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General => RPGWO Chat => Topic started by: Docox on February 07, 2017, 07:00:23 pm

Title: Maybe RPGWO still has a future.
Post by: Docox on February 07, 2017, 07:00:23 pm
Currently were in an era of 8 bit rogue like games that are receiving extreme popularity. Instead of constantly developing newer versions of RPGWO. Why not polish up V2 and try to get it on steam? I think it would have tremendous success with the current atmosphere of games. Obviously i expect to be told why this can't happen but hey its just a thought.
Title: Re: Maybe RPGWO still has a future.
Post by: Kaios on February 09, 2017, 10:46:26 am
Surprisingly, the only reason it can't work is because Mickey has no interest in doing so. Otherwise that is indeed what most players that still check in from time to time seem to want.
Title: Re: Maybe RPGWO still has a future.
Post by: Jon The Great on February 09, 2017, 11:01:34 am
It takes resources and time to do things well and time is the hard part if you work, have family, or things going on.
Title: Re: Maybe RPGWO still has a future.
Post by: Kaios on February 09, 2017, 11:22:03 am
That is not even his issue Jon he obviously has zero interest in improving the only version of Rpgwo that people give a wolf about. Clearly however he has time to work on some stupid minecraft copy or whatever the hell this (http://rpgwoforums.net/index.php?topic=4875) is supposed to be.
Title: Re: Maybe RPGWO still has a future.
Post by: Saint on February 09, 2017, 05:25:06 pm
Mickey has stated he doesn't want to work on v2 anymore. It is years old at this point. I've said it before and i'll say it again, he should open source the actual v2 game code. Let somebody take the reigns that is willing to put some time and effort into it.
Title: Re: Maybe RPGWO still has a future.
Post by: Sacrifice on February 09, 2017, 05:34:43 pm
Well the main issue is the fact that RPGWO v2 was made in a super old programming language, as well as that all the art would have to be re done which takes either time and money. I don't know if he necessarily doesn't want to work with v2 its the fact that he would have to remake v2 from the ground up in a different programming language. I mean he was inching ever closer to something like v2 with v6 but people just constantly talked wolf about it.

I don't think anyone really has all the facts though.
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 17, 2017, 06:12:04 am
Currently were in an era of 8 bit rogue like games that are receiving extreme popularity. Instead of constantly developing newer versions of RPGWO. Why not polish up V2 and try to get it on steam? I think it would have tremendous success with the current atmosphere of games. Obviously i expect to be told why this can't happen but hey its just a thought.

I definitely think there is a market for the game right now, it just never really took off like other free online games around the same time did back then.  To this day no other games have nailed the unforgiving sandbox MMO like RPGWO did.

That is not even his issue Jon he obviously has zero interest in improving the only version of Rpgwo that people give a wolf about. Clearly however he has time to work on some stupid minecraft copy or whatever the hell this (http://rpgwoforums.net/index.php?topic=4875) is supposed to be.

Yeah I can appreciate that Mickey probably just likes doing hobbyist game design so he hops around projects, not to be harsh but one of the only things about him that has always stuck with me is that he seems to have a pretty short attention span and jumps around/moves onto new ideas very quickly, which is why I have never really trusted that any of his projects will take off in any capacity before it is abandoned for a new idea.   It's fair enough if that's what he wants to do and is enjoying it, but I guess it depends if he also wants to have a successful/even moderately popular game.

The point still stands though, that none of the newer versions of RPGWO have been nearly as good as the old ones in aesthetic, UI and gameplay.  I gave each one a chance as it came but they seemed to be really clunky and just generally ugly looking, iirc everything after V2 suffered from serious visual diarrhea and felt really clunky.

V1/V2 were really ahead of their time and struck a great balance, the game could have been much much bigger but nobody really knew about it in the same way they did with games like RS and Tibia. Trying to reinvent the wheel over and over and over clearly didn't work, the time would have been better spent directly porting V2 to C#, working on improving that and adding more features to give the game some longevity past mindless grinding and now with Steam/Reddit/etc it would be fairly easy to give the game a lot of exposure (F2P on Steam is basically guaranteed to get thousands of people alone to try it alone), more so when you can advertise it as a 'procgen sandbox RPG with basebuilding, PVP' etc, which is a massive market right now.

Releasing source code of V2 wouldn't help the game at all aside from maybe someone having a small private server with some changed stuff.  I would fully support the release of it anyway though if it definitely isn't going to be worked on, I have been working on some projects involving procedural generation and I'd definitely be interested to know how it was implemented in RPGWO since that was one of the first games I ever saw it in.

Also first post in 8 years.
Title: Re: Maybe RPGWO still has a future.
Post by: doomkitten666 on February 18, 2017, 06:31:52 pm
soooo someone wanna set up a server plox? i might be able to get a host ouo just need someone who knows what their doing wif a v1 or 2 world :D

what we need

1) Purrson who has exp working with a steeltide server set up
2) Purrson who has exp working with a Lunitik Server set up =**
3) Purrson who has exp working with a ARC 3k set up -***
4) Purrson who has played and who can help balance and make fair Phobos Server set up x*

@@@admins will be responseable for setting up and coming up with quests, general codeing for quests if they want special stuff, cuz im just a cat and i dont do that wolf xD

@@admins will deal wif other such stuff, basicly sort appeals and suchs to make the @@@admins job easier

@admins are to be comminity managers basicly talk to players be friendly if plays have ideas they can talk to them and see if they could be implemented into the game in some way if they meet the requirements, such is items, skills, skins, ect, general ideas to help in the growth of a server.

every body who plays does their part to make the game grow a working system to keep rpg going in bigger and better places mickey has created a seedling, while his adhd has him poping from project to project maybe if we can build on what he has given us we can push him into a little rpgwo race war ouo littke King Mickey Vs The Worlds Of RPG

just saying i can get us a server to host game just need someone to help set up and maintain the server

PS! all servers should also advertise the website and forums

That Kat Thingy Over There
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 18, 2017, 08:39:54 pm
Tempted to sort something out just for the sake of trying, for one to have another taste of the game after like 10 years of not playing it and for another to try and give it a bit of a promote on some other sites and see if its possible to actually get a decent amount of people playing again.

Even if it never took off or failed after a few months I wouldn't mind so much, I'm more interested to see like above if in its current state people who have never played it before still find it fun. If it was successful then maybe it'd show the powers that be that the core of 2.0 is where the game was at its best.
Title: Re: Maybe RPGWO still has a future.
Post by: mechanical keyboard enthusiast on February 18, 2017, 08:50:31 pm
Purrson?
Title: Re: Maybe RPGWO still has a future.
Post by: Doogles on February 19, 2017, 04:21:37 pm
RPGWO could definitely take off, especially if it had some compatibility through steam and being able to run a server more easily.  Almost like how ARK has their server stuffs set up. 

I wouldn't have the time to devote wholeheartedly into it, but I could definitely get involved to some extent, perhaps for some story/player involvement kind of things.

How's it going. Zevy?
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 19, 2017, 05:00:24 pm
I have been messing around with a local server and getting to grips with things again since it has been around 10 years since we ran our server and I last touched 2.0.  Also been writing up some promotional stuff to be posted on Reddit, other forums etc.

With what I said about the world gen a few posts above, I was surprised that it was far more simple than I remembered just by looking at it. A few years ago I worked on my own procedural map generator in C# with RPGWO's style in mind (Complete with plot/sector lines), its far from complete but I have a lot of notes on how there are a lot of extra methods you can apply to create far more interesting and complex terrain past a simple cloud heightmap.

Would be interesting to fix it up and get it to export to a format readable by the server (Which I haven't looked at yet), then it'd be possible to create and use terrain completely different from standard 2.0.
Title: Re: Maybe RPGWO still has a future.
Post by: mechanical keyboard enthusiast on February 19, 2017, 05:10:25 pm
i'm more interested in floating sector maps with a full wall of teleports linking them..
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 19, 2017, 05:13:31 pm
i'm more interested in floating sector maps with a full wall of teleports linking them..

What exactly do you mean by that? For example special maps that are completely detached from the main world?

Also I have to say although I definitely think there is a place for a 'traditional' MMO type server like RPGWO had, I think the 1 plot no-PK servers captured the sandbox spirit of the game a lot better.  I always loved server wipes and that initial scramble for people to try and buy good plots, get their skills up and work out the runes/plants/trying to be the first to get stuff like this and make some money from it.

On a similar note to that, in one of my posts many years ago I mentioned that RPGWO gets boring at endgame when you have reached the highest tier in all your crafting skills and you are just mindlessly grinding combat XP.  Looking at sandbox survival games today, I think RPGWO would benefit from some kind of 'seasonal' wipe, where you could say have a standard server which is permanent for those who want to set characters forever, but a separate seasonal server that had a full wipe cycle of an amount of months that would have to be determined.  If 2.0 ever had any form of official support again, this could be extended into having seasonal leaderboards and some kind of cosmetic reward or immortalisation in game for people who were at the top of their skills, and like a hall of fame with statues for players that were the max level.

That kinda thing, is a way to increase longevity and keep the game fresh. Especially if during seasons new content was worked on, then at the start of a new season comes with a huge content patch.

I know I'm getting ahead of myself here, but if Mickey gets around to reading this I just wanted to highlight the fact that despite the game is very old, there is so much you can still do to modernize it without changing the core gameplay too much.
Title: Re: Maybe RPGWO still has a future.
Post by: Roarion on February 19, 2017, 09:50:29 pm
i'm more interested in floating sector maps with a full wall of teleports linking them..

What exactly do you mean by that? For example special maps that are completely detached from the main world?

Yes floating maps are extra special maps that you can warp in and out of. I believe the only advantage to them is that you can make the map perma light or dark. Disadvantages to them is I believe they are limited in size to 200x200 and you can't have any underground. If you think your quests might really push the limits of size in the game I would recommend making your world bigger and wall the extra parts off for your own personal use like many did in V1.

There use to be an interesting feature where players could buy a token, place it on the ground and then they would receive there own special warp to a floating map home plot they owned 20x20. I haven't found any reference to this in the game though which makes me think it's possibly been removed (or maybe was scripted).
Title: Re: Maybe RPGWO still has a future.
Post by: Roarion on February 19, 2017, 10:00:11 pm
i'm more interested in floating sector maps with a full wall of teleports linking them..

What exactly do you mean by that? For example special maps that are completely detached from the main world?

Also I have to say although I definitely think there is a place for a 'traditional' MMO type server like RPGWO had, I think the 1 plot no-PK servers captured the sandbox spirit of the game a lot better.  I always loved server wipes and that initial scramble for people to try and buy good plots, get their skills up and work out the runes/plants/trying to be the first to get stuff like this and make some money from it.

On a similar note to that, in one of my posts many years ago I mentioned that RPGWO gets boring at endgame when you have reached the highest tier in all your crafting skills and you are just mindlessly grinding combat XP.  Looking at sandbox survival games today, I think RPGWO would benefit from some kind of 'seasonal' wipe, where you could say have a standard server which is permanent for those who want to set characters forever, but a separate seasonal server that had a full wipe cycle of an amount of months that would have to be determined.  If 2.0 ever had any form of official support again, this could be extended into having seasonal leaderboards and some kind of cosmetic reward or immortalisation in game for people who were at the top of their skills, and like a hall of fame with statues for players that were the max level.

That kinda thing, is a way to increase longevity and keep the game fresh. Especially if during seasons new content was worked on, then at the start of a new season comes with a huge content patch.

I know I'm getting ahead of myself here, but if Mickey gets around to reading this I just wanted to highlight the fact that despite the game is very old, there is so much you can still do to modernize it without changing the core gameplay too much.

You're getting way too far ahead of yourself. Build whatever server you want and see if you can keep any substantial amount of players on (20-30).

V2 will never have any official support - it's very clear Mickey is done and would rather try to rewrite the game first. Give up on the dream V2 has been carried by people who loved the game for years not by Micky. I don't believe there are really any of those people around anymore which is why we see no servers currently up.
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 19, 2017, 11:28:04 pm
i'm more interested in floating sector maps with a full wall of teleports linking them..

What exactly do you mean by that? For example special maps that are completely detached from the main world?

Also I have to say although I definitely think there is a place for a 'traditional' MMO type server like RPGWO had, I think the 1 plot no-PK servers captured the sandbox spirit of the game a lot better.  I always loved server wipes and that initial scramble for people to try and buy good plots, get their skills up and work out the runes/plants/trying to be the first to get stuff like this and make some money from it.

On a similar note to that, in one of my posts many years ago I mentioned that RPGWO gets boring at endgame when you have reached the highest tier in all your crafting skills and you are just mindlessly grinding combat XP.  Looking at sandbox survival games today, I think RPGWO would benefit from some kind of 'seasonal' wipe, where you could say have a standard server which is permanent for those who want to set characters forever, but a separate seasonal server that had a full wipe cycle of an amount of months that would have to be determined.  If 2.0 ever had any form of official support again, this could be extended into having seasonal leaderboards and some kind of cosmetic reward or immortalisation in game for people who were at the top of their skills, and like a hall of fame with statues for players that were the max level.

That kinda thing, is a way to increase longevity and keep the game fresh. Especially if during seasons new content was worked on, then at the start of a new season comes with a huge content patch.

I know I'm getting ahead of myself here, but if Mickey gets around to reading this I just wanted to highlight the fact that despite the game is very old, there is so much you can still do to modernize it without changing the core gameplay too much.

You're getting way too far ahead of yourself. Build whatever server you want and see if you can keep any substantial amount of players on (20-30).

V2 will never have any official support - it's very clear Mickey is done and would rather try to rewrite the game first. Give up on the dream V2 has been carried by people who loved the game for years not by Micky. I don't believe there are really any of those people around anymore which is why we see no servers currently up.

Yeah I fully understand the fact that there's a good chance nothing will come of it and I won't be too disappointed if so, it's just a pity is all.  I was just spitballing about how the game could be modernized a bit, I know all too well the thing of seeing people posting with big ideas and intentions but they are always doomed to fail as its just a small burst of passion and they get bored a few days later/give up at the first hurdle.

I actually realized earlier that I have been going on about 2.0 this whole time but I only very briefly played Skull and didn't enjoy it (I think due to the low XP rates), so I'm actually not all that familiar with 2.0 myself and was thinking back to my time on all the 1.15 PK server iterations. I had it in my head that 2.0 was the last version I played a lot on for some reason.

The UI looks subtly different but other than that I'm really not sure the extent of the changes between 1.15 and 2.0. which leaves me at a bit of a disadvantage.
Title: Re: Maybe RPGWO still has a future.
Post by: doomkitten666 on February 21, 2017, 01:30:36 pm
here's the thing. mickey gave us a seedling. hes done his job. lets make it grow. Powerfox has already taken an larger leap then most of us preping for a promotional thingy. now we just need to get a server up and running with atleast upto lvl 400 quests ideally i would like to have the OLD V1 liberty starting island with the old quests along with the +25 mutent hide quest. tbh miss the old lvl 30s still hanging on newb island cuz its was fun. anyways promotions are fine and all we gotta have a product to promote so lets get some brain storming on how to get get a server going so we can promote and try to get some kinda green light situation on steam or something.

as always all credits for the game creation goes to mickey and ut. we're just makeing their brain child grow into a full fledge game
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 21, 2017, 02:20:34 pm
This is where opinions start to differ though...I never saw much appeal personally in Liberty/the non-PK worlds.  The true fun in the game for me lay in the PK sandbox where the entire world was empty and had to be built up and run by players.

Right now like I said I'm at a bit of a disadvantage because it has been quite a long time since I played RPGWO in the first place, and I really don't know exactly how much changed between v1.15 and v2. There aren't really any sets of tried and tests v2 inis that are a good base to start with either.

I spent a little time reversing the .map format used by the server as well, I have most of it figured out but emailed Mickey to see if he could save me some time by giving me a quick rundown of how the map files are saved and he said he'd see what he could dig up.   I have my own 2d procedural terrain generator from a few years ago that I'd like to improve and have it export to the same format so it can be loaded by the server, that way we can have some more unique/realistic terrain generation as the base one although being good for its time is far too blocky/simplistic (I'd probably release the tool for this either way)

I'm not making any promises, I have been jumping on and having a play around on a local server to get a feel for the game again. The inis are fairly self explanatory/easy to manage but without literally just playing the game a lot it's very difficult to know if a given set of ini's is actually balanced for play.

Also remember a good server takes a heck of a lot of time and effort get going. I could crap out a server and a hexed autoupdater in an hour and put it on my dedi but it would die in a few days if it was full of issues and amateur mistakes.
Title: Re: Maybe RPGWO still has a future.
Post by: Jon The Great on February 21, 2017, 02:33:11 pm
Good stuff Powerfox i remember the days of the file formats and hexing the updater/client learned a lot back then.
Title: Re: Maybe RPGWO still has a future.
Post by: mechanical keyboard enthusiast on February 21, 2017, 04:13:54 pm
torming on how to get get a server going so we can promote and try to get some kinda green light situation on steam or something.

Steam greenlight is shutting down very soon. It'll allow direct publishing afterward.
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 23, 2017, 06:01:51 am
Good stuff Powerfox i remember the days of the file formats and hexing the updater/client learned a lot back then.

Yeah I was only like 15 back then when I first did the autoupdater hex, can't even remember where I learned how to do it, probably here somewhere.

I knew 2d tile based worlds are usually stored fairly simply, just converted all of the bytes in the .map to decimal strings and dumped them to a text file then sifted through the numbers. After making a few changes around 0,0 (Removing water, changing elevation, /surface etc) then saving and comparing the two files, its fairly easy to determine what most of the sections of the file are storing.
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 27, 2017, 04:00:22 pm
Got my own generator to export to .map and loaded by the server, this is a 2000x2000 map (10x10 sectors)

(http://i.imgur.com/GdrTKTB.png)

It's generated using a simple noise creator I made myself but it's fairly limited which is why its a bit spiky and there aren't any snowy mountains.

Gonna switch over to a more powerful noise library today, main thing is that I have it properly loading/saving and working fine in-game, so all there is to do is play around with the generation to get something a bit nicer.
Title: Re: Maybe RPGWO still has a future.
Post by: Mystic on February 27, 2017, 10:43:59 pm
I do agree with how popular sandbox/rougelike games are getting it would be nice to see RPGWO make a comeback, though I doubt it will.

I'd love to take a crack at an offline version, but I don't know the first thing about working with graphics in C#.
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on February 28, 2017, 11:24:26 am
It was a long time ago so I don't remember it well but RPGWO never really took off in the first place, did it? It and Star Wars Galaxies have always been my gold standard of open world sandboxes that were entirely powered by players and communities.

No MMOs really capture that nowadays, in vanilla, WoW had that community feel where you would regularly bump into the same people and talk to the same people every day in global chat. Like SWG there were server celebrities, in-jokes, popular communities etc and everything felt a lot more meaningful.  Nowadays when you play an MMO there is little to no player interaction and it actually makes people a bit uncomfortable if you try to talk to them at all.

The surge in multiplayer survival/sandbox games is a step forward but none really have the same scope that RPGWO has, and it doesn't help that the amount of resources you'd need to create a fully functioning procedurally generated 3D sandbox MMORPG is orders of magnitude higher than something like RPGWO, which is basically a (Not so) fancy windows gui that sends and receives packets every so often.

So the concept is kinda stuck in a catch 22 situation where its very difficult to make it attractive by today's standards  due to technical limitations so nobody really bothers trying to make it, but in its current state its too basic looking for most people to bother even giving it a chance.


Anyhow the world generator is pretty much finished I think. It's an unholy mess that I'll need to go through and clean up if I even want to think about releasing it.  Still been toying around with settings but it produces worlds that are playable in that the sloping lands have plenty of flat on them so building isn't an issue, and have some more interesting features than the vanilla one (More chance of islands, 'hidden' flatlands in the middle of mountain ranges etc)

Did biomes ever make it into RPGWO? I swear I remember farming in a desert area on V1. It wouldn't be too difficult for me to add varying biomes to this generator if there was a relatively easy way to define them.

(The map viewer in the server makes maps kinda ugly on account of not properly showing mountain snow nor green)
(http://i.imgur.com/Qk6233w.png)
Title: Re: Maybe RPGWO still has a future.
Post by: Mickey Kudlo on February 28, 2017, 04:29:02 pm
Biomes kinda made it into V2. Don't really recall exactly what.

V6 has them for sure. Each 50x50 area is a biome area. Cold areas to the north and hot areas to the south. Elevation variations was dependant on the biome, so plains would get a few plateaus but mountains get all sorts of elevation variation.

It looked ugly from a distance but as a player, you didn't notice... well, I didn't.



Title: Re: Maybe RPGWO still has a future.
Post by: Doogles on March 01, 2017, 04:02:48 pm
Was there ever any consideration to a 'round' world?  One such that east/west boundaries were connected.
Title: Re: Maybe RPGWO still has a future.
Post by: mechanical keyboard enthusiast on March 01, 2017, 10:33:39 pm
Can't you just implement that by putting a full wall of invisible warp traps through the entire land boundary?
Title: Re: Maybe RPGWO still has a future.
Post by: Powerfox on March 02, 2017, 06:23:55 am
Yeah you could just have teleports on all sides for a janky 'round world'.

About the floating maps, the save code Mickey posted shows that maps with a Z position over 100 are saved in a separate dungeons folder, so these are what would have been used and combined with scripts for separate dungeons/instanced home plots.

Problem is with no dungeon map files to look at the save code isn't enough to know exactly what is being saved there nor how to actually get them set up and loaded by the server. Tried messing around for 30 mins earlier and couldn't seem to get it to load / warp to it with /warp.

Not sure I'd be able to get it working without A: some .map files for working dungeons/floating maps or B: an explanation from someone who knows how they work/are saved.
Title: Re: Maybe RPGWO still has a future.
Post by: Neanderthal_Man on March 20, 2018, 09:01:38 pm
I know this is kinda old but Steam is just what RPGWO needs. I would deffinetly help in any way I could if we could make this happen.
Title: Re: Maybe RPGWO still has a future.
Post by: EvilisticknessV2 on March 29, 2018, 10:29:05 pm
Honestly, I left for 10 years and didn't expect this game to still be up when I looked it up last month.  Definitely brought back many good memories so I got involved again.  Unfortunately, it is upsetting to see how few people still actively play.  There are many days that I am the only player on for several hours. 
Title: Re: Maybe RPGWO still has a future.
Post by: Mickey Kudlo on April 09, 2018, 11:06:52 am
The problem is Visual Basic 6. I just spent 1 year working on V3 and it was painful. It is over 20 years old and was worse than dealing with a teenager.
Title: Re: Maybe RPGWO still has a future.
Post by: mechanical keyboard enthusiast on April 09, 2018, 11:07:56 am
What is so bad about Vb6 (Haven't done this before) ?
Title: Re: Maybe RPGWO still has a future.
Post by: Pokemon Steve on April 09, 2018, 11:32:19 am
Open Source. Enough is enough
Title: Re: Maybe RPGWO still has a future.
Post by: chronolink on April 15, 2018, 02:01:25 pm
Open Source. Enough is enough

Jordonias the MILF hunter
Title: Re: Maybe RPGWO still has a future.
Post by: Flambelk on January 07, 2019, 02:22:17 pm
I'm quite sure RPGWO does have a future, it only needs advertisement. RPGWO 1 was one hell of a game.

Pixel art and sandbox games are making a comeback nowadays. The game industry has reached a point in which most game players are giving more value to simple, fun games with good playability over time consuming and dull games with cutting edge graphics.

It's happening all over the place IMO.
Title: Re: Maybe RPGWO still has a future.
Post by: Mickey Kudlo on January 08, 2019, 11:35:54 am
@Flambelk, that is why I am making V7 or the new name is Guild Vale. 2D, pixel, MMO-RPG, sandbox.

I saw other 2D MMO-RPGs on phones and was like, WTF, I can make that in less than a year... maybe.
Title: Re: Maybe RPGWO still has a future.
Post by: Flambelk on January 08, 2019, 01:09:47 pm
@Flambelk, that is why I am making V7 or the new name is Guild Vale. 2D, pixel, MMO-RPG, sandbox.

I saw other 2D MMO-RPGs on phones and was like, WTF, I can make that in less than a year... maybe.
IMO you just should grab v1 or v2 and improve map editor, and create some sort of monster, item, spell editor.

Once you set up some sort of user-friendly interface, the rest of the game-making will be less anoying.
Think about it, its a job you'll do once, but once it's finished, the rest will become less frustrating than manually scrolling down an endless txt/cfg file.

Perhaps you could make topic asking players for ideas, I must say V1 was already pretty good and fun.

Combat system was good enough (maybe adding combat skills for non-mages?), magic too (except lock/unlock, made locksmithing rather irrelevant, should be nerfed).
Skills such as alchemy, cooking, blacksmith, fletching, all felt rewarding and worth training (that's way more many MMOs run by companies such as wow have managed to, you should value that Mick).
The game did not that feel boring, like those that require too much repetitive grinding. (some MMOs seem to want their games to become their players actual lives).
Land owning system is great.
Title: Re: Maybe RPGWO still has a future.
Post by: Sacrifice on January 09, 2019, 01:05:06 pm
The problem is Visual Basic 6. I just spent 1 year working on V3 and it was painful. It is over 20 years old and was worse than dealing with a teenager.

This has been explained before.

VB6 is dead. It came out in the early 90s.

Remaking the game in a new language is a much better plan.
Title: Re: Maybe RPGWO still has a future.
Post by: mechanical keyboard enthusiast on January 09, 2019, 01:26:45 pm
c sharp
Title: Re: Maybe RPGWO still has a future.
Post by: Mickey Kudlo on January 09, 2019, 03:17:17 pm
Server is in C-Sharp. The client I am using AppGameKit which is a multi-OS scripting language for gaming and has good support.