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Messages - Uncanny

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1
Off Topic / Re: Post real life pictures of yourself.
« on: January 01, 2007, 12:21:14 AM »
hero..? what drug was you taking 0_o
(no offence intended)

Hero-  Variation on the Japanese name "Hiro";  Also a Shakespearian name from the play "Much Ado About Nothing" for a female character;  another variation with a different spelling which I can't remember is the name for the patron saint of lost things

After considering some names, Hero popped into my head, and I suggested it to Tabi.  She didn't like it at first, but it grew on her pretty quickly.  About a month before he was born, we decided on Casius, but vanity is associated with that name, so we went back to Hero, and it stuck.

His full name:  Hero Sabastian Hall Waller

Hall is her last name, Waller is mine.

I liked the name, Tabi liked the name, and now it's his name.  We both did the research behind variations of the name, and we both liked the sound of it.  Everyone liked to point out that he'd be picked on for his name later in life, but that's just about any name.

Besides, what will they say?  "What?  You supposed to be some kinda saviour?"  'yup'

2
Off Topic / Re: Post real life pictures of yourself.
« on: December 31, 2006, 10:45:11 PM »


Holding Hero in New York six months back or so.

I can't seem to find some more recent pictures of me of any decent quality...  Kinda funny actually, it's rare to see a picture with me in it anyways.  I somehow manage to instinctively avoid cameras most of the time.

3
AoT General / Re: My controls are fked up
« on: December 29, 2006, 08:36:02 PM »
Had a similar problem.  Couldn't bring up the V menu.  Ctrl V fixed it.

Not sure if it'll work for you too.  But hey, it's worth a shot right?

4
AoT General / Re: White Text Bot in Server
« on: December 29, 2006, 12:04:55 AM »
Hrm, you know, a simple ignore script would be nice.  Hit a key, a list of of everyone on the server pops up, you simply click on one, than click ignore.

I'll admit that I know less about scripting than I do about 10-dimensional theory, otherwise I'd try to whip one up.

5
AoT General / Re: Update?
« on: December 27, 2006, 01:55:33 PM »
Because, discussing possibilities can be entertaining, and quite possibly productive.

More often than not, small development teams will take a few words of the community to heart when thinking of new ideas.

We probably won't seen anything like what we're talking about any time in the future in AoT, but we might see variations of one or two things we've mentioned.

6
AoT General / Re: Update?
« on: December 27, 2006, 11:45:25 AM »
Oh, no..  I neglected that aspect.  I didn't mean to have towns as capturable outposts, or the NPC's to be targets for players.  Not at all.

Your home town would simply be the place you spawn, and bank your goods.  If you want to visit another faction's home town, you could, but you'd also be a target to all the players.

Heck, there could even be a system that would check the number of players on belonging to each faction, and determine if there should be peace between them (no PvP kills would count, and you'd get dems for PKing someone).  If there's only a handful of players on, than there's no war going on.  When there's 18 players on, you might see some blows traded.

7
AoT General / Re: Update?
« on: December 27, 2006, 11:17:55 AM »
Of course I have an ego.  It comes with the snake.

If the game wants to focus on PvE, than the stat system for combat would be fine.  But this game has much more player interaction than your more common online RPG would.

If the game were to revolve more around a PvP system, with a few factions, than things would become more interesting.  Each faction could have a home town, and the different factions would naturally fall into a constant warring state for control of various resources.  Personally, I feel like 3 factions would be the perfect number, more would be redundant, and just 2 factions would remove some of the gameplay dynamics of a 3 faction system.

It might be even more interesting if certain awards were granted for PvP kills.  Maybe a third hook for someone that reaches their 200 kill mark or something.

Edit:

Ah, of course, magic.  I also feel like magic should be something that is studied and learned.  But, than how to balance it?  I mean, some magic will obviously be more powerful than others.  Magic should quite possibly be the hardest thing to train.  And someone knowing powerful magic should earn the right to be able to use it.  Wizards should be rare, and becoming a wizard should be a long and rocky road.  One, armor should hinder one's ability to use magic.  Only specific spells should be effective when someone is CARRYING armor (because of the obvious abuse that would be involved).  And maybe more powerful spells should be more tactical than damaging, maybe conjuring a wall from nothing to block a path, or teleporting someone to a location.

8
AoT General / Re: Update?
« on: December 27, 2006, 09:46:45 AM »
Don't think too highly of me.  I'll start getting an ego ;).  I just think my statement through before I post it.

You'll find simply reading over your post after typing it can prevent many mistakes.  Just ask yourself:  "Does this make sense?  Is it easy to understand what I'm trying to communicate?  Do the statements have coherency or do they ramble too much?"

Heck, that last one is something I'm guilty of, rambling on.

9
AoT General / Re: Update?
« on: December 27, 2006, 09:04:35 AM »
Wow.  Props for fashioning a cogent statement?

I'm touched.

10
AoT General / Re: Update?
« on: December 26, 2006, 11:59:45 PM »
Hrm, what might be nice instead of a stat system is a economic system with various crafting skills, or simply, crafting prerequisets.  Of course, that might involve revamping much of what's in game.

One problem with a leveling system would be that level 20 players would always rape level 1 players.  A bullet to the head should kill a level 60 warlock just as easily as a level 1 peasant.  For this reason, hitpoint systems almost always unbalance any PvP aspects of online RPG's.

I think expanding on the economy would be the best way to go.  More customization of weapons and clothing.  Add a deeper system behind horses (catching the horse in the wild, taming it, and than training it into a horse for a specific purpose).  Allow player houses, but there would be obvious flaws with a blockland building system, instead a few preset models for houses, a specific area for building player houses may be necessary (a few tweaks in this area may be necessary to keep the number of houses down, maybe simply make them extremely expensive to build, and require an upkeep).

As for various skills.  A farming skill would be nice.  Players would be able to manage a certain number of crops at a given time instead of an indefinite amount.  Adding a few more plants allowing more fabric types and possibly the ability to extract dyes.  The amount of fiber or whatever you'd get when harvesting would be dependent on your farming skill.  The obvious other skills would be woodcutting, smithing, mining, etc...  And I personally always loved the stealing skill in TRPG.  I really think it could really shine in Age of Time.

I'm not saying people that have been playing longer shouldn't have an advantage.  I mean, it's already that way with shields, crossbows, and hooks.  But the veteran players shouldn't be the uber owners of the server.  Sure, armor might be nice.  But someone decked out in full chain armor would probably move slower than someone that's just wearing clothes.  Balance it.  A full plate knight would be a formidable foe if they're riding a war horse, but they'd be easy pickings if they're on foot.  If you prefer manueverability over protection, than crossbow wielders might be your worst enemy.

----

Meh, I guess I'm kinda rambling.  Basically, don't ruin a game with some stupid stat system that's going to make all the newbies frag bait.  Even someone walking around naked with a rusty sword should be able to take down the "highest level" character on the server.

11
AoT General / Re: Crossbow study: Best materials
« on: December 19, 2006, 02:18:26 PM »
I'm probably the oldest creepph-..  I mean, player on the server.  Noob....

:D

12
Off Topic / Re: Post real life pictures of yourself.
« on: December 19, 2006, 02:17:10 PM »
You looke like a younger version of that guy from The White Stripes.


13
AoT General / Re: Crossbow study: Best materials
« on: December 18, 2006, 11:15:05 PM »
Well, secondary metal means squat as well.  The only factor in a crossbow is the primary metal.

When I get enough hematite to make some steel, plus the money to make all the crossbows (probably much sooner than the hema =P), I'll post on that.

After crossbows, shields!

14
AoT General / Re: Crossbow study: Best materials
« on: December 18, 2006, 10:41:59 PM »
I peeked around the forums a bit, didn't bother doing a full on search.  I figured what the hey, I'll do the test myself.

I would assume plutonium would be the best as well, considering how difficult it is to get a substantial amount of it.  But, again, I'd rather see for myself.

I can say, though, that rust sucks.  =P

I guess I could double check on the secondary metal.

On a side note, I've heard several rumors about gold swords giving more money.  As far as I can tell, it makes absolutely no difference.  A sword is a sword is a sword in AoT.  Don't bother wasting your time or money trying to get a gold sword.  Instead, make one that you like the appearance of.

15
AoT General / Crossbow study: Best materials
« on: December 18, 2006, 10:27:33 PM »
After reading so many different opinions on what the best wood for a crossbow was, I decided to find out on my own.  My test would be simple.  Make a crossbow out of each wood, all with the same metal, than see which one fired the farthest.

First, I had to choose a metal.  I wanted something readily available, and cheap.  So, I went with rust.

Second, I had to get enough wood to make crossbows with each type.  There are nine types of wood.

1. Maple
2. Walnut
3. Flakeboard
4. Beech
5. Pine
6. Cherry
7. Oak
8. Teak
9. Cork

For the test, all I had to do was remain stationary while I fired each crossbow: 

First, I fired one several times, to make sure that the speed and distance remained constant, it did.

Second, I went through every crossbow, intending to note which ones fired noticeably further than the rest, and retry those.

After firing all nine crossbows, I found that the speed and distance of the bolt still remained constant.

Verdict:  Wood makes absolutely no difference when building a crossbow.

Next test, metals.  Gathering the necessary supplies once again, may take awhile, so don't expect a reply for a week or so.

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