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NEWS / Re: July 8, 2019 --- Soft Revamps
« Last post by Alecto on Today at 08:27:48 AM »
@Heo
Please do not encourage Kam to stop wiping: the smell would be terrible!
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Game Ideas / Re: Automatic Skill Training
« Last post by gnua on July 10, 2019, 10:19:48 AM »
Getting enlighten/skillful spam during combat because your weapon's at your current level cap is annoying and probably very confusing for new players.

I was very confused by this.  When I saw skillful I thought it meant my character was improving each time I saw it (i.e. something good was happening).  It took me a long time to figure out that the skill was actually NOT training and it was wasted opportunities to improve (i.e. something bad was happening and there were two possible causes/solutions to the problem).

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NEWS / Re: July 8, 2019 --- Soft Revamps
« Last post by Heo on July 08, 2019, 02:08:38 PM »
kewl.  No wiping until I can start playing again plz! :)
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NEWS / July 8, 2019 --- Soft Revamps
« Last post by Kam on July 08, 2019, 01:43:21 PM »
July 8, 2019

   We've been doing some work on what we are calling 'soft revamps' of
   zones that are already in the game but are a bit lackluster. They
   aren't areas that we feel need to be replaced or modified extensively
   but still do not quite stand up to the current state of the game. So,
   we've just been fiddling with them a little bit, adjusting levels and
   experience, coins and equipment, maybe adding a quest here and there.
   The details will be for you to figure out as you explore or re-explore.

 The following zones have been affected:

 Haven (all)
 House of Gugenheim (low)
 Red Thorn Guild (low)
 Temple of Hiddukel (low)
 Dwarven Keep (mid)
 Village of Waterspan (mid)
 Gal'Vari's Isle (mid-high)
 Village of Mortigoth (high)


  HELP AREA <area name> is available for each of these.

     Oh, and Amity is back, but missing a particular
     treasure that has been placed elsewhere in the game.

- Kam, Kholos, Anista
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Game Ideas / Re: Automatic Skill Training
« Last post by gnua on July 03, 2019, 01:28:01 PM »
All skills are based on a numerical range, let's say 1-100.
This range is further broken up into smaller chunks.
Say 1-10, 10-15, 15-20, etc, etc, etc.
Each time you 'cap' one of these individual ranges you have to return to your guildmaster to open up the next range.

any chance of making the chunks a little bigger?
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Game Ideas / Re: Automatic Skill Training
« Last post by Kam on July 03, 2019, 11:01:25 AM »
I've had all of these gagged since we added the little "*" next to skills that were ready to train.
Removing the messages when you have the * might be possible, I'll see what we can do.
If it is too much of a time sink we will probably pass it over and do more useful stuff.


As far as automatic skill training, not really interested in implementing something like that.
You can only learn so much on your own before you need additional instruction from the guildmaster.

The way that skill training works is pretty simple, here's a fictional example for you:
All skills are based on a numerical range, let's say 1-100.
This range is further broken up into smaller chunks.
Say 1-10, 10-15, 15-20, etc, etc, etc.
Each time you 'cap' one of these individual ranges you have to return to your guildmaster to open up the next range.

The guildmaster knows all the tricks and has mastered the skill, so they have the ability to teach you how to do more, thereby opening up further learning in the skill.


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Game Ideas / Re: Automatic Skill Training
« Last post by gnua on July 03, 2019, 10:07:58 AM »
#gag {You feel especially skillful.}

;-)

there are two flavors of skillful: need a guild master to go up vs need a level to go up.  i think he wants to gag the latter but not the former.
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Game Ideas / Re: Automatic Skill Training
« Last post by Tajs on July 03, 2019, 10:02:25 AM »
#gag {You feel especially skillful.}

;-)
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Development News / Re: Reincarnation
« Last post by kanu on July 02, 2019, 06:03:06 PM »
Just a point about the experience aspect of reincarnation -- There are a LOT of fairly easy two-mannable zones in the game for both goodies and evils. I don't know as much about the ideal zones for neutral characters (since I rarely play neutrals). Also, I have found that in high-level zones, I frequently get back my lost experience from dying without having to make an effort to re-experience my character. For when you come back again as a lowbie, some low-level zones, like the mansion near Solace, have so many unique mobs that one really has to work hard to max out experience in those zones.
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Game Ideas / Re: Automatic Skill Training
« Last post by Malthros on July 02, 2019, 03:00:16 PM »
replacing the "you feel especially skillful" message with something explicit like "you need to learn more from a guild master before making further porgress" might be nice for the casuals and newbs.

This a million times over.


Also remove all skillup messages when you're already at the max skill for your current level.  Getting enlighten/skillful spam during combat because your weapon's at your current level cap is annoying and probably very confusing for new players.
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