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11-12-2017
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76 |
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Registered User
Join Date: Apr 2017
Posts: 8
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Would eventually like current or new baddies to have their own characteristics/be more distinct in the way they approach you, attack, jump at you, etc. Love the wolves, but I wish they could be buffed up a tad (maybe particular colored wolves, with more hp, etc?) as they’ve become too easy to kill when not close (Makes them more cuter than mean) Maged baddies could be more powerful and buffed too, with diff mage baddies only in different areas, maybe even using different spells on you or staying in their place/running from you and using spells from afar. Higher levels of the Mushroom baddies can jump towards you/at you (and cover a larger distance than they would from walking)? When certain baddies get alerted to you, maybe that's what can enable an initial speed boost to reach up to you (and at least have a chance to hit you once)? Once baddy hits you, that initial speed boost can disappear and they go back to the speed they were set to have Certain baddies like Wolves can have their own distinct/special perk, making players bleed (lose (2) hp per sec, etc. similar to the way bees attack you without its slow), at % chance of bleeding happening if they do catch up and bite you; bleeding can stop once the wolf dies? Spells with fire could also burn players, frost can slow or freeze after hit too many times with spell, etc. A corresponding icon (fire, snowflake for frost dmg, ice when frozen, etc) can also show above player’s character in place of where heart icon is currently (health). I'm hopeful elemental effects can be implemented, considering the display of different colors canons just outside the desert area (: It feels like Ranged classes have the advantage against baddies when attacking them (baddies spawned outside without being grouped being too slow atm). When there’s a same species of baddies together, have them be alerted from a greater distance when one of them is attacked by player, or have same species of baddies better work together to attack targeted player(s) /enemies when near When 2 grouped baddies of the same class are able to both damage player, these 2 baddies are now able to use a different/stronger/spell/diff distinguished color spell/perk that they weren’t allowed to use before from only attacking you “individually”(without any particular baddy around) hahah Revisting Dungeons a second time or after (x) amount of times (Until you either finish the same dungeon unchanged 5 times, either obtain all particular rare quest items from boss drops at random chance, either collect all 5 different gems from boss, or even get special gem/rune since it already feels like there could be a future emphasis with gems in the future, etc). After defeating the final version of a boss from the Upgraded dungeon, you can use the gem/key/water type item to later unlock a door. (Diff keys can also be obtained from defeating final versions of Dungeons around the map) Levels inside the (updated) dungeons can either be slightly altered/modified, or only have the Boss’ level as different One example of a ‘level 2’ dungeon: the next/last time you see the boss for the Underwater Dungeon, he can make the water come up from the floor every so often, forcing players to swim and dodge his attacks, and temporarily disabling players from attacking him because they’re in a swim gani. This whole level/floor can either be completed flooded, or have spots where you can still attack the boss, corners of room etc. Making animations/script of water rising might also be avoided by having screen turn black, possibly even warping player to mirrored, but changed flooded level? PM Messenger’s button for what I think is add/remove? doesn’t work, I also think the button next to it the noob head with (?) question mark should light up in a diff graphic or in its place state in text if player is online/when last online. Profile cards that can be viewed, including offline friends, should also show time when player was last online Entering inside the door of the Spar Area at Docks slowly, will always kick you out Jars of captured green (Emperor) butterflies will occasionally disappear/not appear from player’s inventory without ever selling the bottle. Some minimal issues but “Yellow butterflies” isn’t yet named (clouded), proper names of butterflies once caught in bottles change into names of their colors instead (maybe from issue with text being too large?) Would also like to call them Jars instead of bottles (I associate bottles with water, etc ahah), Jars of Clouded Butterflies or just Clouded Butterflies, instead of Bottles of Butterflys (White) Maybe also replacing those poor butterflies of more than x20 stuffed inside a jar (can you imagine?!) with a proper butterfly cage! Yup, these exist and they’re made of white netting, and it’s obviously more humane Fairies can use whatever magic they have and live inside jars, though cx ahah) If not, maybe i can just start to believe my captured butterflies are magical too \: hahahLightning bugs probably shouldn’t be flying around during day? NPC’s (diff butterflies, birds, baddies, etc) could be made to only appear/spawn/be contained around different areas of the map When a player has drowned in water, have a little water related sound effect when player drowns. Also, a corresponding gani of player lying faceup on the ground, having appeared just drowned (maybe consider a small delay?) until player starts moving again I tried to be as detailed as I could with those topics, just let me know if you need me to clarify on anything more!
Last edited by Kometa; 11-12-2017 at 01:39 AM.
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11-12-2017
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77 |
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Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
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Weapons need base critical chances imo, at least weapons like daggers, guns, bows and katanas. Maybe lower chance/critical damage modifiers on long/shortswords (not broadswords) and blunt/heavy melees don't crit at all unless you socket the appropriate rune into them.
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11-13-2017
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78 |
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﴾Delteria﴿
Join Date: Sep 2014
Location: Lutecia
Posts: 278
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You are changing the fort's facade. I find that design very interesting, which is fitting more with phone games spirit.
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11-14-2017
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79 |
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﴾Delteria﴿
Join Date: Sep 2014
Location: Lutecia
Posts: 278
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The Quest Goblin killer The quest now can be completed. (by killing goblins which are located in the hidden cave) |
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11-15-2017
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80 |
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Banned
Join Date: Feb 2017
Location: York Town
Posts: 360
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I like the air balloons even tho its not really a far distance to walk but there cheap and worth the price.
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11-17-2017
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81 |
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Registered User
Join Date: Apr 2017
Posts: 8
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Ability to catch different types of fish depending on area or region (Pier, East ocean of Desert, starting West Dock, rivers, ponds, etc) Fishing with Rivers can bring the additions for new freshwater fish such as types of trout, catfish, salmon, bass, etc which can possibly differ with their own characteristics from saltwater fish, such as being higher in Mana attributes opposed to saltwater (higher in HP) also, bear npcs :p Higher level rods can be used to catch the deeper sea fish commonly found in deep waters (only darker deep water tiles), would also initiate one necessity for buying a boat A specific key can be added/obtained from an NPC quest to unlock the room of the house in Docks leading to that dungeon, would also prevent simultaneous number of players attempting dungeon at once Some thoughts to make the mechanics of climbing more interesting (atm you can buy bronze boots or higher to climb any climbing wall) With boots, players can be able to kick other players off the cliff/ledge while climbing/receiving damage (% chance depending on type of boots) there’s already an instance where one of the unfinished forts contains a section of climbing walls in the front that can be refined later on, also players raiding the fort in the Desert would be able to bypass one of the levels or two (instead of going through one of the caves) if there was a climbing wall not being covered by those defending. Climbing perk can also be reintroduced with different levels of upgradable tiers if this mechanic were to be added Or have climbing walls more differentiated by shades of color, and can only be climbed with certain levels of boots There are already some mushroom items in the game, that can give minimal hp attributes when eaten. There’s also a variety of mushrooms ’grouped-together’ that can already be found sparingly throughout the map. These grouped-mushrooms can possibly be used by players to pick up a single random colored mushroom depending on chance. Higher farming or crafting exp/levels can be used to raise the chance of picking up more than one mushroom, other colors, etc. These mushrooms can also be looted by other players, maybe in limited quantity before they’re fully looted until able to be picked again (15 mins, etc). Climbing walls placed in areas across the map, such as the one already under Lighthouse, can also lead to one of these grouped-mushrooms, even bee hive. Picked mushrooms can be used to make certain potions, tonic, elixers, etc Hopeful daily challenges are being thought of that would entice players to keep coming back to server (random jobs based on crops farmed, number of butterflies to be caught, specific baddies to be killed, even the amount of time a Fort has been captured, etc) I like the placement of the Desert, but the town associated with it could also be refined some to be more simple to find its shops With the way the shops are placed now, some shops/stalls become hidden, and it almost feels like one of those underground malls that you never knew existed in your city or just always dreaded going into. In particular, the layout of the shops/buildings could be made to look more linear to each other, more side by side or across from each other, in a style recognized in the Old West or similar period, maybe even additional tiles created for buildings made of stucco Ala in Mexico side of 1900s Buildings can also have more characteristic to them for example, the gun shop/blacksmith/armor shops can both be placed separately nearby together, maybe with the outside of the blacksmith’s building acquiring a more welcoming outside presence, with images of blacksmith tools/anvil laying outside etc Almost essential for every Western town, an opportunity for a western-styled church can also be built with its appropriate building tiles, and can house where the Rune Mage would be, with him and his companion devil relocated inside one of the caves or seperate building on the eastern side of the Desert, a white bearded priest in his place, and stairs/elevator leading underneath the church to a room with modern cloning equipment referencing some pop culture from a popular tv show ![]() Separated General Store/Grocery/Diner with the area for cooking in nearby room surrounded by barrels of food Separate housing that sells Hats/Boots(to use climbing)/Apparel together, potential for water tank tower, and of course the ticket booth for blimp Saloon could be in the center of the town, made larger to support a piano and separate tables for players to sit down/start and Queue for the card game until someone else grabs/clicks table without need to click on player profile/send inv, upstairs floor with curtained doors ;) also with upstair fenced porch outside Possibly even include a styled Bank/Inventory or Hotel in this town as well? Perhaps the addition of a Sheriff npc and associated Jail, with potential quest/bounty for particular baddies in Desert, possibly the capability to place a bounty on a playing-character’s head for (x) money, only daily? randomly chosen by Sheriff npc, etc Market shaped as a boat under Docks could also be turned into a fish-speciality restaurant, split up at the top for cooking or have the stove and table placed inside where the restaurant’s kitchen would be The dock could be made to extend out a little further into sea, be longer to give more space for people fishing, would also like appropriate fishing quest associated here When inside of the Castle/city, it’d be better and more visually appealing, for mobile players especially, to be able to see from outside of the castle; or at least have some resemblance of outside, instead of having the levels end at the castle wall Would also eventually like to see a Royal/King’s palace with a King and its associated rooms and guards inside the city somewhere (could possibly better link quests/starting tutorials together) Minor addition, under spar arena in City, there are drains with metal bars that make the water seem like it’s in a static state, a gani or graphic for the bars or a water graphic also to be used outside, can fix that and show the water animated or seem as if its moving Spiders can be made more common as they spawn quite rarely from picked up bushes/pots. In one of the Elite Guard’s quest to kill rats/mushrooms in basement, it might make sense if this sole room can spawn rats/spiders at a higher rate than usual/ or same, then have the player ‘find’ (x) number of rats to kill after picking up pots inside room from the ‘infestation’. Having the player retrieve the rope from this room seems almost unnecessary unless the rope would’ve either: appeared after all the baddies were killed, or if a rope-type item were to be implemented later in the game for players to escape a dungeon, water well, etc. ALA pokemon, stranger things :p Picking up a bush/pot regardless of the player’s gender will use the female ‘grunt’ sfx (intended?) Walking with a bush/pot above your head makes you silent when you walk, without the walking sound effect (intended?) “Getting Information” quest doesn’t show an exclamation on map of where to find Daisy to talk to her (also don’t know if intended) “The Apothecary’s Endorsement” should either state which specific potion to equip into hotkey to be able to finish quest, or allow player to equip any potion/elixer/drink/food Would like the hotkeys to show the quantity of potions available in inventory where useful for certain items where like Potions, food, etc Would like a coin-like or similar sound effect when selling item, another sound effect for buying Would like a gani for drinking potions, similar items Possibly have rare items drop very rarely from apple/fruit trees with other players able to pick them up? (bird eggs for potential quest, golden/enchanted fruit/fruit of knowledge from Wisdom Tree, etc) could entice determined players to keep whacking those never-lonely things :p After dismounting and getting off from mount, using a sword/gun by pressing a hotkey will still swing the sword, but the player’s avatar won’t appear to be wielding or view a sword as equipped (hidden without it’s wield gani) Equipping a weapon, etc from hotkey while on a mount will still act like the mount is still “equipped” or being used as the active item Could also add the ability to dismount from using the associated Hotkey (if set to a mount), clicking s/d keys on pc, in addition to the existing dismount button on top left Maybe the ability to literally tie a mount to a mount/horse rack where available, system to only carry around one mount at a time with a house/stables, possibly with multiple rooms for players to house their unused mounts Consider a Bakery or similar with needed grinder inside, for Wheat to be made into Flour (pie crusts for berry/human pies, bread, cornbread etc.) introduction of wheat also brings addition of new foods like cereal/oatmeal, cookies, noodles/pasta? Flour can also be made without a new tool, just wheat + water + hammer? Maybe even an Ice Cream shop, also containing its own specialized tools to make cream/butter after gathering Milk from cows, something to make sugar from honey unless involving the use of an oven or the Bee Keeper’s house, and something to make ice from water or to chill all the ingredients (or second use of the fridge?) Ingredients such as pepper, chocolate, vanilla, etc. can be chosen to be made rare/only attainable from stealing from fridge, behind counter/broken crates from rooms inside rat holes, or bought at market A tropical-like island can be considered to be home to more exotic fruit like bananas already in the game, etc. with possibility of catching crabs and lobsters Since the server seems to have some emphasis with Glubs, water, and possibly their own special story with Delteria, it brings a potential opportunity to create a city inhabited by Glubs, or similar npcs (perhaps their enemies?) to an Atlantis-like place, possibly underwater, or an advanced city resembling what Atlantis would be like :p Levels of farming that can raise the max number of berries/related that player is able to pick up (1-5) depending on level? Players with a high farming level can still pick up x1 berry, but will now have a chance to pick up x5 berry, or higher chance to get x5, etc berry when level keeps rising? I’ve also been able to accumulate over 900 blackberries from just casually slashing bushes over a period of a few days, a similar system to farming can limit that, or have wild black berry bushes only having to drop berries at a chance (or when sparkling) I’ve been trying to catch every butterfly i’ve run across in the server, and Blue Butterflies are definitely more common than White Butterflies (labeled Common) 52 blues to 32 white butterflies Bombs (300) are also commonly found (intended?) and Human meat (207) to Goblin meat (34) (human/goblin share the same attributes, disregarding their monetary value that i haven’t checked, also intended?) Would obviously like more refined bases with their own characteristics eventually Possibly an elite Guard/Statue/etc. npc can appear during guild forts to either defend/attack every so often. Or this npc can also be made to rarely spawn (or every x hours), and separately take a role as a ’Boss’, attacking both defenders and attackers while dropping a quest gem from earlier post or similar quest/loot item for everyone attacking it. Reason for the npc, being either a hindrance if it only attacks certain players, or annoyance if it drops something rare, experience points, would be one way to make a fort seem more dynamic and can possibly also balance out whatever odds from a guild taking control of a fort for too long One potential area for particular water-based baddies, glubs, etc is the area under the Lighthouse made accessible by swimming there, isles of shallow water like this can be expanded horizontal to lighthouse or similar area if baddies were to be added With the first two goblin quests that sends the player to kill goblins in particular cave, consider raising the quantity of goblins needed to be killed, the goblin caves could also be revised to look less like a generic cave Would like more areas like this eventually possibly with multiple floors inside, with as special sites to find particular baddies Some bee hives are located in areas where water isn’t accessible for players to hide in once a hive is attacked, maybe consider a bug spray item When viewing headstones in the graveyard/cemetery by the church above Docks, the prompt displayed for that npc doesn’t disappear right away when leaving the stone and doesn’t disappear until you walk far from it. Npc’s displayed could also be dressed accordingly in time :p When a card game has finished, the prompt of Victory/defeat doesn’t disappear right away until player clicks on it (intended?) Consider an acceptable cooldown system for guns, with different guns having different cooldown/reload times, as Spells costs players Mana and could balance the classes, might also better distinguish guns from bows, any future bows Maybe a stamina bar or system that shows solely for mounts, bows, guns, etc Would eventually like a experience bar to show you how close you are to leveling up in UI unless one already exists that i’m not aware of, tutorial quests can also better explain this and other UI elements for new players at the start of the server Having played the server for a full week now, I’ve been slower to find newer bugs that i’ve come across, but I think we listed most of the bugs commonly encountered from a normal playthrough. If i’ve yet to discover an area or try something, just let me know, and obviously testing the server on a touch device will also be different. Development is obviously still ongoing every single day, with newer things being added and changes being made. some or most of the bugs or concerns being posted haven’t been addressed yet, and it wouldn’t upset me as long as those whom are part in dev do look through these lists with free time, to see what can be fixed or which ideas can be explored or should be debated internally on, eventually My posts aren’t meant to resemble any type of negative criticism btw! <3 , these usually come out of boredom or any positive thoughts i have with this server the more i play and realize it's potential, or how large it could become when tons more start playing, especially with more help or hours put in from devs (: i’ll still be coming up with lists and bugs or any ideas i encounter, not sure if i should be editing my other posts to show which things have already been addressed or fixed. feel free again to discuss any points brought up
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11-17-2017
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82 |
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Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
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Uh... I'm stuck in this new starting instance...
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11-17-2017
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83 |
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Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
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Just realized, today is the last day in the closed beta period isn't it
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11-17-2017
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84 |
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Banned
Join Date: Feb 2017
Location: York Town
Posts: 360
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11-17-2017
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85 | |
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Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
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11-17-2017
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86 |
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Banned
Join Date: Nov 2012
Posts: 4,173
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Android testing is easier either way. There's android emulators for pc aswell. |
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11-17-2017
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87 |
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﴾Delteria﴿
Join Date: Sep 2014
Location: Lutecia
Posts: 278
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Thank you for this trial, it was a good experience, I wish you all the best in the future. Cordially A.Z.
Last edited by Az'roth Azay Z.; 11-17-2017 at 09:31 PM.
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11-18-2017
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88 | |
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Banned
Join Date: Dec 2015
Posts: 340
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11-18-2017
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89 |
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Banned
Join Date: Sep 2011
Location: New Hampshire, United States
Posts: 3,135
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Looks like the city that was made before the old Delteria map was replaced.
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11-18-2017
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90 |
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﴾Delteria﴿
Join Date: Sep 2014
Location: Lutecia
Posts: 278
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I'm very glad to see that Delteria's staff members had listened to me and set up help indications.
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