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Viewing 15 posts - 121 through 135 (of 200 total)
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  • in reply to: Oort twist on power and modern tech #4047
    Havok40k
    Participant

    Minecraft shortfalls should not dictate what is or is not possible in oort. Mechanical blocks chugging all day cause lag? Add a fuel source that must be filled manually and now all mechanisms turn off automatically, problem solved. Automatic farming generates too much product for the economy? Add game mechanics that either reduce efficiency of supply, or generate higher demand. Give food a “shelf life” that destroys food that’s not consumed after x days. Problem solved. There is literally no reason a player should not be able to automate or mechanized anything they can think of.

    in reply to: API Oort Online #3915
    Havok40k
    Participant

    Should have a stat showing how many times you’ve ganked Kuma other players…

    in reply to: Playing with bluestone and lamps #3903
    Havok40k
    Participant

    The lighting alone makes it super impressive!

    in reply to: API Oort Online #3899
    Havok40k
    Participant

    I like the idea, it would be cool to see how progressed everybody is

    in reply to: Offline, Solo play / Private Servers #3885
    Havok40k
    Participant

    I don’t think offline play will harm oort any more than it harmed Minecraft. I think the largest reason so many did not play Minecraft online in its early days is because it did not feature online play itself. You had to know an address or even get special launchers to go online, and even then it was often out-dated versions with anarchy and grief everywhere you went. Offline is a good place to plan builds when resources and competition are not a factor. All they have to do is insure that wealth and items gained in offline can not translate to online, as this provides too many opportunities to hack or cheat. The dev’s are offering the option for private rented worlds which make a good middle ground, but a player with a tight budget who just wants to play by themselves probably can’t afford to rent an entire world.

    in reply to: Travel #3883
    Havok40k
    Participant

    Hmm. What if rather than a big guild airship, you had matching guild mounts?

    in reply to: Offline, Solo play / Private Servers #3881
    Havok40k
    Participant

    A similar concern was voiced by a previous poster, this developer response may be reassuring to you!

    http://oortonline.com/forums/topic/scarred-unatractive-worlds-worries/#post-3623

    in reply to: Offline, Solo play / Private Servers #3880
    Havok40k
    Participant

    I’d not go so far as say there should not be ANY offline servers, but if a player had a single world, or a bank of worlds they could load off their personal computer, and a character that could NOT be linked to the online version, I see no reason why a player should not be able to play offline. Heck, they could sell physical disks that offered an offline mode, much like Diablo II did. Your offline character and online character could never meet, but if you wanted to play offline you had the option!

    in reply to: Portal Animation #3861
    Havok40k
    Participant

    I particularly like being able to see through portals to the next world, so I’m against proximity animations closing the portal, but effects and sounds would make them fit in better. I’m sure something is planned for this later, it is still very early in development.

    in reply to: Less Backers than yesterday? How? #3860
    Havok40k
    Participant

    We will have ours Friday, after I get paid :/

    in reply to: Ways to spend earned gold. #3858
    Havok40k
    Participant

    Yeah, forget monster grinding, that’s no fun.

    in reply to: Extreme climates #3844
    Havok40k
    Participant

    Thank you, it mostly hinges on global status effects being implemented and controllable, but I can see it being added. Though, maybe not for awhile.

    in reply to: Ways to spend earned gold. #3843
    Havok40k
    Participant

    Karko is right. Give players at the highest level of play the heaviest gold sink, and make beacons cost gold to keep up, per beacon. Could even cost 10% more PER beacon placed. Another measure to combat inflation would be to remove gold drops from mobs entirely. Let temples and gold mining be the only source of gold in the game, so that trade can be based on global gold reserves, like in real life.

    in reply to: Ways to spend earned gold. #3832
    Havok40k
    Participant

    While I’m not sure of the practicality of it to begin with, the simplest solution to kuma’s point is to set monsters to have either diminishing returns on gold drops or drop gold based on monster level, where tougher monsters drop a higher percent of gold than low monsters.

    in reply to: Oort twist on power and modern tech #3804
    Havok40k
    Participant

    Well, Power crystals could be cool, but why have them recharge? Make them single use like a battery, then harvest them like mad! Upon depleting a crystal, it could be used as a reagent for crafting of some sort? Perhaps crystal based weapons, where it could make a spear tip or arrow head.

    The next question about power would be should things have to be connected to a power source, or perhaps power sources power everything in a radius? Some combination of both? The possibilities are endless!

Viewing 15 posts - 121 through 135 (of 200 total)