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Messages - Aurora

Pages: [1] 2 3 ... 11
1
Bugs / Problems / Re: Specialized skills not working
« on: April 22, 2018, 01:27:30 pm »
K its working.
It does indeed take 1/2 the xp to level up a specialized skill.
But it still takes 100 (not 50) xp for the first level.
I assumed it would be 50, and when it wasn't I threw the whole hypothesis out.

The world is whole once again!

2
Bugs / Problems / Re: Specialized skills not working
« on: April 21, 2018, 08:50:46 pm »
Wait....who specializes in run and swim.....?
My brother does.  He wanted to be very fast.

I know its been awhile but let me just jump in here. Specing a skill dosent increase the exp gained, rather lowest the cost of TNL threw out the levels. For example and these are completely made up numbers.
AXE skill of 100 might take 1000 exp to get to 101 non spec
AXE skill of 100  spec would only take 500. Something along those lines.   
So in short, some one with a spec skill will get to 200 red magic faster then some one with no spec. Also on that note exp on casting self spells is a set rate i think.
I thought of that, but as far as I can tell the exp to next level is not affected either.
I tested with an 'other' spell, they were the same.

3
Bugs / Problems / Re: Specialized skills not working
« on: April 20, 2018, 11:35:55 pm »
I just tested again: confirmed not working for Red Magic.
Me and my brother are getting the same for Run and Swim, which he has specialized and I don't.
I believe we used Throwing to test it the first time, so now we are 0/4 on having an xp difference.

4
Bugs / Problems / Re: Specialized skills not working
« on: April 20, 2018, 11:00:23 pm »
Created a toon without spec, hit some stuff, recorded damage and recorded xp.
Created a toon with spec, hit same stuff, recorded same stuff.
The numbers matched.
Also, There are some things which give me an odd number of xp, which would be very difficult for something that is 2x to end up.

5
Bugs / Problems / Specialized skills not working
« on: April 19, 2018, 11:52:50 pm »
Specialized skills don't provide double experience as advertised.
As much as I hope that would be a simple bug fix, would it be possible to have the skill points refunded?
This is on Dredge.
Please Mickey, I just want to be addicted again.
Also, my younger brother is going to quit if he has to reroll his character to get those skill points back.

Please don't tear my family apart.

6
General Chat / Re: Does anyone breath anymore?
« on: December 17, 2015, 02:16:03 pm »
wat.

7
RPGWO 2 / Re: RPGWO Hex Screenshot Competition
« on: January 03, 2014, 10:38:09 pm »
1000 million is a milliard, not a billion.

8
RPGWO V4 / V5 / Re: Added Mining
« on: October 29, 2013, 12:26:11 pm »
They would clear out an area, so you could just run away.
But better idea, do nothing underground, but make it so it has to be mined above ground.

9
RPGWO V4 / V5 / Re: Added Mining
« on: October 28, 2013, 09:55:29 pm »
Maybe make Damon fall into the mine, so meteor above ground with monsters (were they called voorgs?) And below ground with monsters, and 1 Damon spot that needs mined.

10
RPGWO V4 / V5 / Re: V5 Futuristic Theme
« on: October 09, 2013, 11:14:16 am »
Ender's Game -> Speaker for the Dead -> Xenocide (BEST BOOK EVER) -> Children of the Mind
Parallels:
Ender's Shadow -> Shadow of the Hegemon -> Shadow Puppets -> Shadow of the Giant -> Shadows in Flight -> Shadows Alive(Planned)

A War of Gifts

Interquel between Ender's Game and SftD: Ender in Exile

And yay! Fantasy!

11
RPGWO V4 / V5 / Re: V5 Futuristic Theme
« on: September 28, 2013, 11:53:38 am »
Ender's game is boss, is just read it for the third time last week.

But I like the idea of having different views, but try to make someone controlling a strategic view not blind to their tactical view.  People are that absorbed in what they are doing.

12
RPGWO V4 / V5 / Re: Crafting Window?
« on: September 06, 2013, 03:49:27 pm »
Tongs, not Thongs.

13
RPGWO V4 / V5 / Re: Crafting Window?
« on: September 05, 2013, 09:15:27 pm »
I say items should be in the right and left hand slots (where you would also put swords and shields).  You can craft a max of two items together in your inventory, three when one is on the ground, 4 with special crafting tables (anvil, workbench...)
Allow a hotkey that puts the hovered over item into one of your hand slots.

14
RPGWO V4 / V5 / Re: V5 NPC
« on: July 07, 2013, 11:39:28 am »
I like the idea of reproduction, but how about a draft?
At birth a certain % (varies with peace/war time, which race it is (orcs would have more warriors), and maybe some other factors) would be taken and put into the military.  Military units do not respawn like normal player and non-player characters.

15
RPGWO V4 / V5 / Re: V5 RPG Questions
« on: June 29, 2013, 12:07:41 pm »
Magic:
This is an idea I thought about a long time ago and have been fiddling with since.
Basically use runes, words and if "elementals" are ingredients/reagents, use those too.
Basically, if you say the words (Ancient Language xor English) the spell will be cast on your target, or maybe make it so you type the name of the target in the spell somewhere, which, now that I think about it, wouldn't work for targeting cows.
Runes are essentially stored spells.  First you smelt a blank rune, then you use magic combined with blacksmithing to lock a spell inside the rune, give it like 20 uses that increases as your ability to cast the spell increases.  Creating runes would be more difficult than casting the spell, but with a rune, casting a spell becomes very easy.  Runes could then be put into traps to make spell traps.
Add "magic circles," structures that players can make in their houses that, when standing on, allows a mage to focus their magic and cast more difficult spells, but if the spell is difficult for them it would take more time to cast it, this would encourage wizards to prepare their spells before going off and adventuring.
I would also like to see more cooperative spell-casting abilities. That is if two mages are together they can cooperatively cast a difficult spell, or cast an easy spell with more strength.

There could also be natural structures (made by NPC's or whatnot) that boost magical abilities.  This would make mages have pilgrimages to a far off place so they can learn a new spell or something.

Not directly related to magic, but experience sharing would be nice. A mage can assist a warrior by healing and buffing him, which normally gives too little experience to be viable. With xp-sharing you might see a lot more of this.

Overall the best thing would be finding a way to keep the magic words secretive, but that is probably impossible. (Maybe make it so an NPC or an object (writing on a cave wall) must tell you the magic words before you can use them.)

16
Announcements / Re: New World Anyone?
« on: April 29, 2013, 11:57:15 pm »
Xenology is the study of foreign stuff, like aliens.  Xeno- is a nice sounding prefix.

17
Announcements / Re: New World Anyone?
« on: April 19, 2013, 12:17:12 am »
I would rather have the different weapons be split into different skills, but have all the weapons trained at character creation.

18
RPGWO Chat / Re: Confession
« on: April 11, 2013, 12:54:41 am »
None of my mages were black mages.

19
RPGWO Chat / Confession
« on: April 09, 2013, 12:08:22 am »
I macro'd.
I macro'd so much that it is probably the primary reason I am going to major in computer science.

20
Announcements / Re: New World Anyone?
« on: March 29, 2013, 09:37:15 am »
Bring back that Sabotage, zone control, map from ages ago.

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