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Messages - Drjones013

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61
AVWW Mods & Maps / Re: [GFX] Battle Moon Wars Character Textures
« on: May 07, 2012, 02:21:47 PM »
That must be it.

Seriously, I'm heading into finals in the next half hour or so and I'm more interested in your texture mod.

62
AVWW Mods & Maps / Re: [GFX] Battle Moon Wars Character Textures
« on: May 07, 2012, 12:56:03 PM »
Installed it, selected it, not seeing it.

Did I miss something?

63
AVWW Mods & Maps / Re: [GFX] Battle Moon Wars Character Textures
« on: May 07, 2012, 12:48:16 PM »
Incredible, I've been chatting with another friend about 'Fate' and here it is in AVWW. Great job, will download after finals!

64
With the high availability of shards and the new shop it seems like we could do more punitive things with enchantments. What if there was a percentage chance that a player's enchantments could be permanently destroyed? This would make exploring with your rare enchantment character nerve-wracking and could make the use of glyph transfer scrolls useful again. The percentage chance of loss should be fairly low, say 5%, but the fact that it could happen at all should leave most players on edge.

65
Sounds like a good compromise.

66
The amount of bonuses in 'stash' rooms needs to be seriously upped to provide any kind of incentive to find them. I'm forced to agree with previous posters regarding the economic benefits of killing mobs versus exploring-- the returns for exploring just aren't high enough. At the same time, the consciousness shard prices really help get a character up to speed when the continent progress is against you.

Bigger stashes, please?

67
Searching out stashes might be better though if there were more expensive things in the store that you wanted to acquire. Say I really wanted a Red Rider Air Rifle but it cost some stupid amount and in order to get it I had to buy a bike so I could get a paper route. If I 'found' the bike then I wouldn't have to pay for it, giving me more funds towards my Red Rider Air Rifle.

Now we can focus on making players more attached to their characters and not the character levels.

68
If you have to buy upgrade stones every 15 minutes then yes, there's something up, but if you needed those upgrade stones in 15 minutes, isn't it nice that you can get them? I'm sure you'd rather spend the shards on something else (you won't be constantly buying stones) and besides which, they aren't trivialized any more than character death itself. I've had moments where I've died in less than five minutes and a second death two minutes later-- drained my entire supply of stones. I had to try and get stones again while dodging tier 3 enemies and yep, dead again. I'd have really appreciated the ability to buy the stones so I could focus on something else.

69
This actually fixes a lot of the problems I was having with character death before. I made up for lack of skill with summonable creatures (and still love the rhino). This should allow me to buy the upgrade crystals necessary to keep up with other players.

Kudos!

70
I'd like to see more summons and THAT left me speechless.

Err, less speeched.

Undersprechened.

Ya.

71
A Valley Without Wind 1 & 2 / Additional Summons
« on: May 03, 2012, 10:01:46 PM »
I'm just curious: if we could choose an additional animal to summon, what would it be and why?

If I couldn't choose a pony horse, it'd be the rabbit from Holy Grail. Low cast cost to create an earth bunny that can leap up on enemies and bite them (it'd move like the ice leapers).

72
A Valley Without Wind 1 & 2 / Re: Correction: We Need a Mount Spell
« on: May 03, 2012, 06:09:38 PM »
I personally would like to be riding a battering ram... would be more mana efficient to have a mount that reduces/negates some of the incoming damage than a shield which constantly drains mana. Besides which, I've really grown attached to my rhino.

His name is Albert. He likes trucks. He may have at one point played on a Colecovision.

73
A Valley Without Wind 1 & 2 / Re: Correction: We Need a Pony Spell
« on: May 03, 2012, 01:45:41 PM »
Okay, what if it wasn't a pony, what if it was a rideable mount? Like a Utahraptor?

74
A Valley Without Wind 1 & 2 / Re: Correction: We Need a Pony Spell
« on: May 03, 2012, 03:33:49 AM »
I was just thinking that we have summon spells and a summonable mount would be amazing, particularly if the mount had certain effects. Maybe even summonable familiars to boost magic power, that sort of thing.

75
A Valley Without Wind 1 & 2 / Re: Correction: We Need a Pony Spell
« on: May 03, 2012, 03:07:48 AM »
But we already have dire butterflies... wouldn't it be nice if we had storm ponies??

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