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Messages - Mongo

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RPGWO V3 / Re: Wait... so is Upira down or is it just me?
« on: August 02, 2017, 01:36:17 pm »
Ya, something's broked

3
Mmk, got it. Had to move comctl32.ocx and comdlg32.ocx into my c:\Windows\SysWOW64\ directory and run regsvr32 comctl32.ocx then regsvr32 comdlg32.ocx in a command prompt as administrator, seems to work now. Would have just edited my previous posts but I guess I'm beyond the time limit so ... new post!

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Slightly related note, it appears (at least in Windows 10) that the setup makes the created "RPG World Online" folder read only and prevents it from launching correctly. Gotta uncheck read only before it will run.

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It complains about missing "COMCTL32.OCX". I don't believe this was included in the setup (which I re-downloaded/installed yesterday). I found it online and put it in the folder with RPGWOEdit2.exe but it still fails to find it - I'm not sure where it's looking.

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Regarding Mickey's latest update in Current Task - Are there any tools that still work or will work for v3? I have an old folder full of utilities from way back when, a couple with map/world editors but I don't think I ever got them working, even long ago.

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RPGWO V3 / Re: mmmm
« on: July 10, 2017, 11:14:19 am »
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.

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I don't think Mickey should ever release the source code. There's no reason to. The ini files do leave room for a lot of customization and what I think would benefit people the most is a set of tools for modifying them. Load in all the ini's modify them as needed and recompile them. If an item number reference is changed, ensure that it's updated in the appropriate places. Should be able to insert a new item anywhere in the list without needing to update every subsequent item. Take out the tediousness of making ini's and suddenly it's a much better option. I had started work on a UI for modifying inis a couple years ago but I lost steam partway through.

Back on topic..
I would much rather buy things from other players than to have to level a trader up until I can make the absolute best gear then re-roll a fighter. That being said, if the server only has 10 players, a player-driven economy doesn't really work so you don't have much choice. My thoughts on this..

1) Temporary crafters. Currently, there is no room for improvement on equipment. For the sake of simplifying things, lets say there's 3 tiers of ore: Copper, Iron and Steel. Someone might roll a crafter for a week, long enough to make some gear of each tier then re-roll to a fighter to make use of it. The idea is to do the ABSOLUTE MINIMUM needed to obtain the BEST POSSIBLE gear so you can play the character you really want to. So, let's expand "best possible". What if all gear had a quality modifier on it that improved with your skill level? Now, maybe you can get to blacksmith level 50 and craft a steel sword with +0 quality. You could reroll here and make your fighter that will eventually be able to use this sword. But what if the equipment got increased quality for every level beyond the minimum requirement to create it? +0 at level 50, +5 at level 55 and so on. (The exact effect of having "+5" on a weapon is up for interpretation). The end result of this is that there is always room for improvement on your crafter gear if you are dedicated to it. A pure and dedicated crafter will always be able to make better gear than a crafter only out to make some gear for their re-rolled character.

2) Gold sink. We need a way to effectively delete gold. If spending it on equipment isn't an option (player-driven economy is unavailable), we need other uses for it. Make gold a reagent for powerful spells. Have players lose gold when they die and encourage players to carry gold with them so they can use it as reagents. Plant 5000 gold in the ground to grow a plant that has a small chance to contain a nice item when harvested (essentially gambling). Put bounties on players heads. Have dragons be attracted by large stockpiles of gold so the more you hoard in one place the more likely you'll provoke attack. There's a lot that could be done to consume gold.

I had more to say but work is keeping me busy

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RPGWO V3 / Re: Land Claim Size
« on: May 08, 2017, 01:35:35 pm »
One thing to watch out for with having more smaller plots though is players being able to wall off areas much easier. If someone were to just keep claiming plots in a vertical line it could become incredibly tedious to navigate around them when they are inevitably walled off.

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RPGWO V6 / V7 / Re: What major feature to work on next? Part 2
« on: February 21, 2017, 03:41:53 pm »
Was that on Win 8? Was that when you installed the updater or ran the updater or the updater tried to run the client?

It was when running the updater I believe. We discussed it a bit in this topic a while ago: http://rpgwoforums.net/index.php?topic=4759.msg75759 (god, that was almost 2 years ago? where the hell did the time go..)


Yes, probably cuz... you were running in mud, heh. It was confusing and I eventually added an indicator icon in the upper left that shows what is slowing you down. The 3 I recall are swimming, mud and over-burden.

Nooo, it was normal terrain. Movement in general felt that way. If you had the same movement speed in V2 as you did in V6 and ran then side by side, somehow V2 felt fine and V6 felt slow and sluggish. Maybe somehow animating the movement between tiles makes it feel slower? I guess if that's the case then there's nothing really to be done about it.

Yeah, maybe the issue is the game is complicated with a lot of data to deal with and it can be over whelming. Perhaps a client with a full world view then it opens up windows for carry, stats, etc as needed, kinda like how a lot of RPGs work today. 3D ones for sure.
Like this http://l2internet.com/img/browser-based-games-mmorpg/fantasy-online-browser-based-mmorpg-screenshot.jpg

Yeah, I don't know much about GUI design so I don't know what would look and feel good. Maybe someone artistically skilled could take a whack at a concept.

Yeah, you basically described what a sandbox game is, I think.

Maybe a bit, but the world didn't look natural. It looks like the animals had a big party and only partially cleaned up. Might just be the more minute details of world generation though combined with the (not especially attractive) art style.

I probably should start a new thread titled: How to make V6 more classic looking/feeling. And see how badly I get trashed.

I'm sure there will be all sorts of opinions on this but I don't think there's any problem with making V6 look (and sound) a little more modern. I loved RPGWO for the open world, building, skill system, exploring.. all the actual GAME elements. The art style, graphics and sounds were never particularly amazing (to me). Once you mute the crickets and disable system beep on new message, the world was mostly silent anyway. And the character /images were incredibly inconsistent. All those elements I think maybe should be outsourced to someone more experienced in those areas .. no offense. How to actually go about doing that I have no idea.

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RPGWO V6 / V7 / Re: What major feature to work on next? Part 2
« on: February 21, 2017, 11:55:20 am »
Honestly, it's been quite a while since I've loaded up the client, I kept having issues with the error "The specified executable is not a valid application for this OS platform.".

If I remember correctly, my #1 complaint was how movement felt. It was very sluggish and looked weird. Overall felt like you were trying to move through mud. Possibly the speed could be kept the same and somehow the visuals be modified so it felt better, I'm not sure.

Beyond that, it felt like you went a little overboard with the usage, having WAYY too many steps and items required for some basic items. I recall having 5 different types of rocks in my inventory with seemingly very little differences between them but they all had a different purpose. Maybe I just didn't understand the system in place.

The GUI felt a little clunky but I seem to recall it having been fixed up a bit..

One of the biggest things I remember feeling when loading into v6 was that I was loading into a messy desolate wasteland. Spawning in the middle of nowhere in a field scattered with rocks and flies felt .. gross. I remember trying to describe it in another post and really failing. It didn't feel natural, it felt like a junkyard. And having no central hub (starting town) to spawn into, it felt like aimless wandering.

I don't really see the need to redo the client because it's too "bulky" (I'm with you in not really knowing what that means), but if cross platform is a serious goal that makes sense. I do feel like that might be stretching yourself a bit thin on a project that's already frustrating you though - might be best to keep it simple.


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RPGWO V6 / V7 / Re: What major feature to work on next? Part 2
« on: February 21, 2017, 10:05:22 am »
I think I already know the answer to this, but are any major features even being worked on? Kinda got the impression development on this had died (again).

Mickey, if you feel unmotivated to work on stuff due to a lack of players joining the server when it is up, don't take that too seriously. I would pop on for a bit to see what had changed but it's far from serious play. People won't play the game for any length of time this early in development. I would suggest having actual "releases" where you launch a server (with beforehand notice to players) with a set of features in place, even if the server only runs for a couple weeks. Then obtain feedback at the end.

In the meantime, if you want players to test the current version of the game, write out test cases. Tell us what we should be able to do in this version, where we should be able to get and what should work. If you just host it and say "log in and play around", we're not going to be motivated to do much.

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RPGWO 2 / Re: Rebirth V2
« on: September 14, 2015, 11:42:11 am »
If people enjoy creating servers why try to stop them? Just let people do what they wanna do.

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RPGWO V6 / V7 / Re: Skill Merging
« on: August 11, 2015, 03:58:35 pm »
Voted to just merge Mining and Refining just because they're both fairly basic skills without much to them. Blacksmith and Tinker at least make completely different sets of stuff.

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RPGWO V6 / V7 / Re: New Exp System: Final Thoughts
« on: July 30, 2015, 08:06:54 am »
From what little I was able to play (every update breaks my ability to obtain the exe still :( ), I agree. Maybe if levels 5+ were left alone but 1-5 were faster somehow.

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RPGWO V6 / V7 / Re: Level 10
« on: July 21, 2015, 02:06:37 pm »
I played for a little bit last night, almost got to lv3. There seems to be far too many types of limestone rocks. Large ones, small ones, pebbles, dust, rough ones, bricks and probably a couple more I forgot. I have absolutely no idea which one I need to make anything else and I end up just picking everything up and clicking every rock until I find one that works. I might just be dumb but I feel like it could be simplified at least a little (or the items made more clearly different / identifiable).

Starting off still feels like quite a bit of a grind. I wonder if there is some way to remove the first 1-3 levels of progression to get right into the meat of it, at least able to do something fun. After that, resume back to the normal pace. Seems like it takes too long to build any momentum, the first steps to playing are like trying to complete a race by spending the first mile only using your hands.

I like the interface. Intuitive, responsive and similar to V2 to really give it the "RPGWO" feel. I like the smaller interaction buttons on the right side of the game map better than the way they were before.

Would be nice to have a character delete option. Made a character in a hurry and didn't change any of the default stats so it was all 20. My own fault, I know, but I had to make a new account just to fix it. Then I accidentally clicked "dagger" instead of "axe" so I made another one.

Couple small things: Looks like when you go to train a new skill, it shows skills you already have trained. Is that intentional?

Also, when you click on a skill you have trained, would be nice if it re-stated the stats the skill is based on.

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RPGWO V6 / V7 / Re: Released First V6 Client
« on: July 20, 2015, 05:03:47 pm »
What I am doing is renaming rpgwo6client.exe to rpgwo6client.png and putting on the website so it gets transfered past .EXE scanners and gets downloaded OK. Then the updater pulls the .png and renames it to .exe. Some where in there something is changing it.

Try rpgwo.com/v6/rpgwo6client.exe and copy it over the one on your machine that the updater created and try to run the client, not the launcher, and see if that works. If it does then I may change it to just deal with .exe straight forward. Or maybe I need to do what V1/V2 does and compress/decompress the EXE to protect/hide it.

Looks like it would have worked fine but I didn't try it til today and now it's out of date.

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RPGWO V6 / V7 / Re: Released First V6 Client
« on: July 13, 2015, 04:59:59 pm »
No change  :-\

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RPGWO V6 / V7 / Re: Released First V6 Client
« on: July 13, 2015, 02:39:09 pm »
Yeah, tried that with no luck. Disabled AV in case that was causing it too.  :(  Not sure why it worked before and not now.

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RPGWO V6 / V7 / Re: Released First V6 Client
« on: July 13, 2015, 02:09:03 pm »
Still can't seem to use the updater, keep getting the "The specified executable is not a valid application for this OS platform."

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