News: QELServ based combat mini-game (Lands Of War) 0.0.2 in testing NOW!
 
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1  General Discussion / General Topics / Just Checkin In on: 2009-04-07 16:04 (Tue)
Hey just checking in. good to finally hear something about how things are going.

RL *shudders at the thought* should always come 1st. i can understand that. so no worries from me about the length of time. just thanks for the update. for a while there i thought this was all forgotten.
2  General Discussion / Questions / Re: anything ive missed? on: 2008-12-21 07:43 (Sun)
ok. cool. nice about the maps though
3  General Discussion / Questions / anything ive missed? on: 2008-12-20 15:09 (Sat)
OK. so basically ive been out of the country without internet access since the 11th.. just got back.

anything major i missed?. still waiting on the ranging demo?.

..well. im glad to be back. cant wait to start testing stuff here again Smiley
4  General Discussion / General Topics / Re: hi on: 2008-12-05 06:37 (Fri)
NO i dont
5  General Discussion / Suggestions / Re: My suggestions on: 2008-12-01 13:08 (Mon)
well, if any1 can post ideas, i thought it would be ok if i'd post 2

1.Skill point implementation
Introducing more spells would mean the mage will be able to use all the spells if they have a certain level. I suggest that for each spell, they should need to spend a skill point. Skill point should be obtained by killing monsters, e.g.: 1 skill point=kill 100 creatures of your level. Also, the spells could leveled, either by using them a certain number of time, either by adding more skill points to them, to increase eficiency. eg: fire ball level 1-deals 50 damage, requires 1 skill point to learn...to make it level 2 you have to add 2 more skill points to it, so it will go like this fire ball level 2-deals 75 damage. This will bring diversivity and we will have mage healers and mage nukers or ofc hybrids :p

2.Different spells for each class(fighter/mage/summ/archer)
Why shouldn't each class have something different? Why should the fighter be able to cast the same spell as a mage? I suggest each class should have its own skills, so we could have Fighter-tanker and Fighter-dps, for archer ive thought of 2 tipes of archers-scout-medium damage but able to hit multiple targets simultaneously, and ranger-high damage and concentrates his attack power on just 1 target. As for summoner there could be 2 tipes: Vicious summoner-summons creatures with high attack damage and Suport summoner-Summons creatures to heal himself and the party.

3.Weapons for each class & weapon ranking
First point is simple, the mage wont be able to do anything with +30 damage sword, so I suggest adding weapons that give increased magic damage and weapons that make the summoner's creatures more powerful.
Second point is item ranking. We all know the weapons/armors from the npc, plain and simple. Im suggesting adding weapons/armors that could be slightly better than the npc ones. Making an refined/elite/super sword/staff would be nice, ofc this weapons should be monster/boss/quest drops.

4.About spells...
In el there are very few spells that are actually used. Would love to see buff spells(increases accuracy by 5, can be cast on others), attack spells(increases damage by 20% for 1 hit), AOE(area of effect) spells(heals all party members for 50/damages every creatures in sight for 100). Like stated above, you should be able to level this spells, to increse their effect.

5.Cooldown...
I dont like the restore spell being able to be used by the fighter, pots are fine. Cooldown is ok(on test server people w/ 100 a/d can kill giants easy cuz no cd).
Healing can be made by the healer, you should be able to heal yourself just with pots. Also, making the sit comand greatly increase the hp/mp regen would be great. This will make the party system to be a must for training at higher levels, and the healer by the key in a party. As for pk, I dont think costly and long fights to be very fun. Adding lifesteal or making the atributes to increase HP more can make a fight as long as it should be.

6.Atributes
Why call the atributes like in el? Physique, coordination etc..., why not call them
Strenght-Increases melee physical damage and carry load(might in el)
Vitality-Increases hp and physical defence
Spirit-Increases mana and magic defence(magic resistance in el)
Inteligence-Increases magic attack damage and charm(gives +hp and damage to summoned creatures)
Dexterity-Increases ranged attack damage and accuracy
Agility-Increases evasion (reaction) and critical rate
Still needs work, thing is I dont really like the names/effects of el atributes.

7. Weapon combining
After some time we will have too many weapons in game, so I suggest that adding an npc where you can combine your weapons could be a solution, basicly because when you will atemp to combine there will be a chance of failure, failure meaning both weapons get destroyed.
Making a weapon +1 can be made by taking 2 weapons of the same tipe(2 elite, 2 normal, 2 refined...not 1 refined 1 normal) and combining it. The +1 weapon can have a slightly increase in stats. Making it +2 requires 2 weapons that are allready +1 of the same rank(two +1 elite weapons).
Also, to prevent flooding the market with too many weapons there could be an npc where you can lower the requirments for a weapon..eg: Rusty sword, requires def 35 and physique 40. To lower the requirment with 1 level would require a cost, when lowering the required level is atemp, there is a chance the weapon gets destroyed. Also you could lower the physique requirment aswell, -2 physique requires cost...etc fail chance....
Here appears a new problem, if you have a really valuable +5 super weapon and you are too high leveled to still use it. I suggest adding some sort of item/stone(rare monster drop) that can make a weapon advance in level(a tier 1 weapon becomes a tier 2 weapon).
Same things apply for armors aswell.

8.Scrolls instead of ttpr spell/rings
Easy, just make a scroll for each map...like a ring, dont really like the ttpr spell.

9.Pets
Here I have 2 tipe of pets, the 'fighting' pet or the 'bonus giver' pet.
There can either be a pet that helps you in fighting, or a pet that does nothing but giving you a bonus+10% hp/mp, +10% att damage, +1% critical rate) when he is summoned-cant attack or be attacked.
The pets should be able to level. For the 'fighting pet' leveling is done by fighting(duh)-as the pet levels his stats get higher; as for the bonus giver pet  leveling is done by feeding him a number of times(eg..20 feeds=level 2, 40=level 3), feeding can only be done once a while(u cant feed ur pet 20 food at once) so there should be a time between feeding can be done(1 hour or so). As the 'bonus giver' pet levels, the bonuses he gives are higher.

Ill add and edit my post when needed.


~SouLove



1.Skill Points.. Dont like this idea at all.. I think that I as a fighter should be able to train my magic as high as i personally saw fit. and still be a fighter.. if i spent all my time training and killing monsters to get skill points for fighting. and then it would be very hard to do multible skills.. would hurt the all arounder. I also dont like the spells having multible levels.. just let the effect increase with your attributes and skill levels.

2. Different sets of spells.. i think everyone should be able to cast any spell they train to that lvl to get.. Though. different char builds would obviously have stronger spell casting abilities.

3.There are already level requirements for the weapons in game.. a/d requirements for the swords.. though i dont know if its an a/d lvl requirement for ranging weapons or not. but i think it should be based on ranging lvl.. also.. summoner weapons.? Staffs FTW!. i think summoners should be able to use staffs.. and there should be staffs with bonuses for summoners.. like one that give extra charm  or increases summon damage..

4.I agree completly there should be different spells.. and i think this is already being worked on. or at least on the list of things.

5. This goes back to the spells section. i think anyone should be able to cast any spell they train up to use.. and ive stated what i thought about cooldown in other forum posts..

6.The attributes have the same names on here. but they affect you differently.. they affect different cross attributes.. so i think the change in the names of the attribues is just needless work.

7.There are not going to be an overflow of weapons in the market. and breakages and npc's that buy weapons can help with that.. I think the principle behind this idea is good. but I dont like your emplementation at all... I like the idea of having a separate set of swords. other than teh main ones. that can be combined... each sword on its own is an OK sword. but when combined with its designated mate. it can become something even more powerfull..

8.I like the idea.. but again.. dont see the point in switching from rings..

9.I like the idea of pets that can fight.. but i think they should have arena's that pets are not allowed to attack in.. I think the pet should gain experience from fighting.. maybe they can change form.. like you buy a base pet. *dog* and you get it to fight and train it and it changes and goes up the different  forms... this would require a "heal pet" spell.. and maybe a "revive pet" spell for when it dies....

Jizzy Grin

6  General Discussion / Questions / Re: Healing potions - to cooldown, or not to cooldown on: 2008-11-29 19:50 (Sat)
I think astrology is fine.. if it is Voluntary.

Like on EL you have to take Skeptic perk to not be affected.

but i think you should have to take a perk TO be affected by astrology..

like astrology exists.. but if you dont 'believe' in it. then you dont have to take the perk.

if you do. then you take the perk. and you gain the benifits of "good astro". with the negative side effects of "bad astro".

that way its a personal choice if you want to take that risk....

i would also say that you couldnt get rid of it with a reset.... but you COULD take some form of the skeptic perk. to remove it..

7  General Discussion / Questions / Re: Healing potions - to cooldown, or not to cooldown on: 2008-11-29 01:31 (Sat)
Personally i would rather have a cooldown than have an attribute cut. even if its just for a short time.

but i really like the astrology stuff. nice work.
8  General Discussion / Questions / Re: Communications System and Presence on: 2008-11-20 11:23 (Thu)
I think its a great idea. though i would not use it.. if i wanted to talk to some one while im not on the game i would forum pm them.. ..

and alot of us have skype and use it while we play..

but im not knocking the idea.. i think its awsome. i just personally wouldnt use it.
9  General Discussion / General Topics / Re: Ranging on: 2008-11-20 08:14 (Thu)
Woot! wtg. i cant wait for it  Grin
10  General Discussion / Questions / Re: Will Multiplay be allowed? on: 2008-11-13 06:00 (Thu)
maybe i lack the time and effort to multi.. so ill use one char.. and still own everyone who multies Tongue
11  General Discussion / Questions / Re: Battle system - How should it work? on: 2008-11-11 06:40 (Tue)
Ok.. i know most.. if not all of this has been said in previous posts... but i just want to reiderate it and say what i think Smiley

I think. as far as rangers. the ranger should not get locked in combat.. but the other person *the one being shot* should be locked in combat with a very high flee rate. like 90%-100%.. that way it slows the victem down enough so the ranger can shoot and flee and shoot and keep moving quick.. but with the high flee rate the worrior still has a chance to get to the ranger and smite him with hi weapons Tongue

summoners...i think if they attack some one they should be locked in combat. with a 60%-75% chance to flee.. less freedom than an archer b/c the summoner has animals and monsters fighting with it.... if the summoner was fighting a worrior then the worrior would have a flee rate as normally fighting a monster or person....

mages..now that i think about it should be the same as rangers.. and just a note.. maybe make what we know as the shield spell on EL.. be a dissing spell.. so a mage could cast the spell to diss from a fight...

worriors.. i like how it is now...

ok. thats my thoughts.. tell me what you think..
12  General Discussion / General Topics / Re: hi on: 2008-11-10 04:27 (Mon)
hi Mia  Smiley
13  General Discussion / Questions / Re: OA cap? on: 2008-11-10 04:26 (Mon)
From what i understand. when the server goes down for the new implementations or w/e.. whatever lvls you have.. that are not above 35 a/d and 20 harv will be given back to you. the exp for these lvls will automatically goin to oa exp. so you will get however many pp's or oa lvls that will make.. i havnt done the math to figure it up.. but i asume one could fairly easy..

and plz.. correct me if im wrong. thats just what i asumed.
14  General Discussion / Questions / Re: Healing potions - to cooldown, or not to cooldown on: 2008-11-09 16:03 (Sun)

plethora


One of my fav words LOL  Wink
15  Development / Design / Map Bugs/Comments / Re: dustin1 (second map - town) on: 2008-11-06 08:32 (Thu)
the water entrance to the 3rd map need to be a little wider.. its easy to get stuck by monsters. and if you cant kill them. then you have to beam to leave the map. can be annoying.
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