test content
What is the Arc Client?
Install Arc

Comments

  • Deal, I've got two weeks vacation starting next week. I can't spend all of it on the beach. :) Short codes in my sig. Cheers.
  • Nice work. I really must try some of this stuff out. Been struggling with the generic kill field concepts (not too reliable).
  • I'll trade you. Codes are in my sig. Cheers!
  • Got it, got it, need it, got it, need it... ah the good old days... I'll trade you! Codes in the sig VVV
  • Yes please. Codes in my sig. Hello again karitr!
  • Please try my campaign (4 quests, story arch). The first quest begins at a slow pace and the others build on that. Hope you enjoy them. Short codes are in my sig. Cheers.
  • Yes, I try to take the map away from what it was (and recognizable) to something unique. Having formal training in Architecture and Landscape Architecture certain helps me attain the "look and feel" I'm going for. :) I usually roam the empty map a while and imagine many different adventures within it. Then ultimately one…
  • When a player plays a campaign, the quests in the campaign are presented to them in the correct sequence and all the quests can be played in one go without having to stop and search for the next one. As the player completes each quest, they are presented with the normal review options but there is also a checkbox that they…
  • Having trouble getting past the kill 8/9 goblins, they re-spawn but I don't get credit for groups I've already killed. There's a missing 9th group. The trail, if I can at all trust it, which I doubt, leads me to the pond. I've killed the two groups near and around the pond. In fact I've cleared the entire area before all…
  • Hope not, that was quite painful.
  • Good dungeon crawl. Nice intro/scenery. Might want to raise the glyphs on the Magus, somehow I got stuck on them (dwarf character). Good build-up to final battle and nice sequencing on the final battle itself. Nice dialog with the final boss. :)
  • Nice. Can't wait for the next installment. Good use of limited space. Didn't have to do a lot of running around to get places. Combats were good. Didn't feel like I was about to die in any of them, though. Used one potion when I got near 50% health. Level 17 thief soloing with level 9 cleric pet. Love the variety of…
  • Just ran your quest. Nice job. Thoroughly enjoyed it.
  • Add webs as a room decoration option on the room objects (much like the red lighting/statue or torch hanging braziers).
  • Increase the item limit from 15 to 25 or even 100. There's a sort option but all the items fit on the screen. No reason to sort them unless there's a lot of them.
  • Man you're psychic, I was thinking of this today at work. Saved me the trouble to type it in. I second this. Makes for some interesting statue transformations. And add your typical gargoyle statue and a gargoyle mob. Also, angel statues with evil gaping maws (yes, Weeping Angels). The Weeping Angel mobs don't have to be…
  • As an alternative to altering the structure of pre-existing entities to make them more robust, might I suggest adding a new (non-geometric) entity type called "Transformer" (no not the robots). This new entity can be directed at any existing entity and used to translate that target entity based on the transformer entity's…
  • Making MMO's is not easy in the slightest sense of the word. Try replicating just one major component of traditional (successful) MMOs and you'll understand. Any change that goes against the way it was originally designed can bring some major headaches (read instabilities and bugs). If I had to hazard a guess at what's…
  • Aye, I use the same tactic but I use the "Bag" object. Works great in tighter locations as well. If you see a random bag somewhere in my quests you know the inside joke, I got lazy and forgot to remove them with the Component Tree before publishing. As a joke to my guild mates who keep pointing out when they find these…
  • This does suck but looking on the bright side, I suspect we are going to get some very solid storylines and plots from all the authors out there that are forced to think through their stories more than a few times and create the environment around the story instead of slapping a story on top of the environment.
  • There's the illusionary wall approach. Make 5 identical object exactly on top of each other. Make each one visible to one of the skills (thievery, religion, etc.). The result is the object is visible to everyone and yet everyone can pass through it.
  • Here's a quick example of the dynamic feature I'd like to see added to objects. In this example, the object will take 2.5 seconds to travel 100 feet and rotate 90 degrees during that same time. It would have the standard parameters for start/stop (Never,Immediately,Component Reached, etc). This would make for some very…
  • I am able to edit and republish my previous works. This only appears to be affecting my most recent quest. Seems we've hit Cryptic's quest cap :) Ah good to see something finally (see post below).
  • Reviewing yours now. Try mine when you can. ID's are in my sig.
  • Can publish all quests except the one I'm currently working on. Very annoying. And there's no save as so I can rename and republish under different name. Smells like a database locking issue.
  • Having the same problem with one of my quests. It seems to be permanently in a publishing state. I can publish other quests just fine and I don't dare copy this one and make a new quest because of the quest duplication bug (everything and I mean everything becomes a contact using the text from the last contact you created…
  • Add a "Suggested Ability Kit Location" object placeable by the author in their maps, with some high limit. The limit is high because ultimately the server decides how many and what type it is going to randomly place at the suggested locations. This would allow the author to conceal them in hard to find places giving the…
  • Instead of increasing the cap on encounters, they could put in a re-spawn counter with either a time interval specified by the author or a distance parameter (player gets far enough away and encounter re-spawns up to its maximum allowed number of times). Easy encounters would be allowed to re-spawn 3 times, standard twice…
  • Stackable items that are a drop item (e.g. tokens) that can be used for various things in the quest. For example you might need to collect 10 such tokens to purchase a plank from an NPC that you need to get across a pit. Would need to add a field for the number of items required in addition to the existing 1 item required…
  • I second that. There should be more boss variety. Yes you could throw a costume on the 3 or 4 solo elites available, but then the battles end up being the same way over and over. Be fun to have a "boss constructor" to create traditional boss fights but the way the author wants them to be. So you could have the standard 75%…