Fantasy Realm Online Forums: Suggestions: General Suggestions:
 Post Date: 1/14/2012 1:49 PM #11 
Posted By:
Haze

Member Since:
12/22/2011
Title: Re: General Suggestions

 

 

Quote:Purity

All icategory idea above at the very top are all great ideas EXCEPT cash shop.   NO cash shop.  This is a FREE game.  We dont' need players gaining advantages just because they can pay for it.  ALL items and quests and the such need to be achived in game with hard work and NO short cuts.  Otherwise; this game will end up being really lame and pointless like all the others already reaking the internet.

I disagree, the cash shop is only meant to give players a slight advantage. Those ‘lame games’ have millions of players, whom enjoy those games. I can see where you’re coming from it just depends on what angle Chris is going to take it. 



Last Edited: 1/14/2012 1:49 PM


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 Post Date: 1/14/2012 6:31 PM #12 
Posted By:
Chris The Avatar

Member Since:
1/17/2011
Administrator
Title: Re: General Suggestions

General Stores:

This one requires some thought... I think you risk losing some of the feel of the game by running a lot of the game out of one shop. The shops are rather close together in cities, so losing 1 minute during your restock or shopping time to add a feel to environment is reasonable. If you are looking to stockpile items for faster reequip after you die, I recommend piling them in your bank or house if you own one then you just have to go there :-). Also as your character develops I think you'll find you end up at the enchanter and magic shop to sell items more than the others.

Auction House:

This is a feature that will be added later rather than sooner. First we need to finish getting all the in game features developed.

Cash Shop:

To keep the game free we do need some kind of revenue... There is currently thousands of dollars invested in the game and years work.  This will be handeled in two ways:

Special Account Features that can be purchased

Here is how features will work:

When the game is released, a free account will allow you to create up to three characters on that account and access all features of the game other than player housing.

You will be able to add features to your account that allow you to have up to 10 characters at a small onetime cost of say $5.00.

You will be able to add the ability to purchase a house (a property right) to your account at a onetime cost of $7.00. You will be able to purchase up to two property rights.

Many players who participated in beta and gave feedback such as yourselves will be getting free account upgrades with 1 house and 10 characters. So this will be a mute point to complain about for many of you.

Were also considering adding side story quests that can be purchased and then accessed on your account for small costs but all core game quests will be free.

Cash shop

There will be a cash shop with ascetic items that can be purchased for your house for example. None of the items in the shop will give any player a tactical advantage of any kind but add may add something unique that they have.

We may also offer gp or experience in the cash shop at a "higher" rate. This needs to be investigated a bit more to see what effect it has on game economy and character development. The rate would likely be expensive though to Tdeter many people except those who have money but not time,  

Banks:

he chests were added for flavor, I never liked speaking with npcs to open containers it just never made sense to me. I was originally going to do bank vaults rather than chests in a back room. I didn't want to make a global bank because I thought it was kind of lame that your items were accessible from any town even though you may not have ever been to that town. Though perhaps a feature could be added to transfer your account from city to city for a gp fee.

Spell Damage:

This is done for a few reasons:

  1. The damage you deal is not just a function of the spell and your character but is a function of your opponent as well. So if you are fighting someone with high resist, and they resist a spell of yours that spell may do significantly less damage than you might expect.
  2. Descriptions of spells are currently static, most every spell has variance in damage based on your intelligence and/or meditation even if you were going to ignore the resistance and considerations of an opponent, the descriptions would need to become dynamic.

That being said maybe the descriptions could be significantly better and offer a new field called base damage which is the minimum amount of healing/damage a spell heals/deals.

Show damage:

I don't have any strong feelings about not doing this. I'd like to get other players to weigh in though. Does it take away anything from the game? Does it add to much clutter text to the screen?

Repairs:

Many people have asked for repairing while equipped, I will investigate what it will take to do the request. As you know we just added blacksmithy as a skill allowing you to repair anywhere an anvil is. I don't want to take away from that class by making portable hammers though.

Levels:

Sure we could probably add pseudo level ratings to creatures. What should the scale be 1 - 100? I don't think it is fair to show player's levels. 

Prestige:

Fantasy Realm Online will be implementing a title based system with trials based on your class. Completing the trials may earn you new titles and fame in the world. Titles themselves may influence other things such as available quests, city store discounts etc... The trials may also offer unique items as well as possibly open up new spells or special abilities for your character. This is something we will likely do in the late spring, or summer time.  Your core title will be determined likely by level and possibly skill set as well as quests/trials completed.

Solid Players:

There are several considerations here, which is why this hasn't been handled yet, it may seem like a simple problem to solve by just allowing players to pass through all npcs and other players but doing so is not likely the best solution. There are a couple of fixes we are considering to the issue.

The one we are leaning towards is allowing you to push through a player/npc every, say 5 seconds. This keeps it fair and realistic, if you are surrounded by creatures or players then you should not be able to quickly escape danger. You should be delayed at least.

Thats all I have time to comment on right now... Ill go over the rest at a later time. Thanks for the comments.



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 Post Date: 1/14/2012 7:40 PM #13 
Posted By:
Haze

Member Since:
12/22/2011
Title: Re: General Suggestions

 

Quote:Chris The Avatar

Spell Damage:

This is done for a few reasons:

  1. The damage you deal is not just a function of the spell and your character but is a function of your opponent as well. So if you are fighting someone with high resist, and they resist a spell of yours that spell may do significantly less damage than you might expect.
  2. Descriptions of spells are currently static, most every spell has variance in damage based on your intelligence and/or meditation even if you were going to ignore the resistance and considerations of an opponent, the descriptions would need to become dynamic.

That being said maybe the descriptions could be significantly better and offer a new field called base damage which is the minimum amount of healing/damage a spell heals/deals.

 

 That'd be appreciated very much. Continue on it as you see fit, please. :)

 

Quote:Chris The Avatar

Show damage:

I don't have any strong feelings about not doing this. I'd like to get other players to weigh in though. Does it take away anything from the game? Does it add to much clutter text to the screen?

Well, it depends on how you carry out the request.

You could show the damage done in the chat, over the player, or even under said player. This could potently cause a bit of clutter but I think it'd be worth it, as always, it depends on what you see fit.

I'd also like a bit of feedback on it.

 

Quote:Chris The Avatar

Levels:

Sure we could probably add pseudo level ratings to creatures. What should the scale be 1 - 100? I don't think it is fair to show player's levels. 

Agreeable. Showing the levels of players may give advantages to the other party. Then I propose a spell in which you can 'spy' on their stats (Health, MP, level, ect.)

1-100 would work. Possibly have NPCs spawn with a level range depending on what they creature they are?

Ex: With the 'Varying Enemies' system:

Ratmen  Normal (1-4) Peaceful (1-3)

                                  → Blood (2-5)

                                  → Enraged (3-5)

              → Big (2-5) → Peaceful (1-5)

                          → Blood (3-6)

                          → Enraged (4-6)

              → Giant (3-6) → Peaceful (2-5)

                                     → Blood (4-7)

                                     → Enraged (5-7)

 

Quote:Chris The Avatar

Solid Players:

There are several considerations here, which is why this hasn't been handled yet, it may seem like a simple problem to solve by just allowing players to pass through all npcs and other players but doing so is not likely the best solution. There are a couple of fixes we are considering to the issue.

The one we are leaning towards is allowing you to push through a player/npc every, say 5 seconds. This keeps it fair and realistic, if you are surrounded by creatures or players then you should not be able to quickly escape danger. You should be delayed at least.

That’s fine, I’m just glad you took it into consideration/have taken it into consideration in the past. :)

 

Quote:Chris The Avatar

Thats all I have time to comment on right now... Ill go over the rest at a later time. Thanks for the comments.

That just gives me time to add onto it. :)



Last Edited: 1/14/2012 8:26 PM


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 Post Date: 1/29/2012 6:48 PM #14 
Posted By:
Chris The Avatar

Member Since:
1/17/2011
Administrator
Title: Re: General Suggestions

Here is more of my responses.

Pickup:

The reason there is not a pick up all button is that it is supposed to take time to loot, as it should be difficult to loot someone in the midst of battle.  Greed kills my friend :-)

Reset:

Skills can already be changed for nearly free. If we do something like this it will likely be a cash shop item.

Mounts:

If we do mounts it won't be for a long time. This would be a significant investment in more artwork. I also don't like mounts having faster speeds, it makes it far to unfair in pvp for targeting and it becomes a game of who can run in and out of the screen faster therefore if we do mounts we may make it add additional defense or attack rather than speed.

Teleportation Spells:

There will be travel "stone hedge" that allow you to teleport to other travel "stone hedges". Expect this to come shortly after we open up another area. there will likely be three or so in the existing area to give you an idea how many there will be per area size.

Maps:

Eventually you will be able to click the minimap to bring up a larger map that you can make notes on and set path recording. 

Mini-map:

I understand what you are asking for, we will see if we can get this in. believe it or not we were going to put this in when the game was first in beta but we had trouble getting everything to show up properly for the minimap so we decided it was best to forego it at that time and focus our efforts on other things.

Clans/Parties:

Sure there will be guilds as well as a party system. These need concepts first for what they mean and how they work. Feel free to discuss with other players how you feel they should work in the forums.

Chat:

As you know there is a friend chat available in the game but we will be adding chat groups and a global chat eventually. I do not have an exact date on this.

 

Mute Buttons:

Ok we will see what we can do for you, there are mute buttons in options but the options menu isn't available from the main menu

 

Arrows:

 Yes this is a good point, I plan on adding this in at some point.

Weather:

 Absolutely, As you know in the cemetery there is night and day spawns. In later chapters of the game, there will be storms that cause bad things to spawn but I think were on the same page.

Safe zones:

 As you know we recently added this.

Varying Enemies:

 I like where your going with this dont expect this right away but we will put some thought how to best adapt the idea of varying difficulties to Fantasy Realm Online.

Outfits:

 I think you need to explain this to me a bit more. I am not fully following your explanation, it sounds like you want a way to cover up all your pieces with some kind of clothing.



Last Edited: 1/29/2012 6:48 PM


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 Post Date: 1/29/2012 7:22 PM #15 
Posted By:
Haze

Member Since:
12/22/2011
Title: Re: General Suggestions
Quote:Chris The Avatar

Pickup

The reason there is not a pick up all button is that it is supposed to take time to loot, as it should be difficult to loot someone in the midst of battle.  Greed kills my friend :-)

Very true, I can live with it not being added.

 

Quote:Chris The Avatar

Reset:

Skills can already be changed for nearly free. If we do something like this it will likely be a cash shop item.

While this may be true you lose 1/3 of a level skill point wise. I'd love to see this implemented in the cash shop however. This was also applying to stats (strength, stamina, ect.) which you cannot trade out.

 

Quote:Chris The Avatar

Mounts:

If we do mounts it won't be for a long time. This would be a significant investment in more artwork. I also don't like mounts having faster speeds, it makes it far to unfair in pvp for targeting and it becomes a game of who can run in and out of the screen faster therefore if we do mounts we may make it add additional defense or attack rather than speed.

I suppose that's true. I could live with it just giving stat bonuses.

 

Quote:Chris The Avatar

Teleportation Spells:

There will be travel "stone hedge" that allow you to teleport to other travel "stone hedges". Expect this to come shortly after we open up another area. there will likely be three or so in the existing area to give you an idea how many there will be per area size.

Yes, I know about the whole Stonehenge thing. Shortly after posting that suggestion I learned about it. On a side note, I can't wait for the new feature. :)

 

Quote:Chris The Avatar

Maps:

Eventually you will be able to click the minimap to bring up a larger map that you can make notes on and set path recording. 

Exactly what I wanted, thank you very much Chris. :)

 

Quote:Chris The Avatar

Clans/Parties:

Sure there will be guilds as well as a party system. These need concepts first for what they mean and how they work. Feel free to discuss with other players how you feel they should work in the forums.

Thank you very much; I'll try to come up with some working concepts for you. :)

 

Quote:Chris The Avatar

Chat:

As you know there is a friend chat available in the game but we will be adding chat groups and a global chat eventually. I do not have an exact date on this.

I've heard several times that you'll be adding chat groups, I'd love to see the way this changes the game though. You honestly shouldn't have a exact date for this, there is a fair amount of work for you to still do, none of us want to lose track of what your goal is.

 

Quote:Chris The Avatar

Mute Buttons:

Ok we will see what we can do for you, there are mute buttons in options but the options menu isn't available from the main menu

Exactly my point, I'd love to see options added to the menu. :)

 

Quote:Chris The Avatar

Weather:

 Absolutely, As you know in the cemetery there is night and day spawns. In later chapters of the game, there will be storms that cause bad things to spawn but I think were on the same page.

Along with that, I'd love to see enemies changing elemental attributes depending upon the weather.

 

Quote:Chris The Avatar

Varying Enemies:

 I like where your going with this dont expect this right away but we will put some thought how to best adapt the idea of varying difficulties to Fantasy Realm Online.

In my opinion, this would add a whole new aspect to the game, one I'd love to see. :)

 

Quote:Chris The Avatar

Outfits:

 I think you need to explain this to me a bit more. I am not fully following your explanation, it sounds like you want a way to cover up all your pieces with some kind of clothing.

This would be better fit titles 'social slots', these would be items ranging from armors to fabrics, and they’d only cover your armor, not adding any additional stats. This would create a new aspect to PVP, visually your opponent could not see what attribute your armor is (depending if it's enchanted or not) in which PVP would become more risky for both parties. Still, if you don't PVP commonly, such as me, then you'll still enjoy this. I cannot stand the way enchanted armor look, it bothers me for several reasons, I'm not even necessarily sure why I don't like it, but with this the problem would be solved. Players could also wear decorative armors not commonly used for actually crafting (Black Iron, Red copper, Bronze, ect.).



Last Edited: 1/29/2012 7:27 PM


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 Post Date: 1/29/2012 8:38 PM #16 
Posted By:
Chris The Avatar

Member Since:
1/17/2011
Administrator
Title: Re: General Suggestions

On the outfits, I suggest taking it on a new thread and getting other player's input as well i didnt know people didnt like glowing outfits for magic... If that is a common consensus, it can be removed on weapons and armor which would leave the underlying material color.



Last Edited: 1/29/2012 8:38 PM


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 Post Date: 1/30/2012 4:39 AM #17 
Posted By:
Haze

Member Since:
12/22/2011
Title: Re: General Suggestions

 

Quote:Chris The Avatar

On the outfits, I suggest taking it on a new thread and getting other player's input as well i didnt know people didnt like glowing outfits for magic... If that is a common consensus, it can be removed on weapons and armor which would leave the underlying material color.

 

I’ll see what I can do as of bringing it to its own thread. I don’t really want to create to much clutter among the forums but some things must be done I suppose. 

Now, it’s not that I don’t like it; it can just be a little much at times. I believe it shouldn’t so much be revolved around color it should be a little more around the design of the armor/weapons and glowing/sparkling. Then again this could simply be resolved with a option in the option menu disabling this add-on or by adding the outfit item with the details I listed above. Knowing you Chris I’m sure you’ll find a way around this. :)



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