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Fri May 2 21:57:03 EDT 2008
I'm currently working on support for Items that Expire after x minutes/hours/days/weeks, and Items that perform a function when Use Item is clicked.
I plan to use this for things like Potions in the quest.
And, the expiring items is actually a very interesting idea, because it will allow some quests to drop items you can get an advantage off for a while, but you have to go back to get another one when it becomes useless.
And, there would be a selection of Unique items that can only be worn by one person in the game at a time - after they expire, they are free to be purchased by another player.
I plan to use this for things like Potions in the quest.
And, the expiring items is actually a very interesting idea, because it will allow some quests to drop items you can get an advantage off for a while, but you have to go back to get another one when it becomes useless.
And, there would be a selection of Unique items that can only be worn by one person in the game at a time - after they expire, they are free to be purchased by another player.
Invisible War ][
Sat May 10 21:04:46 EDT 2008
How about a random attack wich also attacks the inactive lower levels..?
Sun May 11 0:25:54 EDT 2008
like this we done attacking all ppl in range....then the random slaughter let us attack inactives
Sun May 11 8:58:51 EDT 2008
Quote
How about a random attack wich also attacks the inactive lower levels..?
Yeh, somebody recently suggested Inactive Slaughter.
Invisible War ][
Sun May 11 10:08:59 EDT 2008
Quote
Quote
How about a random attack wich also attacks the inactive lower levels..?
Yeh, somebody recently suggested Inactive Slaughter.
Yes or you can select what levels the random slaughter is going to have..
Forexampel:
If you want exp and dont want to attack that much
You select lvl 45 to 40
But if you are going to attack much you can select
50 to 10
Deleted Player
Wed May 21 9:24:58 EDT 2008
I think a browse player page that only shows players that you haven't (or can't) attacked yet would be very interesting and take some of the peicemeal time consumption out of leveling up. Therefore, lowering the huge percentage of players who would not be considered "low" level despite the hours they put in to change that. It would also help the higher level characters maintain a steadier growth as well by making it so they don't have to guess who they can and cannot attack. a**uming of course they are not smart enough to figure that out by themselves.
Hope that makes sense. Also hope that it hasn't been suggest already.
Hope that makes sense. Also hope that it hasn't been suggest already.