Author Topic: Legends of Blockland RPG  (Read 23295 times)

And back to [ 0 ] Days without a crash.
« Last Edit: January 02, 2015, 10:08:42 PM by JJJMan4 »


new city by me for Herecy's new island :3 - 5k


new city by me for Herecy's new island :3 - 5k

oh man, this reminds me of that village you made on my DRPG a while back
looks great!

It was Tortuga. One of the time i had the most fun in bl. jesus. I still have the save lol. Good times!



My only complaint with that Sylvanor is the use of wedges on the path. It doesn't fit with the paths on the main island.

Other than that it looks fantabulous. 

Oh the wedges? It will be removed. It was just for a test

Oh the wedges? It will be removed. It was just for a test
oh, haha

Why you no Legend of Zelda?

Why you no Legend of Zelda?

cos legend of zelda isn't an rpg??

cos legend of zelda isn't an rpg??

Faith in humanity. Down the drain.



Back from a bit to say that this server is pretty sweetles, would definately recommend.

My only complaints are the AI being dumb occasionally, and grinding being a chore. (To be honest, one might consider this a feature in similar RPG's to this)

But anyways, good server!

i feel as if i really have to address how dumb the system handles mobs and just about everything else that this server seems to be praised on

the entire combat routine stands on inactivity
a typical fight involves standing still while wailing on target, and them wailing on you
movement does not make a difference
unless you want to trigger the ai fov canceler which makes them run back to spawn and regain all of their health

yeah, they regain their health if they cannot damage you
this includes standing at elevated surfaces or behind objects that would otherwise make archery possible

its almost as if archery has this constant discouragement
how am i supposed to assume a ranged atchetype if i cannot make use or take advantage of location
the expectation of a bow user to stand directly in front of a foe and accept all punishment does not strike me as logical at all
if i back peddle, wham-adversary runs off and regenerates all of their health, just in time for me to engage them once again
theres constant mention that archers function better in groups, great-does that mean its mandatory in order for me to enjoy this disfunctional combat?

not to mention melee weapons out damage most ranged weapons by miles, in which they have the most viability due to their universal close combat function

for an rpg devised entirely around combat, atleast make the combat itself enjoyable

sure, you may keep all of the generic grinding that nobody really wants anyways, but combat needs to be next to if not the best thing ever since its the only thing players set themselves up for

not an argument exists to say that the game does not have a direct combat focus
all of the skills tie in to aid combat

MINE to acquire ore for weapons and armor FOR COMBAT
CUT WOOD to make bows and arrows FOR COMBAT
COOK FOOD on a fire to NOT DIE IN COMBAT
CRAFT armor to NOT DIE IN COMBAT
FISH for food that you then cook to NOT DIE IN COMBAT
BREW potions to BENEFIT YOU IN COMBAT
SMITH armor and weapons FOR USE IN COMBAT

not like theres anything wrong with that, but atleast have combat not end up as a mindless affair as all these other skills tend to be

i really really really despise level requirements
i cannot begin to tell you how ludicrous it sounds that an external out of world force prevents me from committing myself to a certain action
no, im not going to listen to how players experience a sense of achievement
none of that has been or ever will be true unless the event has actual value and meaning
which acquiring a NEW LEVEL lacks

levels act as nothing more than an arbitrary sense of false progression that really just ends up extending the lifetime of gameplay for time wasting reasons, particularly that of catering players; an illusion in its entirety

levels only have an establishment in "traditional rpgs" for the purpose of marketing
yet its surprisingly effective since not a single soul seems to comprehend that the game has been playing them, rather than them playing the game

look at the expotential growth of levels and try to tell me they do not represent a pointless time sink
where do all of the levels take you once you reach the tip top of the maxed out chart? nowhere
you lost your time to a system that from the beginning supresses your freedom and falsely convinces you that reaching the end is all worth it
you never win in a game purely dependent on your level
everyone follows the same endless toil and ends up uniformly the same

the mindless repetition involved to acquire said levels does not aid to the gameplay factor


instead of adopting the title of rpg, the server might be better off as going by the name of a hack and slash with "rpg" elements
since the entire thing at best acts more as a low cut number crunching calculator combat game

your WEAPONS ARMOR and LEVEL determines all of these numbers anyhow



role playing games do not have to require grinding in order to be successful
depending on your definition of grinding
instead of following the generic formula that most mmos follow as shown by the world of warcraft business model, establish your server outside of those boundaries

if we all followed the same format of servers, what would establish each one of them as unique, entertaining, or innovative?







-snip-

Dear diary.

Although I do agree that the combat system could use a little improvement.