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General Chat / Ummm...
« on: January 01, 2018, 08:59:18 am »
Happy New Year.

also first post of the year haha

RPGWO V3 / Is It Over?
« on: September 30, 2017, 06:09:26 am »
So recently any time I log in to play(only a couple times a week here lately) I'm the only person online.  so  just wondering where V3(the second) stands.

RPGWO V3 / wine
« on: September 16, 2017, 09:29:11 pm »
you can make it but you can't drink it...

no goblets
no glasses
no usages for the barrel of wine

RPGWO V3 / ob mining
« on: August 22, 2017, 04:34:29 pm »
not sure if I'm just noticing this or if you changed something but: if you're too ob to mine it tells you use item fail you are over burdened but still takes 5 stam.

RPGWO V3 / tiny granite
« on: August 18, 2017, 03:44:18 pm »
when surfacing with tiny granite(maybe other free surfacing items as well I haven't checked) it doesn't check to see if you have rights on the land parcel you're paving.  you can ruin someone's house or even cut tunnels through plot land with this.  with the first it is just being an ass, with the second you can go into a quest zone right at the big prize/treasure spot, so easy mode unless you fix it.  I've reported it a few times, really hoping you fix it.

RPGWO V3 / golems
« on: August 17, 2017, 12:30:27 am »
are dying for no reason for some reason.  I just logged in to witness the last of mine die.  no monsters around, it was in my house, no line of sight from outside, and /history says nothing.

edit: I'm at tame limit, but it is all cows now.  I know animals die off if you're over the limit(no problem with that) but if golems are dying because of tame limit that can be an issue...

RPGWO V3 / Fud(food)!
« on: August 16, 2017, 07:02:50 pm »
since you made the update:
wouldn't it be better to get stam renewal from food instead of life renewal?  also is this all meats or just legs and ribs(and not jerky)?

will other foods get benefits also?  I know you don't have wheat on this server even though there are flour usages, so just curious in case you add it later.

also not related to food, but can you work more on actual coding instead of ini files :P

RPGWO V3 / Picks
« on: August 08, 2017, 07:43:13 am »
so I've noticed that all picks have about the same durability, and with "work" removed from the old V6 code(thank you for that it was annoying) there doesn't seem to be a big difference between picks.  so I was wondering: is there any point of having the different metal picks besides just showing off who can have the highest metal pick?

if not I had a few ideas:
-having more durability for higher tier picks(the most basic of course)
-reduced stam usage for higher tier picks(-1 every few tiers? or is that too op?)
-mining bonus from using higher tier pick
-chance to get more ore from higher tier picks(ie every few levels gives you +1 to the ore you mine)

RPGWO V3 / Mules(needs its own thread)
« on: August 01, 2017, 09:02:47 am »
Mules are in the game now, find a wild mule and get some1 with tameskill to tame it for u
so many things are wrong with that system...but for now I'll just ask questions:

-do you actually need the tame skill or can they be tamed like anything else(I've tamed several purple worms without the tame skill)?

-if mules have to be tamed, does that mean it is possible to have more than 1 mule? 

-if you're taming/selling mules and you already have 1 and tame another to sell, is it possible to give everything on your mule to another player by accident?

-will every mule you own(if it is possible to have multiples) have its own inventory?

-if so, isn't that way too op?

-if not and there is only 1 mule inventory for every mule you own, isn't that still way op?

- if in fact you can only tame 1 mule, how screwed is everyone who starts after the last "tamer" decides they want to use a mule instead of just selling them?

RPGWO V3 / Mage Armor
« on: July 07, 2017, 08:14:15 pm »
Soapy made a really good point in another thread, and I thought it needed more input and hopefully gets added.  also yes, I know people have talked about it for ages, but with a new version in the works now seems like the right time.

for now mages are just wearing the same armors as everyone else, just using the lighter versions since they usually have lower strength.  since mana denial is being added to armors in V3, it means mages will be stuck wearing nothing...also on most servers tailor skill isn't too widely used so this gives that skill more usage.

ideas I have so far:
head spot:
tiara-metal, possibly copper/silver/gold lower al than other helmets but no penalties and should give a bonus
miter-lower defense than tiara, but very light.
cowl-thick cloth/leather best al of the 3, but should have some minor drawback(-1 to spell range since it covers the head? or is that just way too much?)

armor spot:
robe-light low al some bonus
tunic-middle al no bonus/penalty
jerkin-thick higher al, with a penalty(-5 run?)

leg spot: I'm stumped

materials(just a list from starter to highest so the tiered system still works):
light cloth
thick leather
thick velvet
thick suede
thick fur
padded leather
padded velvet
padded suede
heavy leather
heavy velvet
heavy suede
heavy fur
riveted leather
riveted suede

feel free to add your own ideas as well as saying why mine don't work :P

RPGWO V3 / runes/magic
« on: June 06, 2017, 01:17:41 pm »
from the current task thread:
Magic changes: blank runes (blacksmith), rune crafting (anyone with a magic trained), must have a rune to make that rune, rune drops, rune research, spell rune combos mixed on world creation
NO!  there is so much wrong with that. 

1: runes shouldn't be crafted by mages.  mages have it too easy already.
2: if you need a rune to make a rune how does anyone get runes to start off?  npcs never have all runes, so we'd all be screwed.
3: if monsters drop runes(would be a way around 2) mages wouldn't even need to buy blanks...making them way too overpowered!

RPGWO V3 / status effects/weapon bonuses
« on: May 30, 2017, 02:45:51 pm »
I think I asked about this before but couldn't find it, so I figured now would be a good time to ask about these again...

so I'll start with status effects:
bleeding damage - caused by certain weapons or traps steadily lose small amount of hp until it is dealt with(give first aid an actual purpose).

tripped - caused by traps(or maybe some strange weapon skills that use a lot of stam) no big issue just stops movement/attacking for a moment while char gets back to his/her feet.  could also take more damage from attacks while char is down, and have weight of armor and char's strength as factors in how long it takes to stand back up.

ensnared - another 1 caused by traps, can attack while ensnared but can't move until trap is undone(really make trap skill useful).

arrow to the knee(yes I said it) - slows character movement a little based on type of arrow used versus type of armor worn

and weapon bonuses: you know how maces cause stam damage?  I'd like to see other weapons cause different effects as well, but not really sure what.  I could see daggers being the prime cause of bleeding damage status effect, but besides causing status effects I'm stumped...but I'm sure others have ideas about it.

RPGWO V3 / monsters
« on: May 02, 2017, 04:50:42 am »
I posted this as part of a reply in the mining thread, but since I have to add on to it I decided to give it a thread of its own:
also there are still a lot of monsters that have an invisible image, and of the few that don't some turn invisible if you tame that might be a coding issue instead of an ini thing :-\
if you're lucky enough to be able to double click on an invisible monster that is attacking you(since assess is the only way to find them), you can attack them, but their life/stam/mana won't be at the bottom like normal monsters.  so...not sure what happened there. :P

RPGWO V6 / V7 / towns
« on: May 02, 2016, 06:55:49 pm »
- mayors can revoke or approve a land permit that a player has bought, revoke does not give money/prestige back, it is meant to take a permit away from someone abusing it or not building what the mayor wants, approving a permit is done after a player is dont building the land parcel, approving removes rights to the land and awards the permt owner with 2X prestige that the permit is worth
what if some guy is being an ass?  for example 'Player C' doesn't like 'Player 7', and 'Player C' is mayor of a town.  if 'Player 7' spends money to buy a permit and uses up a lot of materials working on the plot and all the time and effort of building.  then 'Player C' can come along and sees the guy he hates has invested all that and thinks it would be a good way to screw him over by revoking his permit...I don't think towns will work well that way. 

since some people think its rude to shoot down someone's idea without offering another, and this idea has actually been offered before, why not add guilds to V6 and only allow a guild leader to buy town charters?  then anyone in the guild can then work on the town and the guild receives prestige that would then be divided amongst the players(like guild xp?).

RPGWO V6 / V7 / loyalty bonus
« on: February 17, 2016, 11:59:42 pm »
seems I didn't get it, but I used a different character name(same account, didn't make a new 1), so just wondering if that is why I didn't get it?  if not any clue why?

RPGWO V6 / V7 / tribes
« on: November 10, 2015, 12:32:44 pm »
- tribe possible addition, if they find claimed land, they attack and destroy everything on it or if they run into walls then break them down
I'll start off by saying I like the idea of tribes. 

however, why should npcs/monsters be able to grief a player's land if another player can't?  I think if you're going to add an ability to allow tribal warriors(is that a good thing to call them?) to grief owned land then any player should be able to do the same.  now I know you're going to say thats a bad idea because 1 or 2 people will destroy everyone, which of course they will, but thats sort of my point.  there needs to be a way to keep monsters/players/tribal warriors from getting onto your land, and if they can break walls then what is the point of even owning land?

if a player has land but no walls I'd have no objections to having a way to grief/destroy/rob them as long as there was a way to find out who did it(retribution is a must), but walls and locked gates(is locksmith even on your to do list lol) should keep people out.

also I remember in V5 someone broke all the tribal stones in a few minutes after you added them.  there needs to be a way for them to reset to a certain amount.  if 1 is broken and the amount of tribal stones isn't at max it gets reset to another spot on the map.  total number of plots in game divided by 100 for a start number(I think in a 10X10 sector world with 10 space plots you'd start with 1600 plots?) sounds easy enough, so 16 to start.  then the number of claimed plots would decrease the amount of tribal stones on the map, for example if half the game map was claimed you'd be down to 8, but they wouldn't go away unless they were destroyed...that also doesn't take water plots into consideration ???

RPGWO V6 / V7 / Plants
« on: September 08, 2015, 04:26:26 pm »
can't reply in the thread where you posted it, but:
- will add usage for clippers, mainly on roses but will also add usage on alchemy plants, plus using a pick to remove a plant entirely, currently, using hand on a plant to harvest it, leaves invisible roots that keep growing
does that mean you're planning to add multiple usages for each plant type or just that you only want plants harvested with tools?  using a farmer's scythe on most plants always gave seeds, but using clippers on that same plant could give leaves for example(with V2 usages), farmer's scythe on rye weed gives rye weed seeds, but you could use clippers to get rye weed stalk.  hopefully you get what I mean because I can't explain it well right now ???  

I ask because with plants giving multiple items(leaves, petals, stalks, roots, seeds, bark, sap) you could really make the alchemy system more complex without having to add a whole lot more plants.  

also I may have asked this before, but if I did I can't find it.

RPGWO 2 / Carnage
« on: June 16, 2015, 11:40:32 pm »
not in the list anymore, what happened?

Suggestions / Topic Buttons?
« on: May 28, 2015, 01:33:55 pm »
atleast I think thats what they're called, the ones at the top of the page that you click to go to a different forum/thread when you're done with the thread you're currently reading, can we get them at the bottom of the page too?  when a thread has a lot of posts(especially long post) and you're done reading would be easier to just click the button at the bottom than to scroll all the way back up.

General Chat / Happy X-mas
« on: December 22, 2014, 03:41:42 am »
all I want for x-mas is a good rpgwo server to play :'(

and don't say I'm hoping for an x-mas miracle!

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