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« on: December 03, 2020, 06:24:57 pm »
wow I meant potions.  ie nurse who takes 10 life potions and gives 25(?) gold...other skills could have similar npcs, but definitely shouldn't be raw materials.

these types of gold generators would really only be used early game to get land/mule because you make a lot more selling to players.

« on: November 27, 2020, 01:48:46 pm »
I actually enjoyed most of the way that server went(always a crafter and you mixed it up).  so I'm glad you're bringing it back, and hoping there are some ways for crafters to afford the basics this time.

things I'd like to see
-cheaper land
-a vendor that accepts basic potions for a bit of gold so alchemists can buy land
-cheaper mules

honestly all my gripes were about lack of cash and insanely high you know, fix that.  I know trying to make a viable economy is something you were after, but that can be better achieved by having expensive vanity items as a gold sink than by removing gold and raising basic costs.

RPGWO Chat / Re: Enceladus!
« on: July 25, 2020, 11:32:24 pm »
well I was an alchemist(appealed 10 or so bugs about it over the "2 hours" I played).  leveled up and got mining since it was the only way I saw of getting gold...

I was level 18 with 15 gold from that 1 ore I mined in about 3 hours of mining(str/mining pots and red magic), and really needed land to plant.  if you've completely changed things since saturday I'll check it out again...

also about alchemist, you didn't mention how much they're making...

RPGWO Chat / Re: Enceladus!
« on: July 24, 2020, 01:13:25 am »
This server actually HAS an economy.  Gold from mining only gives 15 coin each. And gold drops from monsters have been balances and made more scarce.
15 gold per ore, land costs 10k, means 667 ore to claim land.  no npcs, no resourcer, and lower level monsters not dropping gold* means no cash.  no cash means no economy!  people trade, barter, or just give stuff away...that isn't an economy!

*1 fighter told me she was level 13 before she got her first gold drop.

RPGWO Chat / Re: Grandeur
« on: October 23, 2019, 06:26:00 pm »
RPGWO as a whole has a lot of possibility and ability to do some neat things with, even back in 1.15, but the majority of people are stuck in the ways of how they've been set up forever and don't actually look at the whole picture and how they can be set up and used. Clear your mind of what you think you know.
it really doesn't! 

what I think I know was learned the hard way, actually coding server files.  after months of work in V2, and even asking Roar for help(he gave great work around advice), over half the things I wanted in my server weren't possible because so much of RPGWO is hardcoded.  you may find work arounds for some things, but the majority of what you've proposed here just won't work.

RPGWO Chat / Re: Grandeur
« on: October 23, 2019, 04:13:13 pm »
Obviously with how RPGWO is set up we’re limited to things like true party play
not the only limiting thing in RPGWO. 

-learning skills from books won't work.
I like the idea of weapon skills, I suggest it to Mickey every time he starts working on a new version.  currently the only work around would be adding your skills as spells...that means runes and magic research.  you could set these 'runed books' as runes and have single rune spells, but runes break.  that could leave people unable to use 'skills' since those will be quest/monster drop only.

-level 50 specialization won't work.
nothing in RPGWO code allows for limitations based on level.  so someone may actually start with your specialized skills.

I also have to ask, will the 'Master of Poisons' skill mean alchemy usages are taken from crafters and given to fighters?

*not trying to dishearten anyone, but the limits of RPGWO code is part of the reason I gave up on making a server.

RPGWO Chat / Re: Grandeur
« on: October 04, 2019, 06:17:11 pm »
Not sure where "we're going to kill miners with underground spawns" was pointed out, but I understand your concern and how much worms and other underground atrocities may have scarred, but I assure you that is not how this will be set up.
it was what I took from "but you may just so happen to catch one in the act of hiding “their” treasures..".  not sure how you'd set something like that up without it involving monsters, but now I'm looking forward to finding out.

RPGWO Chat / Re: Grandeur
« on: September 26, 2019, 08:00:53 pm »
what you posted about mining, to me atleast, sounds like "we're going to kill miners with underground spawns".  if that is your plan, why?

RPGWO Chat / Re: Grandeur
« on: September 21, 2019, 05:05:16 pm »
same crafting systems as before, or is this 1 of those quest worlds where there is no crafting?  from your description it seems like the 2nd...really hoping it isn't.

RPGWO V6 / V7 / Re: Contributions
« on: July 25, 2019, 05:43:44 pm »

new game, new site, doesn't seem he plans it to be anything like RPGWO, so I haven't checked it out...

General Chat / Re: Hello
« on: May 11, 2019, 03:46:38 am »
don't call me old!  those aren't gray hairs, and I'm not thinning in the back... :'(

hard to believe I first played this game almost 15 years ago.

RPGWO Chat / Re: Modern server
« on: April 29, 2019, 02:51:46 am »

RPGWO Chat / Re: New pvp server - Desolation
« on: March 11, 2019, 01:48:43 pm »
decent server, but some huge issues I've seen so far(only played about 2 hours):

1: no natural cotton spawns.  1 of the admins gave people cotton at some point, but if you weren't on when it happened you're screwed(and tailor costs 5 points here so really screwed).

2: no natural olive tree spawns.  seems an admin gave everyone an olive seed, but again if you weren't on when it happened you're screwed...

RPGWO Chat / Re: New pvp server - Desolation
« on: March 04, 2019, 07:21:55 am »
will it be added to the list, or you keeping it a secret for discord users?

RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 24, 2019, 04:10:55 pm »
just don't go overboard with defenses.  if you make different defenses for each type of attack(slashing stabbing etc.) it would drive everyone crazy.

Right now, whatever weapon you have armed, that is your defense skill. So like, you use a Sword to deflect/parry incoming attacks. Physical missile attacks also would be defended this way but I think at a reduced rate, like 50%. V6 has Shield skill which I think in V7 will block missiles at 100% skill rate.

Magic is different. Will have physical and pure types. Physical actually creates the effect, like real fire, and sends at the target. They can be blocked with melee skills but maybe with some splash damage. These would be harder/costlier to cast maybe. Pure magic, easier to cast but less powerful, bypass physical barriers (shields, weapons, some armor) and release the effect on contact. A Magic Resist skill will come into play there. That is kinda what I am thinking.
I can understand parrying with some weapons(which seems to be what you're suggesting), but most I don't think should work that way.  any chance you can use defenses like V1-V2?  missle* magic and melee were just fine for the way the game works.

as far as magic that sounds a little over the top!
*how long has that been misspelled in game?

also don't overcomplicate usages like you did in V3.  needing multiple items to craft an object is fine, but 20 steps for 1 item is insane!

Agreed, usages got nutty in V6. I tried playing it back in Summer and was like "WTF was I smoking?!? And do I have any left?" I plan to simplify it a LOT. Like, to plant a seed, it was 3 steps: rough land, plough land, plant seed. Now it will be just: plant seed but require a hoe (for show). I see having 2 usage types: Usage(simply stuff) and Crafting(more complicated). A Usage would be harvesting wood from a tree. Crafting would be using some "bench" (like an anvil or stove) to combine tool(s) and ingredient(s) to get a finished product. Like open anvil, add hammer to tool list(may already be there from last craft), add iron bar and wood to supply list then select item from a possible list (iron hammer, iron axe, iron mace, iron pick, etc) then hit "Craft" to make it, assuming you have skill and stamina.
that might be an oversimplification and overcomplication all rolled into 1!  think most of us set seeds and plow to hotkeys and farmed that plowing was a great way to burn off vitae.

I like the idea of workstations(better term than benches I think) for the most part, but having to put items inside them means you're going to have to make some all new interface that we'll all complain about, and none of us want that!  what if instead you use your materials on the workstation while you have the proper tool equipped?  I know you added equipped tools in V(I forgot the number :P), so that could work if still implemented.

RPGWO V6 / V7 / Re: Can u make a Proper Client!!
« on: January 16, 2019, 07:34:59 am »
Why cant you zebras just let this game stay dead. It died when Roarion stopped working on it.
isn't it obvious?  what is dead may never die!

RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 16, 2019, 07:32:02 am »
just don't go overboard with defenses.  if you make different defenses for each type of attack(slashing stabbing etc.) it would drive everyone crazy.

also don't overcomplicate usages like you did in V3.  needing multiple items to craft an object is fine, but 20 steps for 1 item is insane!

RPGWO V6 / V7 / Re: Time for a New Name?
« on: January 07, 2019, 11:14:04 am »
your new site's page seems to be broken sort of...

it scrolls enough for you to see the top of whatever is written under "Created by:", but not enough to actually make it out.  though looking at the "made with" at the top of the logo for the html editor you used I'm wondering if you meant to cut that out, and maybe a little more...

RPGWO Chat / Re: itemdef2.dat version conflict
« on: December 31, 2018, 09:48:27 pm »
redownload the game...

if that doesn't fix it, then the server you're trying to play is having issues..

Bugs / Problems / Re: Website
« on: December 17, 2018, 06:10:17 pm »
lol sounds like you need a new isp :P

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