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Messages - Loran

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1
Suggestions & Ideas / Re: Blind Players
« on: June 10, 2014, 11:40:26 am »
just a note on something we may need to look into to remove some confusion

one of our newest players (rosey) is using a screen reader on a mobile device and trying to use the farms in Old Yorke, when farming the scripts load pigs/birds with a message about it, but it seems by the time the information has been read out the script has already continued, we may need to add a longer timer to wait to account for this.

Also i noticed that when farming in these 5? fields they do not list the crop received in the room description or title so you don't know what you will receive until you start farming.

also they do not transfer you to another room/repeat the last farming command you need to use to continue - say plant/hoe like the ones i believe outside fort sutter that update/display a different room desc based on your progress.

2
Suggestions & Ideas / Ranged Re spec.
« on: June 29, 2012, 01:28:24 pm »
Ment to write this a while back as based on my own views and request by a few players and once, feel free to pick it apart  ;)

Right now i'm pretty sure knowone uses ranged weapons due to the damage they deal and the reloading/need to carry ammo vs shooting say an acid arrow/melee weapons

the plan would be to make ranged weapons more useful/unknown on how huge of a task this would be for the coders but anyways.

Current Ranged Weapon types
Bows/Slings/Firearms/Thrown/Other?

Usage - going off memory as i havent used a ranged weapon in a while
shoot - for same room attack (per shot or used automaticly?)
ranged - shoot/throw direction name - and on hit in the mob tracks to you an attacks?


Proposed changes to current ranged weapons would add the some of the following flags to ranged weapons

Weapon Speed (Time to ready weapon for dueling or switching weapons when fighting)
Weapon Fire Rate/Delay
- Single vs Burst fire option - quicker fire rate w/ less accuracy
Weapon Range (Room/+1/+2/+3)
Rounds in Weapon (Bows 1/Old West Pistols 1-6?/Future Laser/Other Automatic Clip 5-30?/Shotguns-Rifles 1-8)?
Disposable Weapons with no clip/reload discarded after fired (Rockets Etc..)
Weapon quality - chance to jam on reload/fire - degrades over time/repairable?

Can weapon be used as weak melee when out of ammo?

---

Ammo types and crafting/questing
Ammo Standardization - i forget the number of times i've found/bought a gun in old west and have an item named bullet that dosent fit/has no additional info
- Arrows/Pistol Ammo/Rifle Ammo/Special Specific
(i assume right now its settable when the item is created to use item# as ammo?)
- Elemental Effects/Other? - Flaming Arrows/Hollowpoint/Explosive/Incendiary/Holy/Silver/ etc.
- effects vs evil/chance to bypass armor/vs good/evil
(pretty sure this would have to use a crafter/shop and possibly required minerals/items traded to create)

Ammo lost/dropped for arrows/thrown or transfered to victim inventory or dropped into the room on misses?
Re-usable ammo or turned to junk chance?

Weapon and Ammo Equipped/Required to Fire
Bows and Arrows/Quiver?

Auto/Manual Reload of Weapon?
Ammo Held vs In Inventory
- Individual Ammo Required/Restocked into items/Recharge/Reload
- Arrows in Quiver/Ammo Box/belts instead of Individual Bullets/Rocket Pack/Battery.

----

Skills in Place
Bow
Firearm/Throw/Slingshot

Mods/subskills or additions that may boost (call them what you will these are just placeholders/ideas)

Burst Fire - Increased firing rate - increased fire rate but increases chance to jam weapon if it uses ammo
Reflexes - Increased Response time to being fired upon?
- Chance to dodge ranged weapon
Accuracy - Chance to hit bonus for Single Room/ranged +1 room accuracy.
Senses/paranoia - Message to detect ranged weapon user multiple rooms away. - Togglable with timer after triggered
Nimble fingers - Reload speed boost/with delay timer after triggered- togglable

3
Suggestions & Ideas / Re: MACRO: Alignment!
« on: January 05, 2012, 12:07:21 pm »
[10427] Dr. Seuss                 - [38327] The Brain Drain Room (The Space Port)
i'd recommend changing this one, as its inside the Esper only class rooms

4
Suggestions & Ideas / Re: Future Clan Contests
« on: June 08, 2011, 02:42:44 am »
Chaos - 4 deeds (I believe Loran found at least 2 of these)

I found all 4, but will see how long they last :)

5
Suggestions & Ideas / Re: SUBskill System
« on: August 03, 2009, 07:52:49 pm »
i was always curious if it was decided if the dragon subskills were actually summoned dragonlike pets similar to golems, or just really pretty looking teleport scripts? ???

6
Suggestions & Ideas / Re: space beacon's
« on: March 23, 2009, 11:02:34 am »
Quote
Is 5 minutes waiting time too long? Too short?
usually I've flailed around for 5 mins before i've called for help anyways so 5 seems fine to me
Quote
Should the beacon load a spacesuit, when dropped?
instead of loading a suit and (somehow) forcing a player into it, was thinking of a mini forcefield with a timer/flag the player with a effect like the martian no suit required for 5-10 mins? you still can't really move as it still  burns your move points, but at least your not dying of exposure anymore.

Quote
Should the rescue ship check if the player is in a fight or not, or get him/her into the ship anyhow?
well if your going the whole space pirate/monster side, for realism unless were talking the roger young space cadets rescuing you are they really going to want to tangle with a battle in progress?
if yes you paid your $$ to be rescued their gonna bubble you and get out of there..


edit ---
thinking on this later instead of the whole load a ship at location, what about loading a portal, give the player a minimum of 100 move if needed and force them through it on a timer?
are portals teleports?, or just a direct connection to another room?

on the pirates/space monster thing, i thought this was a way to get you to safety? or just a way to load large mobs to abuse you more and spend the 16 mil gold on a recover (double payment?) or wait out the corpse timer (mine is allmost 1.5 hours allready)
i can see the whole pirate/space monster load justified if your ship was just blown up and it automatically activates a beacon with  "victim  at (insert cords here) come get me "

7
General Discussions / Re: PERZED MOUNTS: TOO WEAK FOR UBER ZONES?
« on: March 21, 2009, 04:13:55 am »
this may be a side thing, but to me a mount is only usefull untill your alignment changes it leaves or am i the only one suffering from this? "the message of x mob hates youand leaves"  is fine on a mob you purchased with gold coin, but on a mount you paid tokens for its just plain annoying

8
Suggestions & Ideas / space beacon's
« on: March 21, 2009, 04:00:24 am »
just posting this as a reminder for the discussion on space beacons we had tonight as space is a !recall area

purchasable for 1 bronze or for 50TP at the travel agency

activate the beacon and be taken to a space station after a time 5 min+
and also space pirates hunting you( possibly)

feel free to add to this or flame.

9
Suggestions & Ideas / Re: Skill Tree System
« on: February 22, 2009, 04:54:52 am »
personally i'd love to see something martial arts/a little ninja sprinkled around, with forms -  i do wonder about balance issues and all the weapons  in place becoming obsolete if players were weaponless/extra attacks and whatnot and how this would affect the current skills/spells in place

and for grins  http://seventhsanctum.com/generate.php?Genname=mamove

10
General Discussions / Re: Timetraps
« on: September 24, 2008, 09:39:28 am »
just so I'm understanding this correctly, these are additional time traps to the one's that are currently in the game already, or will this replace the current one's with random locations random exits?


11
Suggestions & Ideas / Re: Official Golem Discussions Thread
« on: September 01, 2008, 02:39:20 am »
so long story short. i typo'd and killed my own golem and on its death i get.

You receive 595044 experience points.
A shifty looking Golem gathers all his remaining energy and gives Pisinoe his loot.
Your blood freezes as you hear a shifty looking Golem's death cry.

there is no "Pisinoe" or not one i can finger, shouldent i have been its master?


12
Suggestions & Ideas / Re: Official Golem Discussions Thread
« on: August 25, 2008, 10:07:10 pm »
golems reload with 0 now, so fixed,. 
another thought is will this affect the gamble game they play, is the gold loaded on the fly, or were they pulling from that load pool?

13
Suggestions & Ideas / Re: Official Golem Discussions Thread
« on: August 25, 2008, 12:37:33 am »
for spy golems using the gorder gold command gives you
A shifty looking Golem gives you 60024 gold coins

every time you drop your golem it loads with the same 60024 coins.
its a slow way to riches, default gold should probably be removed from golems.

14
Suggestions & Ideas / Re: Official Golem Discussions Thread
« on: August 19, 2008, 03:30:36 am »
at least the golem teleporting saves you from losing it in those enter bushes/thorns scripts that seem to eat mounts  ;D

15
Suggestions & Ideas / Re: Official Golem Discussions Thread
« on: August 19, 2008, 03:09:33 am »
the golem following script just ports the golem to your current location, for example if you went into a flight required room you can get around the pets require boats/flight gear to get it there.

in one battle i saw the gexp message 8 times without healing the mob i was fighting, is this supposed to cap at 3-5 times per battle?

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