Author Topic: Destiny RPG v0.2 Public Beta  (Read 59179 times)

The entire RPG for me seems like "HARVEST RESOURCES, AND CRAFT".
And nothing else D:
There needs to be more nation - nation interaction. Destroying castles would be cool though it could get annoying.

The entire RPG for me seems like "HARVEST RESOURCES, AND CRAFT".
And nothing else D:
World 2 was win when Snowcat was united.
We all built a fast outpost together, got perks first, and even raided Lyme with a huge ass group and pretty well cleared them out for a moment.

Yep.  Too bad that ended relatively quickly.  :cookieMonster:
Either they were drawn to Lyme by your build, or they felt bad for killing you.
How does it feel, knowing half your nation raided you before?

Another big day for ClockRPG! :cookieMonster:

I've done... um.

Let's see.

- New stats/skills GUI that supports more skills
- Skills now capped at 100 (forget you guys)
- In fact literally the whole skill system has been recoded and everything is updated to match.
- Readded combat skills (Melee increases melee damage, Archery decreases bow draw time, Defense increases the defense you gain from armor)
- Made a new content system that will make it much easier for us to add new items/recipes.
- Crafting is now done one item at a time, with the time to craft each one based on the total number of items included in the recipe (1-60 seconds max) and is reduced by your crafting level. There's even a progress bar synced in much the same way as the archery drawing bar. Also, if you move while crafting, it'll fail.
- Added Iron because it always bugged me that you go from Bronze onto making weapons from precious metals. Debating making gold weapons useless because making weapons from gold is dumb. Currently, Iron sits between Gold and Destinite on the quality scale.
- Changed the recipe for Destinite swords to require moonwell wood instead of yew, and the destinite recipe changed to use 4x yew wood. (burning moonwell would be wasteful).
- Fixed the bugs with decimals and negatives in mass craft/buy/sell and splitting full stacks.
- Made Axes and Pickaxes worth a little bit because it's silly that they cost/sell for 0.

Unfortunately destiny has not made me privy to the real todo list but he's been fine with all this stuff as I suggest it to him before doing it, so yeah.
I dunno what to do next. Probably sleep. Worked on DRPG for like 8 hours erryday for a week. I enjoy it. c:

- Made Axes and Pickaxes worth a little bit because it's silly that they cost/sell for 0.
They sell for 0 incase some idiot drops his before he gets any money. Rather than having someone have to donate to him, he can just grab another pair.


EDIT: I think it's a little silly that you need a whole Destinite bar to make an arrow tip, especially since Destinite is really hard to get. One bar per 10 arrow tips would be nice.
« Last Edit: October 11, 2010, 09:24:36 AM by Doomonkey »

Could there be a few quality levels to tools? That way, the new player free tools would remain free, but craft-only better ones could have actual value to them.

Either they were drawn to Lyme by your build, or they felt bad for killing you.
How does it feel, knowing half your nation raided you before?

Well it was only about 5 of you who raided us.  Burninator or whatever his name was would constantly switch nations.  Also, the other reason Snowcats joined Lyme is because your nation collapsed while you were gone.

Switching nations could become a problem. I think you should have a limit to how much times you can switch. People kept on switching and giving money and such.

Make a weed seed, then the weed is 100% you cut it down and you get weed in your inventory, and then you take it you get all dissy.

Well it was only about 5 of you who raided us.  Burninator or whatever his name was would constantly switch nations.  Also, the other reason Snowcats joined Lyme is because your nation collapsed while you were gone.
Very true.

Switching nations could become a problem. I think you should have a limit to how much times you can switch. People kept on switching and giving money and such.
I personally think it should cost a lot to switch nation.

Make a weed seed, then the weed is 100% you cut it down and you get weed in your inventory, and then you take it you get all dissy.
No.

How about a "quitting tax" on leaving where you must pay 10% of the combined value of all of your stuff and resources to the nation you switch from?

How about a "quitting tax" on leaving where you must pay 10% of the combined value of all of your stuff and resources to the nation you switch from?
I like the 10% thing.

Chrono. Don't host until we talked, you need the latest version because there's heaps of bugs in the version that clockturn is giving out, like making massive profit over crafting bows and getting way too much exp. I've fixed all of this and kind of debuffed crafting.

Alright, I saw Chrono list a few things that were going to be coded tomorrow so I'm just gonna put this picture here so prior to my project announcement people won't think that I copied your ideas. But then again, how generic can a Medieval RPG be?


I added metal armor and hard leather armor to my server, you can craft metal armor using 11 of the desired metal, its a deprofit on purpose :)

So you can use bronze to destinite like for swords? Is there any benefit for using higher quality metals for your armor?


Also a suggestion. Make gold armor give you a small plastic multiplier or something, wearing full gold armor would give you a 5% increased profit on anything you sell.