Owner_Ramses of RoK said:
Ok, you said you wanted some peoples input. Mine may not be the nicest but I will say AWESOME job on the script itself. You also asked for people to tell you about some bugs. In the limited time I played around with the system I did find out that if you are a Centaur and die you become unmounted. You cannot mount after you die by any means either because it says you are polymorphed.
Centaurs cannot mount period. Because of the non human body, standard BaseMount script doesn't allow mounting. Thus an internal hidden mount was created and added/managed for centaurs.
Owner_Ramses of RoK said:
Now for my opinion overall. I think that the script is way to limited in its use for any shard but the one you made it for. Each class can only gain in 5 skills it seemed as well as you could only go to 100 skill if I am correct.
Currently this is true. However, as I posted under the To Do Section
TheOutkastDev said:
- spec points to help players advance some skills more than others
the "spec points idea" will allow players to become specialized in certain aspects of their class.
Owner_Ramses of RoK said:
Leveling would only become easier and easier as you become better because if you kill a dragon or a slime you get the same amount of experience.
This is completely untrue. They do not give the same experience and leveling does get harder as you get more powerful. What you experienced was hitting your exp cap.
TheOutkastDev said:
-Each level has a max amount of exp it can gain ( prevents powerleveling )
You killed a slime that gave more experience than allowed for your level. Thus it was reduced the maximum amount. Then, you killed a dragon which was far greater than your cap and thus was reduced to the maximum amount your level could gain.
Owner_Ramses of RoK said:
The amount of skills each character can have I think is WAY to limited. how fun is 500 skill points? I mean even the asses at OSI let you have 700.
Its designed for Roleplaying type shards. Whether is DAOC based, aD&D, Dragonlance ect. The system was designed with the help of an avid aD&D player and its designed to follow the context of it. Warriors would not be seen poisoning their weapons nor would they be casting spells or sneaking around. Mages would rather cast spells then melee thus, they have no combat skills other that wrestling and such.
Owner_Ramses of RoK said:
I think that the system needs to base the experience you gain off of the type of monster that you are killing. Maybe when someone levels they could have options to raise stats and skill that they want and not just have them go up at a set rate.
In that case, classes would be eliminated since players could choose whatever they want.
This system is for dedicated Roleplaying shards. True roleplayers understand the reasons for such restrictions. Its following the path you've chosen for your profession.
Owner_Ramses of RoK said:
If you ever want my opinion on making a worth while exp system for all to use feel free to aim me at Ramses11111 or ICQ me at 153723236.
Ramses
Im sorry you don't think its a worth while system. Fact is, this is still a first beta, lots of things to add and
lots of documentation to write. The system was written with the ability to easily customize and add races/classes and such with minimal confusion and limited editing of other scripts.
The poor ratings its gotten so far, which I expected, was due to ignorant people not installing it completely and understanding how it works. Basicly, they can't read what I posted. They just click download link, unzip, come back, whine, and vote shitty. I've already pointed out and proved wrong two assumptions in your post which further proves my point that nobody reads and thus, people are having problems with this system.
I am a true RPer and I spent the last 7 months developing on a shard that was hardcode true RP Dragonlance style. I wrote the system from that perspective, a system RPers and RP shards could use to greatly add to the depth of Roleplaying.