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Messages - Zodiak

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1
General Chat / Re: Now we are all much older
« on: February 15, 2020, 08:39:57 am »
Financial Analyst for a large oil company.
Working on a game in the little free time I have. Super early development.
https://discord.gg/39nbjCJ
I post updates when I can.
Married 2.5 years.
Chasing around a 2 year old.
Talking to Pepin

2
RPGWO Chat / Re: Grandeur
« on: October 27, 2019, 04:18:44 pm »
Not sure where "we're going to kill miners with underground spawns" was pointed out, but I understand your concern and how much worms and other underground atrocities may have scarred, but I assure you that is not how this will be set up.
it was what I took from "but you may just so happen to catch one in the act of hiding “their” treasures..".  not sure how you'd set something like that up without it involving monsters, but now I'm looking forward to finding out.

You can make a monster that doesn't attack and just runs away. If cornered they will swing at you so you give them 0 attack just in case. If they run too far away from their spawn point they will just freeze and vanish last I checked. The game tries to optimize for lag by removing monsters, it's the same reason you can just keep entering and exiting a quest in an empty sector until all the monsters vanish and then run it quickly.

Nothing posted here is anything new from what I can tell, it's the same ini with minor mix ups or they haven't shared any info about the interesting features.

The real problem with this game is no one plays it and it starts out difficult and gets easier the higher level you get.

So I guess there's some confusion here with my posts and some community members, so let me start out by saying as far as ini work goes I know what I'm doing, been on and around this stuff for a long long time. Now I thought the occurrence with Greatest would show that but obviously there are layers of members here that lack critical thinking or reading skills so I'll make this fairly clear going forward. My posts are to show what we're doing, if this was a theory crafting session that's what the post would be about, but it's not. If you or anyone else couldn't figure something out, doesn't mean it's not necessarily impossible, just means that you couldn't get it done.

I'm not interested in reviews at this point and to be honest I haven't necessarily said any of this was new (read much?), but what I will say is regardless of the countless times people claim things are from scratch and you go and see that they are not, it's just rehashed inis with the same items with the same item numbers (you know who you are). These inis are being built literally from the ground up. I'm not saying the whole server will be things
never seen before, but what I'm saying is the inis will be obviously haven't shown off everything so yes there will be new stuff. (Yes, Roarian I know servers have had Birch trees before.)

3
RPGWO Chat / Re: Grandeur
« on: October 26, 2019, 08:37:54 pm »
RPGWO as a whole has a lot of possibility and ability to do some neat things with, even back in 1.15, but the majority of people are stuck in the ways of how they've been set up forever and don't actually look at the whole picture and how they can be set up and used. Clear your mind of what you think you know.
it really doesn't! 

what I think I know was learned the hard way, actually coding server files.  after months of work in V2, and even asking Roar for help(he gave great work around advice), over half the things I wanted in my server weren't possible because so much of RPGWO is hardcoded.  you may find work arounds for some things, but the majority of what you've proposed here just won't work.

LevelReq=
And
ExcludeSkill0-9=

The issue is the biggest thing that's blown y'all's mind for the longest time was putting writings on weapons and if that's the most inivative thing recently I guess that shows a lot. So take a seat Greatest. Let daddy do his work.

Please don't make it so that you have to reach level 50 to train another special combat skill. That's one of the worst ideas I've heard to date, just lock it to like 700 skill level and keep the same skill. If you think the most interesting thing people have done is put writing on weapons you haven't played for a long time. The only thing left that's interesting in this game is someone pulling off a world with an insane amount of scripting.

Here is another quick review-
Strength of the Gawds - giant maul high damage and slow = done already and bad idea if the world has pvp.
Safeguard - Spell/better armor boring and possibly broken for questing running / pvp.
Master of Poisons - poison is worthless in this game don't bother, ess steal OK. This one is by far the worst option based on my assumptions.
Concealment - sounds like stealth is possibly limited to one class which is a poor choice.

Tell us something interesting, so far you're only telling me you put writing on weapons.

I appreciate your concerns and assumptions, but we will not have writing on weapons on this server. Sorry.

4
RPGWO Chat / Re: Grandeur
« on: October 24, 2019, 10:07:08 pm »
What programming language is that? I've not seen anything like it.

VB6

5
RPGWO Chat / Re: Grandeur
« on: October 23, 2019, 06:41:00 pm »
RPGWO as a whole has a lot of possibility and ability to do some neat things with, even back in 1.15, but the majority of people are stuck in the ways of how they've been set up forever and don't actually look at the whole picture and how they can be set up and used. Clear your mind of what you think you know.
it really doesn't! 

what I think I know was learned the hard way, actually coding server files.  after months of work in V2, and even asking Roar for help(he gave great work around advice), over half the things I wanted in my server weren't possible because so much of RPGWO is hardcoded.  you may find work arounds for some things, but the majority of what you've proposed here just won't work.

LevelReq=
And
ExcludeSkill0-9=

The issue is the biggest thing that's blown y'all's mind for the longest time was putting writings on weapons and if that's the most inivative thing recently I guess that shows a lot. So take a seat Greatest. Let daddy do his work.

6
RPGWO Chat / Re: Grandeur
« on: October 23, 2019, 04:28:07 pm »
Obviously with how RPGWO is set up we’re limited to things like true party play
not the only limiting thing in RPGWO. 

-learning skills from books won't work.
I like the idea of weapon skills, I suggest it to Mickey every time he starts working on a new version.  currently the only work around would be adding your skills as spells...that means runes and magic research.  you could set these 'runed books' as runes and have single rune spells, but runes break.  that could leave people unable to use 'skills' since those will be quest/monster drop only.

-level 50 specialization won't work.
nothing in RPGWO code allows for limitations based on level.  so someone may actually start with your specialized skills.

I also have to ask, will the 'Master of Poisons' skill mean alchemy usages are taken from crafters and given to fighters?

*not trying to dishearten anyone, but the limits of RPGWO code is part of the reason I gave up on making a server.

I'm not going to go directly into how all of this is going to happen, but all of this is 100% possible. RPGWO as a whole has a lot of possibility and ability to do some neat things with, even back in 1.15, but the majority of people are stuck in the ways of how they've been set up forever and don't actually look at the whole picture and how they can be set up and used. Clear your mind of what you think you know.

As far as runed books, we know, obviously there are things that aren't possible but we're trying to make them more interesting then the basic cookie cutter servers that you play or are released anymore.

7
RPGWO Chat / Re: Grandeur
« on: October 23, 2019, 08:13:37 am »
I apologize for the lack of updates, as quoted previously we both have families and careers that do suck up a lot of our time, we’re trying to get information out to you as quickly as possible. We’re continuing working on getting the job done, but still keeping the quality that the server deserves. With that said, I want to give some information out regarding our combat skills, what to expect, and some information on two of our skills/classes

So we’ve decided to move forward with a more modern approach to RPGs and that is with classes, we know that in the past it’s almost tradition to run with weapon based skills, but with using V3 and some of the updates that came with it, we believe we can keep up with the idea of class fantasy and ensuring each class and specialization feels unique. For stats you’ll find that each class will be based around (Base Stat + Wisdom)/Divisor

So without further ado, here is some information regarding two classes and their specializations..

Warrior [Base Class] - Stats: Str + Wis
This brute of a class can take a real beating, but destroy whoever stands in their way. 
Wielding a large two-hand style maul or great axe, they bash or cut down their foes.
With brute strength they also wield a shield to help fend off damaging attacks from foes.


Rogue [Base Class] - Stats: Dex + Wis
This sly class strikes their foes quickly and precisely, using dual daggers or swords.
Using their cunningness and speed to maneuver and strike enemies in their most
vulnerable spots leaving behind bloody and poisoned wounds.


These classes, much like the others that will be shown at a later date will find runed books as they venture out, through quests and drops, these runed books will teach them skills to increase their stats or defeat foes that are in their way.

At level 50 you’ll get to pick a specialization for the class you’re playing. Our first post had already teased the warrior specializations but I want to go over some of the information that I had laid out more notably the “Tank” and “DPS” tags.

Obviously with how RPGWO is set up we’re limited to things like true party play, most games you would just party up with your friends and you would have a UI and set roles. So what we have tried to do is take time to set up classes and their specializations to feel as if they have set roles that will allow them to succeed not only in solo play, but also allow them to play in a group setting and feel like their role really matters.

Strength of the Gawds [Spec Warrior] - Role: Melee DPS
Looking above for it’s great gawdly strength allowing them to wield a huge Mighty Hammer
that does devastating bash damage to their foes. In true situations where a foe is met that can go toe to toe,
they can call upon that gawds for their help.


Safeguard [Spec Warrior] - Role: Tank
To protect and to serve, this specialization looks more towards the damage negating portion of battle,
gaining the ability to wield larger shields to help block and negate damage from foes and
learn ways to keep foes from getting to friendly targets.


Master of Poisons [Spec Rogue] - Role: Melee DPS
Mixing concoctions, you learn how to neutralize poisons but also inflict poisons on your foes
and allowing you to drench your weapons to inflict even more poison damage draining your foes and
leaving them writhing in pain.


Concealment [Spec Rogue] - Role: Melee DPS
Master of stealthiness, allowing you to move around unseen and keeping your true power cloaked from others.
You learn to move around foes in battle inflicting massive damage on your target.

8
RPGWO Chat / Re: Grandeur
« on: October 02, 2019, 09:28:20 am »
what you posted about mining, to me atleast, sounds like "we're going to kill miners with underground spawns".  if that is your plan, why?

Not sure where "we're going to kill miners with underground spawns" was pointed out, but I understand your concern and how much worms and other underground atrocities may have scarred, but I assure you that is not how this will be set up.

9
RPGWO Chat / Re: Grandeur
« on: September 26, 2019, 07:47:20 am »
Gathering Update (#1)

Among many changes that are coming with Grandeur we’ve spent time making sure that gathering materials is fun and rewarding. We felt that skills like mining and farming were in a sense necessary, but also not very exciting or engaging so we took some action towards that.


Mining
As you mine you’ll find yourself at times discovering extra hard deposits of rock and ore, these may take a few extra swings to get through, but your hard work will not go unpaid as you’ll see from the bountiful amount of ore and rock you harvest, but that’s not all you may find as you mine. As you delve more into the underworld you may find troves of items, seemingly buried there to be hidden away from adventurers, but who are hiding these troves? Who knows, but you may just so happen to catch one in the act of hiding “their” treasures..


Herbalism
Formally known as ‘farming’, this skill has been reworked not to just be a plant and wait game, but also reward those that like to adventure out and harvest as they are hunting down mobs to kill. Don’t be confused, planting and harvesting are still in place, but word is there is a group that seems to send out their botanists to collect these wild herbs as well, so keep an eye out while harvesting.


10
RPGWO Chat / Re: Grandeur
« on: September 21, 2019, 05:22:06 pm »
same crafting systems as before, or is this 1 of those quest worlds where there is no crafting?  from your description it seems like the 2nd...really hoping it isn't.

Sorry for the confusion on the crafting. We WILL have crafting, I won't say "same as before" purely off the base of how the "norm" is. I'll give some more information on it at a later date, but we do infact have a full crafting system in place.

11
RPGWO Chat / Grandeur
« on: September 21, 2019, 10:10:49 am »

Hello everyone, it's been a while since I've come around with ideas/work, and it's finally time to give some information on a server that myself and a couple others have been working on for quite a while.

So we're happy to introduce Grandeur,

We’ll be using systems added to V3 as well as numerous ideas to freshen up combat and the progression of the player from start to end. End, you say? Yes, that is exactly what we’re striving for, a system that will include dungeons and gear progression that will feel rewarding and let you team up with your friends (or solo) with defined objectives. While rounding out the end game portion we also have been working on the other portions of the game to give you a better gaming experience as you level. This includes things like quest lines, class fantasy, skills for each class and spec, level progression, story line, and much more. We want that rush you have with so many other games and may have had first playing RPGWO. We have planned every system to be interesting and to serve new and veteran players alike.

Some of the planned features of the servers are..
Arenas (PVP) with timed events
Reputations
Dungeons (Solo / Group)
Class Specific Armor
World Bosses
Removal of AFK Progression
Class Halls
Towns / Cities
Events
and much more..

Below is a teaser to one of the classes specialization choices..



We'd love to hear your thoughts and we'll continue to give out more information as we see fit.

12
RPGWO Chat / Re: New pvp server - Desolation
« on: April 19, 2019, 01:12:15 pm »
The gold thing was never tested? So no one was aware. It was found out two weeks in when people attempted to make guilds. then was fixed.
Everyone knew about that 3 days into the server being live. So you want everyone to believe that you and soapy didnt know?

Mistakes were made. They fessed up to them. So are you just  on that for arguing sake? I'm not entirely sure your angle at this point outside of just wanting them to hand gold to you. Which obviously isn't going to happen..

Based on Gimpy's last posts (minus the toxic part) he's answered now to the main complaints/issues and given some background.

13
RPGWO Chat / Re: New pvp server - Desolation
« on: April 12, 2019, 11:43:59 am »
Why is everyone so over critical of the only team of people actually making a server. Its not like Mickey is doing anything to keep the game alive. Some bumps in the road, what server hasn't had those?

Sorry but that's just how being an admin works. Everyone complains and then you go and fix what they complain about. You don't cry and say, "All this is made up" you take the feedback and say, "OK i'll fix it". Criticizing Mickey at this point is a meme, if you want to hate find some other game to build a server on.

As a general statement, this is just.. wrong. I will though in all fairness give you the points for the meme statement.

But if we're talking about complaints (probably should coin this as "Feedback") in the sense of something not working in the intended way because testing was not done then you would be correct and they should respond in a way to let their community know that those issues have been or is being resolved. Unfortunately what your seeing is what happens when you deal with the inexperienced. Though I don't necessarily blame him for being defensive and playing damage control. I will offer the term constructive criticism, you do whatever you want with that, just wanted to put that out there.

Let's be honest though..
Ignorance of the community led everyone to believe that a server could be ran without an admin presence in some form.

14
General Chat / Re: Hey guys
« on: March 11, 2019, 11:57:36 am »
So in its current state you have Mickey's RPGWO reboot, Guild Vale.

Then you have current servers from my knowledge is Hex Reborn and Desolation. V1 is pretty much dead. V2 is what's being used. V3.. well I guess we'll see what's next up for that. 😉

15
General Chat / Re: Hello
« on: March 11, 2019, 11:54:31 am »
What is this sorcery?

16
RPGWO V3 / Re: Start a new smaller, more stable, V3 world?
« on: December 13, 2017, 07:11:12 pm »
no one forces you to make stupid post either, you do it because you like it.

How are you going to say his post is stupid when you say something just as stupid..

if something is in a game it should be useful, a +5 bonus that takes that much work isn't useful. 

I think what you mean is to say
"Not worth my time for +5"

That +5 can be the difference between hit/miss or fail/success attempts and straight full on hit or successful attempts.

17
RPGWO V3 / Re: Start a new smaller, more stable, V3 world?
« on: December 09, 2017, 09:36:49 am »
Have you tried turning it off and on again?

18
RPGWO V3 / Re: Town and Road Building
« on: July 18, 2017, 11:29:17 am »
The prevention is the upkeep and member count needed to own a town. I think if this bonus route is taken maybe allow guilds to activate bonuses based on member count for a maintenance price and allow for a weekly land tax for the players that stay in that sector. Guilds could compete over players building in their sectors.
Maybe even add a system that for so many people (per account) own their land there the guild receives a bonus.

19
RPGWO V3 / Re: Town and Road Building
« on: July 15, 2017, 03:29:26 pm »
I've been thinking larger scale so I was worried about running out of room for guild towns (shoot for the sky! Lol), but in the current state of RPGWO having 1 per sector would be doable. Perhaps a bonus for guild members if they build houses in the same sector as the guild town. Those bonuses be based on if the house is connected to the road in some manner (touching the road). I do like the idea of limiting the size of the town based on size of the guild. I think there needs to be checks on active user count and/or a gold sink in the upkeep of the land.

The marker system wouldn't be too bad. I think you could almost do that now with the current scripting system, but it wouldn't have everything tied to it guild-wise. On that note I'd really like to see more support and usage of the script system. I think it would allow more of a "plugin" system for future rpgwo servers. I don't know how many times I've had things I have been working on that got crapped on by the lack of commands I can use and more recently the way it runs scripts. The whole "wait" and "maxlinecount" system kills so many things I've been working on. Wait puts such a big wait time that it doesn't feel smooth and if you don't have that then it loops so much that it just errors out server side and causes it to lag/wait anyway.

Having a domino effect wouldn't be too bad, just don't want to make certain things too tedious in which people don't even want to micromanage things too much. At least thats my two cents.

Could you do guild levels for the NPC treasure system? Higher guild level increases the CHANCE of a treasure spawn on the NPCs, NPC level increases the type of treasure, and active guild member count increase the number of potential treasures? I'd also like to see chance of something like an "adventurer" that would spawn into town randomly giving different quests and of course people would come to your town to participate in those type quests if you got something of use from them.

20
RPGWO V3 / Re: Town and Road Building
« on: July 15, 2017, 11:19:24 am »
I don't think you need to do anything to battle multiple towns in the same sector. If you wanted to be a successful town you would go where the people are. So sure you could have 5 towns build in 1,1 but eventually 1,1 won't be populated enough to really matter or support 5 towns. I think the real idea is when the server opens it's all about getting prime real estate. The better idea would be to go out maybe in 5,5 and build or closer to more of the end game area to build that way you're established there before anyone else decides to "try" and compete.

Now in the end if you do think you need to battle this some, if it's a huge worry, is to force guild war on any towns built in the same sector. I know this whole thing is just piling up with ideas and this might be a bit too much, but I think if you did that then allow people to eventually be able to "hire" raids on the other towns you're in a fight with. Its been a very long time since I've played.. hell it could be a whole nother game, but if I recall one version had an outlaw flag, and I think it wouldn't be too out there to set a flag like that on people that start a raid on a town. Kind of puts a target on your back as you try to kick a neighboring town out of "your" sector.

Mickey is sitting here reading this stuff going "um, too much.. Ill just add a town with a road". Lol.

Edit/Addition : I'm probably thinking a larger scale then something like a 5x5 world. I think worlds should be a lot bigger then even 10x10 sometimes just to fit different biomes, monsters, and farming spots in. Just kind of builds onto the idea of the game needing more layers to it.

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