Just wanted to share that I just fought Cronides a few moments ago, and I was deeply impressed with how well he performed. He was parrying my blows left, right, center. It is -deeply- rewarding for me, and I am sure it is much more so for him. When …
Naw, it's still if and elseif then statements. My cave painting (below bucket of paint art) level code works very well. Keep it simple. Reads like English.
Side note: I used to make the very same arguments @Rowena is making now, when moi mentioned introducing more combat components that introduce the element of 'feel'. …
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As I see it, classes are designed now with a view to avoid that theoretical endgame. @Satomi mentioned this earlier on different routes. These different ro…
With all due respect to the above commentators, I need to point out that Aetolia combat is not at a state where you hit a 'kill' setting and you go make coffee. That only happens when your enemy is vastly inexperienced relative to you. And we usuall…
@Satomi If you don't want to automate, and you forget things, then try coding in reminders. That's what I did until I realised there are too many things to manual a…
I recommend that the xp increase, rather than the mobs be crit friendly.
If they are crit friendly, the area will be cleared out in 5 minutes, and that means less play time/chance for player - player interaction in the vortex. It would b…
Yeah, which is why some sort of directive needs to come from above via the story. Something like it's a place out of time, unaffected by the world outside, etc. It's not insurmountable. Sect is a case in point. Just a matter of a decision to spin it…
To be honest, I'd actually rather have some kind of ruling (RP led or otherwise) that makes sides not matter in the Vortex, that you should feel free to kill anyone, or cooperate with anyone.
The more people there are in the Vortex at once, the greater the rewards should scale. If there are five people in the Vortex at once, the rewards are greater than if there are only two.
Would be helpful to have a way to check if there are people in the Vortex. Right now it takes 30s to check (another 30s to discover there isn't anyone else). The inconvenience is an unnecessary deterrent.
If anything, I hope it becomes significantly lucrative in the vortex to entice people to risk entering. The fear of dying can be pretty strong and hard to overcome. My biggest fear is that the area fizzles out after a while just like the fracture, v…