Vespers

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About Vespers

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  1. To code a bridge.. You'd need an arch. So.. its a split off of the code imo. Just wondering... I can have tall walls though.. where's my wraught iron lattice gate?
  2. I'm going to ride the line here.. But WILL say that IF Rolf added a Blunderbuss... I'd +1 that. Accurate to only 5-7 tiles... It'd have a SLIGHT advantage over the Shortbow, on dmg, but would be innacurate as hell. For ship use, shotgun rock shard pellets would be nice. Would interest me to see WurMarines.. but give it only a small impact. And like someone else said... where's our XBow's? Ballista? One more thing.. What about Halberds? Maces? Pikes?
  3. What I think he's getting at, is to add to the detail of the items. As in, add more than just a mast stable rope. Add rigging, etc.
  4. +1 I'm still trying to understand why ladders, and why not stairs?
  5. Maybe I should have made myself clearer. Equate a skill for swimming more along the characteristics like using a high ql tool with WoA on it. As in... less stam use as you get it higher, thereby allowing a longer duration of motivated swimming, and the treading to counter, at least to a 25% capped stam regain. or, possibly even the higher the skill, the more stam you'll regain on the tread, if you'd like to break K.I.S.S. and get complicated. Basically, something to allocate for swimming, allowing me to actually ford some water as I would in real life, without worrying about drowning because my body's control and stamina really doesn't play into my getting into the water, and increasing the duration for which I want to swim. Yea.. So, Lets say I get a rare ship, the ONLY reason to upgrade to a Superior would be to increase speed? Throw a little variation in there. Speed is nice. But so is acceleration. Manuverability. Give the ships characteristics outside of their propulsion values, equatable to how people actually use, and/or they are intended to be used. As in.. Cog's with faster acceleration, You tack the wind, wind value changes, and now your going right face first into it. In a PvP.. that being able to evade a persuing force with the slight gain on accel up to topend may make the difference between life and death. In essence, after playing other titles such as Pirates of the Burning Sea (herein-by referred to as PotBS), I've realized that the fastest isn't always the best. Great if a ship maxes out at lightspeed. But blows when it takes you a snails lifetime to reach lightspeed. And thinking from the victim's standpoint.. If I'm haulin cargo for whatever reason, be it person, or material, I'd want to be able to hit the throttle, and feel as though im actually going somewhere.. not slowly snowballing over the top of the hill, just to come down and go back up everytime I turn my rudder.Having the model's movement start at the rudder, and work its way forward, would remedy some of the manuverability aspect of making the ships more realistic, but would take a recode. Take what we already got, and twist, bend and conform it to fit the realism of the game, is really all I'm asking for. A small debuff to the speed of a ship when facing attacking angles of the wind shouldn't be too difficult to code, and should allow for more depth immersion, like the lightening that can kill me should I be the target of its strike. Enough Ranting though.. Any other ideas to add to this? or opinion on this? **Edit** Thanks for the responses so far guys. Doesn't matter if its been to +1or -1. Its the imput that the community gives that makes this community worth a dime in this current game market. G'day to all.
  6. +1 to this idea. The timer sets it apart from an instant swap, giving you a feel as though your actually putting your armor on.
  7. Sure. Why not? You wouldn't need to do much to add to a "fighting" trainer there, minus a spawn for a damaged creature explaining fighting a bit more, with the explaination of say, "flanking" etc.. **edit** Use whats already there, and just expand on it a little.. By this way, your not taking out of Rolf's pocket, and only adding to the immersion for those who'd like to train outside of a dummy.
  8. Although I know this has been previously brought up... We have a climbing skill... but where's our swimming skill? Or at least water treading skill? Either the ability to use less stamina whilst moving in water to maximize distance travel, or an up in swim speed with increase in skill would be nice. Back to the topic at hand... Ships. Love em. To the suggestions because im a straight to the point kinda person. The ability to paint my sails different colors than my hull would be nice. As would a trim to the ships (gold/silver/brass/copper) that could possibly increase decay of the ship, as used. (petina drip on a hull would be a nice skin for a ship thats been sitting out at sea for a while.) Tackling tacking. I recently had read a post about what abilities rares should bring to the table in regards to certain items. Well, I thought, aside from a glowing ship, what changes do I think could be brought to the table, to not unbalance PvP, yet, bring unique possibility to EVERY ship in the game? Hmm.. Recently, when talking to a friend, he was telling me he was happy that he didn't bring his Corbita across to Ele.. as tacking the corb sucks. Stationed at my residence with a rare plank in my inventory, I wondered what abilites a rare/glowing ship should have... First off, add a TACKing skill. We can build ships, and shipbuilding can stay as a sub-skill to Carpentry. But the USE of the ship, should have its own skill line, as not everyone could, or can properly steer/commandeer a vessel out at sea! So, I propose.. Rare ships with oars - faster top end ; glow as any rare item. rare ships with sails - faster acceleration ; glow as any rare item. rare ships with both - sharper turning (manuverability) ; glow as any rare item. supreme ships (same bias on propulsion type) - increased cargo hold space fantastic ships (same bias on propulsion type)- better tacking upwind Now.. how would you skill this... How about we try this. ship manuvers -containing-> tack upwind (higher skill means being able to tack at a degree closer to the approaching wind) & rowing (obviously stamina related but could include acceleration off the first row, and/or a small .01 increase in topend for each 10 levels.) Commandeering/Captain (allowing the more people on the ship to use the already implemented system of adding speed) This could also play into fishing with the already purposed idea of a Nat (with random chance to catch things on the bottom, thereby added a whopping 10 whole dmg to the net itself?) This could also play into ship boarding, and naval battles, with the captain being able to select stances for the crew of the ship already playing into our current PvP setup. (for melee) Opinion's are welcome on this idea. I currently LOVE everything about the ships in game, and would like to see their prominence bear fruit more so than just being stolen to be locked, or as mules to get from A to B. Eventually, more could be added to the line, as seen fit by Rolf to possibly include combat at sea? (increased footing while at sea in PvP?) The possibilities are almost endless on how you could play on this. What do you think, Yay or Nay?
  9. +1 to the sheathe Idea. Timer while moving may bring back the shortbow..
  10. How about keeping the 3S charge to buy. Just drop the monthly charge down to 1.5S/Mth or some increasing amount per guard. The current system isn't bad. Just 3S is a bit too much for it. Its skills are appropriate to such mentioned prices imho. Regardless of what the deedowner uses it for.
  11. Use the GV server for it. It's used as only training right now, without deed anyway... Why not just take the land already there, repopulate with the animals, and let loose?