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Messages - Soyokaze

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1
Wish list /
« on: January 06, 2004, 04:13:20 am »
It\'s an MMORPG, combat is an unavoidable issue. I to would like to see a lot of skill and good equiptment required, but possible 1 shot kills. I\'m immagining large guild VS guild battles on open plains in my head here, but hey we have 100,000 players right? :D I just realy don\'t want to be forced to use a broadsword AGAIN.

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Wish list / Your vision of an ideal ranged weapons system.
« on: January 06, 2004, 04:04:24 am »
I\'ve seen many FPRPGS where ranged weapons are handled very badly, and others where they work very well. As combat is in it\'s early stages of developement this should be a seriose topic of discussion at this point. Here we will share our views on how ranged combat should work. Cases of good ranged weapons we\'ve seen in games, and cases of badly done ranged weapons By ranged weapons I refer to all kinds of Bows, Crossbows, throwing weapons, and the like.


In many games the bow is all but useless. I want to see that someone with a bow can take down someone with a sword if skill or statistics lean in his favor. I\'d like to see the ability to arc your fire and drop arrows on far foes. Being able to do so makes for long ranged combat on a medievil battlefield scope. Melee fighters in front and groups of archers launching arrows into the crowd of enemy soldiers. Bows should be more effective at this long range when grouped with other bowman as to deliver a hail of arrows. They should be better against unarmored and light armor but weak against heavy armor and heavy sheilds. In this way a group of warriors can charge the archers and reach them only losing a few men if the archers are unsuported. The damage shouldn\'t be limited so that they are insufficient against strong opponents, but based on the user\'s strength and dexterity (or equivilent stats) increase in effect. Varied kinds of arrows can also change the effect. Elementaly enchanted arrows, cheaply made arrows, fine iron headed arrows, masterwork complex arrows, poisen tipped arrows, etc. This could even enhance any weapons working trade skill by mixing and matching arrow-heads, shafts, and fletchings to create custom arrows. Bolts for crossbows should be treated much the same but with standard statistics, only the player\'s hit/miss should be effected by stats. It should be the best of the three for close range. The low level crossbow user should be able to deal more damage than the low level long-bow user, but at higher levels the long-bow has more potential. This excludes enchanted items of course. Thrown weapons should be the very quite with low range and capable of critical hits. Stealthy weapons for use by thieves, bounty hunters, and the like. A player should be able to specialise in the use of the three supported with magics suited to this skill and remain leathal even if compromising close range. Of course at close range the sword must almost always win, with exeption to the crossbow in some cases.

Thoughts?

3
PvP,PK and Thieving /
« on: January 06, 2004, 03:44:33 am »
The crimson Knights where pretty much a self riteose uber guild that earnt alot of respect. Thus something like that would be player made.

My modification to the idea:

Bounty Hunter Class-
A player can use a menu to put bounty on another player\'s head. The player can specify an ammount no greater than what he/she can afford. Bounty hunters can look through this list and hunt down whichever they feel is in their league. On the defeat of a bounty head by a bounty hunter the funds are subtracted from the client\'s inventory and transferred appropriotly. If multiple people place bounty on a single person then the bounty is put into a total pot. There must be a minimum bounty that discourages random bounty, and one can not collect bounty on themselves, on players which they put up the bounty, on guild members, or on players under a sertain level. Targets with a bounty on there heads from angering another player thus become targets. This also adds a player generated quest system. Bounty may also include bartered goods.

4
Wish list / Stairs need to be fluid. They jerk the camera now.
« on: January 06, 2004, 03:36:00 am »
When playing the game and using stairs the camera bobs as you take each stair. They need to be treated as ramps so that you can maintain stability. It is very anoying, especialy if I\'m trying to film in-game video propeganda in order to intrest others. Anyone else notice this problem?

5
Guilds Forum / Mortal Wombat
« on: May 30, 2003, 02:58:38 pm »
Interesting. I\'ve had ideas for groups founded on in-game sport myself. Of course I soon learned the game I planned to put it on was a load of crap, so that fell through. Would non-members be allowed to compete in your gladitorial events or only those within the band?

6
Guilds Forum / Oh the things I have seen
« on: May 30, 2003, 02:56:01 pm »
Nah, I\'ve seen worse. There was one on Everquest: Online Adventures that had one purpose, to promote a Counterstrike clan. Now that\'s a terrible idea for a guild.

7
Technical Help: Problems BEFORE entering the game / Classes
« on: May 30, 2003, 02:49:29 pm »
Do you guys have any idea when the rogue, assasin, and similer classes will be implimented? If you do know and know of other classes aswell I wouldn\'t turn down the extra info.

8
General Discussion / Honorable
« on: May 30, 2003, 02:26:10 pm »
I find it quite honerable that you stand so close to your word. Most atempts at free MMORPGs have ended in either low quality or a fee. Once completed I doubt anyone here would complain if you did charge a purchasing fee. By doing as you plan your being far more kind than you need to be. More power to you guys.

note: Meant this to be a reply not a new thread.

9
General Discussion / Recruiting of staff
« on: May 30, 2003, 02:01:08 pm »
I wanted to ask the development team weather or not they will except applications from prospective team members who are currently minors. I am 14, study to develop games as a living, and would love to contribute my skills to this project.

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