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1
Bugs / Problems / Re: Website
« on: December 17, 2018, 06:10:17 pm »
lol sounds like you need a new isp :P

2
RPGWO V6 / V7 / Re: Time for a New Name?
« on: December 10, 2018, 11:14:31 am »
RPGWO+?

I see no reason for a new name.  also, if someone else has stolen your game name sue them!

3
RPGWO V6 / V7 / Re: Map Data Handling
« on: November 06, 2018, 07:14:09 am »
You don't hit a black wall when then load the next area, once you get within a certain distance of the edge it starts loading in the next area ready to go, it should feel seamless to the player.
So it a lot of data at first but should be minimal as the player moves around. The server sends more 50x50 sections as you hit edges. This is for large maps. Smaller ones, like a 100x100 dungeon would send all at once, when you first enter it.
your way of thinking is similar to how it is now, which works fine.  Mickey said new stuff when you hit the edges.  say that edge is considered 5 tiles, and the monsters have an attack range of 8, they can hit you from up to 3 tiles into the next 50 section while that section hasn't loaded in the client...atleast potentially, which is why I have concerns with it.

4
RPGWO V6 / V7 / Re: Map Data Handling
« on: November 06, 2018, 01:32:48 am »
my only concern with this:
since you're not going to see next 50 area til you're in it/near it, when you're near a map edge before it loads and you're within attack range of monsters in that area can they still kill you?

I know you only have rats for now, but long term I'm sure there will be ranged attack units and magic, and getting ganked by monsters that haven't loaded on your client yet sounds worse than possibly having a bit of lag...


5
Announcements / Re: V7 ???
« on: September 20, 2018, 05:34:18 pm »

6
RPGWO V3 / Re: itemdef2.dat version conflict error message
« on: September 10, 2018, 09:05:52 pm »
pretty sure no one still plays dredge.  eden is same files, newer server, and Mickey sort of screwed a few things up with usages on V3...so unless someone were to write new files for a V3 world you're probably going to be lonely on a V3 server.

7
RPGWO Chat / Re: Get Off My Lawn
« on: July 23, 2018, 02:24:26 am »
good luck with that...

your best bet for a server is the newish Hex server(only been going about a week).

8
RPGWO Chat / Re: Hex - Reborn
« on: July 16, 2018, 04:49:11 pm »
it is up, he was fixing something...but server is still really broken.

can't make jerky(beef barrels turn into garbage)
can't make braziers
can't make lanterns

I appealed a few other things, but server is really going to be hard to play with no food...

9
RPGWO Chat / Re: Hex - Reborn
« on: July 16, 2018, 03:51:13 pm »
is it down again?  I just created a char logged in and got poofed 2 seconds later...and now failed to connect

@Raikaria: no reason to change plants, and rerolling runes would suck(for the other current server the magic.ini file is available for anyone who wants it).

personally I've always felt doing both of those things is a requirement for any new server.
remember back on V1 where every server pretty much had the exact same alchemy list?

10
RPGWO Chat / Re: Hex - Reborn
« on: July 15, 2018, 09:04:37 pm »
I created a discord account when Dredi was working on his server...I'm rarely there though.  I created a facebook account when Mickey made V3, but I have since deleted it(couldn't find a point in having it).

@Raikaria: no reason to change plants, and rerolling runes would suck(for the other current server the magic.ini file is available for anyone who wants it).  as far as a wipe, as long as they weren't playing before today is it really that big of a deal?

11
RPGWO Chat / Re: Hex - Reborn
« on: July 15, 2018, 08:22:33 pm »
I was all happy, then failed to connect...is it down?

12
RPGWO Chat / Re: Hex - Reborn
« on: July 14, 2018, 05:24:17 pm »
who is admin and or host?

13
RPGWO V6 / V7 / Re: Skill Training
« on: June 26, 2018, 05:28:29 pm »
I think some skills(especially mining) definitely need to be specializable(it is a word now I just created it) at creation.  I think if a person doesn't have a skill they shouldn't be able to do any of that skill's usages. 

if you allow some usages it just makes some skills completely useless.  for example on older servers(before your mold usages) people needed handles, and that was one of the things carpenters sold often to smiths without carpentry.  usages for carpentry without handles are very few, and those that are there are mostly decorative...

14
Announcements / Re: rpgwo.com was hacked... beware
« on: June 25, 2018, 04:16:24 pm »
rule number 1 of business: always blame the person complaining!

15
RPGWO V6 / V7 / Re: Skill Training
« on: June 25, 2018, 04:15:11 pm »
if I had to definitely choose 1 of those I'd choose old school V1-V3.

that said I liked the lower numbers in the new version, but didn't like the way you could make anything skilled or not.  what if instead you do the original style, but lower values? 

I also like your in game quest idea for skills, but don't think we need a new tier.  what if instead you allowed players who did the quest to specialize a skill in game after they started with it.  I'm hoping of course this still takes the skill points(maybe a couple more than specializing at creation), because it would be far too overpowered if you could get every skill you want specialized in game without no cost in skill points.

16
RPGWO V6 / V7 / Re: V7 Good, Bad and Ugly
« on: June 21, 2018, 01:03:37 pm »
add more crafting features, like gems or enchanting to upgrade items. +hp, +damage, +armor.

more complicated suggestion: add more abilities to combat. status effects etc.. make it so damage isnt the only thing you use to kill someone. target legs can break the leg, they have to use first aid or something to heal their leg. achaea has a good pvp system that follows this. as a runewarden, you can insta kill someone if you break 4 of their limbs.

this game should take alot from text based rpgs because its pretty similar, all commands are instant(no casting bar), just with cooldown timers.
lol I feel like I've suggested all of that before

17
RPGWO V6 / V7 / Re: V7 Good, Bad and Ugly
« on: June 20, 2018, 03:58:56 pm »
honestly the thing I think I liked least about V6 was the graphics.  I know RPGWO has never been big on graphics, but the new style you went in, I thought it was just weird...

also MAGIC!  this is something you never added in V6(as far as I can remember), and left a lot of stuff impossible in classic versions(since you asked).

besides that all I can really complain about are usages...but you've never listened to me about those :'(

edit: also the auto tool thing was weird.  ie: walking into a spot auto-mines, but you have to click the other side of some items to auto-use on them.  also this got annoying when mining and walking over a stone broke it, though thinking back you may have fixed that bit. ???

18
RPGWO V3 / Re: Upcoming V3 Server - Eden
« on: June 10, 2018, 11:17:52 pm »
did you actually make changes?  I ask this because when I tested the server(before that bug) all the crafting usages were the exact same as the ones Mickey wrote, and you mentioned lots of things you wanted to do in the original post.

19
RPGWO V3 / Re: Nobody is on..... EVER.
« on: June 09, 2018, 06:34:19 am »
old server...people usually play a server for a month(maybe 2) then things get too grindy.  a server wipe would possibly get people playing, but that isn't likely to happen.

20
Announcements / Re: V7 ???
« on: June 05, 2018, 09:04:43 pm »
I have more questions than comments...

2: won't this cause a lot of lag as a person enters a new sector?

3: I've always hated elevation so I won't complain about this, but does this mean a person can no longer dig a small lake on their land?

4: aren't the floating map houses part of what caused the server lag issues on V3?  also I never liked floating map houses.  I liked being able to build things the way I wanted where I wanted...the essence of RPGWO

6: this brings me back to what I asked about 3...what things will we still be able to do?

7: while good for fighters, wouldn't this suck for crafters?  what about monsters spawn faster in 'dungeons' which would be used for quests and what not...

10: this would suck in a pk type situation where the person attacking you(ranged attack) is under another person...

11: I've played games with item limits before and I've always hated that part of them.  if I have 5k strength and can only carry 20 potions it sort of sucks(I know potions stack and only take 1 spot in RPGWO, but not all games do that), but with bags/chests this could really be exploited: bags hold 40 items now and a 20 place inventory(using 1 place to pick items up to move into bags) still alloys a person to carry 760 item types(what stacks what doesn't?)

12: keep food!  I've never played(or even heard of) Rucoy, but you shouldn't be modelling RPGWO after other games...

13: I did that in the files I wrote, instead of having 10 types of trees I had 3, small medium and large 8)

14: how simple are you talking?  just using an ore on a 'forge' to get a finished item?  that might be too simple, but there are plenty of places where usages have too many steps...

15: why not get rid of a lot more ore, then add different alloys made from your base metals?  tin copper iron as your base metals, silver and gold for currency/jewelry/gilding, and fantasy metals(keep damonite instead of adding mithril) for big bonuses.

16: less skills is a good thing, class based isn't.  ie: carpentry is usually just used to make handles chests and housing decorations, these decorations can easily be added to other skills, and with your horrible new crucible system you don't need handles.  I think Roar(only 40% sure it was him) had the best idea for this, he added carp and masonry into 1 skill called construction.  there are other skills that could easilly be removed/merged

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