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Messages - Axeman

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41
RPGWO Chat / New PK World: Skull
« on: March 26, 2009, 05:27:29 pm »
Well, I played Horizon for like a week and got bored (no perks) so I couldn't tell ya there.

I don't mind making it harder to level, but still, will the issue of actually having a point to level be addressed?

RPGWO has never had an end game, other than training on souls (for nothing more than quanthsiths) and basically, that's it.  RPGWO is still PvE at the core and should have some sort of E to go against.

42
RPGWO Chat / New PK World: Skull
« on: March 26, 2009, 05:02:33 pm »
Just a question, why lower the combat skill XP to 50% if you've tweaked the monster levels?

In effect, you're lowering the percentage below 50% as monsters' levels are now lower as well, no?

43
General Chat / Debriefing.
« on: January 01, 2009, 07:18:11 pm »
Holy buckets, it's Ghost!  By far, the most underrated admin ever.  

Odd with Rha.  Last I knew, she died of cancer.  Goes to show rumors are powerful

Nice to see you're still doing good, without Rha, you're likely doing fantastic.  Be nice to have you back, I think you could have helped Horizon out a lot when it first came out.  Mickey was Mickey and didn't quite hold up on the quest part of the game.

V2 is just basically a larger interface to take up the whole screen (atleast the client itself, not really the interface).  Multiple stackable items on one tile square, you can go 3 deep mining instead of just above/below ground now.  Those are basically it.

44
RPGWO Chat / What would you change,fix,add to RPGWO if you could?
« on: December 30, 2008, 10:21:50 pm »
Add classes.

Improve the graphics.  I mean, it doesn't have to be OMGZ 3D WoW, but just touch ups here and there.  Arcanium/modern graphics have done that well.  I don't know about a whole system overhaul for it though.

Gameplay.  Add quests that require effort, a la WoW's endgame raids.  RPGWO is so boring after..well, one server.  Get to 1k attack/defenses, kill souls, own game, /end.  Needs more of a challenge.  Not so much the way Mick did it on Horizon as much as a challenge against the game itself.

If you want magic, go more magical.  Just clicking a spell is no fun, make it difficult to acquire runes other than, again, clicking and making them.  Make players do quests for certain runes and have a limited supply of them.  This makes them more valuable, but in the same respect, downgrades mages power.

In regards to 'adding classes' don't allow a player to get just any skill.  Many say this is what makes RPGWO unique, yet, no other game uses it.  Hmm, maybe for a reason?  Allowing people to be self sufficient is nice and all, but it doesn't promote communication.  This is another reason RPGWO lacks a player base.  "Back in the day" you had people (like Jon himself) who had trade skills and made things for the fighter player base.  Of course, this was because back then, level 50 was amazing.  Now, you have people who get to level 80 and have every trade skill they need.  Doesn't encourage other people to play if they're not needed other than to spend years to get to level 80 to just challenge that person.

Advertise.  Mickey failed again when he introduced V2 to advertise.  Put a banner up on MPOGD for $50 a month or whatever, just to get SOME new people in here.  All it takes is 5 gamers to see something on MPOGD and get interested in the game to pass it on to their 50 friends.

45
RPGWO Chat / What RPG World are you playing?
« on: December 29, 2008, 02:57:31 pm »
Are you still hiding in the trees like the mysterious Tree Man who just happened to resemble your personality?

46
Horizon / @@ Admins
« on: December 20, 2008, 07:32:27 pm »
I was going to "apply" as well, even though I offered Mick help when he opened up Horizon, it seems it has really died.  People have lost interest in the difficulty and have migrated to Dementia (from what I can see) where there are updates quite a bit, atleast compared now to Horizon.

47
RPGWO Chat / Rpgwo Handbook
« on: December 19, 2008, 11:13:51 am »
Then do it

48
RPGWO Chat / Rpgwo Handbook
« on: December 18, 2008, 08:14:06 pm »
Jon can you make me admin on Pyramid?

49
Horizon / Fast Monsters
« on: October 27, 2008, 11:24:50 pm »
Last I checked, ice ≠ slow.  Two different ideas, one freezes, and the other slows.

Running through quests is fixed by making people think about them.  Quests shouldn't even be so much about monsters, other than providing a slight obstacle as much as thinking about what you're doing/should be doing to advance.

50
Horizon / Will Horizon live upto the hype?
« on: October 02, 2008, 08:40:45 pm »
It's pretty scary to think how good V2 can be with just that - advertising.

Finally a balanced server that doesn't give too much power to fighters and may just fix a bit of the problem of no interaction with this new leveling system.  The only problem I still have is that players (fighters) will take the same skill path, it will only take them longer to do so (fighters will still get white/red magic, mana conv, stealth, blacksmith, blue magic in some order) so that's something that needs fixing still.

51
RPGWO 2 / New Black Magic Spells
« on: October 02, 2008, 03:30:31 pm »
Area of effect as you got, would be nice.

DoT = damage over time.  Something more than just poison, which is rather useless.  Maybe a combo spell (one that requires 1k+ black magic, or atleast very high level) that does something like freezes, DoT, and gives a small AoE or something, for like the "dark mages" of black mages.

52
RPGWO 2 / New Black Magic Spells
« on: October 02, 2008, 03:20:36 pm »
I think that's alright, but I'd rather see AoE or DoT spells more than trying to do that.

53
Horizon / Teams
« on: September 30, 2008, 10:04:19 pm »
I'll be playing, limitedly.  Doubt I can play much when I work nearly 12 hours a day, but I'll try I guess.

54
Horizon / Horizon opening!
« on: September 30, 2008, 03:26:44 pm »
I wouldn't count on it actually opening on the 1st.  That's just me though.

55
Horizon / What Build Are You Using
« on: September 30, 2008, 06:29:45 am »
Spec JM
Spec Mining
Spec BS

Red magic

100 str
100 dex
10 quick
50 int
50 wis
20 life

Fear meh.

56
RPGWO 2 / Skills Fixt
« on: September 27, 2008, 11:24:43 am »
Living with your mom (parents) isn't a bad thing.  People who say that are just silly.  Who cares if you live with your parents, you get free everything and a roof over your head.  It's win/win.

Slowik - you basically want encrusted items.  Some server (Nexus?) had those, but I think they were taken away or something.  I could be wrong.

57
RPGWO 2 / Skills Fixt
« on: September 26, 2008, 04:32:36 pm »
Quote from: chronolink
BS

Never said that

And Mr American, YOU think triangles have 5 sides, idiot
You also think ALL Brits have bad teeth, idiot
You couldn't evan pinpoint America on a map, idiot
YOU give americans a bad name, idiot

<3 Chrono.

Anyway, can we get back on topic instead of personal insults and attacks?  Take it to wherever you wanna take it.

58
RPGWO 2 / Skills Fixt
« on: September 26, 2008, 04:27:36 pm »
Quote from: xBN
Apparently, after consulting fellow Brits, i need to now agree will Darkness, Drav and prolly Chrono.

I hear by state that jord is a person from the US, who is wrong about RPGWO.

The game has lastest 8 years without much change to the "core" system.

DON't GET RID OF SPEC SKILLS!!!!  JORD YOU SUCK!

This statement made me LOL.

Obviously you know nothing about RPGWO if you really think RPGWO is "lasting" right now.  Even Mick himself is stunned people still play this game.

59
RPGWO 2 / Skills Fixt
« on: September 26, 2008, 04:15:05 pm »
While the idea of "picking as you go" is a great, and fundamental, idea to RPGWO, RPGWO isn't/hasn't gone anywhere the way it is now.  

Before I go into more spiel, Darkness and Dravien, you guys are really, really dumb.  Why do you have to just say "ostrich JORD WAH WAH" instead of helping out and retuning his ideas to the way you'd see fit?  See, when you do this, you put your two cents into the pot, and at the end, we shake 'em all up and see what we get in the end.  By taking away two cents from the pot, you're doing tiger all.

Now.  The main problem with RPGWO has and is the fact that there's NO OBJECTIVE.  Look at WoW for example.  The end-raids take dedication and teamwork to the fullest.  RPGWO has none of that.  The way it is now is just what Jord says - you can be all by yourself and get to the "end-game" of RPGWO in a week, ie. souls.  Now, whether or not you fix this by a class system, reworking the skill (X+Y)/Z's or what have you, the game will STILL need an objective.  I don't even know how long I've been working for a huge quest, one that challenges all, yet provides entertainment for all likewise.  Make an "end-raid" for RPGWO, but don't just make it 40x40 with mega drakes.  Make players think, interact, and cooperate to "win" the game.  Make it hard enough, and you'll get people who want a challenge flock to the game like never before.  I've already e-mailed Mickey willing to do this for the newb world, up to him if he bites.  

Now, changing the (X+Y)/Z isn't necessarily a bad idea.  The best idea?  Maybe not.  Jord's idea is right though, that there's a need for more interaction in this game.  The "experiment" of lowering the starting attribute and skill points should prove interesting to see if anything changes, or if melee/missle fighters just take that extra X (16 Mick said?) levels to get the same path.  If it does, great, if not, it'll just be more of the same.  

Also, Jord you said that you didn't want a class system because you're restricted.  I agree - which is why I put in the clause that for "X amount of in-game gold" you can choose a second class.  This is ideal for a player.  You choose your original class, and perfect it to get X gold, from other players, from whoever.  After you "master" that skill set, you then go into another one.  This would keep it perfect for players who get bored quick by just taking a fighter and leveling to level 60 or whatever in a week, because they'd have a challenge to "master" all the classes, something that would take some serious time (likely the length of what a normal server/noob world lasts - a year or two at most) and keep everyone interested.  Start out as a trader on your first noob world and get to say 400 attack/defenses with that character on your first world?  Maybe start out as a fighter and try it reverse, getting to 400 tradeskills, or keep with a trader and see if you can get to 600 attack/defenses, etc.  This, all while keeping an "end-game raid" in place to help influence the choices.  If there's too many traders, then the demand for fighters/rangers will go up.  Too many fighters/rangers, the demand for traders will go up, and vica versa for mages and so on.  That way, a new person (who may be biased to pick a fighter/ranger as some/most just don't like being a measly "trader") balances the game out everytime a new one signs up.

60
RPGWO 2 / Skills Fixt
« on: September 25, 2008, 09:41:00 pm »
Jord, all those 4 points you listed are valid, but almost every single one of them would be solved by having a class system in place, would it not?

1. Maybe lower the starting skill points per class, so traders couldn't get every tradeskill from the start if they chose trader class (although, let them, as they can only get so much especially if you lower attribute points from certain X+Y's) and would allow for a sort of economy/interchanging.

2. Makes sense, and I can understand that.  The only problem is, again, if you're a fighter, why allow them to be a trader still, even if just one trade skill?  I like this and understand this idea, just not sure if such a drastic change as your propositions is the best resolution to solve this idea.

3. Very true, and again would be fixed with classes.  This is basically the same as #2, making (X+Y) warrior get (X+Y) trade skill.

4. I think this is something that's needed fixing for years now.  There's just too much of a gap in certain parts and such.  Mickey says he's adding more misslers and mages for NPCs, but who knows.  I think XP needs tweaking (also Mick said he's done to help out leveling) and attacks and so forth.  The drops need to be fixed as well, I don't think ANYONE disagrees with that (remove jewelry making/make them drops, etc.)

I think the biggest and/or best thing to do is to make certain types of characters useful.  Like I said, I don't disagree that your plan would fix or solve these problems, but I think a class system would be a little more effective.  You're basically wanting mages to become cooks, farmers, and alchemists.  Why not allow certain traders to be that and let mages be primarily mages?  This will demand more players to do a certain skill, while allow for a mage to be more supportive to a "group" of fighters.  Should a resistance type defense system be put in place, similar to all other major MMORPG games for "parties" or what not, mages would be in high demand.  They would then need pots (mana pots for example) to support a group of fighters trying to take on quests or higher leveled monsters then they're accustomed to.

In simple terms, class system allows more communication and more players than just allowing an offensive character to be a trader as well that you suggest.

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