Forum Replies Created

Viewing 15 posts - 16 through 30 (of 70 total)
  • Author
    Posts
  • in reply to: Titan mechanics, pet systems #3124
    Master_Chill
    Participant

    Ditto. +1 for all these.

    in reply to: Pet System Ideas (Post yours, too!) #3122
    Master_Chill
    Participant

    Pet ideas.. well. Mostly I don’t see the point for crossbreeding, with the rare exception for animals. I still remember the small animals from Castle Crashers, where some would defend you, others would heal and others would inflict bleeding by biting the enemy and so forth. I think that crossbreeding might actually help here, I kinda would like to see a wolf for example that has the ability to heal me because I’m it’s master, but also would defend me when I’m in a battle with a guardian.

    Also, you might be able to create a mule of some sorts, that can pack some extra storage for long travels from one city to another. Something that I’ve already covered over here:

    http://oortonline.com/forums/topic/bag-inventory-trading/

    And this is perhaps a long shot, but breeding something that you can mount, be it a flying mob or not, is something I’d like to see happen too at some point. Though it isn’t very high up my list for now.

    in reply to: Mobs @ Night #3121
    Master_Chill
    Participant

    Ditto, I’m all for creatures of the night. Just not the explosive kinds. I hate creepers with a passion and find that they should be banned from any future game. They had too much permanent damage. No, I’m thinking more goblins or orcs kinda creatures. The ones that only come out at night and seriously dislike light. Rukio had the idea to create camp fires, something that’ll help a lot against these night creatures imo. I went a bit deeper in it over here:

    http://oortonline.com/forums/topic/viewers-have-spoken/

    They don’t necessarily have to be called orcs or whatever, just don’t make ‘m blow you up, that’s all I’m saying.

    in reply to: Water creatures #3120
    Master_Chill
    Participant

    Fishing. I remember two versions;

    the version in Fable 1, where you could gather all sorts of stuff from the water and not just fish. I personally loved this idea, of gathering random junk. It also didn’t take much time to come up with something.

    Because that’s what you wanna avoid. Boredom. In Minecraft, this was a very tedious job that I really didn’t enjoy. They solved it only partially by adding random items and junk, but in the end it took you just as much time as before, unless you enchanted your rod, which seemed a lot like cheating to me.

    TLDR: Don’t make fishing boring please.

    in reply to: Water creatures #3118
    Master_Chill
    Participant

    I have a same sort of phobia. Meaning, I don’t feel really safe in a small boat when I’m traversing a deep, deep lake. Anything can be down there, you never know what lies sleeping at the bottom, waiting to devour you..

    • This reply was modified 9 years, 9 months ago by Master_Chill.
    in reply to: Make worlds matter #3117
    Master_Chill
    Participant

    I’m all for cities, villages and bigger places where people can gather, regroup and meet. A safe heaven for wary travellers after a long raid/journey in the wilds. I’m a big explorer myself, and would love to traverse through jungles and woods, only to come home to a big city where I can blow of steam, get a few drinks, a warm bed and a place to sell my stuff and repair my damaged goods.

    So yes to staying overnight, have taverns, gain temp health regen buffs and Npc shopkeepers that have an active social life during the day.

    in reply to: Realistic Water, tsunamis, floods (suggestion) #3116
    Master_Chill
    Participant

    I’m a big fan of this. For example, when you’re digging in a mountain and you stumble on a cavern filled with water, I’d like to see that water pour into your already existing rooms, and fill them up to the top, emptying the underwater lake a bit. This way, there’s actually a certain drowning danger when you stumble upon a cavern.

    Floods. Great idea. Every year or so it can pass with a season. But for that you’d need to have an active weathersystem, and I don’t know if they’ll implement that sort of stuff in here.

    in reply to: Scarred unatractive worlds. (worries) #3114
    Master_Chill
    Participant

    The whole idea behind the erosion of buildings, is that when players don’t take care of their stuff or are away for months or even years on end, the buildings become ruins/haunted. Creating new opportunities for other players to enter those ruins and raid them on their turn.

    I mean, imagine an entire town/village that’s been left to it’s demise after a few months. Vines and weeds growing thourgh/over the rooftops, lanternposts slightly flickering in the night, casting eerie shadows on the streets that are slightly being taken back by mother nature as buildings crumble down brick by brick. I’d love to stumble upon a village like that, at some point.

    in reply to: Scarred unatractive worlds. (worries) #3113
    Master_Chill
    Participant

    It’s why we have the beacons, mate. They’ll put an end to all the griefing problems, since nobody will be able to enter the perimeter inside the beacons when we are out to explore, raid and whatnot.

    in reply to: Worlds with Unique Physics #3109
    Master_Chill
    Participant

    This sounds like it’ll give me a headache 😀

    • This reply was modified 9 years, 9 months ago by Master_Chill.
    in reply to: On the inevitable world-wipes #3106
    Master_Chill
    Participant

    I had this in mind as well, since I’m not very fond of them and even think they are very unrealistic. I created a solution for them, of which I partially wrote it down here already: http://oortonline.com/forums/topic/building-tool-suggestions/

    The gist of it: blueprints. When a player has achieved a certain rank in it’s skilltree, he/she will be able to seize up his/her building and be able to write it down on paper. He/she will then be able to build it more easily afterwards and take those plans with him/her in a small book, once they’ll have enough of them.

    An elegant solution to an otherwise very annoying problem, I think.

    • This reply was modified 9 years, 9 months ago by Master_Chill.
    • This reply was modified 9 years, 9 months ago by Master_Chill.
    in reply to: Farming. #3104
    Master_Chill
    Participant

    I don’t wish to be one to bring this up, but what’s the idea behind crossbreeding? I mean, it’s all good and fancy, I sorta kinda like the idea I think, but I just don’t see the advantages of it.

    in reply to: Home Point / Respawn Question #3103
    Master_Chill
    Participant

    Personally, I’m all for ingame visual clues. Meaning, the beacons can take care of the outside perimeters. They’ll take care of your last known position. So, ingame that might mean that, for example, when you as a group pass a lonely watchtower surrounded by beacons everyone quickly passes by and each person will personally be “logged in” on that last known position ingame.

    As for the bigger area’s, like say in cities for example, people could claim their own houses/towers or whatever by means of banners/flags with maybe even their own colors/logo’s or whatever the designers feel like works best.

    This way, no flashy markers on your screen, it al fits nicely into the lore and general mood & setting of the game (I believe it’s already shown in the concept art at some point too btw).

    in reply to: Tools and Weapons #3102
    Master_Chill
    Participant

    Personally, I don’t care for which materials (stone, dust, orichalcum and whatnot) will be available, that job is more aesthetic to me and purely a designjob for the concept artists. What concerns me more is the way we create them. I covered the very start of the whole process right here already: http://oortonline.com/forums/topic/floating-foliage/

    But to reiterate, I’d like to keep this as realistic as possible, and avoid punching trees. So that means gathering sticks from bushes and fallen from trees, to bind them together with woven reeds (or cobwebs woven to string or something alike), and to combine them with what you can find of materials of your choice.

    As this goes on further up the skilltree, one can have an oven where one needs to create a mould first with clay, in which all further tools can be created, depending on their materials again. And so on and so on ..

    Ditto for armour btw, not just making the shiny parts, but the wool padding inside as well. So that means not just ironcrafting, I’m talking stitching, knitting and sowing all the same. This way, clothes can be worn down when you’re poor, and repaired at towns after a long and hard battle.

    This way, a town/village/metropolis will cover all sorts of specific job opportunities and create a sort of safe heaven for the wary travellers.

    in reply to: Tools and Weapons #3099
    Master_Chill
    Participant

    Flaming axes with fire damage? Good for me, but then I’d like to see some realistic way of putting that axe away as well. Cause if I’d take that same axe with me on my back by means of a belt, I’d get some awful ugly scarring, you know. What I’m trying to say, is that I’ve always detested those ‘putting your sword’ away tactics in games. You never see the scabbard of a sword, always just the sword alone. Think Fable 1 for example.

Viewing 15 posts - 16 through 30 (of 70 total)