Game Development: Artifacts & Artifice

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Re: Game Development: Artifacts & Artifice

Postby colesie » Sat Jan 19, 2013 2:55 am

JinxDevona wrote:Devs, we need more feral items please. :cry:

Why do you say that Jinx? Animals become very easy to kill after you hit 50-60 humours and are childsplay once you reach 100.
I'd say that if we had more feral items it should be for things like a chance to resist a snake's poison
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:10 am

colesie wrote:Animals become very easy to kill after you hit 50-60 humours and are childsplay once you reach 100.
I'd say that if we had more feral items it should be for things like a chance to resist a snake's poison


I think feral items seem rather useless atm, but I do like the idea of resistances

robert wrote:toon


tweenprinc3ss wrote:toons


Not to blatantly derail such an "engaging" conversation but.... this word being used to as a reference to your character is kinda strange to me as I've only hear wow spergs refer to their character's as such.


that's all continue. :D
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Re: Game Development: Artifacts & Artifice

Postby colesie » Sat Jan 19, 2013 3:13 am

Not just resistance, perhaps a deterrence even. Like bug spray, or repellent for wild animals that would normally be hostile. Not 100% obviously but a lowered chance of noticing you, or a smaller range of aggro.
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:19 am

colesie wrote:Not just resistance, perhaps a deterrence even. Like bug spray, or repellent for wild animals that would normally be hostile. Not 100% obviously but a lowered chance of noticing you, or a smaller range of aggro.


Maybe they plan on releasing more hostiles in the near future, The Lumberwoods beckons...
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Re: Game Development: Artifacts & Artifice

Postby colesie » Sat Jan 19, 2013 3:24 am

Gacrux wrote:
colesie wrote:Not just resistance, perhaps a deterrence even. Like bug spray, or repellent for wild animals that would normally be hostile. Not 100% obviously but a lowered chance of noticing you, or a smaller range of aggro.


Maybe they plan on releasing more hostiles in the near future, The Lumberwoods beckons...

No maybe about it :P
Characters have been made for many darkness creatures they're just not implemented yet

Another item mod I'd like to see is light. Clothing augments that put off a glow when worn.
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:32 am

colesie wrote:
Gacrux wrote:
colesie wrote:Not just resistance, perhaps a deterrence even. Like bug spray, or repellent for wild animals that would normally be hostile. Not 100% obviously but a lowered chance of noticing you, or a smaller range of aggro.


Maybe they plan on releasing more hostiles in the near future, The Lumberwoods beckons...

No maybe about it :P
Characters have been made for many darkness creatures they're just not implemented yet

Another item mod I'd like to see is light. Clothing augments that put off a glow when worn.


eh, getting kinda magicy aren't you?

lol, ELABORATE why would they need to... I just answered my own question carry on.
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Re: Game Development: Artifacts & Artifice

Postby colesie » Sat Jan 19, 2013 3:34 am

Gacrux wrote:eh, getting kinda magicy aren't you?

lol, ELABORATE why would they need to... I just answered my own question carry on.

Obviously you haven't looked into witchcraft or early alpha footage :lol:
We have brooms, curses and all kinds of magicy bsns
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:35 am

colesie wrote:
Gacrux wrote:eh, getting kinda magicy aren't you?

lol, ELABORATE why would they need to... I just answered my own question carry on.

Obviously you haven't looked into witchcraft or early alpha footage :lol:
We have brooms, curses and all kinds of magicy bsns



I just remembered it which is why I said I had answered my own question ;P
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Re: Game Development: Artifacts & Artifice

Postby JinxDevona » Sat Jan 19, 2013 3:37 am

Exactly, there will be creatures added, we all know that. There will be new animals someday I hope. We started with just rabbits, crickets, beaver, deer, and bear. We've gotten two animals added since, and we know of several creatures to be added someday.......

I just think it's a bit lacking when there is only one feral item and it is pretty rare at that. We could at least get one more.

(Love glowing idea, reminds me of something...hmmm...lol)
Last edited by JinxDevona on Sat Jan 19, 2013 3:39 am, edited 1 time in total.
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Re: Game Development: Artifacts & Artifice

Postby colesie » Sat Jan 19, 2013 3:38 am

Gacrux wrote:
colesie wrote:
Gacrux wrote:eh, getting kinda magicy aren't you?

lol, ELABORATE why would they need to... I just answered my own question carry on.

Obviously you haven't looked into witchcraft or early alpha footage :lol:
We have brooms, curses and all kinds of magicy bsns



I just remembered it which is why I said I had answered my own question ;P

In haven there's a prayer to light your character's body for a set amount of time. This was rendered useless because of Ender and his evil light magic, but the same idea could be applied here only though augmentations. And on top of this, it would have a use in the darkness. If we ever get one handed pistols it would eliminate the need for a torch for example (or ender's light mod)
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