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Messages - Anomaly

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Complaint Department / Re: What has changed?
« on: August 04, 2008, 02:02:45 am »
Not the same bugs. These are entirely new bugs that have the same effects.

 \\o//

Seriously though, I hope the coders are trying to refine the code to be at least somewhat reliable if the same problems are lurking through years of updates.

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Complaint Department / Re: What has changed?
« on: August 03, 2008, 10:28:59 pm »
I understand it takes some time to fix these bugs, but its been almost three years and I see the same bugs that made my first time experience worse, I was hoping that they would fix these problems by now so that new players wouldnt be discouraged to play from dieing over glitches.

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Complaint Department / What has changed?
« on: August 03, 2008, 06:47:03 pm »
I enjoyed this game almost more than two years ago but put it aside until some flaws where worked out, My friend has a low-grade laptop and this is the only 3D game he can play with me. I really cant say I see anything different in the game so far, yes, its non-profit free game but I'm still seeing critical problems in the starting location that would make someone eventually stop tolerating its setbacks, things people encounter everytime they play the game so its not something that a common few are experiencing for over a year.

Lack of bug tracking shouldnt be the issue here, these problems are in your face all the time setting your gameplay back. Could it be messy coding making it difficult to work them out?, or just not enough time in the developers favor or different goals before sorting these things out?, I'm not aware of the current situation.

I'll tolerate this games problems because I like the community and where this game can eventually lead to, but when I hear that the amount of players are dropping I can see why. Inexperienced and regular gamers alike will drop the game when they are constantly falling through floors or getting stuck in them, teleporting randomly and dieing, unable to have even the most basic fight with a creature, and when they do die from these flaws they have a confusing underworld to figure out on top of being cursed. IMO the starting location needs some attention to keep people from leaving the game early.

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Wish list / Re: Clothing Options
« on: August 18, 2006, 03:23:47 pm »
Well its should be the physical stamina that is drained and it should drain dramatically over time. If your wearing armor thats adding an extra 50 pounds like a full plate set its going to slow you down and require you to use more physical stamina to keep moving.

And since you cant move once your physical stamina is drained, this will obviously make people take off thier armor more often. =)

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Wish list / Re: Clothing Options
« on: August 16, 2006, 06:31:14 am »
Maybe you could have plants or some natural resource scattered across the lands that could be harvested and made into dyes, and let players be able to dye different parts of the cloth different colors.

Then find a way for guilds to make thier own symbols that, after being looked at by the GMs to see if its appropriate, could be put on the clothing in any spot, and be any size that fits.


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Wish list / Re: Advanced crafting system.
« on: August 15, 2006, 07:24:49 pm »
 :oops: Forgot about those annoying people of all games that ruin common good ideas...you could make the server keep track of what people name thier items and filter out the dumb names but I guess that would be a waste of time since people would go out of thier way to make any stupid name they can possibly get through the filter and also it would be kinda hard to do.  >:(

The ways to keep item names decent are complicated, like sending in your name for devs to accept, so if that would be too hard we dont really need to have custom names in the 'blueprint'.

To get in more detail for the style of each part based on smithing skill. It would work like if your level is 1-3 you would only have two styles per part, but when you reach level 4 it would unlock a series of new styles for each part to choose for your craft, maybe even make it take longer to learn new styles once you are in the higher levels and if your set of styles is a really complicated craft it may require more materials or take longer to craft. You could also learn a socketed style to add gems to your item possibly.

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Wish list / Advanced crafting system.
« on: August 15, 2006, 04:51:09 am »
Well, I always thought it would be cool to have a crafting system with great detail, so that all crafters could be creative with thier item-making. Even though its probably too much to ask for or whatever, here it goes.

When you decide to craft lets say a short sword instead of just tossing in the mats and hoping for the best you could actually make that short sword the way you want. You could make "blueprints" for your sword, which would basically be a new window that gives you the option to name the sword, and also show you the sword's parts in a list like pommel, hilt, cross-guard, blade. Each part would have a list of styles you could choose from based from your weapon-smithing skill, thus making your craft unique. Then when you choose the styles for each part you put down what materials will be used to make each part, so if you use gold to make the pommel, the pommel would look and shine like gold.

When your 'blueprint' is done you would then have to have all the mats that where chosen for the sword before you can go on to crafting it. This could be used for most items, making the world have a high sense of variety when it comes to items. I know this would be a complicated project but you asked for wishes and here is one of mine. :lol:

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