Author Topic: Fast Monsters  (Read 3917 times)

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Offline Mickey Kudlo

Fast Monsters
« on: October 27, 2008, 11:24:49 am »
I want some monsters to be fast but I realize they might be too fast.

The issue is people running past monsters to get through quests and not dealing with the "monster" obstacle.
So, I want monsters to actually keep up with players and ... stop them or challenge them.

So, what is a nerd programmer to do?
You may have conquered my worlds, but I destroyed them!

Offline King Dravien

Fast Monsters
« Reply #1 on: October 27, 2008, 11:57:22 am »
Quote from: Mickey Kudlo
I want some monsters to be fast but I realize they might be too fast.

The issue is people running past monsters to get through quests and not dealing with the "monster" obstacle.
So, I want monsters to actually keep up with players and ... stop them or challenge them.

So, what is a nerd programmer to do?

You say you dont want people to run through quests, so why not make just monsters on specific quest land faster? and the others go back to normal, i agree Drakes/Psycho bunnys should be fast, maybe the Damon golem.

or make it so you have to kill all monsters in the room for the door to open in the quest, no more keys
RPGWO:
Lvl 91 Staff - Steeltide
Lvl 97 Crossbow - Nulona
Lvl 47 Thrower - Shadow
Lvl 61 Axe - Ataxia
Lvl 82 Staff - Asylum
Lvl 94 Halberd - Nexus
Lvl 82 Shockwave Cannon - Future
Lvl 66 Stealth Xbow - Carnage

Offline Miner 49er

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Fast Monsters
« Reply #2 on: October 27, 2008, 01:26:02 pm »
A) Have the monsters cast spells that'll slow down player, probably wont work
B) Increase chasing range
C) Roll a 14 sided dice and hope the answer comes to you
« Last Edit: October 27, 2008, 01:26:59 pm by Miner 49er »

Offline King Dravien

Fast Monsters
« Reply #3 on: October 27, 2008, 01:52:01 pm »
Quote from: Miner 49er
A) Have the monsters cast spells that'll slow down player, probably wont work
B) Increase chasing range
C) Roll a 14 sided dice and hope the answer comes to you

A: Monsters have ice spell - most of them
B: They chase until you kill them or they kill you.
C : What?
RPGWO:
Lvl 91 Staff - Steeltide
Lvl 97 Crossbow - Nulona
Lvl 47 Thrower - Shadow
Lvl 61 Axe - Ataxia
Lvl 82 Staff - Asylum
Lvl 94 Halberd - Nexus
Lvl 82 Shockwave Cannon - Future
Lvl 66 Stealth Xbow - Carnage

Offline The Muffin Man

Fast Monsters
« Reply #4 on: October 27, 2008, 04:14:53 pm »
All I have to say is... tiger psycho bunnies.

Offline Rokhan

Fast Monsters
« Reply #5 on: October 27, 2008, 07:14:11 pm »
Quote from: Miner 49er
A) Have the monsters cast spells that'll slow down player, probably wont work
B) Increase chasing range
C) Roll a 14 sided dice and hope the answer comes to you
A) Like Drav said ice
B) Ditto Dravien
C) Can I buy that dice?


Mickey like Drav said, certain monsters should be fast. Psycho Bunnies, Drakes and the damon Golem are a definite. Big stuff like golems should be slower because of their relative size.

Quest wise just copy a monster image and name data then just add a speed difference or make so ALL monsters in a room have to be killed per spawn for a key to drop
DarkTemplar, Level 28 Sword -Liberty  
Rokhan, Level 30 Mace - 1st Steeltide  
DemonHunter, Level 32 Mage - 2nd Phobos  
Rokhan II, Level 20 Thrower - 2nd Steeltide  
Furion, Level 30 Mage - Xerxes  
Rokhan, Level 33 Mace - Ataxia  
Marksman Rokhan, Level 35 Xbow - Ataxia  
Script Rokhan, Level 22 Bow - Chaos    
Rokhan, Level 42 Thrower - Kirin    
Rhasta, Level 24 - Horizon

My joker trumps your ace
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Offline StormyNight

Fast Monsters
« Reply #6 on: October 27, 2008, 08:03:16 pm »
Give every monster Ice!

"Fire Drake casts ice on you for 4 ICE"

o_o

Offline Axeman

Fast Monsters
« Reply #7 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.

Offline Mickey Kudlo

Fast Monsters
« Reply #8 on: October 28, 2008, 10:19:34 am »
Well, since I added floor spikes, there has been obstacles that you need to stop and think about. Like in the Orc fort and the Golem temple.

I could tie a group of monsters to a key drop, I guess. Or block the way through with monsters. I could also once you are spotted, they chase longer like when you attack them they chase longer. That might be the easiest solution.
You may have conquered my worlds, but I destroyed them!

Offline Rokhan

Fast Monsters
« Reply #9 on: October 28, 2008, 05:29:20 pm »
Yeah, thats alot better then titanium golems moving about 5 spaces in one go...
DarkTemplar, Level 28 Sword -Liberty  
Rokhan, Level 30 Mace - 1st Steeltide  
DemonHunter, Level 32 Mage - 2nd Phobos  
Rokhan II, Level 20 Thrower - 2nd Steeltide  
Furion, Level 30 Mage - Xerxes  
Rokhan, Level 33 Mace - Ataxia  
Marksman Rokhan, Level 35 Xbow - Ataxia  
Script Rokhan, Level 22 Bow - Chaos    
Rokhan, Level 42 Thrower - Kirin    
Rhasta, Level 24 - Horizon

My joker trumps your ace
♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠

Offline Pirate Wings

Fast Monsters
« Reply #10 on: October 28, 2008, 11:24:31 pm »
I guess this is as close as rpgwo could get to elite type monsters. I've always thought rpgwo monsters were dumb when it comes to agro since it's easy to get rid of hate. There was monsters where you hit them and you got 8X sorrounded and + mob effect = 150 attack killing 400 def people and then something higher leveled spawned which made you run away. There needs to be a bit of thought to aproaching monsters. As it is now depending on a variety of things they still will either cause high amount of damage or death, or you evade their attacks entirely. The faster monsters make this happen slower or faster + more stam lost.
« Last Edit: October 28, 2008, 11:34:17 pm by Pirate Wings »
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Offline StormyNight

Fast Monsters
« Reply #11 on: October 30, 2008, 04:48:50 pm »
All my quests had a group of things that had to be done. Run from 10,10 get a key go to 5,5 talk to a guy then go to the temple..


Traps with itemmove, fire, moving walls. walls that = monsters etc.

It's all about outsmarting the player


Minus my training rooms... hehehe...

Offline chronolink

Fast Monsters
« Reply #12 on: October 30, 2008, 06:21:42 pm »
Well MR Miner49er, listen well

NO ONE likes RNG


Liberty - lvl 56 Swordsman ~ Retired
Steeltide - lvl 65 Macer ~ Retired
Steeltide - lvl 19 Suicide Archer ~ Retired
Phobos - lvl 18 Swordsman ~ Retired
Phobos - lvl 57 Thrower ~ Retired
Shadow - lvl 12 Thrower ~ Retired
Arcanium - lvl 22 Rifleman ~ Retired
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Offline Jon The Great

Fast Monsters
« Reply #13 on: October 31, 2008, 07:12:27 pm »
What about just making quests area's player's run all the same. So no matter how high your run is inside a quest you are all the same speed. So players have to face the monsters and can't just run though. Also helps make quests longer and item's a little bit more rare if there are drops.

Offline Kaios

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Fast Monsters
« Reply #14 on: October 31, 2008, 08:34:01 pm »
Bad idea of the millenium goes to Jon.
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Offline Rokhan

Fast Monsters
« Reply #15 on: October 31, 2008, 09:35:50 pm »
Quote from: @@@Admin Jon
What about just making quests area's player's run all the same. So no matter how high your run is inside a quest you are all the same speed. So players have to face the monsters and can't just run though. Also helps make quests longer and item's a little bit more rare if there are drops.
RPGwo Episode 6 ; Return of the Noob
DarkTemplar, Level 28 Sword -Liberty  
Rokhan, Level 30 Mace - 1st Steeltide  
DemonHunter, Level 32 Mage - 2nd Phobos  
Rokhan II, Level 20 Thrower - 2nd Steeltide  
Furion, Level 30 Mage - Xerxes  
Rokhan, Level 33 Mace - Ataxia  
Marksman Rokhan, Level 35 Xbow - Ataxia  
Script Rokhan, Level 22 Bow - Chaos    
Rokhan, Level 42 Thrower - Kirin    
Rhasta, Level 24 - Horizon

My joker trumps your ace
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