Kesarium Posted December 20, 2014 Report Share Posted December 20, 2014 These suggestions are also for my reference, for things I would like to try to put in my game sometime. 1. I think a casting progress bar would be a good addition to the base UI of the client. So if the player is casting a spell that has a cast time greater than "0" they can see how far along they are on casting their spell. This could be something that can be added to the UI component of the scene so if the developer doesn't want to use it they don't have to use it. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 20, 2014 Author Report Share Posted December 20, 2014 2. I would like to see quests not consume every item in your inventory if it matches the ID of the quest objective item. This happens currently with items not of the "Quest" Item Type. It would be great if quests only consumed the quest objective item quantity instead. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 20, 2014 Author Report Share Posted December 20, 2014 3. I would like to see a "Can Move While Casting" boolean option for when you are creating and editing Abilities. If you start casting a spell and then walk, it would cancel casting the spell if this option is not enabled. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 20, 2014 Author Report Share Posted December 20, 2014 4. I think it could be useful to have a boolean "Flee When Engaged" that can be set on a mob template. This would make the mob not engage in combat, but flee from the attacker instead. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 20, 2014 Author Report Share Posted December 20, 2014 5. I think it could be useful to have a boolean "Flee When Dying" that can be set on a mob template. When below x% health, the mob will flee from their attacker. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 20, 2014 Author Report Share Posted December 20, 2014 6. I would like to see a way to set Mob Stats aside from a Stat's universal "Mob Values and Progression" fields. This currently does not allow for very unique mob stats for individual mobs. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 21, 2014 Author Report Share Posted December 21, 2014 7. I would like to see some items that could teach the user a skill. 8. I would like to see some items that could teach the user an ability. Quote Link to comment Share on other sites More sharing options...
neojac Posted December 21, 2014 Report Share Posted December 21, 2014 7 and 8 is already possible Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 22, 2014 Author Report Share Posted December 22, 2014 Awesome, I'll look into 7. and 8. soon and see what I can do with those. Quote Link to comment Share on other sites More sharing options...
tomt Posted December 22, 2014 Report Share Posted December 22, 2014 7 and 8 is already possible Smoos told me only way to add a skill was at character creation at this time. You cant back date characters in any way so you cant add any thing to them in fact if you add new effects and abilities to a skill the old character can not even get those. If this has changed I would like more info. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 22, 2014 Author Report Share Posted December 22, 2014 9. I would like to be able to add more abilities than just an autoattack to mob templates. Maybe even have certain triggers or conditions for when the mob can use an ability. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 27, 2014 Author Report Share Posted December 27, 2014 10. The ability to set a mob to be stationary. So the mob cannot roam and cannot chase the player. Example, a giant stationary plant monster that can only attack the player when the player is close enough to the monster. Quote Link to comment Share on other sites More sharing options...
MMODeveloper Posted December 27, 2014 Report Share Posted December 27, 2014 Kesarium, I believe that can already be done if you set it's roam radius to 0 when you spawn it into the world. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 27, 2014 Author Report Share Posted December 27, 2014 I think that just makes it not wander around, but it can still chase the player from its spawn point. Not quite what I'm looking for. Quote Link to comment Share on other sites More sharing options...
MMODeveloper Posted December 27, 2014 Report Share Posted December 27, 2014 You can also set their movement speed to 0... I've had it working for Resource Nodes like Rocks for Ores. setting their wander radius to 0 and Movement Speed to 0 will make them stay in place and not allow them to chase the player. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted December 27, 2014 Author Report Share Posted December 27, 2014 Ah, that's a good idea! Quote Link to comment Share on other sites More sharing options...
Kesarium Posted January 3, 2015 Author Report Share Posted January 3, 2015 11. I would like to be able to change the spacing between the mob and the ground for flying mobs, per mob template entry. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted January 9, 2015 Author Report Share Posted January 9, 2015 12. Spells that can summon items. a. Item can be "Temporary" which lasts for X duration. If duration is set to -1 it lasts until the owner of the item has been logged out for X duration. ------------------------------ 13. Spells that can summon pets. ( when the pet system has been added ) a1. The option to only be able to have one summoned pet at a time. a2. The option to instead be able to have more than one summoned pet at a time. This could be on a per-pet template basis. A value of -1 would mean an unlimited amount of this pet could be summoned. b. Option for pet to be "Temporary" which lasts for X duration. If duration is set to -1 it lasts until the owner of the pet has been logged out for X duration. c. Option for "Can be Resurrected". Allows this specific pet to be resurrected when it dies. This could come in handy if you want the pet's level, stats, or abilities to be preserved. Quote Link to comment Share on other sites More sharing options...
Kesarium Posted January 13, 2015 Author Report Share Posted January 13, 2015 Updated 12) and 13). Quote Link to comment Share on other sites More sharing options...
Kesarium Posted February 26, 2015 Author Report Share Posted February 26, 2015 14. A way to buy pets from merchants. A way to sell pets to merchants. A way to trade pets to other players. Quote Link to comment Share on other sites More sharing options...
cranmer Posted February 28, 2015 Report Share Posted February 28, 2015 I'd like to see a spawn point that spawns however many number of mobs you want it to. Instead of having to make a spawn point for each individual mob. Quote Link to comment Share on other sites More sharing options...
AlanGreyjoy Posted March 13, 2015 Report Share Posted March 13, 2015 Jesus dude.... one post lol Quote Link to comment Share on other sites More sharing options...
droptopgames Posted May 9, 2015 Report Share Posted May 9, 2015 I prefer it this way !!! At least you can see what one person is thinking, unlike me posting every other feature request in the support forum willy nilly Quote Link to comment Share on other sites More sharing options...
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