Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Naed

Pages: [1] 2 3 4
1
RPGWO V6 / V7 / Re: Released First V6 Client
« on: July 06, 2015, 06:38:28 am »
Someone must have dragged them there, I'm fine a sector out.

2
RPGWO V6 / V7 / Re: Redid the Client to be V1/V2 Style
« on: June 15, 2015, 06:27:17 am »
Like it. It's clearly RPGWO now. Also I can get xp? fantastic!

3
RPGWO V6 / V7 / Re: Community
« on: June 12, 2015, 10:54:20 am »
Oh wow that is exciting, can turn the wipes into worldwide events.

Example:
Meteor World Wipe:
For the last 7 days leading up to the wipe meteor strikes become more and more frequent. Eventually occurring every minute, or less? Meteors might spawn spirits on impact, the aliens are too weird.

Jurassic Rift Wipe:
Rifts in time open and massive amounts of super powerful dinosaurs begin to emerge, they crush structures and attack on sight.

/place_beacon - Only possible on claimed land. Will draw in all apocalyptic creatures within a set distance. Will start a timer, once the beacon is destroyed, the timer stops and this is your score. Creatures will destroy your structures to get to the beacon. Structures would need to have massive hit-points, say 10,000 for a stone wall, 1,000 for a wood one? No defense skill. Only possible during world catastrophes. The siege would occur even when the player is offline.

Might even make the wipes rewarded events, giving the top 3 survivors (based on some metric) a trophy or permanent perk. +10 health points at character creation or maybe a replaceable trophy tied to the account? Or perhaps a special mule that's a dinosaur? Maybe an extra land plot?

New topic?

4
RPGWO V6 / V7 / Re: Community
« on: June 11, 2015, 08:14:59 am »
Yeah, if you can do it all, you wont nag your friends into trying this awesome game.

5
RPGWO V6 / V7 / Re: Community
« on: June 10, 2015, 06:46:31 am »
Roarion, if a level 80 player can do it all. The system is broken.

A level 80 should be a grand-master in his/her skills.

Being able to do it all, in any capacity wrecks and general economy for everyone.

A cap of say, 60 skills points (total) would probably relieve most of the economic problems. Having the skill points in at 1 for every 4 levels would make it so levels are still meaningful at higher levels. Maybe even remove the need for a cap as a level 80 would only have acpigulated 19-20 extra points.

I do understand the direction the game is currently in, but that is not where we want to go, is it?

6
RPGWO V6 / V7 / Re: Community
« on: June 09, 2015, 06:41:58 am »
Thank you for making that so clear Greatest.

7
RPGWO V6 / V7 / Re: Released First V6 Client
« on: June 08, 2015, 06:43:55 am »
Get the xp system added to encourage us guinea pigs to spin the wheel! I can't bring myself to play without at least a number increment.

8
RPGWO V6 / V7 / Re: Community
« on: June 08, 2015, 06:36:28 am »
Mongo I strongly agree.

And I do still hold the believe the game died because of the ability to play solo. Without human interaction the majority of people will get bored on quit after they complete the homestead / castle, forcing that interaction is critical in mmo's.

9
RPGWO V6 / V7 / Re: Community
« on: June 04, 2015, 12:38:06 pm »
Yeah I was always thinking of hosting a server that wiped annually or bi-annually, With a permanent leader-board.

To bad I'm too lazy :/

10
RPGWO V6 / V7 / Community
« on: June 04, 2015, 11:54:26 am »
I needed one central location to rant on this topic I hold as paramount importance. As I keep spreading this though to all threads.

As I see it, a community is a group of people, dependent on one another to survive, or to survive comfortably.

When I left RPGWO all sense of community was gone, as I see V2 now. Each player had/has their homestead, and zero need of anyone else to manage it.

Back in the day, I remember having to find a farmer to clear my land, a carpenter or mason to build my home. A locksmith to lock it up, and a blacksmith to build my chests. At the time I left the game, no had no reason to speak to anyone, for any reason, and it really killed the game for me.

The simplest options to separate classes for me, is to greatly decrease skill point gained per level, and/or increase the cost of training skills after character creation.

If someone builds a Warrior, it should not be a simple task to get all the skills required to survive.
Warriors should need to fight to get gold, to buy food and equipment.
End game game warriors should be very difficult to take down, with the ability to take massive amounts of damage, and deal massive melee damage, all while having great defenses.

If someone builds a Ranger, it should not be a simple task to get all the skills required to survive.
Rangers should need to hunt to get gold, to buy food and equipment.
End game rangers should deal massive ranged damage, and have great mobility, and great defenses.

If someone builds a Wizard, it should not be a simple task to get all the skills required to survive.
Wizards should need to use their unique abilities to get gold, to buy runes and food.
Wizards end game should deal massive magic damage, and have the ability to heal and boost, traditionally they will have very weak melee and missile defenses, as well as a lower health pool.

If someone builds a Strength Trader, it should be a fairly simple task to get all the skills required to survive.
Strength Traders should need to use their unique abilities to get gold, to buy food and protection.
Strength Traders end game should be able to amass a massive fortune, and reside in a large castle, masterfully crafted and decorated with his greatest creations.

If someone builds a Intelligence Trader, it should be a simple task to get all the skills required to survive.
OK, so this is the exception. An intellect trader can traditionally survive happily in a non PK world, they should need assistance to clear monsters from their land, and periodically will need to trade with a Strength trader to get the tools they need to do their work but other than this, they can make food and sell food, and should live a long happy life. Think farmville here.
Intelligence Traders end game should be able to amass a massive fortune, and reside on a homestead, with meticulously manicured grounds, and creatures from all ends of the world to keep them safe.

At what point did everyone need to reach all of these goals at the same time? I can't specifically identify when it became commonplace, but it's when I lost interest. I also believe it should be a long journey to the end, if I am there in a month, whats next?

11
RPGWO V6 / V7 / Re: Armor Speed and Skill and Stuff
« on: June 04, 2015, 11:11:15 am »
The trader problem can be resolved by making skills cost three or four times as much after character creation. Actually that would help address all the class intermingling issues.

Really there are traditionally five classes:
Warrior
Ranger
Wizard
Intellect Trader
Strength Trader

I never remember making potions on my blacksmith, nor do I remember mining on my alchemist. And I think that's how it should be, in order to foster any sort of community.

12
RPGWO V6 / V7 / Re: Armor Speed and Skill and Stuff
« on: June 04, 2015, 10:57:58 am »
Yeah, it's what needs to change.

When the game started out, people needed each other. People teamed up for quests. Traders gained notoriety for being honest and quick. Mage's gained notoriety for being friendly and boosters or to steer clear of the killers.

I remember the first couple seiges running around as a mage, keeping the warriors and archers alive as the onslaught ensued. What a blast.

The later seiges were for grinders. See the warriors/rangers sitting in front line casting revive and heal, never bothered to attend after that as they where a grind rather than a community event with people working together.

As it was when I left, by level 30-40 I needed nobody for nothing, and as I grew in level, that stigma increased. Not really a game I wanted to play, I personally logon to meet with friends, not grind.

The more that is done to separate the classes, the better imo.

13
RPGWO V6 / V7 / Re: Armor Speed and Skill and Stuff
« on: June 04, 2015, 06:41:41 am »
Man, everyone wants to be able to do everything, all the time, anytime, as any class. How's a community supposed to form if nobody needs anyone?

Thought the armor skill was a good idea, Strength is only a limiting factor for the first 30 levels.

14
RPGWO V6 / V7 / Re: Magic in V6
« on: June 02, 2015, 10:27:33 am »
How bout we rollback to my proposition that Magic become one skill, requiring all skill points at the creation of a character to enter? The situation Roarion mentioned is precisely why magic has to change. Warriors and Archers can use magic to the same degree as a dedicated Wizard, making it essentially a waste of time to focus into it as black magic is just a more expensive and difficult to use weapon skill.

Throw all magic skills into one skill. Make it so costly that only dedicated wizards will train it, and keep it for the most part the same.

Maybe implement the following if there is too much opposition?
Untrained - Level one spells attainable.
Trained - Level two spells attainable.
Specialized - All spells attainable.

How would this change magic? Coming across a wizard will be a blessing, imagine the excitement of a Warrior or Archer in getting a round of buffs / regen, what a treat.

Also increasing the max duration based on skill of the caster would be neat.

All the complication of the skill is not necessary, revamp the runes a little, throw all spells into one skill that costs 90-100% of all starting skill points, and magic is profoundly altered, becoming a class and not just a couple more skills.

15
RPGWO V6 / V7 / Re: Released First V6 Client
« on: May 27, 2015, 01:04:25 pm »
UI is critical in graphics impression. If it's got an ugly UI, the graphics are terrible and people wont even try the game.

16
RPGWO V6 / V7 / Re: Released First V6 Client
« on: May 25, 2015, 12:22:19 pm »
You're right Dravian.

Mickey you should have this as a closed alpha to people interested in the progress of this project. The board is getting cluttered by useless trolling and this is a quick fix to that issue.

Sign me up!

17
RPGWO V6 / V7 / Re: Released First V6 Client
« on: May 25, 2015, 11:53:19 am »
You've been successfully trolled by Dravian.

Please don't encourage him to try V6, need his kind to stay where they are!


18
RPGWO V6 / V7 / Re: Magic in V6
« on: May 22, 2015, 01:07:45 pm »
Conjured berries traditionally disappear after 15 minutes.

Maybe all I would really like to see is a much larger gap between tier 1, tier 2, and tier 3 spells. Tier 3 and above should not be reasonably attainable by a non wizard class at any level. Much like a Damon dagger should require 500 or more skill to equip, or maybe even require specialization for certain classes of weapon and armor?

Ahah! that might be the ticket.

In order to cast tier 3 and above, you must have the skill specialized.

Same and be applied to tier 3 equivalent and above heavy armors and the melee defense skill.
Same and be applied to tier 3 equivalent and above light armors/shields and the missile defense skill.

19
RPGWO V6 / V7 / Re: Magic in V6
« on: May 22, 2015, 12:48:24 pm »
The point is to make magic not just another weapon class with a different name.

Traders have their value (skills).

Warriors have their value (large tank and good defenses).

Archers have their value (ranged dps and good defenses).

Wizards (ranged dps)

Wizards don't have a value as is, their are another version of ranged with worse defenses. Since everyone can boost people, why would someone make a dedicated wizard? Back when magic was just getting started being a high level wizard who could do top level boosts was an awesome ability. Once everyone can do this themselves, what the point of having a wizard along? Also perhaps making dual skills requirements would also boosts wizards, requiring X magic and X alchemy to make a boosting potion would make a lot of sense.

20
RPGWO V6 / V7 / Magic in V6
« on: May 22, 2015, 10:53:27 am »
I vote for an overhaul.

In an attempt to make magic special, and not something everyone eventually gets. I suggest only one magic skill, with a skill point cost of 16 plus, maybe even 50% of all points, so if specialized, its the only option.

Scaling should be difficult, starting with just the conjure berries / conjure light for the first while, leading into a small hero and revive/heal, and finally leading into more offensive magics at higher levels. Might even consider a magic tree system of some kind, barring other spells in exchange for another?

The first two spells mentioned are not be accident, being so locked to magic, one must feed and be able to keep one self safe. The berries and light source give a wizard a hope of attaining the next level.

A master wizard should in no respect, red, white, blue, or black be comparable to a character of another type. If someone is magical, it should be a great hindrance, as well as their great power.

In traditional rpgwo, everyone eventually attained max red and white spells, which essentially just made black magic just another weapon type.

Pages: [1] 2 3 4