Fence off worms and mushys
Moderator: Game Administrators
- DaHobbit
- Posts: 563
- Joined: Thu Apr 04, 2013 12:00 am
- Location: Texas
Re: Fence off worms and mushys
Moving outlaw spawn near ghost archers will only create the same issue - though archers are harder to spawn without getting hit, it can still be done with relative ease. Many player train in that area as well, so it would only be moving the problem - not solving it.
DaHobbit - Game Master (GM)
- Blaze
- Posts: 123
- Joined: Thu Nov 26, 2015 6:02 am
- Location: Tennessee
Re: Fence off worms and mushys
That sounds cool Blitz. What I would love to see added is some fancy animations on some of these New monsters. I know it would be a miracle for comp to pull this off, but it would truly change the Forgotten Tales world forever. I had a pet get a fireball stuck on his head once and I must say it actually looked really cool. No one else there could see it. I wish I could've recorded it because the flames were dancing as they normally do when shot out. Only the flame was stationary on my pets shoulders. The pets head was not visible. The flames kept moving . but the fireball remained where it was. It would be cool to actually have monsters with moving flames or colored static surrounding them that moved even when they walked. That would up the wow factor of the game ten fold. And animated skins to buy. Cha ching. Lol this game just keeps getting better.blitzcraig wrote:As far as I know, there is talk again of the possibility of changing the monsters' targeting mechanics so that herding /spawn killing would not be an issue anymore at all.... hope it comes to fruition

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- madmaniacal1
- Posts: 1685
- Joined: Mon May 23, 2016 12:29 am
Re: Fence off worms and mushys
I say make a maze underground and outlaws have to find their way out each time they die. This would give motivation not to want to be outlaws. Nothing ridiculously strong would spawn there, so they could still rejoin the game.DaHobbit wrote:Moving outlaw spawn near ghost archers will only create the same issue - though archers are harder to spawn without getting hit, it can still be done with relative ease. Many player train in that area as well, so it would only be moving the problem - not solving it.
Omnes Autem Uri
- Cleopatra
- Posts: 868
- Joined: Sat Jul 06, 2013 12:00 am
- Location: USA
Re: Fence off worms and mushys
I remember as GM if someone proceeded to attack me multiple times I would teleport them to the mage maze lol ^_~
Languages Spoken: English
Facebook name: Cleopatra Ft
I'm a veteran GM of almost 2 years
Dwarf = Worf, Soldier = Captn Kirk, Archer = Tuvok, Ogre = Quark, Mage = Almighty Q
If you can't play honestly then plz honestly don't play!
Facebook name: Cleopatra Ft
I'm a veteran GM of almost 2 years
Dwarf = Worf, Soldier = Captn Kirk, Archer = Tuvok, Ogre = Quark, Mage = Almighty Q
If you can't play honestly then plz honestly don't play!
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am