News: QELServ based combat mini-game (Lands Of War) 0.0.2 in testing NOW!
 
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46  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2010-01-22 14:14 (Fri)
Installer v0.4-2 released.

Changelog:
  • Windows Vista & Windows 7 support.
47  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2010-01-22 06:48 (Fri)
Installer v0.4-1 released.

Changelog:
  • Updated some .elm (map) files.
  • Added tabmap for MrGray01.
48  General Discussion / Suggestions / Re: Combat on: 2010-01-21 16:41 (Thu)
Korrode already knows this, but I was thinking, the only thing I really hated about El, LIKE REALLY HATED, was that I had to use diss rings all the times.

So I asked korrode if we could have it like runescape or other games, where when a monster or player attacks you, you don't stop and attack back, and have to use diss ring to get out, but just keep on walking/running until the monster/person kills you, you escape, or gives up.

erm, when u said it ingame i just thought u meant monsters with some more basic AI that will give chase when they see u from a distance but you wouldn't be 'engaged in combat' until they came X close.

No way am i allowing the ability to simply run away from fights, no one would ever die.

Can you elaborate further on why you "HATED" having to use diss rings so much in EL?
49  Development / Design / Feedback / Re: PvP combat system balance feedback wanted on: 2010-01-21 11:39 (Thu)
Huge thanks to everyone for all the recent testing.

As a result of said testing, adjustments have been made to the attribute system and combat rolls, and i think we've now got a very well balanced system.

Nonetheless, more feedback is still welcome.
50  General Discussion / Suggestions / Re: My Suggestions and comments on: 2010-01-20 10:08 (Wed)
Dieing

When dead, you dont automatically appear at the beam.  You will see your dead boddy on the ground for 30 seconds before you go to beam (unless to type command #revive or something) you go straight to beam. Certain things will be able to revive you (See special stones)
Yep we've talked about this sort of thing too, something like it will probably happen.


Special stones

I had ideas for some of the special stones ingame. Reset stone, an expensive, rare stone, possibly a boss only drop, which resets you attributes but not your oa, so you have 60/60 oa, and you use reset stone, now you have 0/60 oa, and 60 pp (ofc there would be normal reset where you would have 0/0 oa.) I think 1 reset stone thats very rare is better then several semi rare stone that resets 1 point at a time.  The other stones could take the place of teleport rings, or revive someone who is dead, with half hp.
There wont be any reset stone or even EL-style reset command.
The only way to change your attribs will be via removal stones. I'll be making sure there's plenty of removal stones coming into the game, they'll be cheap and easy to get.

Area attacks

Area attacks, simply attacking more then one enemy at once.  It could be a magic buff, or a ring, or a medalion. When the buff is in use, or the ring/med is on, your attacks deal damage to all mobs within 4 squares of you.  Or there could be a special quest item that has the ability to do damage to all enemys within 4 squares of you.
Sounds good, we'll look more into it a bit down the track.

Diffrent possible magic spells

Well, Im not 100% sure if you plan on implanting damage spells, i dont think you will make any,
Don't take the current lack of magic (or lack of anything) in QELServ as us not liking it, it'll often be just that it's not implemented yet. There's plans for well developed and balanced 'speciality combat orientations', including Mages, Summoners & Rangers.

Even for LoW i'd like to eventually see those implemented, they most certainly will be in TE... but it'll probably be a little while before we get to implementing that stuff, hopefully not too long.

<various spell suggestions>
Thanks for the ideas, most look good, we'll get deeper into it once the magic system is being actively developed.
51  General Discussion / Official Announcements / Re: Trouble connecting? on: 2010-01-20 09:49 (Wed)
And make sure you've carefully read:
    http://qelserv.quadronyx.org/forums/index.php?topic=10.0
and/or:
    http://qelserv.quadronyx.org/forums/index.php?topic=14.0
52  General Discussion / Suggestions / Re: My Suggestions and comments on: 2010-01-20 08:20 (Wed)
Thanks for the suggestions/ideas ^^

Some of what you've mentioned (specifically the Dungeons and Party system) we've already discussed and plan to implement in one form or another.

Quote from: masohp
I understand that if these things ever are decided to be put into game, it would be a long long time.
Actually those things could, and some of them will, be implemented relatively soon.
53  General Discussion / Questions / Re: FAQ on: 2010-01-20 07:41 (Wed)
Modified a lot of stuff. I also updated many of the wiki pages linked to throughout the FAQ.
54  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2010-01-20 04:33 (Wed)
Installer v0.3-1 released.

Changelog:
  • Updated some .elm (map) and .bmp (tab-map) files.
55  General Discussion / General Topics / Re: First trice killed in trice cave :D on: 2010-01-19 01:28 (Tue)
Glad everyone's having fun and thank you all for the testing, it's all produced some valuable data.

FYI most maps will be set multicombat soon, prolly within a couple of hours of this post ^^
56  General Discussion / Questions / Re: FAQ on: 2010-01-17 19:17 (Sun)
If you're wondering why you specifically can't login, it's because you didn't seem to grasp that the server is currently up for stuff to be tested, player amusement is currently secondary.

Considering your attitude, it's probably best you wait until the server goes live for general play.
57  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2010-01-10 10:48 (Sun)
Installer v0.2-2 released.

Changelog:
  • Some Windows Vista/7 compatibility fixes.
  • Fixed mapinfo.lst being installed to the wrong location. (If your client used to crash when you tried to bring up a tab map in QELServ, this should fix that)
------------------------------------

Installer to place QELServ servers.lst in EL root data area added in the hope that it will allow Windows Vista/7 users to connect... until I get around to fixing the normal installer for Vista/7.
58  General Discussion / Official Announcements / Re: How to connect on: 2010-01-10 02:55 (Sun)
Initial post updated
59  General Discussion / General Topics / (Possibly temporary) Attribute system change on: 2010-01-09 06:54 (Sat)
It's hard to be sure without more 'real-world' testing (i.e. actually playing the game progressively and seeing what the requirements of that are), but it was seeming that Coordination giving both Reaction and Toughness was a bit OP (LOL, coord being OP, we definitely don't want THAT xD), so i've made a change to Coord and Reas and what cross-attribs they affect, see here:
http://qelserv.quadronyx.org/QELServ/Attributes

Will need to be tested, i worry that it may make make a particular attrib setup quite desirable and good for too many situations... but perhaps not...

Anyways, we'll test like this for a bit, if for some reason it's no good, i can see another option that would at least help the situation a lot... maybe even be the better choice.
60  General Discussion / Suggestions / Re: How about a christmas event. on: 2010-01-09 04:27 (Sat)
yep, be sure to get new installer Smiley
http://qelserv.quadronyx.org/forums/index.php?topic=14.0
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