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  • in reply to: Combat skills / utility skills #6395
    Kuma
    Member

    There won’t be a “Master of all” skills for a long time if it is implemented as I suggested. And if a human had the time it would take he could be a Master of everything. Unfortunately, we die before we can accomplish something like that in RL. But this is Oort and if someone is willing to level for 10+ years to max every skill then he should be able to do that. While every casual player will be “Master of one” skill at most.

    And if this didn’t convince you then how about that, to level something to the max you’ll need a community to enjoy it unless you like to be alone and then you didn’t want the community aspect anyway.

    Edit: thanks Thorbjorn^^ you’re kind of the link fairy xD

    • This reply was modified 9 years, 5 months ago by Kuma.
    in reply to: Suggestion: Gravity #6390
    Kuma
    Member

    or you could just jump and see if the gravity is stronger/weaker^^

    in reply to: Goal reached news? #6388
    Kuma
    Member

    You were right in one point: Races won.

    in reply to: Character Races is the next feature. #6385
    Kuma
    Member

    I really can’t understand why Races won. It adds like nothing to the game at this stage.
    There’s no ability we’d need at the moment and you don’t see many players anyway. So we’re funding a feature which gives nearly nothing but delays the moneymaker aka. creatures. Which would have given life to the worlds and something you can do except for building.

    in reply to: NPC's #6286
    Kuma
    Member

    Everything is possible for the Oort devs^^

    in reply to: Combat skills / utility skills #6240
    Kuma
    Member

    surprise me^^ the rest of your ideas doesn’t sound bad at all^^

    in reply to: Combat skills / utility skills #6214
    Kuma
    Member

    I said it in many posts and I will say it here again^^
    I’m completely and absolutely against any form of level cap. There should be nothing, apart from hard, really hard (I mean really really hard) work, that prevents me from mastering every single skill, spell whatever in this game.
    I’ve played so many MMOs and in almost every single one you had to choose a profession, a master skill, something which would lock the other branches of the skill/profession tree. Why? Why not make it really really hard to even master one skill? It might take a year or longer for the first player to master any skill at all. Would that be a problem? No. But it would be the solution. So everybody could skill whatever he/she likes without worrying about what they might miss because the other skill paths are locked. And there wouldn’t be thousands of players with every skill maxed out even years after release.

    And think about it. What an event that would be if someone after maybe 10 years or more (and I really believe we’ll play Oort that long and longer) has maxed out the last skill? It would be massive, fantastic and this person would be a legend forever. Maybe the Devs would give this person something special, nothing valuable just fancy. There will be tales told long after, from player to player. Maybe even Monuments. (Yea my fantasy is a bit overboarding^^)

    TL:DR No lvl Cap, Bad lvl Cap

    in reply to: 1-Click Destroy (i.e. Creative Mode) #6212
    Kuma
    Member

    And first they have to implement that players can place their own beacons, or else the griefing will start with a creative mode.

    in reply to: Thoughts for the devs. I guess???? #6167
    Kuma
    Member

    With the wonderstruck team I’d say not even skyship caravans are impossible or unlikely^^ It’ll just take it’s time to see if they’re needed.

    I understand Patfor, I’d also prefer to have as little human NPCs as possible. Even though your right that NPCs are needed in almost every normal MMO, where the World is already built and the stories are finished and just have to be told. This isn’t the case in Oort. WE make the stories, WE make all (or at least a big junk, and the most valuable) quests, WE build our worlds. NPCs aren’t needed in the form other MMOs need them. But some purposes of them are the same in Oort as in other MMOs. For example, we need money sinks to basically destroy all the money we generate by hunting monsters and farming wood,ores etc. which regenerates.

    The other thread had some good ideas on how we could implement human like NPCs without destroying the player to player interaction.

    in reply to: Cities/town idea #6166
    Kuma
    Member

    Ok I wrote my post with the assumption that beacons are very very very hard to obtain (like only mid or high level players could do it) and you’d even have bad chances getting one if you tried to rush the Titan (or however you’ll get the materials) with 1000 people. And still, you’d need far to many beacons. A 1000 people guild means every person would on average have 25.6 beacons. If you can get so many high level players to work together to accomplish something like claiming a world, then you’ve earned it.

    I’d also prefer the version with already unlimited beacons and having the ability to trade beacons (except for the soulbound ones). I’m not sure about the part, where you can’t lose your beacons upon death. I mean I understand why, but it’s still an item and if you die while having one in your inventory, you have to live with the consequences.

    Why not say “no beacons at all in daily/weekly worlds”?
    And maybe there could be an option, if two guilds from two different towns fight against each other, they (but only these two) could destroy/capture either the beacons of the opposing town or just the things inside of it. But this option would have to be handled carefully

    in reply to: Cities/town idea #6151
    Kuma
    Member

    I wouldn’t say any guild could claim a whole world. If you take the standard size of 256 km^2 (16×16) and assume a beacon could protect about 10’000 m^2 (100×100) then you’d need exactly 25600 beacons to claim every single block. Even half of a world would need far too many beacons^^
    (unless you’re a famous and have more than 25600 followers which play Oort and are willing to take over a World with you. In that case I wouldn’t complain because that needs some serious planning^^ And as long as they are on that world I can play anywhere else without meeting them^^)

    in reply to: NPC's #6143
    Kuma
    Member

    A small addition: If we’ll get money or items from monsters that respawn (aswell as ores that respawn) then there will be the need for a money sink. If you didn’t do it with the NPCs you’d have to be very clever to balance the economy. (I can’t imagine a way at the moment)

    in reply to: Underground Worlds? #5826
    Kuma
    Member

    I think James said once: There could be worlds that go thousands of blocks downwards…
    So why have a special world for your underground fantasies? You can use the regular (most likely finalized) worlds, which will surely have all the flora and fauna you want under and on the surface^^

    in reply to: Research and Development #5825
    Kuma
    Member

    You should read older posts^^ We already have discussed this in detail (your points and more). I’m just to busy to search for it atm.

    in reply to: Resource Communism #5824
    Kuma
    Member

    I’m not sure what you want to say… first there isn’t just one main server because every single world is a seperate server. Then there will be people on their private servers, not connected to the main Universe, but why is that a problem? Most of the people will play the MMO part of this MMORPG anyway.
    Some people just like to play singleplayer (yea their kind of wrong here because MMO but whatever) and why shouldn’t we let them. I played for years singleplayer Minecraft and after that I slowly got onto servers and now almost exclusivly play online^^

    About the Communism part. Just No. And it should say “and no religions too”.

Viewing 15 posts - 16 through 30 (of 240 total)