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Xerullian

Testers
  • Content Count

    8
  • Joined

  • Last visited

About Xerullian

  • Rank
    Hatchling

Profile Information

  • Interests
    Rekindling that old school UO feeling, basketball, game design/programming, Construct 2, PC building, IT, SciFi books, R.A. Salvatore, Brent Weeks, Game of Thrones, Supernatural, The Walking Dead, etc.
  • Gender
    Male
  • Location
    Massachussets
  1. I'll be the first one to cause an issue here. I just ordered a shirt, but I was so excited and I wanted to get my order in before they were sold out... I ordered the wrong size. I ordered a small, I need a large. How do I fix this please? *Thanks Tyrant!* V V V
  2. I like the idea as it give items personality. There would need to be some sort of filter put in place to prevent offensive or illogical names though. Offensive is self explanatory, but I wouldn't want to come across a sword named l33tp4wn or something that is not related to the game world. Cool idea though!
  3. Reminds me a little bit of how Log Horizon (anime about an MMO) handled PVE. If left unhandled NPC groups such as goblins would build up their forces and eventually at unsuspecting Adventures even up to launching their own siege on player fortifications. Would make it a lot more difficult to maintain a fortification where the only other worry is waiting for schedule player sieges. Plus imagine if a guild was attacking a another guild's fortification and then out of nowhere hundreds of NPC goblins joined in the fight? It would be pure chaos! Which would be awesome!
  4. I like the idea behind the Bloodstone system. So maybe you have to get the Bloodstone to a specific location and then it actually takes time say, 5 or 10 minutes to sacrifice it. This could draw in other players or NPC creatures to attack your location. If you're able to defend it, you get the points. If not, someone else gets the points. In order for their to be a win condition, there needs to be a point system of some sort. It just depends on how it is displayed. If you base it on territory conquest, then every time you conquer a territory a counter would go up. If you lose a territory the counter goes down. Who ever has the most territories at the end wins. I feel like the Bloodstone rule set would work best if either A) the Bloodstones are finite when the world is created, meaning once they all have been found and sacrificed the campaign ends or B ) the Bloodstones are crafted somehow with higher tiered resources and highly skilled crafters. Maybe it could take multiple crafters. *Edited: Apparently if you put a 'B' next to a ')' it creates a cool guy smiley. Ha!
  5. I feel the definition of griefing is when you go out of your way to try and ruin someone else's gaming experience. It becomes no longer about respectful competition, but more about you getting your jollies from being an asshat. If you're going out of your way to make someone want to log off the game by following them around and repeatedly killing them, what good is that? We don't want people to leave the game. We want them to come in and provide a great fight and great battles. Respect through competition. Think Drizzt vs Entreri. I do think we should ere more on the self-policing side though. Except for the most egregious of circumstances.
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