Adding updates and balance changes are all part of an rpg, so I would assume the devs would hit some creative genius when the game is fully released

Posts made by Loxreaten
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RE: More content
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RE: Guild housing and relations
It's pretty easy building various things like guild halls, and other specified hangout areas.
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RE: How should an auction house be addressed
@Gothix Exactly. If some people know where and how to get the item, the item prices drop. So it's exactly possible to make a market based on players. Realm of the mad god already proved that was possible.
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RE: How should an auction house be addressed
@Gothix Think of it like this, if I had a rare valuable item, then obviously I would sell it for high and get some people to pay for it, if for whatever reason competition has said rare valuable items, but in huge quantities, then they would sell it for lower. Basic economics, and trading.
How many items exist in said world, and how many people willing to sell it, will definitely affect prices, making an auction house ran by the players totally viable and by my standards, that makes a sandbox auction house.
An item in tartaros could be totally worthless in syndesia, while vice versa. But it's a challenge to get low prices. So keep that in mind!
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RE: PLayer-Made quests/dungeons
Not saying it's a bad idea, but a lot of players tend to take a thing that is like this really, really, really, far.
I'd suggest for some heavy limitations like knowledge obtained, the type of dungeon/quest, how many times someone could run it daily, not faulty level designs, not absolute hot garbage level designs, etc.
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Hunting traps!
Hunting monsters is fun yeah, but i'm guessing on some terms that people don't want to endlessly hunt animals for food/fur/resources/etc. Other than the usual effectiveness of fishing rods and general hunting traps. I feel that there should be a variety of baits made specifically for an animal. Especially since trapping certain animals would be essential to farming.
As well as baits and traps for monsters should not last forever, and should be fairly close to the town/village/tribe, where you can reap the resources. What are some other people's take on this?
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RE: [Tavern Roleplay] The Arcanist's Mill
Valek pulled a card from the top of the deck.
"It was definitely a mystical set." He thought to himself.
He flipped the card over revealing the ace of spades. Valek seemed on guard for what was about to happen, yet nothing did. Apparently something did happen. There was a bat flock already swarming in.
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RE: [Tavern Roleplay] The Arcanist's Mill
Valek takes a step from his stool, making sure to grab everything. He grabs a crow that was pecking around his bag as well. He mutters a few words into his staff and attached a bead to the staff, where it magically hovered in the middle. It was crimson in colour, but it seemed more than just that. He tapped the crow once with his staff and the crow falls to the ground, lifeless. He carefully placed the bead back into his bag.
He follows the crowd of people spectating the card game and takes a seat at the closest empty spot.
"Mind if I spectate?" Valek asked.
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RE: [Tavern Roleplay] The Arcanist's Mill
Valek then peered back at the glass that toppled over and put it back straight. Looking a bit flustered that a complete stranger just said his name out loud.
"Now that is something I can't even master, either mind reading or something else." He thought to himself.
"Are humans this generally curious? That they find names out of the blue?" Valek thought.
"No, I think he knows that I know, I can't put this bluff up, it's divination. If I recall correctly, he is a conjurer as well." He thought again.
He kept staring at the card game, but with some occasional glances at what was going to emerge from the door. He grabbed his staff, just in case.
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RE: [Tavern Roleplay] The Arcanist's Mill
The ale Valek had was toppled over by some crows, but he took no attention to it, and got up. Peering around the tavern, he scouted for whoever pulled off that feat. "Definitely conjuration, mass summons?" He thought to himself.
His eyes were caught on to a few people playing a card game, with not just any deck. "Best not to disturb their game. I'll just watch from over here." He muttered to himself and sat back down on the damp seat, now eerily spectating the card game.
"He just drew the Queen of heats, and crows flew in. Does that mean that red cards are not favourable?" He thought to himself.
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RE: [Tavern Roleplay] The Arcanist's Mill
"Business mostly, but to enjoy the sights that humans see as well. As much as we're different, we do have a lot of similarities as well." Valek takes a sip from the ale.
"Divided by grace, yet intertwined by fate. It's all a bit confusing for others, but that's how I think of it mostly."
I get a good glance around the bar. Then look at the drink once again.
"That being said, thanks for the drink." I hand her gold pieces and a bit of a tip.
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RE: [Tavern Roleplay] The Arcanist's Mill
"Don't we all?" Valek laughed as he said this.
Valek went back to minding his own business, and patiently waited for his drink.
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RE: [Tavern Roleplay] The Arcanist's Mill
"I really have no clue what you guys serve here, but I guess a light ale wouldn't hurt. I'm not planning to get wasted before midnight."
He finally set his staff down back against the table, and took a glance at the person who gave the idea of a tavern battle. He seemed in a drunken rage, but might as well talk to someone here other than the lady.
"Had a bit too much to drink?" He seemed a bit unfazed for the fact that he's talking to a demon, and there was a strange confidence when speaking.
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RE: [Tavern Roleplay] The Arcanist's Mill
Valek chuckled as he saw the woman yell at the entire lot of the table. "Well, what is magic without a bit of magic shows?" he asked jokingly. He grabbed his staff during this time. He peered around looking at whoever casted magic last. With a bit of glancing around people's feet he saw frozen shards of what seemed to be... A rotten thing. Obviously someone has been either conjuring, or enchanting, and it seemed only minor.
"Care to see one?" He asked the lady.
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RE: [Tavern Roleplay] The Arcanist's Mill
Valek had just made his last business with my last customer and headed off. He wanted to see the last few parts of the city before he stumbled upon a tavern. "It couldn't possibly hurt to order a drink now would it? I'm pretty sure coming late wouldn't risk an invasion back at home. Might as well." He thought to himself.
The Tavern door creaked open as the Erwydra peered inside. He made sure not to get his antlers stuck in the door frame. He carried what seemed to be a rucksack containing many items, and he proceeded to sit down near a crowded table. The Erwydra was slightly short for being one of his people, but he carried himself in a joyous manner. He proceeded to lay his staff down against the table. It was made of elder-wood, typical for a beastman mage, but it had markings of ancient letters that seemed unreadable, even to him. Unfazed by his surrounding he proceeded to count the gold in his hands, thinking what he could possibly order. He glanced back up from coin counting, trying to find anyone worth conversing with. A couple other beast-kin, demons and humans, all seemed swamped in conversation, especially one going with a tavern card game.
(How the hell do I enter this. This is stressful)
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Construction? Other than villages.
Other than just guild villages, what other things should players be able to make, building wise? I would love for us to be building churches, worship altars, bridges, tunnels, and more.
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RE: Сheat attributes.
I get that people hate rng, but constant debuffs at stats over 15 that aren't related to the stat at hand are worse than rng. If people are discouraged to go over 15 then the game would be very plain, wouldn't it? 14-all characters would just be meta and that takes the freedom away from a sandbox mmorpg. I tried to make mine as related to the stat, and as underwhelming as possible. (Except i should probably take a look at the int debuff, that is actually pretty overwhelming) There just isn't a way to make this a good mechanic without enforcing a really bad metagame or really bad rng. If I made my debuffs constant, it will discourage people to go for over 20 stats but it might enforce an 10-18-18-18-10 character metagame. This is just a bad mechanic, no other way to put it, sorry. A sandbox mmo should have freedom not rng chance or restrictions.
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RE: Сheat attributes.
Although that's a pretty controversial subject, this has a potential to be a good and a bad thing. For people who just want to get plain stats it might be actually pretty bad, but on the other hand, it should be enough that you don't have as much stats into the others, like saying you don't have str when you're all about int. It's also pretty bad that the game already debuffs you if you don't have 10 in any stat.
But if it was in the game, it should be nerfed, like saying 20-25, instead of over 15. Since you would (Theoretically) only have 1 stat that would go above 20. If it were 15, it would force people to go like all-14 characters and that wouldn't prove very fun. Keep the restrictions to a minimum, I feel like it could be approached differently like this.
20 or more str- Although you hit pretty hard, sometimes your actions are way too strong, even for your own good. Like if you hunt for food, you might actually butcher the more important parts of meat instead of just cutting it nicely, or butchering architecture. (On rng chance)
20 or more dex - You are one fast boi, but you are prone to tripping more often when running at full speed. (On rng chance)
20 or more int - Your spells can overload the magic you hold, sometimes causing another spell (rng) to be casted in a random direction (More rng) not hitting an enemy faced towards you, or an ally you are buffing/healing. (Wow! I can't believe its rng chance!)
20 or more con- Actually I think this should have no debuffs if you pour all your stats into constitution.
20 or more per- You are very aware of everything, sometimes too aware. Your character get's startled easily and can drop a random light item when a player or enemy appears on screen. (on rng chance)
20 or more cha- Npc's are more eager to follow you around if you talk to them, sometimes heading into deadly combat with you.
For rng chances i think
str should have like 1/50
int debuff should have 1/1000
dex debuff should have 1/50
per debuff should have 1/1000
cha debuff should have a 1/50 chance with the npc following you for about 4 mins.The more threatening the debuff, the less frequent it will be.