Dakora Posted December 23, 2013 Report Posted December 23, 2013 Hello, I have been looking though the tool kit. Very Impressive. I have a question/Suggestion. So If I wanted to create Mining lets say. I would go to the Mobs tab/Create a new mob. There I would put in the name Iron Ore. Drag on my game object of my Iron Ore. So far so good. Mob type Normal. // here is where my suggestion comes in and it would be good for mobs as well. It would be great to have a " This mob can be damaged by: -Any types of damage -Crushing -Slashing -Magic and so on... Other? It would be nice to check boxes then you could have a rock elemental that you could say ok you can smash it or use magic to kill it but its immune to slashing piercing and so on. This way we can spawn trees to chop and ores to mine, bushes to harvest and it would respawn. Mobs need special weapons or spells to do damage and so forth. Also where do item drops come in? It would be a great place to add on the bottom Items to be dropped and even more great is a %item chance. Like Item 1. ___________________. how many _______. % chance of drop (1,100) Item 2. ____________________% how many_______. % chance of drop (1,100) I might be missing something but I don't see anything like this in the Atavism Online tool kit. What are your thoughts about this? Thanks Quote
neojac Posted December 23, 2013 Report Posted December 23, 2013 Thanks for the feedback, we will be adding a Loot Table plugin, in it you will setup a loot table for items and what percentage of drops you want for each item. This will also be used for merchants. Then we will add in another box on mobs where you will specify your loot table to use. With mobs you should be able to create anything from mobs to kill, treasure chests to open, trees and ore to mine. We will also be adding more options so you create your own damage types soon as well. Lots to come still. Quote
Dakora Posted December 23, 2013 Author Report Posted December 23, 2013 OH WOW!!! Ok this is great! I'll sit back and wait and look forward to this Thanks for the fast reply Quote
neojac Posted December 23, 2013 Report Posted December 23, 2013 Most of those features and many others are already implemented on the server side, its just a matter of implementing it into Unity so it works Quote
Dakora Posted December 23, 2013 Author Report Posted December 23, 2013 Thats just to Awesome! One of my favorite things about Ultima online was the loot drop system. It would drop random and you never new what to expect. It sounds like we can do something like this with your loot system. Can hardly wait Quote
Warborn Posted January 6, 2014 Report Posted January 6, 2014 I loved almost everything about UO, except the graphics The game play is still awesome today. I hope Neo and team add a lot of support for crafting as I would like to have a fairly extensive but not overly complicated crafting system in my world Quote
Swampdog Posted January 7, 2014 Report Posted January 7, 2014 Ditto on the crafting support. I can only hack and slash / quest so much.. My only complaint with most of the games I've played is the things that you create crafting are garbage compared to the majority of the drops. In my opinion, crafted gear should be better than any common gear of the same level that drops off normal mobs. Dungeon and raid drops should be better of course. I would love to have the ability to craft items that when applied to dropped armor and weapons it upgrades their stats.. Similar to what WoW (and I think maybe EQ) did with gems. I vaguely remember EQ's system of using the water table looking things but I haven't seriously looked at EQ since about the time WoW was released. I would also like to be able to create crafting recipes that modify the appearance of armor / weapons.. Quote
Dakora Posted January 7, 2014 Author Report Posted January 7, 2014 Ya I couldn't agree ore with both you guys. Another thing I was thinking about today as I ran for 15 min to where my castle is.. lol, Is what about Mounts? Are we going to have some type of mount system? Will this be a plug in for later on. I would love to see flying mounts. Anyways just a thought. Quote
Warborn Posted January 7, 2014 Report Posted January 7, 2014 I like the UO style of loot, then the game requires more knowledge and skill from the player as they can not rely on overpowered equipment. Quote
Swampdog Posted January 7, 2014 Report Posted January 7, 2014 I like the UO style of loot, then the game requires more knowledge and skill from the player as they can not rely on overpowered equipment. I miss the days of early EQ when people had to know their class and know how to work together as a team. Today it seems like the majority of players have no idea how to manage their agro. We always had a pretty solid group whenever we went out.. Gear was a factor, but not everyone could solo effectively. MMOs today seem to have taken the social element out of the game and all classes seem to be able to solo. Great for those with weird schedules or crappy connections, but overall I'm not sure it has been good for the games. Getting a core group together to venture down into Old Sebilis was always a blast... Ahhhh. The memories.. lol Quote
Warborn Posted January 7, 2014 Report Posted January 7, 2014 Played EQ from Beta 2 to a few years ago, 6 years as a bard and a couple as a beastlord. Really loved the game Pre-pop, got so tired of back flagging guild members post-pop. We were one of the top 3 raiding guilds on our server and raided nightly. Loved the teamwork required. Now people just seem to solo until they need something, then toss 72 people at a boss until dead, which is why I dislike WoW so much. Quote
jaybones Posted May 2, 2014 Report Posted May 2, 2014 Are the weapons and armor stats going to be static like WOW, or can we have it like Diablo 3. Were the server gen random stats base type and char u are Or can we do both? Quote
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