The Midnight Watch

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S'a hammerin'.

#1 2013-05-16 15:45:24

Egbert
S'a hammerin'.
Registered: 2013-05-16
Posts: 221

Feature Requests

If you'd like to suggest new features or have noticed some missing functionality that would really make things better, request it here!

N.B: No, you can't have a spellweaving gargoyle samurai.

In order to keep this thread tidy and keep the current discussions easily accessible, I'm going to be pruning responses and logging the course of action taken in this post. Feel free to have more extended discussions about features in other threads, where I won't be randomly deleting things. smile

We really need some form of stables to be able to keep tamed animals in, even if its just for horses and dogs its still better than having loads of named pets wandering around after they go wild again when the tamer logs off.
This is true, and we've enabled the feature that came in with Samurai Empire where pets log out/in with the owner, as well as disabled the loyalty timer, so if the log out feature gets bugged, your pets will stay yours while you're offline. Keres intends to build a stable to the west of the sheep pen.

Is there any chance of the tailor repair option being added any time soon?
I have enabled tailor repair, and that should be going into the server in a coming update. However, to encourage reliance on crafters and the continued need for resources, each subsequent item repair will now HALVE the maximum durability of an item.

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#2 2013-05-21 16:27:58

The Banker
Member
Registered: 2013-05-16
Posts: 13

Re: Feature Requests

More Zombies.... a lot more zombies...!

Had a looksie around and was only a couple of places they seemed to spawn and respawn, should be overall more dangerous for people such as our crafties to go certain places without a escort etc.

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#3 2013-05-21 20:34:12

Delfer
Member
Registered: 2013-05-18
Posts: 100

Re: Feature Requests

The Banker wrote:

More Zombies.... a lot more zombies...!

Had a looksie around and was only a couple of places they seemed to spawn and respawn, should be overall more dangerous for people such as our crafties to go certain places without a escort etc.

This.
I don't know if this is possible, but having better yielding resources in those areas would make things awesome. i.e - Ore and logs can be gathered in much greater numbers in areas within the monster spawn. Would make teamwork much more rewarding.

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#4 2013-06-02 17:37:20

Maven
Member
Registered: 2013-05-22
Posts: 6

Re: Feature Requests

Functioning grain fields, a mill, beehives (honey), and of course a brewing possibility would be great.

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#5 2013-06-03 03:35:42

Linaeus
Administrator
Registered: 2013-05-16
Posts: 143

Re: Feature Requests

The issue with the grain fields being fully functional is that they'd be extremely high-upkeep for me. I can't just area-delete the current fields without destroying the dirt base I put down under them, and even if I replace the current statics with pickable equivalents I'd have to routinely replace them since, once picked, they don't always regrow. This is why the existing fields in which I'd placed pickable crops are all completely bare now. Beyond this, I -really- like that you can feasibly hide in them right now. >_>

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#6 2013-06-03 07:33:27

Maven
Member
Registered: 2013-05-22
Posts: 6

Re: Feature Requests

But it is currently impossible to get flour, thus making baking impossible.

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#7 2013-06-03 09:34:16

Linaeus
Administrator
Registered: 2013-05-16
Posts: 143

Re: Feature Requests

I could potentially drop an individual spawner for every single tile of the wheat field, and set it up so that it replaces any of them that get used up. That's the only permanent solution I can think of that wouldn't look completely horrible (like a big open field with a bunch of randomly distributed crop patches, which would be the result of using just one spawner). Even that'd take me an entire night to accomplish, though, since each spawner would have to be set up manually.

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#8 2013-06-03 15:54:57

Maven
Member
Registered: 2013-05-22
Posts: 6

Re: Feature Requests

I would, however, bake you a cake. Internetically and literally speaking.

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#9 2013-06-03 21:45:14

Linaeus
Administrator
Registered: 2013-05-16
Posts: 143

Re: Feature Requests

I built a mill. I think we're just going to fill a box in it with 1d100x5 sacks of flour every week or something and let you lot sort it out. Seems the best way to go about it that doesn't involve me doing a great deal of work and ruining the beautiful, perfectly-tall fields that are already in place.

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#10 2013-07-09 23:42:46

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Id like to have special moves in. And displaying more on weapons/armor if at all possible...as in damage,speed,armor rating and durability. And the ability to grow herbs/reagents somehow. And as Ive said to Hoagie already, a post office.

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#11 2013-07-09 23:50:11

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Oh one more thing, weapons and armor wise. I would love to have it so only durability was a factor in wear and tear and not AR and Dmg. And durability drops a little each time its repaired, but the efficiency of it never gets worse over time, that way you can bond with your weapon/armor and not always look for a new one that has "fresh dmg/defence"

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#12 2013-07-10 00:26:04

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Aiiee I also want a fletchers shop somewhere, I can even "build" it myself with inside UO so you don't have to do anything but copy that build. Location isn't important as long as its not in the swamp:):)

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#13 2013-07-10 14:38:30

Egbert
S'a hammerin'.
Registered: 2013-05-16
Posts: 221

Re: Feature Requests

Id like to have special moves in.

Special moves are something I'm happy to consider (provided it won't damage the balance of gameplay), so I'll have a look at that if it's a popular idea.

And displaying more on weapons/armor if at all possible...as in damage,speed,armor rating and durability.

I'm not keen on this. I feel that things such as individual item properties are beside the point of the shard. I don't want to create an environment where people pick a weapon because it's 0.1 seconds faster than the other, rather than because it's what their character would use. I would be willing to enhance Arms Lore so that it gives a bit more detail, but nothing like the stats that were displayed post-AoS.

And the ability to grow herbs/reagents somehow. And as Ive said to Hoagie already, a post office.

I like these ideas! However, that's something that needs to be coordinated IC, and a GM should be happy to spawn the appropriate items/structures, based on the players providing the appropriate resources/manpower.

Oh one more thing, weapons and armor wise. I would love to have it so only durability was a factor in wear and tear and not AR and Dmg. And durability drops a little each time its repaired, but the efficiency of it never gets worse over time, that way you can bond with your weapon/armor and not always look for a new one that has "fresh dmg/defence"

Currently, armour takes a pretty big hit to its max durability every time it's repaired. I'll have a look at reducing the amount of effectiveness that gear loses when at low durability, so that people don't have to replace their gear after every fight. However, I don't want to compromise the utility of crafters! I think it's great that there's currently a lot of need for them, but a balance does need to be struck.

Aiiee I also want a fletchers shop somewhere, I can even "build" it myself with inside UO so you don't have to do anything but copy that build. Location isn't important as long as its not in the swamp:):)

Want a fletchers shop, eh? I'm sure we can work something out, but shops don't grow on trees! You'll need to gather the resources, and pay people IC to do the construction. Hit me up on ICQ and we'll talk detail.

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#14 2013-07-10 15:33:53

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Ill get in touch, and one more thing I discovered late last night, brigands archers are too easy to kill because they move towards you all the time and inadvertedly stop firing their bows because they are on the move. Maybe add some kind of script that the rat archers has... smile

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#15 2013-07-10 16:04:46

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Maven wrote:

Functioning grain fields, a mill, beehives (honey), and of course a brewing possibility would be great.

I second this, brewing was introduced to production shards a while back, shouldn't be too hard to make here? smile

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#16 2013-07-10 16:08:49

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Want a fletchers shop, eh? I'm sure we can work something out, but shops don't grow on trees! You'll need to gather the resources, and pay people IC to do the construction. Hit me up on ICQ and we'll talk detail.

I've been eyeing the burned down plot just outside the south gate. 2 story shop, 1 floor is the shop and 2 floor is living quarter. Huzzah!

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#17 2013-07-10 16:18:03

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Haap wrote:

Ill get in touch, and one more thing I discovered late last night, brigands archers are too easy to kill because they move towards you all the time and inadvertedly stop firing their bows because they are on the move. Maybe add some kind of script that the rat archers has... smile

This was actually fixed this morning so, nvm:)

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#18 2013-07-10 22:29:31

Linaeus
Administrator
Registered: 2013-05-16
Posts: 143

Re: Feature Requests

I vetoed the grain fields for aesthetic and practical reasons - it'd look like balls, and I'd have to spend an inordinate amount of time maintaining them. Instead, there's a crate in the Mill that we add sacks of flour to on a fairly regular basis, up to a maximum. If we haven't been doing that recently, its because of the lack of a character running the mill, or because of a lack of interest in such.

I can start building something new on the burned-out plot as soon as we work out the specifics of construction costs.

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#19 2013-07-10 22:35:55

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Linaeus wrote:

I can start building something new on the burned-out plot as soon as we work out the specifics of construction costs.

This has been started, Tom is building it OOC and Althalus will do it IC (assuming I have the money)

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#20 2013-07-10 22:40:59

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

About the special moves, currently theres a few weapons that trigger special moves randomly. Axes for instance will deliver a concussion blow sometimes and hammers I believe do crusing blows and spears to paralyze. Now I don't remember what those moves did pre aos since its over a decade since I played it. Id like to know what it does currently because concussion blow doesn't seem to do much except sound effects. If they don't do anything special, maybe they can be changed to do something else.
If special moves are planned to be introduced you can ignore this I reckon. Also, if special moves are introduced many things should be considered, will they use mana/stamina, will there be a way for fighters to recover mana/stamina more quickly. If they use stamina, special moves will have to be used more carefully etc so I personally like that.

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#21 2013-07-11 10:36:24

Haap
Member
Registered: 2013-07-08
Posts: 114

Re: Feature Requests

Don't know if this counts for all crafting skills or just fletching, that I am now currently training, but when I have a pile of boards in a backpack within my backpack, all the bows I make to train the skill end up in my main backpack, so Im left with having to throw them one by one on the ground/in a corpse to get rid of them instead of just having a backpack full of "training residue" so to speak that I can just throw into a corpse somewhere to have it decay.

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#22 2013-07-11 14:56:45

Althalus Khalorson
Member
Registered: 2013-05-16
Posts: 89

Re: Feature Requests

at the moment you have to have your primary weapon hand free for peace which means I have to take pick out of my hand before I can bang my tambourine on my leg, whilst trying to run away from whatever has locked on me, any chance of changing this to the off hand instead or just "a" free hand rather than specifically one or the other?

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#23 2013-07-11 15:03:23

Althalus Khalorson
Member
Registered: 2013-05-16
Posts: 89

Re: Feature Requests

either hand would be best if possible so I can have my off hand free when mining and carry a torch and have primary hand free if taking pets hunting  but if its a one or other situation off hand would be best i think.

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#24 2013-07-11 18:30:18

Althalus Khalorson
Member
Registered: 2013-05-16
Posts: 89

Re: Feature Requests

Would it be possible to make a craftable pack that can be applied to bulls similar to swamp dragons armour so that it can be like a pack horse? maybe carry a little less so pack horses are still worth having but more avalible to people as they can tame and apply it themselves assuming skills to craft and tame or purchase from those that do

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#25 2013-07-11 18:53:47

Tom
Moderator
Registered: 2013-05-25
Posts: 69

Re: Feature Requests

Pack bulls would require new graphics to be placed into the game, something that I think is a bit beyond the ability or our current staff.

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