Jrady

Member

Total Posts: 32
Online Status: Offline
Wed Nov 4 18:17:41 EST 2020

I would like to have the world builder be finished so that we can make items drop and be used.  I think this part of the game has been neglected a little bit too much.  But, I also know that you are busy, CK, and probably if I'm the only one that it would help I guess it would not be the most imperative thing to fix.



Edited 1 time(s). Last edited by Cyberkilla @ Sat Nov 7 6:15:17 EST 2020

Symphony

Half Mod

Total Posts: 1,037
Online Status: Offline
Thu Nov 5 7:29:31 EST 2020

Quote from Jrady
I would like to have the world builder be finished so that we can make items drop and be used.  I think this part of the game has been neglected a little bit too much.  But, I also know that you are busy, CK, and probably if I'm the only one that it would help I guess it would not be the most imperative thing to fix.

You can already have items drop from NPC, unless I'm misunderstanding you? If you mean quest items, then yes, it would be nice if that was finished. My maps were based on questing, but it was never done.



Jrady

Member

Total Posts: 32
Online Status: Offline
Sat Nov 7 2:40:14 EST 2020

I meant consumables because part of my event is dependant on consumables and non armor items being made.  But, I'm guessing that it might take a lot of balancing to get that right.




Cyberkilla

Admin

Total Posts: 5,844
Online Status: Online
Sat Nov 7 6:14:24 EST 2020

Quote from Jrady
I meant consumables because part of my event is dependant on consumables and non armor items being made.  But, I'm guessing that it might take a lot of balancing to get that right.

We need consumables if we're going to add health, so it can't not be implemented (smiley)

I think the resource node stuff is really important for this as well. I have 4 days off starting today, so I'm going to see what I can knock off the list. There's a ridiculous amount of stuff to be done though, it's hard not to be pulled in every direction and end up standing still.

Edit:

There's a secondary issue that I need to find a solution for as well. Something more fundamental. I like the idea of people helping to make their own maps and quests. I don't like having to approve item artwork that doesn't fit with the game, may be stolen, etc.

Just having to reject an honest attempt at a new item image is awkward, because it can cause offence/annoyance, and I'm conscious that these are also Preferred Player subscribers. We can limp it on for now, but something will need to be done to mitigate this at some point.

I have a plan to renew a lot of the game a**ets and make them higher resolution, etc., and try to bring them under a more consistent style. Perhaps if there were a way to create item images procedurally (like kitbashing parts together), or for an option to display generic imagery as a user preference, if some players don't want to see custom artwork.

I think 85% of the current custom items are pretty decent, so it's not a problem /now/, but it is a fundamental issue if we suddenly get tonnes more world builder users and then infuriate them with the bureaucracy 

Edit #2: 

I will outline my plan for the world builder, and we can review it on the forum. Some of the things will be more abstract in future, which I think will make it much easier to string maps together. I'll try to have that out by... Tuesday evening, let's say. Hopefully sooner.


Invisible War ][
Edited 2 time(s). Last edited by Cyberkilla @ Sat Nov 7 6:24:58 EST 2020

Detective Jake Peralta

Member

Total Posts: 783
Online Status: Offline
Sat Nov 7 11:32:54 EST 2020

Look, we all want items/equipment with nice artwork. It should be understood that if you're submitting something, it should meet a certain level of professionalism where a third party could look at it and think "this is nice". If we want FRP to return to its former glory, we need all the help we can get.. unattractive items would work against us all. 

Please don't be offended if your artwork is rejected. Think of it as positive criticism - drop it or keep working on it. CK having to worry about awkwardness is a waste of his time.

CK, you can always give the approve/reject task to one of your admins (anonymously) and that way the decision isn't on you.



(╯°â–¡° )╯︵ ┻━┻ FLIP THIS TABLE.
┻━┻ ︵ ヽ(°â–¡°ãƒ½) FLIP THAT TABLE.
┻━┻ ︵ \\('0')// ︵ ┻━┻
FLIP ALL THE TABLES!
ಠ_ಠ Tom...
ಠ_ಠ Put.
ಠ__ಠ The tables.
ಠ___ಠ Back.
(â•®°-° )╮┳━┳
(╯°â–¡° )╯︵ ┻━┻ NEVER!

Jrady

Member

Total Posts: 32
Online Status: Offline
Sat Nov 7 14:58:23 EST 2020

I think if I were to improve my artwork for my elite maze gear set probably would have to commission someone to do it for me, but for now I probably wouldn't mind if it were removed from the game.  I've got the two new sets that I believe would encompa** what I was trying to do with the elite maze set, and are lvl 150.  The original intent was making them lvl 145 so that it would be easier to get raids in on them.  But, now we have more active players so we can get the 150 raids within the time limit.

The purpose of the Fire mage set is to have a lot of speed as well as a balanced other stats.  ATM it probably is mostly just a balanced set which I was hoping to avoid so it would have a specialty rather than being too similar to field marshal or shining dawn.  It's kind of why I wanted to ask people what stats would be important to them.  At first I wanted to make the fire mage the speed gear because snow wolf is always talking about having a high speed, but I think I would need more info than just speed, and the whole idea of some stats just seem to lend themselves to specific types of gear makes it difficult to make the stats specialized when one stat could really be more valuable to a specific piece than any others.  Like if you want to make a gear with max attack then you'll have to trade put stats of about 100 or less as opposed to a better other stat.  So, most of the sets I try to make end up just being a complete hybrid set.

I guess part of the reason I keep making hybrid set was to make something that has a use beyond the whole shining dawn being a full offensive or the field marshal being a set for people that aren't all that active.  But, I guess when I was thinking about the whole "raiding set" thing I did not know that stats other than attack and hp were useful in raiding.  So, instead of a specific attack/hp/turns, it turned into having some of the % and speed stats.  I'll have to go look at it again, because I'm not really sure anymore what a full raiding set would specifically look like.

I'm just trying to mess with the stats a little bit more now, because I don't want to have them accepted and then find out I focused on completely the wrong stats.  HP on fire mage is still maxed which I'm not completely sure if that is good or bad, but the fire mage has no /h bonuses, just focuses on speed HP and attack, with less % things than shining dawn.

The only real different between the ice mage and other sets is the 351 turns/h while also having fairly balanced other stats.  I feel like there should be some kind of "best stat(s) per piece of gear, but I do not think anyone has figured that out yet.