QELServ Forum

General Discussion => Suggestions => Topic started by: RipBigMan on 2009-01-27 02:38 (Tue)



Title: hmm
Post by: RipBigMan on 2009-01-27 02:38 (Tue)
if i knew how to spell better the name wouldnt be hmm but i was think how about special things like if you mkaing esses then sometimes you can get 2 from 1 ings and like the day you could like a 1/30 chance to use half the food i dont know im just writing as it pops in but... another one how about some new animals for lower levels because theres not much of a choice you can train from you have to go in order from like rabbit beaver deer boar wolf how about adding some more in between them that have good spawns or even put a couple of the ones listed in a smaller area with a extra spawn and set there walk trails to like a littler path so people dont have to hunt for a certain thing i dont know im just trying to help out any comments are welcome to these suggestions


Title: Re: hmm
Post by: krayon on 2009-02-13 11:14 (Fri)
[...] how about some new animals for lower levels because theres not much of a choice you can train from you have to go in order from like rabbit beaver deer boar wolf how about adding some more in between them that have good spawns or even put a couple of the ones listed in a smaller area with a extra spawn and set there walk trails to like a littler path so people dont have to hunt for a certain thing [...]
It has already been decided ( but possibly not published somewhere so it's OK that you didn't know ;D ) that QELServ will be quite different when it comes to creatures.  Firstly there's more of a gradient when it comes to the creatures levels.  Almost no creatures have the same levels (including the spiders) meaning that you'll be changing creatures a reasonable amount if you grind.  Some character model based "creatures" will also be likely in the future.  In other words enemies that are Gnomes etc but computer controlled.

Spawning "locations" will be more general (and in a few select cases, less general) than EL.  The server more tracks the number of creatures on a given map and may in the future track the number of creatures for a given area and create as required.  Also there will be many more creatures in general.  Creature's AI will probably take into account slight social tendencies such as packs and anti-social behavior (creatures that's anti-social will be driven to find areas without any creatures around, whereas social ones will tend to be found in groups together).

Worth noting, some creatures are designed for multi-combat and will not be good to fight alone.  Some are also designed more for mage character building.


Title: Re: hmm
Post by: RipBigMan on 2009-02-20 02:19 (Fri)
wow this sounds perfect thanks for explaining it so thoroughly


Title: Re: hmm
Post by: RunTime on 2009-04-18 05:18 (Sat)
[...] how about some new animals for lower levels because theres not much of a choice you can train from you have to go in order from like rabbit beaver deer boar wolf how about adding some more in between them that have good spawns or even put a couple of the ones listed in a smaller area with a extra spawn and set there walk trails to like a littler path so people dont have to hunt for a certain thing [...]
It has already been decided ( but possibly not published somewhere so it's OK that you didn't know ;D ) that QELServ will be quite different when it comes to creatures.  Firstly there's more of a gradient when it comes to the creatures levels.  Almost no creatures have the same levels (including the spiders) meaning that you'll be changing creatures a reasonable amount if you grind.  Some character model based "creatures" will also be likely in the future.  In other words enemies that are Gnomes etc but computer controlled.

Spawning "locations" will be more general (and in a few select cases, less general) than EL.  The server more tracks the number of creatures on a given map and may in the future track the number of creatures for a given area and create as required.  Also there will be many more creatures in general.  Creature's AI will probably take into account slight social tendencies such as packs and anti-social behavior (creatures that's anti-social will be driven to find areas without any creatures around, whereas social ones will tend to be found in groups together).

Worth noting, some creatures are designed for multi-combat and will not be good to fight alone.  Some are also designed more for mage character building.

Very Nice :D