I played rok for 14 years? I never once used a wiki to find out where to level my char I just ran around hitting things until I found something I could hit often and hard OR I talked with other players or leveled with them. To have monsters listed with div is just plain lazy.....what if you need a key to enter one area and your char is night div and you only attack earth mobs and the key mob is fire div...might take you awhile to advance to the next area being so hell bent on what div you are leveling on.
Lul
Divinity indicator
Re: Divinity indicator
When I was a lad, back in 1910 Rok was so much better! Time were hard but the people were more polite, we treated each other with dignity and respect. The community would band together and help each other in times of need. You could leave your front door house wide open and no one would steal your oad's. We were poor but we were happy. For 1 gold piece you could buy a a set of decked magical full plate armour, excalibur and still have something left over for a pint of beer (none of this watery pish they sell nowadays) and a three course meal!
Nowadays... pfeh, the people are rude. If you leave your house door open it wont even be there when you get back from the shops! The kids have no discipline! 1gp wouldnt even get you a pile of steaming crap now! And how many people even know what their neighbours look like nevermind their names!
I spit in the direction of modernity!
Nowadays... pfeh, the people are rude. If you leave your house door open it wont even be there when you get back from the shops! The kids have no discipline! 1gp wouldnt even get you a pile of steaming crap now! And how many people even know what their neighbours look like nevermind their names!
I spit in the direction of modernity!
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: Divinity indicator
@Nitehawk WHERE THE HELL DID YOU GET MY PICTURE FROM!
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: Divinity indicator
daedroth wrote:@Nitehawk WHERE THE HELL DID YOU GET MY PICTURE FROM!
lul 8)
Re: Divinity indicator
I play several games. I've played internet RPGs and similar games since before the invention of a browser. I can tell you with some certainty that game design has evolved but what you are asking for is something that is found mainly in "instant gratification" games. Most of the instant gratification games are either shooters or mindless wave games. Ember Online is a text base game, you can't play it on mindless setting.
The main game I currently play on Facebook can be played without resulting to a 3rd person wiki but smart players check out the wiki for tips and information on the monsters not seen in game. RPG games I play on the console require some investigation with out of game sources or trial and error to find the best methods of doing things. Even World of Warcraft makes use of what you are calling "hidden" information, try playing it without 3rd party addons if you don't believe me.
What I'm hearing here isn't "make it easier for new player".... What I am hearing is "I'm too lazy to play a text game and/or I want instant gratification". What's next? Should we start players out with top tier gear? How about starting at level 10 since those first few levels are so difficult.
When I started playing this game I created a paladin for testing and roamed around while leveling. It took me virtually no time to figure out the divinity and rough level range of most monsters. My wife often just goes off somewhere and doesn't care about divinity while leveling unless something is pounding on her.
1st, did you realize the game is still in development and the new client isn't finished? My guess is that you just assumed this was RoK 2.0 and jumped in with your thoughts. I've been trying not to be an ass to people but your request was tantamount to an insult to those creating the world. Why should they bother creating rich content when all you want is a big button that says "I win". With that said... if this isn't your type of game let me suggest Call of Duty or perhaps Candy Crush Saga.
The main game I currently play on Facebook can be played without resulting to a 3rd person wiki but smart players check out the wiki for tips and information on the monsters not seen in game. RPG games I play on the console require some investigation with out of game sources or trial and error to find the best methods of doing things. Even World of Warcraft makes use of what you are calling "hidden" information, try playing it without 3rd party addons if you don't believe me.
What I'm hearing here isn't "make it easier for new player".... What I am hearing is "I'm too lazy to play a text game and/or I want instant gratification". What's next? Should we start players out with top tier gear? How about starting at level 10 since those first few levels are so difficult.
When I started playing this game I created a paladin for testing and roamed around while leveling. It took me virtually no time to figure out the divinity and rough level range of most monsters. My wife often just goes off somewhere and doesn't care about divinity while leveling unless something is pounding on her.
kaijick wrote:I expect BASIC MECHANICS, such as something I choose IN MY CHARACTER CREATION, to be transparent, and not hidden behind a grind or secret knowledge of locations. You are telling me you think it is FUN to not know what something IN MY CHARACTER CREATION does until I GRIND enough to find out?
Well good luck with that. This says a lot about where this game is going to go
1st, did you realize the game is still in development and the new client isn't finished? My guess is that you just assumed this was RoK 2.0 and jumped in with your thoughts. I've been trying not to be an ass to people but your request was tantamount to an insult to those creating the world. Why should they bother creating rich content when all you want is a big button that says "I win". With that said... if this isn't your type of game let me suggest Call of Duty or perhaps Candy Crush Saga.
If you look like prey you will be eaten
Re: Divinity indicator
This one managed to pull me out of the woodworks, and I'm very happy to see so many people in agreement on this matter. Kaijick, simply put, a MUD is a form of RPG. You are supposed to be seeing the world for the most part from the eyes of your character. Things that would be evident to your character would be easily accessible, but seeing which divinity a creature has an affinity for is simply not one of those things. They aren't going to be radiating this energy about them. The way your character would know what affinity they have is one of the same ways people have suggested here. You're going to find out because you find your strikes more effective or less effective than normal, or you will have looked up an in game source.
I feel the academia having this kind of information really is perfect, and where you could expect to find this stuff in a lot of games. One of the games out there that is applauded for its design is the Dark Souls series, and they don't tell you a damn thing. The reason for this is simple enough. There is so much more reward and satisfaction to discovery. With a world put together with the idea that everything you need is there if you look, you get a game that is memorable and one that just keeps bringing you back, years and years after it should have been shut down. This community is actually a testament to that fact. What's even better, those building and designing this game have such a passion for it that if they really let their creativity loose on this, you will find yourself playing a game, that while it won't bring back MUDs, will once again stick around for a very long time. If you want an "simple" game that feeds the world to you on a spoon and basically plays itself, well, the community has already told you how they feel about that.
In other news, long time no see guys. I probably won't pop up much, but I really do wish the staff the best for this game. Things are rather promising.
I feel the academia having this kind of information really is perfect, and where you could expect to find this stuff in a lot of games. One of the games out there that is applauded for its design is the Dark Souls series, and they don't tell you a damn thing. The reason for this is simple enough. There is so much more reward and satisfaction to discovery. With a world put together with the idea that everything you need is there if you look, you get a game that is memorable and one that just keeps bringing you back, years and years after it should have been shut down. This community is actually a testament to that fact. What's even better, those building and designing this game have such a passion for it that if they really let their creativity loose on this, you will find yourself playing a game, that while it won't bring back MUDs, will once again stick around for a very long time. If you want an "simple" game that feeds the world to you on a spoon and basically plays itself, well, the community has already told you how they feel about that.
In other news, long time no see guys. I probably won't pop up much, but I really do wish the staff the best for this game. Things are rather promising.
Re: Divinity indicator
Kruell wrote:I play several games. I've played internet RPGs and similar games since before the invention of a browser. I can tell you with some certainty that game design has evolved but what you are asking for is something that is found mainly in "instant gratification" games. Most of the instant gratification games are either shooters or mindless wave games. Ember Online is a text base game, you can't play it on mindless setting.
The main game I currently play on Facebook can be played without resulting to a 3rd person wiki but smart players check out the wiki for tips and information on the monsters not seen in game. RPG games I play on the console require some investigation with out of game sources or trial and error to find the best methods of doing things. Even World of Warcraft makes use of what you are calling "hidden" information, try playing it without 3rd party addons if you don't believe me.
What I'm hearing here isn't "make it easier for new player".... What I am hearing is "I'm too lazy to play a text game and/or I want instant gratification". What's next? Should we start players out with top tier gear? How about starting at level 10 since those first few levels are so difficult.
When I started playing this game I created a paladin for testing and roamed around while leveling. It took me virtually no time to figure out the divinity and rough level range of most monsters. My wife often just goes off somewhere and doesn't care about divinity while leveling unless something is pounding on her.kaijick wrote:I expect BASIC MECHANICS, such as something I choose IN MY CHARACTER CREATION, to be transparent, and not hidden behind a grind or secret knowledge of locations. You are telling me you think it is FUN to not know what something IN MY CHARACTER CREATION does until I GRIND enough to find out?
Well good luck with that. This says a lot about where this game is going to go
1st, did you realize the game is still in development and the new client isn't finished? My guess is that you just assumed this was RoK 2.0 and jumped in with your thoughts. I've been trying not to be an ass to people but your request was tantamount to an insult to those creating the world. Why should they bother creating rich content when all you want is a big button that says "I win". With that said... if this isn't your type of game let me suggest Call of Duty or perhaps Candy Crush Saga.
I REALLLLLLLY wish there was a like button or a +1 button on this forum. Well said Rayth.
What gets me is he keeps saying "something I choose in my character creation" last time I checked, you do get to know what div you're making your character. You're not making the mobs, why would you automatically know their divs? Go explore, hit things, have fun for christs sake. The way I find out what I have div on? I watch my exp, then I hit something until its dead and add up how much exp I just gained from killing it, I move on to another type of mob and repeat. Once I find one that gives me the most exp, I stick with it until its not worth killing anymore, then I rinse and repeat.
Currently the game is under construction, theres not a lot of content in game yet. Be patient and allow us to build the areas, test them and get them open to the public. Let Chris continue to add features that allow the builders to do some really cool things with their areas (Ive already spoken to him about a couple for mine that should make it fun) Let the quest system get put in place....then AND only then can you complain about stuff.
Bitching about something in a game still being built is like shoveling your sidewalk while its still snowing...in other words pointless.
Re: Divinity indicator
On the point of this post, If im not mistaken theres actually a way for us to make the same monster with different divs. So technically you could have 5 of the same monster on a square all with different divs.
Wouldnt that be fun trying to figure out.
Wouldnt that be fun trying to figure out.

Re: Divinity indicator
Kruell wrote:I play several games. I've played internet RPGs and similar games since before the invention of a browser. I can tell you with some certainty that game design has evolved but what you are asking for is something that is found mainly in "instant gratification" games. Most of the instant gratification games are either shooters or mindless wave games. Ember Online is a text base game, you can't play it on mindless setting.
The main game I currently play on Facebook can be played without resulting to a 3rd person wiki but smart players check out the wiki for tips and information on the monsters not seen in game. RPG games I play on the console require some investigation with out of game sources or trial and error to find the best methods of doing things. Even World of Warcraft makes use of what you are calling "hidden" information, try playing it without 3rd party addons if you don't believe me.
What I'm hearing here isn't "make it easier for new player".... What I am hearing is "I'm too lazy to play a text game and/or I want instant gratification". What's next? Should we start players out with top tier gear? How about starting at level 10 since those first few levels are so difficult.
When I started playing this game I created a paladin for testing and roamed around while leveling. It took me virtually no time to figure out the divinity and rough level range of most monsters. My wife often just goes off somewhere and doesn't care about divinity while leveling unless something is pounding on her.kaijick wrote:I expect BASIC MECHANICS, such as something I choose IN MY CHARACTER CREATION, to be transparent, and not hidden behind a grind or secret knowledge of locations. You are telling me you think it is FUN to not know what something IN MY CHARACTER CREATION does until I GRIND enough to find out?
Well good luck with that. This says a lot about where this game is going to go
1st, did you realize the game is still in development and the new client isn't finished? My guess is that you just assumed this was RoK 2.0 and jumped in with your thoughts. I've been trying not to be an ass to people but your request was tantamount to an insult to those creating the world. Why should they bother creating rich content when all you want is a big button that says "I win". With that said... if this isn't your type of game let me suggest Call of Duty or perhaps Candy Crush Saga.
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