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Messages - Zodiak

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1
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. 😉

2
General Chat / Re: Hello
« on: March 11, 2019, 11:54:31 am »
What is this sorcery?

3
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.

4
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?

5
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.

6
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.

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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.

8
RPGWO V3 / Re: Town and Road Building
« on: July 15, 2017, 08:19:28 am »
It just hit me you may have been referring to guild trader buy.. Oop!
In that case yes I totally agree of getting rid of them, people can sell stuff themselves and donate gold to the guild or donate the items to the guild land / guild vault.

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RPGWO V3 / Re: Town and Road Building
« on: July 15, 2017, 08:03:29 am »
I like the idea of not everything based around commands, but if /NPCTrain becomes a thing it should track who did it and if they are still in the guild, if player leaves and there is no one in the guild able to match it downgrades the NPC. That way the idea of "exploiting" by guild hopping would just be killed from there. I think ItemUse style usage would just work better overall with this idea.


I don't necessarily think it would be the greatest idea to get rid of personal traders, but limiting it to one wouldn't be terrible. I mean we do have a trading system but RPGWO isn't this huge player base game like WoW for example, so in the time you're on you may not see a person that has exactly what you need so that's why traders come into play. I think we have several options to go with on the "trader" side of it to change it up or improve on it.

1) Auction House style system, /traderbuy is completely ditched with this option.

2) One trader purchase per person, guild towns can decide to add an area for traders and potentially set a tax %, which allows for guild towns to possibly fight over people selling their goods in their town, with the obvious option to just leave your trader on you're own land.

3) Like option two kinda, but the traders/vending machine are rented from said guild/guild towns. Maybe rent from multiple guilds?

10
RPGWO V3 / Re: Town and Road Building
« on: July 14, 2017, 08:09:04 am »
I think you should revisit the Guild Town code.

If you go with that route may I suggest maybe the idea of auto populating guild towns with NPCs if certain requirements are met.
Say if certain items are placed in a room, say an Anvil, Coal Pit, a Chest, and a Bed. After a check would spawn in a Blacksmith (weapon/armor) NPC that would be tied to the guild and the guild would receive a % of the sells. Then because there hasn't ever been a real gold sink, allow use via commands or some sort of set of items that allows for upgrading the NPC to sell higher equipment or a trade skill that corresponds with the NPC and you, through a process, make something that upgrades the NPC to allow for better equipment. 

Code: [Select]
Example: Standard NPC sells copper items, you make a set of items out of iron to allow him to sell some basic Iron items (hell make it harder by making a requirement of 1 of each iron item to unlock the function)
Side note: I also like the idea of the NPC selling a certain amount of equipment before the upgrading process is possible. It may seem a little tedious but I like the idea of players getting together for a common goal to make the best town.

11
RPGWO V3 / Re: Mage Armor
« on: July 08, 2017, 07:58:01 pm »
Admittedly I'm not seeing your point, the whole idea was diversifying armor options and choices, so yes, a mage could choose to go for higher defense armor, but it's going to impact mana efficiency, I'm not seeing how that's going to "ruin certain aspects of the game yet to be ventured into". (that phrase sounds kinda nonsensical)

Though I think that having "skills" (spells that require certain weapon/wand types and levels to learn/use) would be neat. (separate "skill" tab even? instead of mashing it all onto the magic tab) would need some other way to go about learning skills though, as runes would make no sense.

as far as melee characters not using skills because of mana denial... you're using hypothetical changes to argue against having plate armor have mana denial? you yourself suggest having skills cost stamina(which i would agree with in that scenario) so... what?

maybe i'm sleep deprived or nutrient deficient or something, confused as to what your actual argument there was. was not aware there was going to be any shift towards class-based characters. (maybe i'm just not in the loop)


Admittedly there was several thoughts all rolled into one thing of text. Was at work, sorry.  I think if Melee/Missile get skills and they use Mana, then Mana denial on the armor they would normally use is a cripple instead of really evening things out..  Hope that atleast makes sense. I'd PREFER them to use Stam.

12
RPGWO V3 / Re: Weapon Balance (and other things)
« on: July 08, 2017, 07:54:05 pm »

Also, I am getting a creepy vibe from you...heh... like we dated a couple of times then I stopped answering your calls.   ;)


You don't look at me while we make love anymore. :(
I'm impatient, thats my bad. Lol

13
RPGWO V3 / Re: Mage Armor
« on: July 08, 2017, 11:20:23 am »
Regardless if he has said it or not, its definitely should be something he should look into considering the game is kind of based around a classless set up. I like the idea of different advantages and disadvantages to armors. If mana renewal isn't the route maybe increasing the cost of the spell with heavy armor would be a good route.

maybe have..
chain=20%mana const inc (per piece)
scale=40% m.....
plate = mana denial
so it's not completely out of the question to use some chain, or not totally out of the question for a melee/ranged char to swap out for red/white, it'll just be more expensive if you're not in a safe place where you could take everything off.

Any kind of mana denial/renewal would potentially ruin certain aspects of the game yet to be ventured into. The addition to weapons also being wands actually brings forward the use of magic, or "skills", with other weapons. It just all depends on how you set up those style skills/magic and what kind of cost you have them as (assuming the functionality of stamina cost is entered into the magic.ini) otherwise everyone will rely somewhat on mana which isn't a terrible thing to be honest. Which is why I think personally the movement from weapon skills to classes with maybe sub weapon specs (or "mastery") and how defenses work should be changed, but I understand why people like the openness of the game set up like it is.

To go into the thought process of that. If a melee character was wearing plate and was getting mana denial and his magic/skills worked off mana then it would be a disadvantage. You instead make everything a base mana cost increase, lower their mana cost so when wearing plate it's at a suitable number. Sure he can wearing cloth, scale, chain, leather, or whatever but the armor they receive and the protection is too good to pass up. Now you have a Mage style character, their mana cost is on the higher side due to them being pure magic, they wear plate and it becomes inefficient for them to wear the plate, they run out of mana way too quick, but cloth brings their cost way down and with the use of other magics allow them to not the complete disadvantage of having little to no defense.

Obviously if you go the route of classes you can just make the armors set to the class that should be wearing them, actually why I requested with mickey to get a way to set multiple skill requirements in the form of "or" or "and" or even a way to set that option too. Say you add Warrior and Paladin (just an example) you want all the plate armor to have a skillreq= of Warrior OR Paladin.  The Skillreq with a toggle of or/and could make more interesting things down the line where you may need to be a Warrior  AND Alchemist to equip a special ring or something.

14
RPGWO V3 / Re: Enchantments/Bonus +'s for Weapons/Armor
« on: July 08, 2017, 08:12:06 am »
I think there is a lot of different routes you could go for mages to benefit from different effects.

Chance of double spell cast.
Chance of Splash damage.
Chance of Elemental Summon. (Tame system would need some reworking)
Protection bubble on Crit.
Proc for free casting.
Proc for insta-casting.
Increase in dmg for a set amount of time.

I think there is a lot that could be done to benefit the mage types. The problem I think lies in the Magic system and most of that stuff would just be an overall new system for RPGWO. Magic.ini would semi become this place where all the spells are not ones you can actually learn but rather ones you can reference for "legendary/artifact" items.
Though I think the way I'm looking at it is a d3 like legendary effect rather then some random stat on it.

15
RPGWO V3 / Re: Mage Armor
« on: July 08, 2017, 08:03:27 am »
Regardless if he has said it or not, its definitely should be something he should look into considering the game is kind of based around a classless set up. I like the idea of different advantages and disadvantages to armors. If mana renewal isn't the route maybe increasing the cost of the spell with heavy armor would be a good route.

16
RPGWO V3 / Re: Weapon Balance (and other things)
« on: July 07, 2017, 06:51:31 pm »
It definitely did and I apologize. I overall agree that the game needs more layers.

17
RPGWO V3 / Re: Weapon Balance (and other things)
« on: July 07, 2017, 05:59:36 pm »
Am I blaming the game dev for partial reason for some "laziness" from @@@ where they may not put 100% effort into their servers?  Yes.

There is more to it, of course, but I feel like its reasonable to put some blame on him. The reason every server is pretty much a copy/paste of each other is there is only a select few that is willing to even work on one, but going through the effort of balancing armors on mobs and stuff just becomes not worth it when you can't add other things to the game without it breaking it someway or having to rig it.

Personally for me at least its a morale thing, if I had more support from Mickey I'd be willing to work on what I had going. I didn't even care the player base at the time of opening, but taking my time to send ideas to Mickey and getting nothing, not a rebuttal, agreement, or input at all really just kills my mood to even help make a server that may drum up some of the player base back. 


I don't get your point whatsoever. If you were to email me acting all whiny like this, i wouldn't reply either. Mick made it clear a long time ago he wasn't updating and adding anything to V1 or V2 anymore as he had newer other visions. This is also when he made the server files available for anyone to download and create their own server if they like. I understand the frustration of not being able to truly change things like you imagine because it takes the dev to hard code stuff, but that's the decision you made to either host or admin a game that the dev has said he is not updating anymore. YOU make the choice to run or host a server, not him. So don't whine about him not getting back to you, when it doesn't concern him.

And @@@'s being lazy and not adding armor to mob's is in no way mickey deal either. It's your lazy ass for half assing something instead of going all in, because "I didn't have help -cry face-". Seeing as everything I've ever seen you implement has always been broken from the start, i find all your points and suggestions, invalid.

Also, the reason almost all servers are the same is because one person puts a TON of effort into reworking everything, while working with what they have - not bitching about what they can't get. It then succeeds, and others copy it. Because they are lazy and won't re-balance things themselves. Everyone thinks they can be an admin, until they become one. The best Admins, are the one's who don't want to be one.

You have to be trolling right? Nothing whiny here at all, voicing an opinion based on my experience with Mickey, even as far as the times that he was in full dev mode of 1.15 and 2. I distinctly remember having access to working on one of his first Mission servers and when I approached him with gfx and code to change things up a bit he "didn't feel like dealing with updating it" so I immediately dropped out of the project because I don't want to half ass something I work on. Its indeed frustrating working on something that the owner seems to want to half ass even when you do give a wolf about his game and community. From my view people don't bother putting a full amount of effort into these when the guy that owns the game and should want his work to be seen and played doesn't always seem to care when there is a small community trying to make that happen.

YOUAREVERYSMART! You told me some sort of history about RPGWO.. lol?

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RPGWO V3 / Re: Weapon Balance (and other things)
« on: July 07, 2017, 07:42:18 am »
Am I blaming the game dev for partial reason for some "laziness" from @@@ where they may not put 100% effort into their servers?  Yes.

There is more to it, of course, but I feel like its reasonable to put some blame on him. The reason every server is pretty much a copy/paste of each other is there is only a select few that is willing to even work on one, but going through the effort of balancing armors on mobs and stuff just becomes not worth it when you can't add other things to the game without it breaking it someway or having to rig it.

Personally for me at least its a morale thing, if I had more support from Mickey I'd be willing to work on what I had going. I didn't even care the player base at the time of opening, but taking my time to send ideas to Mickey and getting nothing, not a rebuttal, agreement, or input at all really just kills my mood to even help make a server that may drum up some of the player base back. 

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RPGWO V3 / Re: Enchantments/Bonus +'s for Weapons/Armor
« on: July 07, 2017, 07:33:08 am »
So (d3-ish) Legendary items, it's almost like I didn't send you, Mickey, a message with this very idea. Hmm.. Lol

I think things like that would open the game some, make the game play a little different and getting them via drops would make people farm a little more for more reasons then XP and getting one would get you hyped. If you really want to go that route and you want to tie in mining, may I suggest something you mine to repair them. I think I personally would go a little more in depth maybe for top tier "artifacts".

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RPGWO V3 / Re: Weapon Balance (and other things)
« on: July 06, 2017, 08:16:28 am »
Any kind of "lazy @@@" is probably based on the effort/reward you get from working on a server and, though seemingly changed now, the support from the game dev.

From experience over the years, you don't really know how demoralizing it is when you send messages regarding support, even when he's in his actual "Im going to dev!!" bi-annual moods and not getting a message back because.. well lord knows why. Maybe I think negatively, but I assume 90% of the time it's not his "vision" or a "tl;dr" situation. I have so many examples of this it's a bit insane that I even bother to stick around sometime.

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