Fantasy Realm Online Forums: Suggestions: player controls and other:
 Post Date: 1/29/2012 3:15 AM #1 
Posted By:
GreedPlease

Member Since:
1/29/2012
Title: player controls and other

Hi

ill cut to the chase the player controls are a pain in the mouse, i recomend they change to a walk to destanation controll. with a run button,(click on where you want to be then avatar walk there in moast direct rout)

now the ncp interactions are dodgy you typicly have to be in the sq next to ncp(annoying because ncps walk), so with the destanation controlls you can make it part on ncp interactions (click ncp avatar walk to ncp then chat interface opens)

also doors are dicky, tend to close and push you out moment after opening. or refuse to let you in

now as for caling beta testing. No, at current this is still alfa. basic problems are still there. (did you even the game before this relese?) so i recomend calling alfa testing to avoid further embarrisment. and attract serious testers.(harsh i know but if you want the game off the ground)a good point to start calling beta is when theres a tutorial in place(that works)that intersects into a first world quest

also i recomend you look at rune scape for idears  to make this game more fluent, (and for the love of ickarus dont make this game over complicated like they  did with player houses and yada yada, and put good focus into pvp(player vs player) (jagex commited scucide with changes to pvp and anti bot updates about 2 years ago and lost a few hundred thousend players, now servers are practly empty).. so theres a good chance to cleen up here

That is all... for now



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 Post Date: 1/29/2012 4:12 AM #2 
Posted By:
Korzek

Member Since:
10/12/2011
Title: Re: player controls and other

Alpha testing is more of where mostly nothing works (well atleast for the american/european type of games, asian games ususally downgrade everything by 1 where beta is the launch). This game is clearly in the beta, leveling, combat, skills, mobs, etc. Everything that a game is is working here.

For the run button, I'm sure a lot of people would like that. I was already use to the running in this game from other games so it doesn't bother me that much but most games do have that control so it'll ease a lot more people into the game faster.

You don't have to get that close to an npc to talk to them, I've never had that problem. And once you do talk to them they can walk quite a bit aways from you and it doesn't interupt any actions.

The doors are truely evil I'll give you that one. Probably to me was once the most annoying thing about the game untill I set alt+1 to open doors and now they never bother me any more. Hopefully when he does make a tutorial it tells you make a hotkey for them.

The developer does plan on making a tutorial, I can't remember if he was talking about releaseing it soon but it would truely help out any new player to the game. Finding something to kill in the begining with no knowledge of the game was truely a challenge for me. Good thing theres already tooltips for skills and stats or I probably would of never gotten off the ground.

And lastly the classes in this game were actually tested for pvp, he has done a lot of testing with it and with every class. So you can be certain once this game launches there will be a lot of pvp.



Last Edited: 1/29/2012 4:14 AM


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 Post Date: 1/29/2012 4:17 AM #3 
Posted By:
Haze

Member Since:
12/22/2011
Title: Re: player controls and other

 

Quote:GreedPlease

Hi

ill cut to the chase the player controls are a pain in the mouse, i recomend they change to a walk to destanation controll. with a run button,(click on where you want to be then avatar walk there in moast direct rout)

now the ncp interactions are dodgy you typicly have to be in the sq next to ncp(annoying because ncps walk), so with the destanation controlls you can make it part on ncp interactions (click ncp avatar walk to ncp then chat interface opens)

also doors are dicky, tend to close and push you out moment after opening. or refuse to let you in

now as for caling beta testing. No, at current this is still alfa. basic problems are still there. (did you even the game before this relese?) so i recomend calling alfa testing to avoid further embarrisment. and attract serious testers.(harsh i know but if you want the game off the ground)a good point to start calling beta is when theres a tutorial in place(that works)that intersects into a first world quest

also i recomend you look at rune scape for idears  to make this game more fluent, (and for the love of ickarus dont make this game over complicated like they  did with player houses and yada yada, and put good focus into pvp(player vs player) (jagex commited scucide with changes to pvp and anti bot updates about 2 years ago and lost a few hundred thousend players, now servers are practly empty).. so theres a good chance to cleen up here

That is all... for now

 

Okay, not that I have anything wrong with what was previously said I have to say this:

From everything you said it sounds like it was all from Runescape, though I agree with the walk to destination tool I’m currently fine with the way walking is.

From everything you said it sounds like you’re just a Runsescape player who wants this game to be based around it.

The game shouldn’t souly be based to much around PVP, that creates a very weak story, which not many players see appealing. though it's currently being tested, you can expect a lot of PVP when the game is released.

If you haven’t noticed, the game has a long way to go, you can’t expect very much, as it's still in beta. If you can’t understand Chris is trying to create his own game that’s one thing, if you’re trying to base his game around Runescape (What’s apparent) that’s another.



Last Edited: 1/29/2012 6:23 AM


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 Post Date: 1/29/2012 5:17 PM #4 
Posted By:
Chris The Avatar

Member Since:
1/17/2011
Administrator
Title: Re: player controls and other

ill cut to the chase the player controls are a pain in the mouse, i recomend they change to a walk to destanation controll. with a run button,(click on where you want to be then avatar walk there in moast direct rout)

If I understand correctly you are referring to controls similar to Diablo or Eschalon. I actually find this more awkward for controling your character and doing multiple things at once. While I am sure some would disagree, like yourself, I have no problem with that. Adding I also want to point out that you may also move with the number pad.  Adding additional movement options at this point is out of scope in the near term.

This games walk controls are similar to that of the Ultima series (7/7p2/8/UO)

Secondly I want to add over the next 20 days or so we are working on simplifiying some of the controls in the game to make it easier to play.

now the ncp interactions are dodgy you typicly have to be in the sq next to ncp(annoying because ncps walk), so with the destanation controlls you can make it part on ncp interactions (click ncp avatar walk to ncp then chat interface opens)

You do not have to be next to an npc to talk, you do need to be close to them (approx 5 tiles or so) and you cannot talk to people through walls.

also doors are dicky, tend to close and push you out moment after opening. or refuse to let you in.

From you describe it sounds like you may be having some kind of network lag. I was thinking about adding an option to automatically open doors in front of you...

now as for caling beta testing. No, at current this is still alfa. basic problems are still there. (did you even the game before this relese?) so i recomend calling alfa testing to avoid further embarrisment. and attract serious testers.(harsh i know but if you want the game off the ground)a good point to start calling beta is when theres a tutorial in place(that works)that intersects into a first world quest

I am sorry you feel that way, we admit the game has minor bugs and lack tutorials but nearly every major system in the game is implemented, is depthful, and is stable. That being said we will be adding tutorials towards the end of next month to help players get started and introduce them into the world.  

One of the last major systems we will be implementing is player trading which is not complete yet.

also i recomend you look at rune scape for idears  to make this game more fluent, (and for the love of ickarus dont make this game over complicated like they  did with player houses and yada yada, and put good focus into pvp(player vs player) (jagex commited scucide with changes to pvp and anti bot updates about 2 years ago and lost a few hundred thousend players, now servers are practly empty).. so theres a good chance to cleen up here.

I am sorry you had a negative experience on another game system though I hope you dont draw conclusions on our systems before you have actually tried our systems. We already have player housing and a pvp system that is fairly well developed (we actively tweak it as we observe player feedback and data). The active pvpers we have come from a variety of games and we have been complemented for having very good pvp interactions according to those who have acctually tried it. 

 

Thanks for the input.



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 Post Date: 1/29/2012 11:38 PM #5 
Posted By:
GreedPlease

Member Since:
1/29/2012
Title: Re: player controls and other

hello again,

i can see my comments to "runescape" have struck a chord. i make refernce to it because these games are of the same type(-3d). So to become successfull with game development you need to look at the competition. and lern from there mistakes, if you wish to reach a wide audience. unless your making this for youself.

But you need also to say you are diffrent, from the competition, that is were it becomes difficult with these games because the formuler is about the same in all of them, because everyone wants to be able to mine, craft, have pets, houses, wepons, magic, abiltys, races/perks/roles. now when that happens you enter the relms of skyrim/wow/runescape and a whole bunch of others.

now yes i do realise that the num pad can be used and yes this is a good thing, but as for a greater share of market dont forget that laptops exsist, and also imbasiles(45%of populas) that dont like changeing factory settings of there games yada yada, so you must account for that. now you may want to say were making this for serious gamers, but serious gamers only make up about 20% market, and there typicaly elseweres from these games. so focus needs to be on user friendlyness with a subtle diffculty curve, to make an addictiv game, and keep users comeing back.

sick of typing so afk.

Your friendly market reserch guru,

.                   GreedPlease

 



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 Post Date: 1/30/2012 1:24 AM #6 
Posted By:
GreedPlease

Member Since:
1/29/2012
Title: Re: player controls and other

back,

now ive had some more thought, id like to know if the main devloper has a guide as to what he/she wants, and why.

 

from a mmorpg devlopment p.o.v. there needs to be a clear lvl i.d on the monsters. as to determin the likelyness of winning the fight. this can be done by either ither a numerical display on the monster or a coulor codeing system(can be done two ways:):low lvl can be green then progress up to red the higher lvl of the monster, or the color refrence can go by your lvl so the higher lvl you are the more monsters turn green(not in a litrall sence) or there can even be a combanation of the two(lvl sys and color) BECAUSE: players genrally like to know what there upagainst insted of going in blind, this aloso leads to return of players wanting to lvl to be able to fight the next challenge.(when theres no idear of whats what players feel hopeless and against odds and are allot less likely to return)

with the monsters, why do they chase down forever(when in  range) dont see a reason for this, because when there will be other players around trolling/greefing will ensue in the form of leading monsters into towns, other players, and genrall smartassary. fun for some, not for many, i suggest a range of roam to fix this.

That is all... For now

 

Your friendly market reserch Guru,

.                                                  GreedPlease

 



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 Post Date: 1/30/2012 3:36 AM #7 
Posted By:
Acceso

Member Since:
1/16/2012
Title: Re: player controls and other

A tutorial is being worked on. The game isn't in full release yet.

As for marking the difficulty of mobs...what's the point?  You figure out how hard they are by fighting them.  It takes out all the fear and exitement of seeing a new mob if you know how hard or easy it will be to fight it.

 

I can somewhat agree on the range of mobs following you.  It would stop folks from trolling, but there is a lot of situations where kiting is needed for certain classes.  There isn't really that much damage someone could do with it though.  I mean...if someone brings a hard mob somewhere, don't go there.  It's that simple.  Town is safe enough from any mobs that they could drag there.  You can outrun any mob.  I don't think it's really needed...plus mobs do reset to their origional spawn after a few minutes of no action.



Last Edited: 1/30/2012 3:43 AM


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 Post Date: 1/30/2012 11:24 AM #8 
Posted By:
GreedPlease

Member Since:
1/29/2012
Title: Re: player controls and other

 

 

Quote:Acceso

As for marking the difficulty of mobs...what's the point?  You figure out how hard they are by fighting them.  It takes out all the fear and exitement of seeing a new mob if you know how hard or easy it will be to fight it. 

Simply: Trolloling, leading players to certen doom, i have partaken in this practice in past. and enjoyed, but to be on the receveing end isnt nice.

 

Your friendly market reserch guru,

.                                                GreedPlease



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 Post Date: 1/31/2012 2:47 AM #9 
Posted By:
Korzek

Member Since:
10/12/2011
Title: Re: player controls and other

 

Quote:GreedPlease

 

 

Quote:Acceso

As for marking the difficulty of mobs...what's the point?  You figure out how hard they are by fighting them.  It takes out all the fear and exitement of seeing a new mob if you know how hard or easy it will be to fight it. 

Simply: Trolloling, leading players to certen doom, i have partaken in this practice in past. and enjoyed, but to be on the receveing end isnt nice.

 

Your friendly market reserch guru,

.                                                GreedPlease

 

Havn't you played UO, Darkfall, FF11, FF14, and theres a lot more as well where you can't really tell the difficulty of the mob untill you fight it. These type of games usually have a steep learning curve in the begining but make it extremly fun once you start learning the game and the more you know of the game the funner it becomes. It makes exploring the world of the game soo much more enjoyable since you actually find and figure out stuff instead of just being given to you on a silver platter.



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 Post Date: 1/31/2012 7:07 AM #10 
Posted By:
GreedPlease

Member Since:
1/29/2012
Title: Re: player controls and other

 

 

 

 

 

 

 

 

 

 

 

Havn't you played UO, Darkfall, FF11, FF14, and theres a lot more as well where you can't really tell the difficulty of the mob untill you fight it. These type of games usually have a steep learning curve in the begining but make it extremly fun once you start learning the game and the more you know of the game the funner it becomes. It makes exploring the world of the game soo much more enjoyable since you actually find and figure out stuff instead of just being given to you on a silver platter.

A steep learning curve deters players when encounted upfront. but maby there can be a comprimise? to ease the start of the game, then head into unkown encounters...that should be able to please the beginer player and more advanced ones.

 

Your friendly market reserch Guru,

.                                                GreedPlease



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