Topia Online

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Re: Topia Online

Postby EnderWiggin » Fri Dec 14, 2012 11:25 am

TotalyMoo wrote:I like the graphics, they are charming.
Yeah, graphics are nice. By the way, they somehow remind me of this graphics mod for HnH.

As for actual game - I haven't looked at it too close, but I like idea of building house from walls, and not complete structure. And selecting materials for craft within same recipe to craft different types of same tool, as opposed to Salem's different recipes is nice too.
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Re: Topia Online

Postby MrGemini » Fri Dec 14, 2012 11:28 am

i think this graphics remind me a bit on Snes RPG Games :D
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Re: Topia Online

Postby MagicManICT » Fri Dec 14, 2012 5:27 pm

jwhitehorn wrote:Ok so, I tried... I really did try to understand this game. But can somebody explain wtf it means when they say "You can create any spell you want"? Why in the world would I not create Level 9999 Fireball of the F*cking Phoenix that does a billion damage and has an area of 10 billion squares? I don't understand how they can brag about the extreme level of customization yet still maintain any form of balance in the whole thing? Does anybody have any insight on how that works?


A lot of the classic MUDs work in this way. There's some flaws in the design, yeah, but how many of those spells can you cast? If I recall from my MUD days in one of the games I played you could do that, it'd take a week's worth of hard grinding just for a single cast of one of the most powerful spells you could create. (And by hard grinding, I'm talking macro'd and multiboxed all the way. If you think the jokes about porta-potties and adult diapers were new with MMORPGs, you're about a decade too late.) Sometimes it would be for a single material component that was easily carried, just rare as f***. In another game, the "balance" was that you'd be so overburdened that you couldn't really move, so what was the point to having the spell? Or the cast time was so long you'd get ganked. I've not done any digging on the game, but if it's like what I used to play in MUDs, there's going to be issues, yeah, but there's going to be a lot of fun to be had, too.
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Re: Topia Online

Postby Sevenless » Fri Dec 14, 2012 5:41 pm

My only thought: "All" creatures are player controlled? No one's gonna want to be the rat that noobs slaughter to start out on.

I still think they'll need some kind of NPC creature population for material grinding out there. But lets see how they try to make this work.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Topia Online

Postby Kaol » Fri Dec 14, 2012 6:01 pm

Does it have fetuspults?
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Re: Topia Online

Postby Sevenless » Fri Dec 14, 2012 6:16 pm

Just giving a generalized warning. Enough with the creepiness about their CA please and thanks. Yes she's attractive, good for her. But that's not what this thread is about in the slightest.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Topia Online

Postby colesie » Fri Dec 14, 2012 7:18 pm

jwhitehorn wrote:Ok so, I tried... I really did try to understand this game. But can somebody explain wtf it means when they say "You can create any spell you want"? Why in the world would I not create Level 9999 Fireball of the F*cking Phoenix that does a billion damage and has an area of 10 billion squares? I don't understand how they can brag about the extreme level of customization yet still maintain any form of balance in the whole thing? Does anybody have any insight on how that works?

From what Josh said you can make anything you want but it will still be within reason. You need the resources/ability to use it so you can't make uber spells and ****. I guess your uber fireball would be the same as someone elses uber arrow shot.. It would just be a custom ranged attack
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Re: Topia Online

Postby painhertz » Sat Dec 15, 2012 12:35 am

Like Coles said, no "uber" spell could be cast without "uber" amounts of reagents and possibly some uber high skill. the example Josh gave is that if you want to cast "heal person" the script might require 1 Ginsing but if you want to cast "Mass heal" it might take 100, or 1000. Also, very much like the ancestor magic of Haven, he says that the magic isn't going to be towards the "violent/war" side so much as cantrips and enchantments and whatnot. he gave an example of a druid casting a spell so that whenever someone in the world chops a tree the tree screams.....
"since i am in my 30s and could probably throw you across the room"

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Re: Topia Online

Postby MagicManICT » Sat Dec 15, 2012 7:29 am

colesie wrote:she really should have her own thread so that we can discuss this further.


How about not and end the sexist comments. This isn't 4chan. Seriously.
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Re: Topia Online

Postby colesie » Sat Dec 15, 2012 10:55 pm

Sevenless wrote:
colesie wrote:
Ass_Kraken wrote:Tot's worth the 90% chance of being banned

I wouldn't ban you for this but she really should have her own thread so that we can discuss this further.


He specifically disobeyed a request from a moderator. Yes, he's getting a temp ban for that.

Lol, yes I know it is clearly ban-worthy. Again, wasn't being serious :P

Btw Josh you might want to lower the amount of kickstarter emails you send and just up the quantity of the content when you do.
I get emails like once a day with one picture attached to it and nothing else. Give me something to read, not spam please.
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