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Viewing 15 posts - 16 through 30 (of 43 total)
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  • in reply to: Team speak 512 slots #6140

    Ts down for maintenance up grading it to be more stable
    19:34:33 (gmt + 1)
    I will keep you posted

    in the mean time the ts is forwarded…

    in reply to: Team speak 512 slots #6139

    For those getting detting some random dc try connecting on ip:81.164.106.114

    in reply to: Team speak 512 slots #6138

    Since this post is kinda new, it’ll take time to grow.
    i’m on during work days around 7-11 pm gmt+1
    i made 3 channels for worlds
    1 channel for social
    and 1 for the devs if they wish to connect.

    Does everything work?

    in reply to: Rukio's suggestion plethora #6055

    Another idea

    ====================World
    +Destinction between lakes river and sea biomes
    -lakes have still water
    -rivers have currents and/or whirlpools
    -seas have waves (depending on weather ect)

    ====================creatures
    +creature built nests
    -birds have birdsnests
    -bear type of creatures have cave like nests

    ====================crafting
    +tool to shape hard block into sloped blocks
    -stone
    -oortstone (the blue shiny one)
    -wood
    -…
    ====================Other
    +A key to see the players on your world
    +A key to see the players on different servers
    -maybe whne selecting a word show worldname, ping, and # players online.

    in reply to: Goal reached news? #5855

    I feel like the most important parts of the game should come first, for debugging developping and balancing reasons.

    Sound
    Crafting
    Creatures
    Combat
    Farming
    portals
    economy
    beacons
    1 race

    These are main areas that really need to be up by the time the beta hits. especially the sound, a bit of music on the back ground, the wind that blows, the birds wistheling, the footsteps, ect.

    guild
    races (different ones)
    Progression
    titans
    Races

    Are some thing that should be done on near the launch.

    It’s really hard to find a good schedule, everyone’s interests are different.
    But we must have a good base layer of features to build upon and to trully have a great game. smaller features and ideas cna always be added as long as we have a solid base feature.

    for example

    Base crafting (tools weapons armor)
    adidional crafting (decorations)
    Base combat ( damaging people with sword or bow)
    additional combat ( dodging mechanics, blocking mechanics, buffs, debuffs)

    This might seem undoable. but i rather have a later launch date and a great game fully featured than a standard launch date with some unfinished features.

    you get the idea.

    I really have high hopes for this game. it looks fantastic, feels immersive and gives me a relaxed mood.

    keep it up oortians and devs (oort gods :p)

    in reply to: Tools and Weapons #5854

    Maybe use molds to give weapons and tool cool apearances.
    liek if you get a nice looking weapon you cna use that weapon to create a mold for that type of weapon look. so you can make weapons look that way whatever material you use.

    same for tools and trinkets (rings necklaces earrings).
    maybe some racial molds aswel? so we can have like a sort of economy in molds ^^

    Just an idea

    in reply to: Scarred unatractive worlds. (worries) #3423

    beacon can solve this, if you are buiding within it’s range ofcourse. ^^

    in reply to: Scarred unatractive worlds. (worries) #3370

    I think we can all agree on one thing, if this game gains the popularity of minecraft or even more; then a solution to this problem will decide wether the game will continue to grow and gain more players, or simply die after a few months.

    I hope to get a response of one of the devs on this topic.
    It would be very interesting to hear their take on this matter.

    I really want this game to remain for years. 🙂

    in reply to: Scarred unatractive worlds. (worries) #3093

    for each player to have his or har own world will require alot of seerver space and computing power. if we get a palyer base of a thousand when beta launches ( wich is not alot) that would mean 1000 words and some world to explorer and battle pve. it’s better to have a world 20.000 by 20.000 blocks for example and put one player on each 1000 by 1000 blocks it might not seem much but still takes less server space and less computing power.

    That’s my point of view about it.

    in reply to: Scarred unatractive worlds. (worries) #2890

    thank you for this link did not find it i’ll add it to the main post along with every thing else under UPDATE 1

    in reply to: Forum avatar #2870

    there’s some text missing Bojeya, But thanks for the reply.

    in reply to: Scarred unatractive worlds. (worries) #2858

    So to sum everything up that has been disscussed up to now?

    The possible solutions(ideas) are:
    For Land and world:
    -Auto regenerationg land (after X amount of time)
    -Auto reseting land under sea level( beacon areas excluded, after x amount of time)
    -protect places where players tend to pass through alot in a 10x10x10 area.
    -EQ land marks with an up keep fee (not paying the fee = land reset + all blocks in mail/inventory)
    -Injecting the land with recources by events like giants/titans destroying a hill or a meteor shower.
    -Npc for land resets
    -Natural terraforming the nature reforms itself after the way the world looks now
    -different types of worlds with protection against destruction (read the topic: http://oortonline.com/forums/topic/how-will-the-world-look-after-players/ )

    For trees and wildlife(not yet discussed :)):
    -Automatic tree regrowth
    – Planting trees using the sapling method like in minecraft.
    -tree leaves regrow if trunk remains

    in reply to: Scarred unatractive worlds. (worries) #2760

    I think the beacons protect the underground part too, unless i’m mistaken…
    maybe put some sort of a timer there… wherever a player passes through wont regenerate. in a 10-10-10 area or so, that way tunnels and passages used frequently won’t just dissapear but tunnels and other things will slowly.

    in reply to: Scarred unatractive worlds. (worries) #2737

    i like this idea of leaves growing back!

    Give that man a cookie!

    in reply to: keyboard navigation #2722

    Hi there!

    I use an azerty keyboard too, sucks to be us right?
    But fear no more because i have a solution!

    Just change the keyboard layout to English (uk) and you will be able to play with ZQSD(on azerty). it’s still without arrows but it’s atleas a bit better right?

    Have Fun!

Viewing 15 posts - 16 through 30 (of 43 total)