![]() |
07-27-2014
|
77 |
Megan (Providence)
Join Date: Sep 2012
Location: United States
Posts: 863
|
I agree with this idea. :o This isn't hating, this is a revolutionary thought! Don't be afraid! Come on, Classic! We got to get this moving. After looking at what Unholy nation and Era have done on their games, Classic has the full potential to try new experiments. We can ask users to vote every week to help make this game better. We don't have to rush to merge all the idea and crush them together.
|
07-27-2014
|
78 | |
Delteria Manager
Join Date: Feb 2012
Location: USA
Posts: 2,474
|
Umm dwelling on the past a bit much aren't we? |
|
07-27-2014
|
79 | |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
|
I give up, it seems players will find the most trivial **** to complain about, just so they can whine about it. |
|
07-27-2014
|
81 | |
Earning Unix dem stacks
Join Date: Apr 2013
Location: In a fox hole somewhere
Posts: 7,391
|
|
|
07-27-2014
|
83 | |||
Hyrule Knights
Join Date: Sep 2012
Location: In your head 24/7
Posts: 6,348
|
|
|||
07-27-2014
|
84 | ||
I Amuse Myself
Join Date: May 2014
Location: Canada
Posts: 694
|
I love the new railroad system. The old one was just a track around the map. There was really nothing special about it. I don't remember anyone complaining when it was removed. I think this thread was heading in a very positive direction and then sort of got derailed (heh heh, pun). Let's get back to productive discussion. That was the original intent of this thread.
|
||
07-27-2014
|
85 | |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
|
However, it gets to me when I give said players an exclusive item no new players will ever get as compensation and someone finds a reason to bitch about that. Really? The complaint is that a player will have to buy back the old, non-exclusive draisine? If you know of ANY players that are unhappy with their exclusive draisine and upset that they need to buy the old one again please direct them to me. I will gladly replace their exclusive draisine with the normal one, free of charge!
Last edited by Dusty; 07-27-2014 at 09:58 PM.
|
|
07-27-2014
|
86 | |
Registered User
Join Date: Jul 2014
Posts: 783
|
|
|
07-27-2014
|
87 | ||
I Amuse Myself
Join Date: May 2014
Location: Canada
Posts: 694
|
I'd like to bring back a couple quotes (that I consider significant) to the forefront of this thread. Firstly:
|
||
07-27-2014
|
88 |
Registered User
Join Date: Mar 2012
Posts: 2,912
|
To be a developer, you should be able to bring your own ideas to the table. If you want to develop for iClassic, bring one of your ideas to life, script it, make the level and the graphics for it, because that to me personally demonstrates someone much more suitable to receive an invite to the team than someone who simply answers questions on an application. I look forward to the day someone makes a thread about what they've made in terms of an idea, it's one thing to talk about it/make a list but if someone can showcase a potential new minigame/activity than more power to them. |
07-27-2014
|
89 | |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
|
It's part of the reason why I enjoyed making Cliff Climber so much, and how I managed to get it created in just two days: things like events and extremely isolated chunks of content and I don't have to worry about all that other stuff and focus purely on the content. Not to discourage anyone, things like Archery are also pretty isolated to a degree(except for the prize itself, a larger quiver). Side-games like that would be a perfect way to "prove" yourself if anyone feels so inclined. |
|
07-27-2014
|
90 |
Registered User
Join Date: Jul 2014
Posts: 783
|
I wouldn't consider emotes a pressing issue. I had implemented a custom movement system back in the day. Different modes: * Regular Movement (i.e. the way you normally move, which includes pathfinding in narrow areas) * Drunk Movement (i.e. directional controls change at random) * Opposite Boots (i.e. item that lets you walk backwards) * Gravity Boots (i.e. item that lets you walk slower) * Horses (i.e. think of current horses) * Gravity (i.e. platformer style levels) * Whirlpools * Fish movement Most of those movement types were the same as movement types before the custom movement system, but eliminated bugs. The exceptions were fish movement (i.e. you'd get to play as a fish... which was a reimagining of the original fighting fish), and whirpool movement (i.e. you'd be getting sucked in circles into a whirlpool). An additional feature was to prevent players from blocking off areas by considering them not-blocking if they were within 2-3 tiles (32-48px) of any other thing considered to cause blockage. It looks like that logic caught on. The hammer, fishing rod and lifting gloves are the most obvious weapons to release. (I LOATHE the graphics for the gloves). Mostly, I'm a bit disappointed with the lack of dungeons, though the trade quest has been interesting. I wouldn't want to see the hammer or lifting gloves released outside of a dungeon quest. Ideally they'd need to be used strategically inside the quest where they're found, and hopefully quests thereafter. |