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Topics - Mickey Kudlo

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RPGWO V6 / V7 / V7 Good, Bad and Ugly
« on: June 20, 2018, 03:36:03 pm »
Time to let me know NOW, early in development and planning, what in V6 that was bad and needs to be addressed.
And what is in classic versions that needs to be added too. I looked at the forums a bit but it a lot to go over, so I am hoping players can help me out there :)

Some things on my list:
- cleaner tactical maps
- smoother movement
- pre-built worlds with towns, roads, quests
- armor, damage types, magic, guilds, guild towns

Announcements / V7 ???
« on: June 05, 2018, 04:22:24 pm »
The other day, I played Rucoy Online (a MMO) on my phone and was surprised it was soooo simple and like had a million plus downloads!?!? (I did play it last year and got bored fast *shrugs* and the same now, anyways...)

So, now I am feeling inspired to re-work V6 into a V7, simplified somewhat and with a new, simple, multi-platform client (PC, android, etc).
Then officially publish it (would need to spend some $ on a certificate, registration and a real LLC business formed, I think) and figue out a way to monetize it (ads, perks, etc).

Researching how far I can/need to simplify the RPGWO ideas/concepts/features to be more commercial but still be RPGWO... you know? Hopefully not too much is needed.

Some ideas, some I like, some I hate (numbered so you don't need to quote):
  • No large main map, use smaller 50x50 maps, connected at edge, that can expand infinitely
  • 50x50 sectors have biome type, get loaded/created on the fly when player enters, saved/unloaded when they leave, loaded when needing processing (growth, npc activity, etc)
  • remove RPGWO type elevation, use a more commercial look
  • house images, doors warp to smaller maps (V2,V3 have it)
  • V6 is heavy simulation, get rid of most of it {remove seeds everywhere}
  • Limited dynamic maps, very little can change
  • monsters spawn faster, larger groups, easy to find (spoon feed players)
  • client tactical view takes entire form, gui opens for attributes, inventory, etc
  • client has more data, maps, more trust, allows smooth actions
  • players don't block
  • remove burden limits??? Maybe just an item limit???
  • remove stamina??? just use food??? (I noticed Rucoy doesn't have, un-easy about removing it, like resting/waiting is a bad thing for a MMO?)
  • simplify items: like one type of rock or wood, not 15 kinds and sizes
  • simplify usage: like reduce steps like {Use Axe on Tree to get Wood}
  • Simplify ore system??? Just use common metals people know: tin, bronze, iron, steel, tungsten, mithril, etc
  • reduce number of skills??? make it class based??? professions???
  • simple GUI
  • simple graphics and animations

Or keep V7 pretty much like V6, just fix the annoyances and make a multi-platform client then publish that shat.

As always, I cherish your input  ;D

RPGWO V6 / V7 / V6 Revival?
« on: May 02, 2018, 11:11:43 am »
Been tinkering with V6. Being away from it for over a year gave some "clarity" to some issues players have brought up.
Like simplifying some Usages. I can see places where it needs to be simpler, less steps, less "middle" objects too.
Also, what Greatest brought up (I think) about Usage taking too much real time. Players would rather spend the Stamina to speed work up than take real time. I made a change where it spends more Stamina, if you have it, and increases Work done on a usage. Instead of spending 1 Stamina per turn and getting 1 unit of work (not including tool and skill modifiers), it now spends 5 or more, to multiply the work done. So far works better but can waste Stamina so I need to fine tune it. The change is installed on the server/world that is running now though.

Looking in forums for what next major feature I can add. Leaning towards Magic.

Announcements / WTF have you been Mickey!?!?
« on: April 09, 2018, 12:36:03 pm »
Um.. yeah.

Like most people in the USA, I got sick. November and December were "fun" months dealing with bronchitis and fevers and cooties or is it kooties?
Then my wife got it in January/February. And also the winter blues kicked in, that ass.
Plus, my job has been VERY busy. We have been "transitioning" to a new ERP system and it has been one big cluster fudgesicle.
So, what was left of my brain either got eaten by "jumped the shark" Walking Dead or Civ 5... YES IT JUMPED THE SHARK AND IS A SMELLY PIECE OF POOP! Don't get me started.

So all that ended my V3 motivation plus I promised to give it a year of my time and I did. So I was happy I kept that commitment for everyone even though the results are debatable.

What am I doing now? Toying around with other projects that help keep my mind busy.

RPGWO V3 / Multi Players Per Login?
« on: December 05, 2017, 01:31:06 pm »
I generally like multiple because I like to play all different ways. I don't like being stuck into 1 player type. But I know a lot of you worry about the "economy" so I want feedback.

RPGWO V3 / Start a new smaller, more stable, V3 world?
« on: October 30, 2017, 03:00:34 pm »
I am willing and able (time wise) to start a new smaller V3 world. Like 1000x1000 instead of 2000x2000.

Create Tasks:
  • 1000x1000 world
  • Main, start town in middle sector, entire sector is PLOT
  • Main town MUST have mule trader
  • Enable buying player traders
  • Wilderness spawns spiral outward
  • Add more worms cuz they are awesome
  • Maybe adjust jewelry, BS and mining skill needed to higher

Ugh, the whole jewelry needs a rework plus magic. Having a month off helped so maybe I can get back into V3. Need to think about it.

Announcements / Stopping Work on V3
« on: October 12, 2017, 12:57:13 pm »
Need to stop working on V3. Got all sorts of real life crap hitting me and need to refocus.

I posted in the download section the V3 server and client media files. Whoever wants to run something and wants it added to the list, I can add them. Leaving Upira up for now. The V2 client media and ini server files still should work on V3 since most hated my new content  :P

I may be able to make minor code changes/requests to V3 server/client in the future if someone opens a serious world.

Again... Thanks for playing!

RPGWO V3 / Monster Balancing and Rework
« on: August 08, 2017, 11:45:49 am »
@Gimpy, so give me some numbers and explain what you want me to do... and anyone else who has an opinion.

RPGWO V3 / Bug: Adding items to a container in your inventory
« on: August 07, 2017, 11:44:29 am »
Moved this bug out of the other thread cuz it was getting lost in there.

Getting any error messages or it just not happening?

Also, I am looking into item moving while screen is shifted.

RPGWO V3 / Town and Road Building
« on: July 13, 2017, 11:31:33 am »
I made the starting town and was planning on making a middle town with a road connecting them. But should I let players build it in game?
Probably look at the Guild Town code and use that? I would prefer players build the towns and NPC stuff and I will build quests.

I would need to code the towns as dynamic some how. As long as the guild supported it with food, gold, supplies, then the town remained, else it would rot away some how.

Announcements / Server Was Hacked
« on: June 30, 2017, 07:09:09 pm »
Someone hacked Jons server that I run the game on. On a IIS account.

Anyone know... or is... Godson Irish Ekundayo? heh

I think I still have access to all this crap too.

RPGWO V3 / Land Claim Size
« on: May 01, 2017, 01:49:10 pm »
20x20 seems large and not very flexible for players and when it comes to roads and small PLOT stuff.

10x10 I feel opens up more options to players. Like making a small shop in a town. 10x10 is good for that.

RPGWO V3 / Game Updates
« on: April 27, 2017, 05:31:35 pm »
April 27, 2017
spent about a month redoing ore and weapons
the old metal ores replaced by new ones, 10 in all, minable, smithable
all melee and missle weapons redone
dagger skill is now free, dagger damage nerfed down low
I changed so much, who knows what is broken or unmakable
wands, armor, shields and tools still need to be redone

RPGWO V3 / Current Task
« on: April 17, 2017, 11:58:11 am »
Hello, I figured I should let everyone know what I am doing, since lately it is a lot of work I can't really update the server with yet.

  • New ores, mining, making bars, heating bars
  • removed mining the old ores, removed molds and filled crucibles
  • added ore picks and hammers, usage to make them
  • added ore daggers, usage to make, Dagger skill is free, nerfed daggers, removed old daggers
  • added ore swords, usage to make, removed old swords
  • added ore axes, etc
  • added or maces, etc

Working on or Planned:
  • ore scythe, flail, spear, staff, ua, bow, xbow, throwing
  • ore armors, leather armor, studded leather armor

Then I think I will start a new world for testing them all. Hopefully by May.

RPGWO V3 / Weapons
« on: April 11, 2017, 04:11:04 pm »
If you don't recall, a weapon rating is the average damage it can do in 10 seconds.

The ore weapons start with tin with a rating of 30.
Each ore increases the rating by 10.
For now, each ore will have 6 weapons in a skill type.

For Sword I have:
- Short Sword
- Sword
- Long Sword
- Broad Sword
- Claymore
- Great Sword

NameSpeedDamageRating2-HandALSkill Req
Tin Short Sword1.51 - 83025
Tin Sword2.02 - 103025
Tin Long Sword2.54 - 123025
Tin Broad Sword3.05 - 133025
Tin Claymore2.03 - 1135True450
Tin Great Sword3.06 - 1535True450

So basically the first 4 are normal, single handed. Fastest to slowest, least damage to most damage. Depending what your style is, attack more often with less damage per attack or attack less often with more damage per attack.
The last 2 are similar, faster/less damage and slower/more damage but since they are 2-handed, you get some AL and a little higher skill required to arm plus a little better rating.

RPGWO V3 / Mining and Blacksmith
« on: April 11, 2017, 02:01:07 pm »
First off, I have NOT updated the server with this content. I am still working it out.
Just looking for some feedback.

I have added 10 ores to mining and kinda removed the old ones. I reserved room to add 5 more some day.
Copper, silver, gold, zircon and probably mag won't have weapon/armors made from them.

Ore list: Tin, bronze, cobalt, iron, ebony, cinnabar, titanium, hessite, tungsten, mithril.

Basically the skill goes up 50 per ore. That includes mining, smithing, repair, arming, etc.

Usage Steps:
- Mine an ore
- use ore (or any ore item) on hot pit (or furnaces when I add them) to get an ingot
- use ingot on pit/furnace to heat it
- use hammer on heated ingot to make an item (weapon, armor, tool, etc)
- use hammer on weapon/armor to repair

Skill Req:
- Tin 5 - 50
- Bronze 50 - 100
- Cobalt 100 - 150
- Hessite 350 - 400
- Tungsten 400 - 450
- Mithril 450 - 500

What will happen to copper, silver and gold?
- used in jewelry making and thinking about gilding weapons/armor for elemental/special effects

May still have Zircon weapons but I am thinking they will work like old Ultima glass weapons, a one hit, mega damage weapon. Some kinda elemental/magic stored in them. Bad for PK so probably only allow on monsters. The damage wouldn't be too high, maybe just 100 - 200.

Magnetite armor will still have since it good magic/elemental protection but poor physical protection. My old idea was to use mag for elemental weapons and the oils but there isn't any skill range there so not sure yet.

RPGWO V3 / Auto Updater was Updated for V3
« on: March 29, 2017, 02:45:18 pm »
I updated the updater for V3. If it complains, just keep trying it a few times because the client*.exe updates the updater and it may take a few runs to get it all updated.

You don't need to download and install anything manually from

RPGWO V3 / Content Changes/Fixes
« on: March 28, 2017, 04:05:53 pm »
I am looking to get how veterans feel about classic content changes.
I want to migrate the V6 content over, replacing some V2 content, like ores and blacksmith.
Plus, there is tons of free artwork online that I would use that I believe other worlds have used as well.
So, I don't think it that big of a deal to make a lot of changes, just not too much?
Let me know.

RPGWO V3 / V3 Usage System
« on: March 20, 2017, 01:06:15 pm »
V1/V2 uses a Stamina based system that charges the player X STAMINA per usage attempt whether it success or fail. On success, it gives the final item produced. This can produce items fast but has an upper STAMINA limit that keeps usages on the low end. Like 100 stamina charge would be the practical limit and thus really complicated items may be too easy to make, from a balance stand point. But we have had this system for 17 years and been just fine. Can always have item stages like "<item> : 10% complete" up thru 90% then "<item>". Only one person can do the usage at a time except for failed XP.

Option 2:
V6 uses a Work based system that requires X WORK to get the final item. It charges 1 STAMINA per turn and does N WORK per turn based on your skill. It uses a divisor on your skill to get work done that turn, for example, if your skill is 200 and the divisor is 50, then 200 / 50 = 4 work done that turn. It takes longer to make items but does give more Failed XP. This also mimics Combat stamina usage, with 1 attack = 1 stamina thus traders match fighters more closely in XP gain. This system allows high/unlimited amounts of Work for more complicated usages. Multiple players can work the same usage at the same time and share the XP.

A V6 world is currently up and running if you want to try out the Work based system. Farming, mining, blacksmith, etc.

RPGWO V3 / Client Layout
« on: March 18, 2017, 03:14:29 am »


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