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  1. Lighterthief

    Dev blog 78 - The one that was missing

    Hi guys, First of all, happy holidays everyone! So we messed up big time. At this point we can only apologize and thank those that are still around, for their patience. So once again, thank you, you guys are the best. We will try to make up for the lack of progress in the new year. More on that in the next blog that is due next week. This is the official Apology-map-reveal-countdown-blog I'm sure you'll figure it out. Seeya tomorrow ~LT
    16 Points
  2. iamallama

    Devblog 79: Happy new year

    Code First, I hope everyone had a good few holidays back there. I know I had a great 10 days off sick with the flu over Christmas. While that did suck, it did give us some time to talk (yes, just talk, it is hard enough to focus on programming without having to worry about getting sick everywhere) about getting some better plans out there for what needs to be done. We are going to start using some project management software geared at game development to allow us to track what is done, needs to be and the progress of it all. We have several things in there, but I think I'm going to restructure it all to better describe and group things. I need to see if it helps at all. Setting this up and getting it filled in will likely be the largest part of January's work as planning typically takes quite a while and if planned right should help with making stuff easier later on and give the rest of the team some direction so I don't feel like I have to constantly hand out tasks (or more likely not and have people be confused as to what needs done; I'm good at that). As for the game, I did complete some work last month on getting the mobs to follow you when you run away like a baby. While this seems easy, having them trail you and recalculate a path when you move again isn't as easy as you would expect. It still needs some work like stopping chasing after so far out and a few other little things. Then comes this month. As you will see below, we have a new map. It is the same map you saw a week or two ago, but this one is a little more interactive. And as time goes on, each month we will be adding a few new places along with the landmark description and a portrait of the location. Hopefully that will feed your appetite for content for a little bit. -iamallama Art Bamb and me have been working closely developing the world map and cultures. In the end, we decided to go with a cartoony look with blown-up landmarks that represent places/cultures etc. Selecting a landmark will pop up a window with info about the landmark and representing culture and shows a zoomed-in portrait of the landmark. This month I'll focus on finishing that map and all the UI elements. That should really help give us a clear picture of the overal world. We can then go into detail and work on missing tile-sets and create maps to link everything together. -lighterthief You can also view this map outside of this post/iframe at: https://wavesoftime.com/map/
    13 Points
  3. SpiderOfAnarchy

    Devblog 79: Happy new year

    Haha! I had a piece waiting for this very devblog! Here's my 5/4 time Waltz for you peoples (But if you don't like my constant music spam, I'm okay if you tell me to stop)
    6 Points
  4. Goose

    Medals (titles) Suggestion?

    My suggestion is to have in-game titles be "medals" instead. What do I mean by that? I mean to have them be an equipment slot and have stats assigned to them. This is common in other games and I think it's a good addition, because it adds more meaningful choices and possibilities for your character. They could even have non-combat stats assigned to them (perhaps shouldn't be randomized though) Examples: << Philosopher >> + 15% Magic Damage + 5% Enchanting Success Rate << Canary Killer >> + 10% Mining Speed + 10 % High Tier Ore Chance << Olympian >> + 15% Movement Speed (Not In Combat) Of course the stats are just a placeholder example, but what do you guys think?
    5 Points
  5. Seph

    Merry Christmas all. 

    Merry Christmas all.
    5 Points
  6. Grim

    Dev blog 78 - The one that was missing

    Sorry Terra but us being impatient just shows how much we love the game already lol
    4 Points
  7. Terrazer

    Dev blog 78 - The one that was missing

    hopefully that will give faith back to those that were being impatient.
    4 Points
  8. iamallama

    Avalon The Flying Fortress.

    Eventually I would love to get into procedurally generated content. I had a lot of fun a while ago playing with things like maze algorithms and generating roguelike maps. Back in the FO days, I remember talking for quite a while about making a game based on a maze labyrinth that had some larger hubs for stuff like shops/npcs while everything else changes every day. You make your way through a maze each day as far as you could, try to figure out the secret to that level and eventually make your way to the next hub area and into the next maze.
    3 Points
  9. fredonia

    Avalon The Flying Fortress.

    Pretty expansive to implement but at a high level of abstraction I like it. I once spitballed a similar idea with a tower that would continuously add floors. If llama and co still plan on sticking to conveying as little information as possible when it comes to world interactions and such, then suddenly things like mysterious locked doors become community-wide endeavors. I always liked stuff like this, it encourages player communication and reminds me of the Nintendo rumors of the olden days. Imagine something like the hunt for the Exposing Compass! Plus, all that information is server-side so it can't be datamined Continuous dungeons can also be a good, easy method of supplying content in-between big updates. Wanna tease new gear/lore/mobs/whatever? Throw it into a dungeon floor addition and gauge the reaction. More game for players, early feedback for devs.
    3 Points
  10. KingAruthur

    Factions??

    I thought it would be cool to maybe implement faction wars for guilds, to increase power fight another for land. This isn't easy but it would be cool maybe to dedicate a entire server to factions that is interconnected with the player world. Having guild wars with a army of classes would be awesome. Maybe ranking in guilds make it better, like an officer that controls a small platoon of an army. To help balance out maybe something like a guild shop where purchasable items are made with only special currency gained from winning battles. The stronger the army the better the rewards. This would be hard to implement in a pixel game but it would be nice to have something similar to this. Maybe even release it and see what public thinks of this. Now this seems like just guild wars but in my mind faction wars are larger not just like 20 players. Im guessing the wars wouldn't be as thrilling since the strategy will most likely be standing still and watching who dies first. To fix this the guild shop should include small power ups to increase damage or teleport away or spawn in a small minion to help. Now I was thinking of towers in such but thats just a knock-off of league so I want to keep idea cool. If you ask,"well, what happens when a army gets to strong and is unbeatable". Haven't you ever heard the quote,"the bigger you get the more problems you face". So what i"m saying is expanding a club will cost funds or taxes to balance out power. If not paid land will be lost and max member count will decrease. Thanks for reading! -King
    3 Points
  11. SpiderOfAnarchy

    Dev blog 78 - The one that was missing

    In accordance to my recent status update, here's another track for the helluvit:
    3 Points
  12. Y'know what? I'm gonna play along. Every month, with each new devblog, I'm going to try and release a new piece of music.
    3 Points
  13. Was a little inspired by some others posting their irl pics so I figured I would include mine. Hope to see more of you guys. (:
    3 Points
  14. Arkeir

    Devblog 79: Happy new year

    hey development staff, As a gamedeveloper myself, i have great admiration for you guys. when i was younger i played the heck out of FO and jet again it's a shame that it's not online anymore :'( I love to see WoT coming out :3 Good luck to you guys!!
    2 Points
  15. bellriver

    Avalon The Flying Fortress.

    I came to this forum recently, I have a lot of suggestions but some of them aren't meant for this game. While thinking which one would I suggest, I stumbled upon this idea: "Avalon" The Flying Fortress So imagine that this is a dungeon which can be entered if found someplace in the world, It travels around the world, floating freely in the sky, and can be found only using such items as: Magical Exposing Compass or other stuff like that. Avalon dungeon would be different for every 7 levels. When using an item which can be obtained by completing a certain quest, you can get inside the Avalon, where you will find a door for every 7 levels and only the matching level stage door will be unlocked. Every door is unlocked by passing 7 levels but when the player reaches the next stage(next 7 levels) previous door will be locked e.g. Levels 7-14; 14-21; 21-28 and so on. Levels 1, 2, 3, 4, 5, 6 can not access dungeon doors. When entering the dungeon there shall be 3 mini bosses and the main boss at the end of the dungeon. It can be entered with a team (party) maximum of 6 people and minimum of 1 person. Only the players matching dungeon door level can be in the same team e.g. LVL 7-14 players can not be in the same team as LVL 21-28 players. This rule is needed in order to prevent/reduce trading real cash in game from player to player. For this idea to become true there needs to be an addition to be able to see the sky and rotate the screen (The type of things done in first person games) or make a separate entrance for Avalon which can be unlocked with a key gained in a certain quest (I suggest this quest name: Entrance To The Skies) but for it to still be a flying fortress, on the loading screen add an Image of Avalon. You can freely use my ideas or any fragment of the idea for the game development. Please comment if this idea is good or not. Any feedback is appreciated!
    2 Points
  16. IEatLouis

    Elements

    Hi, I just read that week 49 recap in the news section, and it was written there that elements will be a core part of gameplay. So, my question is if there will only be the most classic 4 elemental manipulations of Fire, Water, Wind and Earth; or also some of the more uncommonly seen like Lightning(Electricity), Light, Darkness and even Blood Manipulation I've been reading a lot of Chinese Wuxia Novels recently and they nearly always have those 3 supplementary elements and sometimes Blood Manipulation is a thing too I actually like these 4 additional manipulations more because imo they're more exciting and because they aren't as mainstream. :3
    2 Points
  17. Seph

    Elements

    I'm quite intrigued about the unique elements you guys have considered, wonder if that could be a sneak peek in the future? I suppose lightning would already be within the air/wind element, as for blood I could totally see that. You wouldn't even need mana as a resource for skills, just your health bar. I saw an anime called Deadman Wonderland where they manipulate blood and use it for many different skills. Seeing something like that in this game would be incredible.
    2 Points
  18. iamallama

    Elements

    We haven't decided the final. It is most likely we will use 4 or 5 initial elements and could possibly add additional mixed later on. We have a list we made up with some unique mixed ones that sound/look awesome, but until we are ready to release them, we'll keep it a surprise.
    2 Points
  19. fredonia

    Devblog 79: Happy new year

    Huge update. Management may not be very stylish but it sets the scope of any project, good on you guys for looking to step things up. I'm excited to see how this new direction may expand the potential of the future.
    2 Points
  20. Lighterthief

    Dev blog 78 - The one that was missing

    We'll share a bit more in the dev blog which will be posted either today or tomorrow (depending on timezone). We've already shared some culture info as well so we will probably show bits of the map and share some of the art/tiles/culture with it in the following months. So dive into the map.
    2 Points
  21. Benhamen

    Dev blog 78 - The one that was missing

    Likewise! I've been anxiously following every single devblog, art release and status update since the beginning and I'm confident this game will become a huge hit. @Lighterthief - How big of the entire world do you estimate this map reveal to be? It looks pretty huge already.
    2 Points
  22. MrWaffleFries

    Dev blog 78 - The one that was missing

    FO shut down 3 years ago. Joined FOLegacy website when it first came up, joined llama-quest when it moved, and have been here since. I don't post - but I check back every once in a while. 2 years - This game is gonna be gold!
    2 Points
  23. iamallama

    Dev blog 78 - The one that was missing

    That is correct. I'm working right now on something special with the map to make a new devblog. But it is taking a little bit. I'm trying to finish tonight, but it might be tomorrow morning. I just wanted to give a heads up as to what's up if we are a few hours late.
    2 Points
  24. Lighterthief

    Dev blog 78 - The one that was missing

    Updated! Also happy new year to all
    2 Points
  25. updated! Don't worry seph, llama is fine Nice one spider
    2 Points
  26. FrickinDave

    Merry Christmas everyone!

    Merry Christmas everyone!
    2 Points
  27. i got a 1 day ban on roblox for talking about donald trump on the forums lol.
    1 Points
  28. DeeDeeKing

    Spell types

    theres no point in that tbh, if only fire can do damage than the rest are pretty much useless.They need to assign each element to Offense and Defense.
    1 Points
  29. iamallama

    Medals (titles) Suggestion?

    Currently they are only random because I haven't written the code to allow people to choose one. But eventually I plan on making them like the banners you get here on the forum (early supporter, etc). Then you can pick what you want in game and it will be shown on the forums as well. And then there will be a screen that allows you to pick which one of your titles are shown. I'll have to decide later if I want to allow them to modify stats. I don't see a reason why not right now, but I haven't given it much thought in the whole grand scheme of things.
    1 Points
  30. SpiderOfAnarchy

    Devblog 79: Happy new year

    Hey, Llama and staff? I have a question. Obviously I've been working on music for the hell of it, but when I was looking back at the "Music and Sound Effects" thread, I was wondering if you needed me to hunt down basic menu/HUD sound effects like button clicks or something of the sort? I had planned on going through and collecting things with Attribution licenses to help you guys out, but do you guys need them yet/at all?
    1 Points
  31. Jimmedy

    Am I allowed to swear or use HDL or 4/8ch memes?

    Be respectful towards everyone. As long as you keep that in mind and don't post memes inappropriately in threads where they don't belong, you'll be fine. If you can't hold back, start a thread in the Spammer's Lounge.
    1 Points
  32. IEatLouis

    Elements

    Ok, no. Either make Lightning its own thing or leave it out. It makes no sense at all to incorporate lightning into air/wind because theyy have no relation with eachother. Lightning is great, if for no other reason then I'd want to be a Lightning mage just to have lotsa sparks coming out of my body like an electrical aura. \(°u°)/ Lightning energy is also good for attacking multiple enemies since it can just jump from enemy to enemy through the air. But it's also good for powerful single taarget attacks like the one pikachu constantly uses you might even use it to electrify yourself before a battle to raise your agility and/or damage output. Also for the Blood Manipulation, yea having no mana is a given ^^ you use part of your hp to use spells and then you can either heal everytime you deal damage with a spell or you can tie the healing to a specific spell that deals damage and heals for the same amount ... or something like that anyway Blood Manipulation has a lot of potential because the basic form is a liquid, kinda like with Water Manipulation. I just thought a lot about Blood so now I'll go into League of Legends and play Vladimir xD P.S.: thanks for reminding me of Deadman Wonderland and Kyoukai no Kanata, I gotta reread/rewatch those again in the near future ... such great manga/anime. *sigh* :3
    1 Points
  33. HighQuality223

    Land Distribution

    I like this idea.Sieging a castle perhaps.The guild (or a number of guilds with the best score) that won previous event would have to defend the territory, whilst the new guilds would have to siege it.Also implementing something like siege engines (catapults to deal splash dmg, rams to deal extra dmg to the gates, stuff like that) would be fun.There also would be 3 different types of events.Small siege (no siege machines, guilds would have to pay a certain amount of money to participate and would randomly 1v1 each other for 150% of the money they paid).This would happen once a week and everybody is free to sign up.Medium siege (guilds would pay a large amount of money to participate, and lets say 8 guilds get split into attackers and defenders.You would also be able to buy siege/defense equipment to increase your chances of winning).This would happen once every 2-3 weeks.World siege (guild pays a large amount of money to participate, all the guilds get split into attackers and defenders.The list of attackers and defenders would be announced week before.Then there would be a week to purchase castle/siege equipment upgrades and get familiar with your teammates and the event map.Rewards would be 180% of money paid, the guilds with highest kills/dmg also receive exclusive items/weapons/special currency/titles/chests (like csgo cases).The loser side would receive a small reward and maybe a little bit of xp/reputation/etc.)This would happen once every 1-2 months and would be a global event.There would also be 2 variations, guilds vs. guilds and all guilds vs. mobs.This event would be quite profitable for the winner and even the best guild from the loser side, and everyone would receive a lot of xp/guild reputation.This would inspire the players to socialize, team, form alliances and would result in a lot more competitive gameplay (thus more purchases in game).I know what i just posted will probably not happen, but the devs might implement something similar to this.
    1 Points
  34. Terrazer

    The Game

    shh supporter title is $50 or more
    1 Points
  35. Archangel

    Devblog 79: Happy new year

    Vrenna, afk hub city where I can show off my outfits incoming. Already loving it.
    1 Points
  36. Archangel

    Dev blog 78 - The one that was missing

    #Pray4Beta
    1 Points
  37. jbutt

    Dev blog 78 - The one that was missing

    @Lighterthief Nice work to you and the team (as always!). Hope you're doing well! Looking forward to seeing you on the other side.
    1 Points
  38. Emi

    Dev blog 78 - The one that was missing

    On the fifth day of Wavemas, Lighterthief gave to us, ~five map reveals~
    1 Points
  39. Namdalaz

    Dev blog 78 - The one that was missing

    I hope we'll see something playable in 2017
    1 Points
  40. Who's the ass who donated $.60? I'm gonna fight you, my OCD can't handle this.
    1 Points
  41. AustinNordhaus

    Music and Sound Effects

    I know its unrelated to the game, but I just want to prove what I can do (Kindof)
    1 Points
  42. The housing will likely be a teleport to an instance. It really is the easiest solution and allows for some cool stuff.
    1 Points
  43. iamallama

    Initial release area / level cap?

    My biggest issue with just giving a jump in level, even if having to do all the quests first, is just that I'm not a fan of jumps like that. I understand that it is something you worked for previously (getting the exp at the end of the previous cap), but getting an instant award of this previous experience seems unfair for people who weren't around to get it (didn't advance far enough) and now have to take on even more complicated and harder monsters to get to the same place. I'm not about trying to make it fair for everyone, but this just doesn't seem right to me and I'm not really 100% sure why. However, the increasing cap as you complete the main story is an interesting idea. Almost like treating your level cap as a skill that you have to upgrade as you go (or a quest reward as you put it). While I think I wouldn't mind this, I think most people won't care for it. Almost like they are being forced to do certain quests before they can move along. I am just trying to imagine the extra work that would have to go into an individual cap vs a global cap. In the end though, I'm sure we will have to experiment a little with more than one method just to see what is the best. Even after we go live there will likely be some major breaking changes that go out and require a reset. Most won't like that, but if we keep the resets scheduled and maybe did something like gave awards for how far someone got along we can make it fun for the time being. Even FO had resets, sometimes a few a day, when it first started.
    1 Points
  44. Arcane

    Some few ideas

    So you want WoT to have levels, a crafting sytem, and events? All of these things are essential for an MMO, so I doubt WoT is going to lack them.
    1 Points
  45. iamallama

    Initial release area / level cap?

    Yea, those problems like weapons, etc. Also, people might not be happy when new content comes out and their level 30 character is now level 15, and does damage equal to a level 15, because something new comes out. They are also still massively way ahead of everyone else in that they still have that massive amount of XP. The issue isn't when new content comes out that people need to be lower level. It's preventing people from getting too far ahead that new content is like 1 day of fun and blasting through everything followed by a long wait. The issue I have is that, for example, lets say that we come out with "starter area A" at first and the max monster in there is level 15. But you can still get XP at +10 levels above that so you can make it all the way up to level 25 and it took you 2 months. The next day we come out with "awesome new area B" (now 2 months and 1 day since release). Area B has monsters from level 10 to 25 so there is a little overlap for new players. But you are already high enough level that you can one hit the level 10 monsters and could also go right to the final boss and kill him without doing any more leveling. So you breeze through the content in a day because it is all too easy and then have another 2 months to wait until we come out with "even better area C". Which you will already be way past in terms of level because you will be level 35 a few days after B came out. One way to fix it is have a "hard cap" that is not too far ahead of future content (like around the max mob). Another way is what FO did and just have a soft cap, which is pretty much what I describe above and really no "cap" or you just go as far as you can get XP. It wasn't the end of the world for FO. I've also thought about some other things like there is a hard cap that once you hit you gather experience in a pool slowly that once the hard cap is extended, you draw from this pool for something like a 25% bonus of the experience you earn. Meaning that you don't start a new area way beyond the starting level but do get a small bonus of experience for faster leveling in the new area. I think this sounds like a nice trade, but as with most things, it doesn't always work out how you expect and has unintended side effects.
    1 Points
  46. Terrazer

    Weekly Review

    you're the reason why the world is so messed up
    1 Points
  47. TyrusX

    Is the game downloadable?

    First off, no, it is NOT out yet. The developers of this game give us sneak peeks by images and other stuff, but yes, it is not out yet. BUT, in this week-end, we will probably be allowed to play for free because of testing bugs and exploits such as dupes and other stuff. So yeah, it is not downlodeable, it probably will be when it comes out though. Stay tuned for open testing
    1 Points
  48. UNIT15

    What class is your fave and why

    Mine would definetly be Warrior or Rouge class. I have always preferred a class with meele and will always do. Its like im bound to the sword and is my soul weapon of choice. And being a warrior is a more difficult role than a mage, not that it would be but as being a warrior you have to charge in there and meet the enemy face to face rather than a mage or archer who just stand in the backline shooting everything, which i take as a boring task. But that's just my opinion
    1 Points
  49. juraija

    Lazer Dragons

    ok just leaving some pics here
    1 Points
  50. Seph

    Skill Suggestions

    That's a pretty awesome idea, it really promotes and encourages players to team up so they can get the most out of their abilities. The thought Of elements working together to become stronger is genius. @minche - charge attack, like holding down your attack until you're near an enemy, then unleashing it? That's a nice idea, that way you could have a powerful first hit on them.
    1 Points