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hevesli

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  1. Hello Atavism Team, I would like to suggest an update to the inventory system to enhance usability and bring more modern features to Atavism. The goal is to give developers more flexibility while keeping the core system stable. Proposed Improvements: Slot + Weight Hybrid System Introduce optional weight calculations in addition to slot count. Certain items could occupy slots and also add to weight limit, allowing more realistic inventory management. Advanced Item Stacking & Categorization Enable higher stack limits for consumables and materials. Improve filtering and sorting options for weapons, armor, crafting materials, and consumables. Quick Access & UI Enhancements Support for quick slot integration and real-time drag & drop improvements. Optional visual cues for item quality, durability, and time-limited items. Special Item Features Include items that can trigger events, unlock skills, or expire after a set time. Support for quest-specific items or temporary buffs. Goal: Create a more dynamic, flexible, and user-friendly inventory system that allows developers to implement complex item logic similar to modern MMOs like BDO, while maintaining stability and compatibility with Atavism’s server-side systems. Thank you for considering this update, and I hope it can be included in a future version or as an optional module for developers.
  2. Hello Atavism Team, I would like to suggest a new combat system feature that would greatly enhance player experience and modernize action combat in Atavism. Feature Concept: Moving Skills: Most basic attacks and abilities can be used while the character is moving. The animation system should allow upper body skill animations to layer over lower body movement animations, so the character feels responsive and dynamic. Stationary Skills: Some special, high-impact skills or channeling abilities would require the character to remain in place, preserving tactical depth. Flexible Animation Layering: Use an upper-body/lower-body animation layering system (like Avatar Masks in Unity) to allow a smooth transition between movement and skill execution. Server-Side Support: Movement while casting should be validated server-side to maintain authoritative state without breaking network sync. Goal: Create a hybrid combat system that allows fluid, action-oriented combat similar to Aion, where players can move while casting most skills, but certain abilities still require standing in place. This would make combat feel more dynamic and engaging, especially for PvP and large-scale battles. I hope this feature can be considered for a future release or as an optional module for developers using Atavism. Thank you for your time and for considering this suggestion.
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