it was and so I died. It's a great game, more of a challenge and I won't stop playing just cause I died. Thanks for making it Mickey.
Title: Re: Requests V6
Post by: Generic Black Guy on June 23, 2016, 11:09:39 am
I would like to see a "pull up" option for stuff like the over growing bamboo and marsh grass. But instead of giving you stuff it just destroys it.

I would like to see a detect ore ability or potion for this world too.
Title: Re: Requests V6
Post by: Generic Black Guy on June 24, 2016, 09:25:30 am
Also, Tames, Mules, Boats, Bridges!