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Messages - Urzumph

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1
General Discussion /
« on: October 27, 2004, 10:59:25 pm »
of course, if it\'s anything like AC, their solution would be to /nerf it until you could kill it in one shot and release that as a monthly patch ;)

2
General Discussion /
« on: September 24, 2004, 07:31:55 am »
Quote
Originally posted by jorrit

We choose to do the beta test program for our own protection :-) It is better if 15 fans first weed out and find the most obvious bugs (but bugs that we devs still missed) before unleashing it on the PS masses and getting thousands of identical bug reports.



Thinking about that gave me the idea of you releasing it in stages, like gmail....

3
General Discussion /
« on: February 07, 2004, 06:05:18 am »
I prever a Double Axe (eg. Orc Double Axe ala DnD) or a Great Axe if that\'s not available.

For My Mage / Wizard I think I\'d go for a Staff, possible with a glowing / pulsating orb on one end (if that is ever implemented)

4
The Hydlaa Plaza /
« on: January 11, 2004, 08:36:11 pm »
Quote
Well if liero doesn\'t work...then I\'m sticking to win98  


Actually, what you could try is NiL : http://nil.sourceforge.net/
It\'s a Linux Clone of Leiro. You might be able to find clones of some of the other dos games you play too if you look hard enough.

5
General Discussion /
« on: January 10, 2004, 11:39:31 am »
I think that small scale instancing is a good idea, however if it is taken too far it would ruin the gameplay. The only MMORPG I have played so far is Asheron\'s Call, and one of it\'s major problems with quests was that a second party could break a the first parties quest on a multi-part quest (Aeirlinth suffered from this) and some other quests simply suffered from over-crowding - so, perhaps there should be instancing on certian areas based on -
popularity (if a dungeon is overcrowded, perhaps it should be split into multiple instances (NOTE: not one for each group, just a few, say 3) reducing overcrowding, but still having multiple people in a dungeon)
breakability (if a quest could be broken by several parties doing it at once, then it needs to be instanced (of course a far simpler way is simply to make the quests non-breakable))

6
General Discussion /
« on: January 09, 2004, 10:21:58 am »
The person who drew the ascii progress-bars was joking, but seriously, why not?

Pros :
People can see that progress is happening, without knowing exactly what it is (and thus no spoiler)

Rough estimation of how complete it is, with no release date (and hence no deadline)

should not be too dificult to impliment - simply a row of images, some with that section filled in, some not
(I should point out that I cannot be sure on this point, I only know very limmited HTML, and no PHP)

Cons :
gives very little information about what is happening, less than the somewhat spasmodic news postings. However, the news-postings are still good, I see no need to do away with them.

It will need to be maintained. Someone will have to decide how complete it is on a semi-regular basis (2x weekly?)

it will probably not be accurate. But that\'s not very surprising, considering the accuracy of progress-bars in general, combined with the un-certian nature of programming (EG: commercial game release schedules) - it cannot be helped if a major bug is found at 99% which holds up the release.

7
Wish list /
« on: December 26, 2003, 10:41:17 pm »
Name : Arcana? Arcane Shadows? (Trying to think of something based on magic, or arcane)
Physical Description : Slightly transparent (NB: can the engine do this?) Multi-coloured
(Like a rainbow of splotches, with no concieable patern.) Again, if it\'s possible within
the engine, I think it would be cool if the colours changed / moved. Roughly Human shaped,
about Shoulder height with elongated arms.

History : When large (usually multi-person) spells are cast, they can take on a life of
their own - literally. Normally, if the spell is completed (fizling is completion,
just not the desired one) then the magic is released back into the world, However, if
the spell-casters leave the spell un-completed, say, for example, they were all killed by
(insert evil moster here (EG orcs)) then the magic is not released - it is trapped until
some kind soul sends it back where it belongs (IE: kills it)

Designed for Medium - High levels (The size / intelligence / health can be varied on the
spell and it\'s level of completeness)

Attacks :
Melee attack : Flailing Arms
(NOTE: because the creature is pure magic, even it\'s melee attacks should gain the
advantages / disadvantages of magic (IE: it ignores armour like a fireball does, but
suffer\'s spell resistance as a fireball does)
Magic : Can cast small spells as a normal spellcaster does - doing so drains health
as it would drain a spellcaster\'s mana

Health : Varies, but Medium - High

Items dropped :
Distilled magic (perhaps used in mana potions / wandmaking / etc)
or perhaps just Mana potions / wands / magical cloaks....

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