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Messages - phydeoux

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61
General Discussion / Re: Open-world server project proposal and discussion
« on: November 14, 2012, 09:59:26 PM »
It's a decent idea, would have to ensure that people can't build over it so that starfishs can't troll
yeah, or douchebags bringing people into a secluded area to kill them, then blocking the entrance to wait for the pickup timer.

It really depends on how building and pvp would work.

If building was only allowed in special safe areas, then we dont have to worry about it. But it is quite alluring about having the ability to build things freely all around the world.

Or if there was no open pvp then players wont have to worry about others murdering everyone for their stuff. But then you can't do much to those who really piss you off by standing in doorways.

62
General Discussion / Re: Open-world server project proposal and discussion
« on: November 14, 2012, 09:41:30 PM »
On the question regarding player deaths and their items: what if when a player died their inventory is dropped as a single backpack item? If the player returns to that location they can regain all of their lost stuff. However if too much time passes then the backpack becomes available for everyone to pickup. And if too much time passes after that, then the backpack disappears forever.

If there was special legendary loot in game, I would sure hate to totally lose it from an accidental death. But if I never lost anything on death, then I wouldn't fear my character dying. That would result in me doing kamikaze rushes against hard enemies, instead of building up or grouping with others.


63
Creativity / Re: The new and improved 3D model topic!
« on: November 14, 2012, 06:39:31 PM »
I like those jeeps. You're modeling has improved a lot from your earlier vehicles.

64
General Discussion / Re: Open-World Server
« on: November 10, 2012, 11:03:50 PM »
For a western, people could start settlements that others can add onto to create towns. Settlements best creating near rivers for gold-panning, with players also having the option to dig out mines. If players didn't want to be miners they could become traders to open shops in the towns, or delivering mail/goods between towns as couriers, and of course becoming deputies or bandits.

So yeah, my vote is for western, sci-fi or not.

65
It seems that the "Lost" type really has little to do with the TV show, other than being on an island... so why not just change that to "Island" or "Stranded" ?
Unless you mean to have supernatural elements to it, then that should be mentioned.

66
Modification Help / Re: Tombland - Public testing ended.
« on: November 05, 2012, 06:40:13 PM »
Trading can be done by just dropping the item, until there are more items and rare loot that would require a more secure trading option.

But achievements could be cool.
-Pickup x gold.
-Kill x orcs
-Kill x skeletons
-Kill the boss orc
-Kill a skeleton with arrows
-Equip a full set of polished armor
-Kill an enemy when you have less than 10 health
-Spend x gold in shops.
-Open x chests
-Smash x urns/vases/pots
-Defeat another player with PVP on.
-Equip every item at least once.

And plenty more.

67
Modification Help / Re: Tombland - Public testing tomorrow!!
« on: November 03, 2012, 06:34:42 PM »
Not too fond of the random starting gold/gear idea. There is no reason for one of two new players to have any sort of advantage over the other.

68
Modification Help / Re: Tombland - New OP! New Parts!
« on: November 02, 2012, 03:11:26 PM »
I was actually hoping you would use my doges. :D
If you'd like any changes to them then just let me know and I'll see what I can do.

69
Modification Help / Re: Tombland - New OP! New Parts!
« on: October 29, 2012, 01:38:06 PM »
oh yay you changed the tomb parts! and the browner fog is way better than the white.

70
Development / Re: 2012/10/26 - Obj to Blb Converter
« on: October 29, 2012, 07:12:56 AM »
So far:

Domes! (and chair)


Bathroom stuff! (Faucet is my favorite, the rest is meh.)

But can't release until I can place bricks inside some of these bricks.

71
Development / Re: 2012/10/26 - Obj to Blb Converter
« on: October 29, 2012, 01:24:55 AM »
so does the whole
Code: [Select]
uuuu
X--X
X--X
d--d
stuff not work with bricks made through the converter?
Because I tried using that to define where other bricks can and cannot be placed, but all it did was forget up the brick.

72
Modification Help / Re: Tombland - Testing day today also!!
« on: October 27, 2012, 05:06:45 PM »


The power of the sun... in the palm of our hands.

73
Modification Help / Re: Tombland - Testing day today!
« on: October 27, 2012, 02:56:56 PM »
Eventually, this youtube video will work.
This took about an hour to edit, so plz don h8 :C
Done in Final Cut Pro and recorded with Fraps.

EDIT
Fixed.
EDIT2
:( that was bad
http://www.youtube.com/watch?v=HtakY8_OTfk&feature=share&list=UUotxAdOy73BNti5v3n4fTmQ
Here, let's just let people watch the original stuff, without any of that fancy gray bzzztrking.

74
Development / Re: 2012/10/26 - Obj to Blb Converter
« on: October 26, 2012, 05:58:03 PM »
I was drawn back; Phydeoux, how did you get it working? I'd really like to get a topic going.
Like I said, I used the Milkshape exporter. I tried with Blender but it didn't work first-try, and I haven't tried anything different since.

75
Development / Re: 2012/10/26 - Obj to Blb Converter
« on: October 26, 2012, 04:48:53 PM »
Phy, will you be releasing those models?
After I refine them, then most likely. Need to add proper top/bottom/side textures.

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