- Aug 5, 2013
- 2,380
- 33
- 110
Random Suggestions & Bugs
IDEAS
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Some of these are really quite picky, but hell, I love discussing.
1) Level 7 mobs - as any mob can spawn as higher level, the main purpose (for us) is to get higher chances at loot. How does this effect the non-aggressive mobs? Mushrooms, Trees, deer etc. I mainly hunted deer for my little bit online, as I wanted to test the hunt bonus, and cam across high levelled mushroom and trees which didn't really seem to drop anything special. Is it just more chestnuts?
Can it be a lootplosion? Or something interesting perhaps?
2) The shops. Have you thought about perhaps separating in to class 'tabs'? The server feels smoother than anything at the mo, and it may be a good idea to make some QoL changes. Maybe have items separated by class, as there are now 5 of them. Not different NPC's, just tabs or similar system.
3) The 'info' box (cant remember what game calls it). Maybe have whether the mob is harvestable on it? And undead perhaps (or is that giving the user too much). I think the majority know these things, but if you introduce new mobs, and new players it would be very handy.
What about drops you have found from that mob too? Although saying that the drop lists are massive, so maybe just most common drop and rarest drop etc or something
4) Is the hunt bonus always a static +1 per level. Did you choose a flat value as opposed percentage bonus for a reason?
While we on about hunt stuff, is it always a percentage based on 1/1000 or do higher level mobs add more count?
Also, boss mobs (such as BoneElite) - are all mobs worked out relating to their rarity. getting lvl 1 on bats compared to boneelites for example would it take 500 of each (or whatever the number is)
BUGS
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1) Resolved CannibalPlant - Die animation, fine. Corpse drawing - fine. After it's harvested, living again (although not really, just the image)
Jamie has fixed this (or will have by the time you read this)
2) Resolved When purchasing an item from shop, the game runs a check against the 'base/default' value of the item, not the actual price listed. It deducts the right amount however.
Jamie has fixed this
3) Resolved Intensity seems to be missing from stat page display, despite being in game.
Jamie shot this down : Intensity is not a stat, by an item property. It literally only effects that item
IDEAS
------------
Some of these are really quite picky, but hell, I love discussing.
1) Level 7 mobs - as any mob can spawn as higher level, the main purpose (for us) is to get higher chances at loot. How does this effect the non-aggressive mobs? Mushrooms, Trees, deer etc. I mainly hunted deer for my little bit online, as I wanted to test the hunt bonus, and cam across high levelled mushroom and trees which didn't really seem to drop anything special. Is it just more chestnuts?
Can it be a lootplosion? Or something interesting perhaps?
2) The shops. Have you thought about perhaps separating in to class 'tabs'? The server feels smoother than anything at the mo, and it may be a good idea to make some QoL changes. Maybe have items separated by class, as there are now 5 of them. Not different NPC's, just tabs or similar system.
3) The 'info' box (cant remember what game calls it). Maybe have whether the mob is harvestable on it? And undead perhaps (or is that giving the user too much). I think the majority know these things, but if you introduce new mobs, and new players it would be very handy.
What about drops you have found from that mob too? Although saying that the drop lists are massive, so maybe just most common drop and rarest drop etc or something
4) Is the hunt bonus always a static +1 per level. Did you choose a flat value as opposed percentage bonus for a reason?
While we on about hunt stuff, is it always a percentage based on 1/1000 or do higher level mobs add more count?
Also, boss mobs (such as BoneElite) - are all mobs worked out relating to their rarity. getting lvl 1 on bats compared to boneelites for example would it take 500 of each (or whatever the number is)
BUGS
------------
1) Resolved CannibalPlant - Die animation, fine. Corpse drawing - fine. After it's harvested, living again (although not really, just the image)
Jamie has fixed this (or will have by the time you read this)
2) Resolved When purchasing an item from shop, the game runs a check against the 'base/default' value of the item, not the actual price listed. It deducts the right amount however.
Jamie has fixed this
3) Resolved Intensity seems to be missing from stat page display, despite being in game.
Jamie shot this down : Intensity is not a stat, by an item property. It literally only effects that item
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