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Messages - Soapy

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Announcements / Enceladus Season 4 Launch
« on: February 03, 2023, 08:15:32 pm »
Enceladus Season 4 is now live!

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RPGWO Chat / Re: Hex stopped working for me...
« on: January 22, 2023, 07:37:49 am »
Join the Community Discord for the fastest responses. Alg, the server owner usually replies pretty quickly. Looks like something randomly rebooted his server. I think it's back up.

https://discord.gg/vCzt3A3

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Announcements / Enceladus Season 3 Launch
« on: December 08, 2021, 02:30:01 pm »
Enceladus Season 3 is launchhing at 8pm EST TODAY December 8th, 2021

Come join the fun and see where you will rank this season!

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RPGWO 2 / Re: Enceladus Season 3 Launch
« on: December 08, 2021, 02:20:10 pm »
Jon, I sent you a couple messages on Discord. Not sure if you still go on there or not. I can DM you here if that is easier.

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RPGWO 2 / Enceladus Season 3 Launch
« on: December 08, 2021, 01:21:16 pm »
Enceladus Season 3 has an expected launch date of December 9th, 2021.

Come join the fun and see where you will rank this season!

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RPGWO Chat / Re: A server's launch date poll
« on: August 19, 2021, 07:11:04 pm »
The hell kind of question is this? Get it ready, set a launch date and hype it up.

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RPGWO V3 / Re: Macro - bot abuse.
« on: December 27, 2017, 04:59:54 pm »
I understand your frustration. Here's my thoughts.

Macro's = ok

Bots = not ok

Simple macro's like a mouse button to simulate holding down F12 or to have a spell on your mouse is simply no problem. However, i don't think doing this endlessly AFK is ok. But if i wanna go make a sammich while my guy grinds up 4000 cut petals, I shouldn't be penalized for managing my time efficiently.

Now if your botting or doing long term AFK macro's that's where I agree it shouldn't be aloud.

Either way, not like many people are playing the current V3 server Dredge unfortunately. Was about 10-15 active but it seems the botter ran people away and we have about 5-7 active =/ So whats the diff if anyone bots or afk's?

It's always been difficult and a touchy subject in RPGWO and I think it will continue to be.

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RPGWO V3 / Re: Damon Weapon/item for Mages Upira
« on: August 23, 2017, 01:24:38 pm »

@Soapy, a few things:
1-I don't think he has a plan yet so feel free to make suggestions to what you'd like to see in the new magic system.  maybe you'll get them maybe you won't.  hopefully this is something he'll add.
2-there has always been a skills.ini file.  there were just a few skills that were a little screwed up in there and couldn't be removed/renamed without causing some issues.
3-I'm pretty sure there will be a wipe before he touches magic.  so sorry to say this, but your damon is probably useless.

should we instead just use this thread for suggesting things we'd like to see with the new magic system?  if so I know some stuff I wanted to do when I was working on files that wasn't possible.  I think my biggest thing was trying to add a summoning skill that allowed the player to summon creatures that fight for a certain amount of time then go away(not perm like golems).


1- This is not what this topic was about at all. I gave an idea for dynamic spells and gave a use for damon for mages since the Artifact Orb makes a Damon Orb unnecessary.
2- Yes i know this but i was informed it was changed a little bit and that's what caused magic attacking by monsters to be broken. Again, since none of us have seen any of the V3 files IDK what to expect here until they are available.
3- Of course there will be wipes. Upira is essentially the first test server for V3. So this is where we colab idea's and such like we currently are. This doesn't mean i can't suggest something for this current build and it won't be added. Didn't know you were mick's spokeperson for V3.

Lastly, I started this thread to touch on damon item for mages. Not to suggest new magic system. Go start a new thread for that. And so on top of that, quit replying to this thread just to say that this isn't currently possible or it won't happen for some time. I KNOW THIS. This is a thread with my idea's to what can be in the future of the game. The fact that if he did something now for it would be nice, but not what i'm asking.

So either contribute to the topic of this thread with new ideas for DAMON items for MAGES since they are getting the short end of the stick right now with Damon. Or go start your own new thread bro.

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RPGWO V3 / Re: Damon Weapon/item for Mages Upira
« on: August 22, 2017, 05:55:03 pm »
I feel you dude. I just haven't been informed specifically how he is planning on changing magic (so who knows if it would be possible now or not). Do you know how they are being changed? I don't think magic.ini is going completely away (need some way to code new spells). I'm guessing he will change it more like how he changed skills. I haven't seen what the V3 server files look like but i was told Skills can now be changed how you want per server instead of them being hard coded. So this makes me believe that skills were changed to an .ini format to be editable. (This is what broke magic casting monsters in the beginning of Upira.) I totally agree, if the system is changing don't waste any time on it now. BUT, I'm a mage on Upira and I found some damon that I can't use. Adding in my first idea wouldn't take too much effort to give it meaning for a mage in the current build.

However, I guess what I really meant is that I hope he doesn't leave this for one of the last things he does. Mages may be strong but they have always has certain disadvantages so seeing how he is developing right now, i'd like to get some serious thought into the subject than it just pop up and worked on last minute. Get an idea of how it will be changed to see what even will be possible. I really like the thought of Dynamic spells. Even changing all spells to Dynamic makes sense IRL. This would make the whole casting system need a revamp though I think.

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RPGWO V3 / Re: Damon Weapon/item for Mages Upira
« on: August 22, 2017, 09:42:46 am »
Well yea I mean he is developing Upira for the long term. Was informed he most likely will be working on it for the rest of the year. If this is how he is wanting to move forward for the future, no point in putting it to the side and leaving mage char's in the dust. Start the work and get it coded. Rework the ini's and make it happen. That's the good thing about the Dev being active in the current build. These things can become possible. Hoping Mick will chime in his thoughts so we actually know where it's going and if something like this is a possibility.

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RPGWO V3 / Damon Weapon/item for Mages Upira
« on: August 21, 2017, 07:01:12 pm »
So i'm pretty sure you have an idea for what you are going to do for Damon on the wand/orb side on Upira (since they aren't in yet). But since the Artifact Orb is already in the game and it's dynamic just like damon weapons. It doesn't make sense to add another dynamic wand. And the fact that all damon weapons are wands as well, means mages need something a lil extra too.

My idea's (2) are a Damon Rune. Now this can be an unbreakable rune or need to be recharged like a wand with mana stone. It shouldn't completely break though because of rarity of Damon. Now my first idea is to have this rune be the lvl 5 rune for lvl 5 attack spells and/or lvl 5 boosts. Even make it for lvl 3 stamina to mana where you get positive mana to stamina trade off and also do higher +'s to armor. Now the only downfall to this idea in theory up front is that you need to have high enough black/white/whatever magic to cast lvl 5 spells and since the damon weapons are only 100 skill to arm that's not very fair. One way this could be fixed is by allowing those spells to be used with much lower magic lvl than what it should if it was scaled accordingly because damon is so rare. However, this would allow a very low lvl mage to become very powerful early on if you were to find damon early or remake. So then next resolution leads to my next idea, which i think would only benefit black mages (unless ideas merged).

Make a spell or spells that require the damon rune and make the spell dynamic in damage. So I can learn "Meteor Strike Other" and it isn't scaled I, II, III, IV. But rather the damage is scaled dynamically like weapons are within the spell itself depending on players black magic level.

You could even mix the two idea's to make it beneficial still to be able to use say the damon rune to cast lvl 5 spells or stam to mana III etc. if you have the cast spell required or cast the dynamic spell. You could even make multiple runes, however i think Damon is rare enough to be able to do this with 1 rune. If anything, 1 rune per magic but that may be a bit much and you can go around it by resmithing the rune if need be. You could also merge the two ideas to make dynamic boost spells, amor plus's, renewals etc. too (which would probably only benefit at a higher skill level depending on scaling).

*Bonus spell idea: Mega or Ultima Renewal. Cast's all three or two renewals at once (casting them all separate is just adding extra time). Or even better, "Dynamic Renewal Aura Self" - Creates renewals with dynamic renewal quantity but with a TIMER like boosts rather than fuel amount. Catch, only 1 Aura on at a time? So you gotta choose then have normal renewals for the rest? Or have option for the ultima and cast all 3 but for a much higher skill requirement?

Thoughts?

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RPGWO V3 / Re: Mage Armor
« on: July 10, 2017, 06:01:36 pm »
this thread went sideways fast...

I do want to add robes that are just for magic users. The would have low normal AL, high magic and elemental AL, and some kinda magic bonus.
Some ideas for magic bonus:
- Mana Well- naturally collects and stores mana that the caster can use, useful for casting mana expensive spells
- Invisibility - when active, works like stealth but if you attack/cast, it gets broken
- Counter Attack - when something attacks you and hits, it attacks back, like an electrified fence but can be any damage type
- Undead - anything undead ignores you unless you attack them
all those could work in the enchantment thread too.  some I already posted over there(different names), so go read it. 

I really like this idea from Mick. It's on the right track. My question to him though is, does the ManaDenial on the armor act like a spell and recast itself? Or is it more passive and is automatically recognized by the client that your char needs to have that effect? So as to say, the invisibility on mage robes, how long would it take to re-activate and stealth you again after it was broken by an attack? Instantly? Normal 1 second usage delay? Defaulted 4 Seconds? I think this would need to be regulated, otherwise training for a mage would be extremely easy if you always re-stealthed instantly after an attach and a mob can't scan you because it's a passive effect. Or would they be able to scan you? If so how is scan lvl determined? Might be going into too much detail here but some thoughts

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RPGWO V3 / Re: mmmm
« on: July 10, 2017, 05:48:28 pm »
Definitely looking to join in once the new world is opened. Might be nice if there was a way to notify additional players that it's opened, some kind of forum announcement? It's kind of a big deal.

I made a post in the FB group about two days ago letting people know. I also made a discord for the V3 server.

https://discord.gg/vCzt3A3

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RPGWO V3 / Re: Weapon Balance (and other things)
« on: July 07, 2017, 05:19:35 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.

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RPGWO V3 / Re: Enchantments/Bonus +'s for Weapons/Armor
« on: July 07, 2017, 05:03:14 pm »
I like the idea of enchantments/bonuses(think I posted about something similar once but no clue where), but I'm not sure spells are really the right way to do it.  I like the idea of different weapons/armors being able to have different effects, I like the idea that they could even add new levels to pvp(even though it is something I don't do often I do enjoy it on some servers against a way ob opponent since I'm usually a crafter), but I'd prefer not having spells cast from weapons/armor. 

just for example, what if instead the bonuses were things like:
for weapons:
-armor penetration(1-5): certain percentage of the damage ignores opponents armor
-double striking(1-10): chance of landing 2 hits instead of 1
-range(1): increases attack range.  +1 for melee, +3 for magic, +5 for missle
-speed(1-10): improves weapon speed making attacks faster
-acid/rot/decay(1-10): critical hits have a chance to destroy armor/poison target1

for armors:
-deflection(1-5): chance to completely shrug off damage when taking a hit
-reflection(1-5): sends small amount of damage taken back to attacker
-stealth(1): player goes into stealth mode while worn even if they don't have the skill
-observer(1-5): ignored by monsters unless you attack them first2
-hypnosis(1-10): chance nearby monsters attack what you're attacking unless you attack them

chance/damage/effect would increase maybe 5% per level
1:should be a really low chance on armor breaking, maybe start this 1 at 3% and increase 2% per level?  also broken items should be repairable not completely removed from game, and poison should only happen if attacking unarmored targets
2:based on level of player in relation to level of monster, level 1 would be monsters up to half the player's level while level 3 would be monsters same level as player and level 5 would be double...not sure if this should stack if you have multiple pieces with observer though

I think your on the right track with this. Maybe spells isn't the way to go, but more or less enchanted items from drops only.

while all ur idea sound neat n stuff they dont seem practical?

how do u give this effect to a mage?
why does it have to be something for a mage?  they're enchantments, not spells.  the ideas before were all about spells even though the thread was for enchantments and bonuses. 

as far as the stealth thing, no clue!  I was just tossing out a few examples of possible enchantments, I wasn't really saying these are the things that have to be there...

Because from experience of being a mage on most servers I've played, they never get anything special for them really. Armor, for instance, is always limited to something very light like a chain, or if the server has it - drake armor. Which using drake armor on every single server gets old. Once you can kill and get crystal scales, your hunt is over indefinitely for armor. I know he has made some major changes on armor with V3, but having specifically like mage cloth or spell casting monsters drop armors that mages can wear. Either takes a magic to arm, or is just tailored more for them. Low to no AL but higher Magic AL elec/fire/cold etc, and have "effects" on them. Like constant Mana Renewal or something to that effect.

But i think Jasters point was, that not many of those effects would really benefit a mage since they are ranged. Now that Melee & missle D are the same skill, i can see myself going w/ a defense mage - still tbd depending on how things change though. This idea would take a lot of balancing for all 3 build classes (melee, ranged or magic ranged).

We're on the right track though to give the game an extra bonus to always keep you looking out for better items after you hit lvl 30

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RPGWO V3 / Re: Enchantments/Bonus +'s for Weapons/Armor
« on: July 01, 2017, 12:05:58 pm »
Jast, I would say more or less the weapon should have a CHANCE to cast the spell. Similar to how Crit's have a chance to land. So the spell binded to the weapon doesn't need repairing or have usages, but rather just randomly works upon a hit. So it would still use only there melee D if you were say using a sword, but have the chance to cause Blind III or whatever spell the item has. This could be used similarly with armor, where if you are hit, you have a CHANCE of the armor casting, say Heal II on you.

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RPGWO V3 / Re: things
« on: July 01, 2017, 11:30:57 am »
side note, since u increased view size if u shift view and click to move, it seems to move u 4 spaces off...sorta seems like ur clickin based off the old screen size somehow..

Yea i noticed this yesterday. If you click the right arrow to view 19 spaces to your right, but right click the 1 space to the left of you, it moves you about 3 or 4 spaces to the right instead of one space to the left.

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RPGWO V3 / Re: things
« on: June 30, 2017, 04:30:53 pm »
I own and shoot both a crossbow and bow. Crossbow's shoot at higher FPS (feet per second). It's a more powerful shot and can be shot longer than traditional composite or compound bows. Now if you add SPECIFICALLY a long bow to the mix, sure it could shoot just as far, but still with a lower FPS. Bows can be a 40-70 lb draw depending on person shooting, a crossbow can be pulled to 70-135 lb draws. Difference of say 200-350 FPS with bow, to 300-500 FPS with crossbow. All depending on the weapon itself and the person shooting. (Don't quote me on exact numbers, all off the top of my head)

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RPGWO V3 / Re: Enchantments/Bonus +'s for Weapons/Armor
« on: June 30, 2017, 04:24:12 pm »
Yea that's my general idea, but that is making everything set to be the same when you make it no matter what. I'm talking about having any armor have a random enchantment on it when dropped from monster. So Iron Chest doesn't always have only Mana Denial I, it could land with Revive Self I or whatever other spell. Or it could have new enchantment types, like i said above, "smite" which gives additional dmg to undead monsters. Identify Undead Monsters in monster.ini "monstertype=undead"

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RPGWO V3 / Re: My Thoughts. V3
« on: June 30, 2017, 04:20:20 pm »
I like your idea's here Greatest. A blend of the idea's or tweaking to both or more can mold it into a whole new improved system with additional possibilities.

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