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21
RPGWO V4 / V5 / coal?
« on: January 28, 2014, 12:23:16 am »
am I just having really bad luck trying to find the stuff or are you doing something different this time around? 

22
RPGWO 2 / Should I make a server?
« on: November 26, 2013, 06:21:16 am »
what do you guys think? 

if I do I'll start from scratch(borrowing image files of course unless someone volunteers to make new ones), so it won't be out for atleast a few weeks.  there will only be a start town, and it won't have normal npcs(I'll add ones that accept certain items and give cash, or accept cash and give certain items, but no buying/selling).  I'll also take suggestions on new quests, and I have a few ideas for fighting skills*.

*not the actual skills but different types of weapon attacks.  this list might not be what you get, and is just for example(will take suggestions on these too if I can get it to work the way I think it will):
axe would have a chop skill that takes 15 stam and does 3X weapon damage
dagger would have a backstab skill that takes 50 stam and does 10X weapon damage
sword will use 10 stam for the wide slash skill that hits multiple targets around you(if you're 5 on the keypad and target 8 it will hit 7,8,9)

23
Gaming / Wayward
« on: October 19, 2013, 11:43:40 am »
so I stumbled across this game a few weeks ago and sort of got addicted...its a survival style game where you have to find food water and keep animals/monsters from killing you.

http://www.unlok.ca/wayward/

I will give you all 2 hints I learned the hard way:

1-if you dig a grass tile near water it always becomes water.  since a water source is extremely valuable early on you can dig a moat toward your cave and make a small lake to gather water.

2-find a mountain and mine out a little nook, build a door and you'll be safe from any animal/monster that comes along except time skitters(can randomly warp in) and pirate ghosts(can walk through walls).

24
RPGWO V4 / V5 / V5 bugs
« on: October 17, 2013, 11:40:24 pm »
figured it would be easier for you if you had a thread for them.  I found 2 so far

you can't walk over lime stone rocks when you mine them, and it causes weird movement after you try.

I posted this 1 in another thread but:
if you type your password wrong it says log in failed and doesn't let you retry.

25
RPGWO 2 / Mickey's New Server
« on: September 08, 2013, 06:40:58 pm »
I know you weren't planning to do much with it, but can you add mule and trader NPCs and a collecter? 

also hero is buggy, it doesn't boost all skills for some reason.

26
General Chat / Look At This!
« on: August 14, 2013, 08:18:23 pm »
I'm bored so everyone watch this so we can talk about it:

http://sports.yahoo.com/blogs/mma-cagewriter/24-seconds-watch-unbelievable-knockout-200119012.html

I wanted to add a poll to this with the options funny or sad...but seems we can't create polls anymore ???

27
RPGWO V4 / V5 / SandBox RPG
« on: June 30, 2013, 06:50:40 pm »
(figured this needed its own topic and not sure if here is a good place for this move it if not)

so I've figured out the basics, I've added some processes for making tools(there were some already defined in units) but I have questions:

1: how do you designate an item as equippable?(armor/weapons)

2: how do you force an interaction with the ground(such as with a shovel)?

3: how do you define damage for a weapon?

28
General Chat / MSN
« on: April 23, 2013, 09:07:49 pm »
they finally killed it today and I don't like skype...any suggestions for another IM service that doesn't suck?

29
RPGWO Chat / Is Mickey Still Alive?
« on: February 07, 2013, 01:44:46 pm »
anyone seen Mickey this year? 

is he still working on V4?

30
General Chat / why the winter crap?
« on: December 17, 2012, 09:29:29 pm »
I haven't been around much lately(gf issues, don't ask) but I don't like the new theme...so Jon, any chance you'll change it back?

31
General Chat / Happy Thanxgiving!
« on: November 22, 2012, 07:14:23 am »
are all of you as bored as me? ???

32
RPGWO Chat / What Happened?
« on: October 16, 2012, 07:38:58 pm »
figured this was the best place to bitch at Jon for letting the forums go down for almost a week...

but no seriously, what happened? ???

33
RPGWO V4 / V5 / skills: new, replacements, and abandonned
« on: July 09, 2012, 01:31:33 pm »
so we had a discussion about certain skills that were either useless or overpowered, it died with no resolution and I can't find it.  so I'd like to discuss a way to get rid of some of those, or atleast balance them out...

some things that came to my mind:

general:

tinkering this replaces locksmithing and trap and allows you to both make and pick locks and set traps(really seems weird that it currently takes 8 skill points for those 2) could possibly also add fletching to this since thats mostly just tinkering also...

camping(name?): combines/replaces fishing and first aid, if you've ever been camping you know how to treat a minor wound, and how to fish

weapons:(these allow ease in switching between weapon types as long as you know the weapon style)

piercing weapons allows you to use any weapon that uses piercing damage, such as spears and daggers

slashing weapons allows use of weapons such as swords and scythes or other slashing weapons

blunt weapons crushing damage: maces, staves, flails

hacking weapons access to weapons like axes and halberds

archery bows and xbows...and maybe ballistas?

magic:(with the new mamgic system being discussed there will probably need to be a lot of changes these are just a few ideas I've had)

blessing: this will allow you to cast only helpful spells(like the positive red and white spells) on yourself or your group(if groups are added)

sorcery: allows you to cast direct attack spells and area effect damage spells

cursing: spells like the the fun white magic spells, and debuffs from red magic

enchanting: basicly blue magic...

crafting/gathering

lumberjacking(name?)*1: chopping down trees.  making it dex strength instead of dex wis...since this has traditionally been a part of farming and not all carpenters have the wis to chop the big trees it should be split, and have the points taken from farming, maybe 2 points for lumberjacking and 3 for farming?

blacksmithing: yes we already have it, but I'd like to see it changed to only allow crafting with basic metals not precious metals

finesmithing: this is what you'd use for precious metals, such as gold and silver...allowing you to make jewelry coins and silver tea sets(or atleast the items that actually need silver)

there are probably other skills that need tweaking but I have to leave soon so you guys discuss what I already wrote out, and the poll is just so I get my poll starter badge ignore it if you want

*1 when the new mold system was added it got rid of the need to use wooden handles to make tools, as a carpenter wooden handles were sort of an easy way to make a few quick coins as if you don't have carpentry, an axe, and a saw(both of which used to need that wood handle to make) you were screwed...I'd like to see usages added back for things carpenters make, and maybe even some wooden armors(yes you can make armor from wood and its really effective against things like arrows and slashing weapons)...you've been phasing out certain skills over the past few years and it unbalances the game a bit

34
RPGWO V4 / V5 / Tames!
« on: June 07, 2012, 01:20:21 pm »
Kaios' post about increasing the tame limit so he could make a training room made me think about how I'm always at/over the tame limit. 

I'd like to see certain things not count in your tame limit: 

mules!  every crafter/trader needs a mule, especially when you're off mining/gathering resources.  this is always the first tame most people get and its there forever(though you're thinking of changing that >:() taking 1 from your tame limit.

traders!  some servers I'll have multiple traders.  I usually keep atleast 1 in town(each town if there are warps) and 1 at my house, but if I live really far from town(more thana sector) I'll have extras in town so I can load them with more stuff and not have to restock as often...some servers I'll have up to 6, in town, 1 for food and ammo, 1 for pots, 1 for jewels, and 1 for runes(and each usually has a few random items on there also), and at home 1 for food/jewels and 1 for runes/pots.

cows!  I mentioned before I almost always have cows or sheep around so I have a meat supply.  these things(if they don't die off) go crazy reproducing and even if you don't have anything else in your tame list, will quickly fill your tame limit.

I'm sure there are people who may not use tames at all, but with your idea of letting monsters get through walls, we traders/crafters will need more tames that can actually fight so having a tame list full of cows and traders is a bad idea...

35
RPGWO V4 / V5 / Alchemy
« on: May 27, 2012, 02:47:44 am »
I remember the changes in the alchemy system you made in V3(which were neat), so I figured I'd bring up what I said in the V2 forum when you were looking for new ideas there, and hope we can get some changes in V4:
have alchemy based on mixing different chemicals instead of using plants(real alchemy instead of apothecary) and add a few ores that can be mined ground and mixed

example:
mine [ore1] grind it to get 10 [ore1] powder
mine [ore2] grind it to get 10 [ore2] powder
use [ore1] powder on [ore2] powder to get [ore1-ore2] mixture
use alembic on that to get a potion(or maybe 2)

with it done this way you would only have to add a few new ores since each ore can mix with another to make something new(5 new ores will give you 20 combinations)

I'd still like to see some new stuff added to alchemy where its not just 'harvest this make potion'.  with the mineral idea I offered for mining, you could actually add these easier, just have the stuff for alchemy as byproducts of 'cleaning' ore...

36
RPGWO V4 / V5 / client or browser?
« on: May 17, 2012, 10:28:32 pm »
from the post just made in the 'current task' thread it seems you're going browser based with this, any particular reason?  there was no thread with stuff like this so I figured we'd have a thread for everyone to ask you not to go browser base since browser games suck(I honestly can't think of 1 that doesn't).

before you go down that road I have to atleast ask 2 questions:
how set are you on going browser based?(hoping to change your mind)
why do you think this is the way to go?(since every browser game ever sucks)

37
RPGWO V4 / V5 / Tools/Weapons
« on: May 09, 2012, 06:56:03 am »
figured I'd start a new topic for this since the parts that lead to it are in a couple different threads...it got long so I'll summarize at the end :P

Mickey has brought up having tools start using a low grade metal and getting better tools from better metals, and having them based on skill(the way weapons are).  I was thinking that over and then the thought of someone trying to chop down a tree with a copper axe popped in my head and I started giggling(and I don't usually giggle).  I chose copper for this example since its our first step metal in game(and was in history also).  copper is easy to work with because its really maliable, that ease of use also makes it bad for tools. 

if you make an axe from copper and go wack a tree with it you'll end up with a dull chunk of copper on the end of an axe handle.  if you don't think copper is that weak as a metal think about a coil of coaxial cable(has a copper wire running down the middle) and how easilly it folds/bends.  you'd have an even harder time trying to mine with a copper pick since if you hit a rock with it you would then have a copper mallet. 

I thought this over alot and then I thought about it, it doesn't really seem fair that crafters(harvesters in this case) would get to use the best tools available while fighters still had to use weaker metals and work up enough skill for better items...then I got a weird idea, its nothing I've seen on any RPGWO server I've ever played, but what if instead of lots and lots of weapons the players skill and strength decided the amount of damage they did(of course manipulated by some multiplier from the actual weapon).

this would allow a player with the sword skill for instance to choose between just a few basic weapons:
sabre-fast low damage multiplier
katana-medium speed medium multiplier
broad sword-slow high damage multiplier

I see the basic damage being based maybe 1 for each 20 str and 20 skill(as in 1 point from each not 1 point for both)that would mean a new fighter(with max dex str) would average 8 damage before weapon multiplier(a weapon like an axe would do more damage so maybe a multiplier of 2 on the medium while daggers would do less so multipier of .5 on the medium?).  so for example using above weapons at starting skill value(and weapon values just tossed out there not the real values):
sabre(.8  multiplier 1.5 speed) would do around 6 damage
katana(1.1 multiplier 2.0 speed) would do closer to 9 damage
broad sword(1.5 multiplier 2.8 speed) would do around 12 damage

this could also be done with other weapon skills, and would get around 'needing' molds since there would be fewer options.  it allows fighters to concentrate on skill(s) and not on getting a stronger weapon for more damage. 

this would probably cause some problems with traders not having to make weapons as much, but that would be fixed with the new armor spots...so I can't really see a downside

summary:
  • fewer weapons
  • damage based on strength and skill
  • improve damage by improving skill
  • weapons have a multiplier and still dictate attack speed
  • less confusion on what weapon you need as a fighter

38
RPGWO V4 / V5 / equip slots/armor akwardness
« on: May 04, 2012, 12:51:31 am »
Mickey said this needed a new topic, so lets start with what I posted in the other thread:
On the subject of armor, it does take knowledge to understand how to attach separate pieces; otherwise you'll have a shoulder-guard attached to a shoulder-guard. Better armor has more parts, for increased maneuverability with the protection, or more layers of protection without a loss of maneuverability.
lol thats something that could change in game also...a bulky plate armor could reduce attack/movement speed, while something easier to use(leather?) wouldn't. 

this could add a new depth to the game if each type of armor had an akwardness value, and could even give a reason for more variety in armor types, ie:
steel chain -50 run +0.75 attack speed
steel scale -50 run +1.0 attack speed
steel plate -50 run +1.5 attack speed
articulated steel plate -50 run +0.5 attack speed
studded leather +0.05 attack speed
double leather/lamelar +0.2 attack speed

penalty to run based on weight of armor, so same metal same run penalty.  penalty on attack speed based on design of armor, easier it is to move around the less it bothers you during an attack.  heavier metals protect more but cause you to run slower, while the style of the armor affects how well you can swing your weapon...

you could also add more armor slots, meaning instead of just using 1 big main piece of armor a person could use a cuirass or hauberk to cover the torso, pauldrons to protect the shoulders, bracers to cover the arms, and guantlets to protect the hands.  the more stuff you have the more protected you are, but its a trade off against movement and attack speed. 

to get around having attack speeds too slow you could have higher skill increasing attack speeds, maybe get a .2 every 10 skill levels(based on type of weapon of course daggers would be fastest, clubs/hammers slowest).  this way it also adds more to pvp, it won't just be who has what skill, but how they actually use that skill...to cover defenses or to go all out beserker style.

I never use armor(I walk around naked most of the time) so seeing some guy in full steel/magma/damon plate armor go zooming past me always makes me chuckle a bit...

@Mongo sorry to segway your topic it just sort of hit me from what Toko said

basicly what I'm proposing are more armor slots, but a penalty to speed for using more armor.  the slots would be:
replace chest slot with torso, shoulders, upper-arms, lower-arms, and hands
replace legs slot with waist, groin, thighs, lower-leg, and feet
replace helmet spot with face, neck, and head

you don't have to fill each slot, but based on what you put in each slot you'll change the amount of damage you receive from attacks(down to 0 if you have awesome armor) but in return for the great armor you'd be slowed down when running and attack slower(shouldn't even be a problem past 300 run ::)).  this could work along with Mickey's idea to add different types of equipment also, if you can get copper guantlets with a bonus that makes them as strong as iron and iron gives a larger penalty to run you would still use the copper...

most of that last sentence was rambling, so add your thoughts now :-X

39
RPGWO 3 - Facebook / bug:unclaimed land claimed house
« on: July 05, 2011, 10:56:20 am »
I decided to pop in and see how things were going...walked into a plot that was unclaimed, looked through the boxes(took me 15 minutes to figure out how) then walked inside the house

gold on the floor so I tried to take it, owned by somebody, did /landowner says land is claimed, walked back outside same plot house was on did /landowner its unclaimed...

I also know you can't walk into a house on someone's land without landrights(silly) so I'm sure it was unclaimed

40
RPGWO 3 - Facebook / mines != caves
« on: May 15, 2011, 05:37:17 am »
there were alot of people complaining about cave entrances and exits not being able to be removed(I'm one of them) and thanks for fixing it...

only cave entrances work with making stairs...not sure why there were 2 ways in anyway, but there are no usages to make or get rid of mine entrances and exits now, and thats what most people have since the usage for cave entrances was broken before :o ???

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