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Messages - Kaios

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1
General Chat / Re: Now we are all much older
« on: February 08, 2020, 10:42:42 am »
Went to college for Computer Programmer Analyst, but then decided nah I hate this. Went to college for law (quite the leap from CPA I know), graduated, and worked in personal injury for a few years. Got laid off. Went back to college for business and worked at another law firm during that time as well, graduated, currently looking for a new position somewhere. Ideally in something personal injury related but I'm looking at most any clerical/administrative positions that are unrelated to legal as well. I also do some volunteering with the CNIB which in Canada is the Canadian National Institute for the Blind, I have enjoyed it very much so far.

Other than that I just play whatever games I find interesting, which isn't much because almost every online game developer sucks these days so I find myself jumping around different games rather often.

2
RPGWO V6 / V7 / Re: Contributions
« on: July 24, 2019, 11:22:56 am »
I think the best thing someone could do for Mickey would be to test whatever content he's been working on and let him know what you think of it, about any bugs, etc. Seems he is working on whatever Guild Vale is but I am not sure if there is any client available for testing that yet.

3
RPGWO Chat / Re: Hex - Reborn
« on: July 16, 2018, 06:34:38 am »
All I can say is if you play that server, make sure you use new a password and account name so "admins" dont steal it

You're a paranoid idiot lol how long have you been playing this game for now? Algeralith is and has been one of the few decent server hosts and/or admins that this game has had for years and there is no logical reason someone would take a crappy rpgwo account anyways so just use a username and password you haven't used before if you're that concerned about it.

@Raikaria: no reason to change plants, and rerolling runes would suck(for the other current server the magic.ini file is available for anyone who wants it).

personally I've always felt doing both of those things is a requirement for any new server.

4
RPGWO V3 / Re: Upcoming V3 Server - Eden
« on: June 22, 2018, 06:16:45 am »
I will check it out.

5
Announcements / Re: V7 ???
« on: June 06, 2018, 06:20:41 pm »
Check out mystera legacy too, similar games but it's much better than Rucoy in my opinion. Browser/mobile but it's only on the google play store right now so no ios version currently.

6
RPGWO V3 / Re: Start a new smaller, more stable, V3 world?
« on: December 15, 2017, 08:25:09 am »
Pepin it's not like you play the game any more so why are you still posting crap here? State something constructive for once or fucк off

7
RPGWO V3 / Re: Start a new smaller, more stable, V3 world?
« on: November 05, 2017, 05:08:17 pm »
You could give this game a try if you really want to play something, I've been playing it a bit myself on the US East server: http://www.mysteralegacy.com

It's similar to rpgwo in a lot of ways although it's a bit hardcore since it's a full pvp game with house looting so some people may not be interested in that. It has some interesting features.

8
RPGWO V3 / Re: Start a new smaller, more stable, V3 world?
« on: October 30, 2017, 06:50:26 pm »
Yes, except for the worms.

9
RPGWO V3 / Re: Is It Over?
« on: September 30, 2017, 03:21:42 pm »
I'd have continued playing at least for a little while if mules weren't a pain in the ass to get but that pretty much killed it for me. I've logged on one time since I stopped playing and there was only one other person online.

10
RPGWO V3 / Re: golems
« on: August 17, 2017, 09:56:02 pm »
Oh I don't know it's possible that would cause it not to work the same any more but in terms of V2 servers it did work so that you could untame farm animals and still keep them. It's why I stopped playing on tommy's garbage server when he had it up because my farm got so big he nuked it.

11
RPGWO V3 / Re: golems
« on: August 17, 2017, 04:29:14 pm »
A strict tame limit was a poor implementation anyways, I think its main purpose was to prevent training rooms which is dumb because the only ever thing that has prevented training rooms is a rule against it and an active admin watching for those sorts of things. It restricts the amount of enjoyment you can get out of the tame system and obviously as this thread suggests it also prevents players from maintaining an animal farm of their own without skirting the rules of the system. One thing you can do is untame all your current animals and they should stay where you've got them kept anyways without despawning and continue to reproduce animals that won't end up tamed when they are born.

Tame limit is just another annoying inconvenience.

12
RPGWO V3 / Re: server status..............offline!
« on: August 14, 2017, 11:04:36 pm »
anything u can mention that isn't of a private nature though like when will we see Jon's next gen game be released

13
RPGWO V3 / Re: server status..............offline!
« on: August 14, 2017, 10:31:31 pm »
I just was on the phone hahah. The server mickey uses for world  might be on a vps server that I host i have a full cabinet in the datacenter that I setup myself  the actual servers, routers, switches, ip space on a fiber network.

what other cool things do u use this for besides an rpgwo server

14
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 06, 2017, 12:05:10 pm »
Looked around for a mule for an hour or two, couldn't find one, got bored. All I want to do is actually be able to collect ores while I'm mining but can't do that without a mule, if the difficulty you wanted to add to the game was make it difficult for a player to remain logged in without losing their mind due to boredom then you've definitely succeeded in that regard.

15
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 03, 2017, 04:41:59 pm »
I am saying you should reduce the XP on the more commonly used actions and spells, not remove it altogether. People will seriously use a spell such as stamina to mana over and over regardless of if they are even doing anything that requires it because it gives tons of XP that can literally net you tons of player levels, not just white magic levels.

Does it make sense to you that I can fail at making a gold bar for example from my starting blacksmithing up until 225 blacksmith when it starts to succeed a bit more? It's approximately something like a raise every 5-10 minutes when the raises are 20k+ for failing to make a thing. That isn't logical and it only promotes afk tactics like sticking something on/in the key or macroing.

Instead you could do things like give greater success XP for difficult to make items that require a number of materials or processes or allow for bulk trade-ins to NPCs that give the related skill XP in return, as a couple of examples.

You talk about wanting to make the game more difficult but all I've seen you do so far is change things that don't necessarily need to be changed which have no effect on the overall difficulty of the game but rather create an annoyance for the players like not having mules for a week or forcing players to get tame which really just makes mining for long periods of time a fruitless endeavour instead of changing the parts of the game that would increase the amount of time it takes to achieve what most would consider to be the end-game content. If a player gets some of the best jewels the first week a server opens that essentially cuts the difficulty down even more because they have the capability to boost their stats so much.

16
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 02, 2017, 04:47:17 pm »
AND for those of you who think I am NOT listening to players.... I DO.
I have already fixed and tweaked many a thing players brought up but there are things/fixes I want too.

How about not allowing players to make mass amounts of gold by selling garbage to the NPC traders. How about a fletching skill instead of having arrows and bolts nonsensically made through their attack skill. How about changing the requirements on jewelry making so it's actually difficult to achieve higher tier jewels instead of diamond jewels in the first week. How about increase the mining requirement on those gems and better ores as well. How about lowering the fail experience and the success experience gained on easily repeatable tasks so someone can't get over 200 base blacksmithing in several hours just by failing to make a gold bar. How about increasing the difficulty to learn and cast higher level red, white and blue magic spells as well as lowering the white magic experience and overall experience gained for constantly casting stamina to mana and other consistently used spells. I could keep going.

17
RPGWO V3 / Re: Mules(needs its own thread)
« on: August 02, 2017, 01:20:27 pm »
Burden is definitely a huge factor I'm not sure how you got the idea that it isn't but a player will still choose the attributes that best suit their needs in terms of min-maxing. A fighter that starts out with dex/quick or int/wis as their main attributes cannot carry around a weapon and a full set of armor without a decent amount of strength and that's considering they are carrying nothing else. Depending on how quickly durability diminishes most fighters are going to need multiple weapons if there is not a blacksmith readily available to repair their weapon every X amount of hours.

If mules are so overpowered I don't really understand the logic in allowing players to have multiple mules. As a fighter I could acquire several and keep them parked outside of quests or in sectors where I'm primarily doing my leveling, keeping them stocked with whatever items and gear I'd require. Sure there's no burden limit but there is an item limit and I can recall countless servers where I've filled my mule to capacity and still required further storage. You're over complicating one of the minor issues in the game when there are so many other things that should be focused on instead.

18
RPGWO V3 / Re: Mules(needs its own thread)
« on: August 02, 2017, 11:56:34 am »
tiger off Jordan, don't disagree with my post and give nothing in response. Until other features are implemented to alleviate the necessity of a mule I'm absolutely correct in their value.

19
RPGWO V3 / Re: Mules(needs its own thread)
« on: August 01, 2017, 10:06:29 am »
Mules are important for so many things in this game; a light source, food storage so the food doesn't spoil, mining/ore storage, gear storage for fighters that have less than optimal strength as well as potion storage, tool storage, etc.

There is no good reason not to re-implement them in the way they were originally added.

20
RPGWO V3 / Re: List of Known Issues/Suggestions
« on: August 01, 2017, 10:04:44 am »
I'm not wasting points on the tame skill to tame a single thing when as a trader I need so many other skills first and I don't have the time to waste what could possibly be hours wandering around looking for a stupid mule to tame. I'll give the game a try again when Mickey stops acting like an idiot.

I also didn't see a single post from him or anything in the game updates mentioning anything about mules so thanks for that.

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