Archangel

Early Llama Supporters
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Archangel last won the day on January 25

Archangel had the most liked content!

About Archangel

  • Rank
    Archangel
  • Birthday May 10

Profile Information

  • Gender
    Male
  • Location
    Llama Angel Federation (LAF)
  • Interests
    I'm a software developer and avid gamer.

    I like a whole lot of Jesus and my wonderful family as well.

    Porsche, Computers, and Programming.

    Final Fantasy, Golden Sun, Dragons Dogma.

    Fun Fact: 4x state and national Archery In The States (USA) championships attended (first place 3/4 years), with one worlds tournament attended.

    I also play MTG.

Recent Profile Visitors

2,384 profile views
  1. Possibly Silly Question

    Hey there @STARFOXX. A common misconception people have when first checking out this game is that it is a sister game to FO. However the scope and style of the game has a vastly different approach to the older style of FO. This game will change many things and is its own entity in the gaming world. You may see some things that are similar, but mostly you should expect major differences between the two games. The only similarities between the two games are the people involved in the community. There may be easter eggs in WoT referencing FO, but again, the games are not the same and should not be treated as such. The stories, gameplay, monsters, and design will all be different. This game will have a bigger scope and focus. In retrospect, you should expect this game to vastly improve upon the experience you may have had when playing FO. Hope this helps answer your questions.
  2. Is your profile picture from an anime character ? if so which one ?

    1. Archangel

      Archangel

      As far as I know, this is an OC from Deviantart that's been re-shared many times.

  3. Release?

    @ICyICE The supporter weekends are there to give people a little taste on the current features of the game. It's also to provide feedback and fix bugs to the developer. These happen every so often and should be more frequent the closer the game gets to a beta stage. The servers are online but no one can log into them, as they are being used for development again. So check back in every now and then for another supporter weekend! In order for a full release (the game coming out) to happen, the game has to have the framework completed, with enough content to last awhile, keeping players busy. Currently neither has been completed. The game is getting closer to being completed. Estimated beta release should happen sometime in 2018 (probably late 2018), but this is by no means a guaranteed. If anything, 2019 will be the latest anyone would expect a beta release to happen. The best way to stay up to date is to check on the News and Patch Notes section every month. There you will be able to see every development blog and update, with a roadmap of remaining features to develop.
  4. Investment

    @iamallama Custom outfits would be such a cash grab. I'd buy the rights to one in a heartbeat.
  5. Alpha, beta or what?

    Alphbra. Game will start to pick up pace here shortly. It's not fully released, but on supporter weekends, anyone can play (typically, though it is for supporters). It's technically in Alpha (separate users are allowed/have access to it off of supporter weekends). Beta (as I've answered a few times now in other threads) is loosely expected to happen sometime in 2018, however it is by no means solidified in any manner. Game is made by a solo-developer in his spare time, with a small team of people. It's been in development for years now. Things will pickup faster once the framework is done, which I don't think a lot of people really understand. . . Ah well. Anyways, Alpha for now... with some occasional "betaish" weekends where people can login and play around with it... hence... Alphbra!
  6. WoT Dec 30th '17 - Thoughts so far

    Thanks for the feedback Llama!
  7. WoT Dec 30th '17 - Thoughts so far

    It's not that the quests are hard, it's just (at the time) there was many people in a small area so it's perceptually hard because of RNG drop % rates. I ended up grinding to level 10 (max level for the supporter weekend), it was really fun. Some things that stuck out to me during playing: On the minimap in the upper corner of the screen. When you have a pet out, the color of the dot for the pet is the same as the enemies (red). This led me to believe a enemy was chasing me, nay to find it was just my pet. Health regen is lopsided, especially the higher level you get too. It seems to get progressively slower, often to the point I had to stand around for several minutes doing nothing just to regen it all. Could probably be slightly improved for next time. Potions were too expensive (not really that bad at the start). It's just when you have so much HP it's hard to regen it all having to spend 2k+ every time to do it. This wouldn't be so bad when you're grinding money... however.... Loot bags. When you're en-masse grinding, loot bags vanished too quick and often were hard to click on to receive the loot, especially when I was being attacked by two or more monsters. Loot could potentially be easier to click on, and vanish after a slightly longer time. I had several cases where loot bags dropped, but I could not click on them, no matter how hard I tried. I'm not sure if the enemy was supposed to drop something, but just didn't, or if it was not supposed to drop anything at all. I ran into some texture issues in the first area and on the big map, stuff like the image here Ran into an issue with mobs who would not aggro onto me when I used my spell AoE from a distance, they would register that I had attacked them, but would not run towards me even if I was standing just beyond melee range.
  8. Level 10 (max level, SW Dec 30) pure Earth Element final stats:

    https://i.imgur.com/qN7WCus.png

     

     

    1. aquaprofile

      aquaprofile

      What do the attributes do? Or are the effects not implemented yet?

       

    2. Archangel

      Archangel

      @aquaprofile Earth adds 10 hp per point. Other ones don't have an effect on stats. Points in them are for skills which haven't been fully implemented yet. Llama isn't sure if they should have any effect on stats at all, but for now, I just put them all into earth since its a slight stats difference from the rest.

      Also I posted this just in case anyone  wanted to max out, and was wondering if it was a huge power difference.

    3. aquaprofile
  9. Use your forum login credentials. The game is connected to your forum account for now. It will open for non-supporters later today, so if you try to login and are met with a time-stamp, just wait a little longer. Otherwise you'll be good to go!
  10. Release?

    Heya @gallowsCalibrator. Welcome to our happy little community. For future reference, make sure to check the sub-thread "Q&A" to see if there is a topic like yours already posted. I've made some posts in similar threads to yours regarding the exact nature of the content you asked here, which my previous response is linked below: For a TL;DR: There are two ways of estimating the games completion as of now: 1) The loose estimation is, of course, "sometime next year". This is not precise for a reason (see my statement in the linked quote). 2) A more proper, though on no "guaranteed" perspective (see reasoning in #1 as to why we reduce it to "sometime next year"), is to follow the roadmap listed in recent Dev Blogs. As things get checked off the list, you can have a textual representation of the game getting closer and closer to a beta stage/complete stage. The list gets updated every month, so you have a better understanding on where the game is at in terms of completion. I understand that not having a "proper" date is not to many people's liking and that asking to "be patient" doesn't come easy, but things are getting done! You can browse through the development News and Patch Notes to get a better understanding of what's been going on these past few months, which may help clear up where the project currently is at. The technical reason is that it's simply too hard to judge when things will get done at this time during development. In coding, you can judge how long you think it will take to complete a project, but it may not be reality when the time is near. Often its better to overestimate the time it will take to get something done, rather than underestimate and have a bunch of unhappy people waiting for you to get something done (which may often be rushed). So even though the game seems to be getting closer to being done (for beta), the reality is there may be bugs/unexpected complications/etc. that push back development a little more than anticipated. For now what I've been telling people is to check back each month, that way you can stay up to date. It might be awhile but it also might not, we'll just have to see. Hope this helps a little?
  11. Windows client worked like a charm for me. Updated successfully. If anyone has problems with the clients, make sure to report it or ask for help.
  12. Rename Edelstein (or not)

    Yup, after looking at the results so far, it's more than safe to say voting for your own name will not be an issue in the slightest. Let's keep it going. Nice to see you guys voting.
  13. Hi @emiohr! I made a post in a similar thread to yours regarding the exact nature of the content you asked here, linked below: Additionally I have gone and copied the roadmap for you, according to the latest Dev Blog located: Here. There are two ways of estimating the games completion as of now: 1) The loose estimation is, of course, "sometime next year". This is not precise for a reason (see my statement in the linked quote). 2) A more proper, though on no "guaranteed" perspective (see reasoning in #1 as to why we reduce it to "sometime next year"), is to follow the roadmap listed below. As things get checked off the list, you can have a textual representation of the game getting closer and closer to a beta stage. The list gets updated every month, so the list copied below will be updated as new features get introduced and completed. I understand that not having a "proper" date is not to many people's liking and that asking to "be patient" doesn't come easy, but things are getting done! You can browse through the development News and Patch Notes to get a better understanding of what's been going on these past few months, which may help clear up where the project currently is at. (Copy of current Roadmap, as of December 2017). Roadmap Fix issue with repeating attacks after cooldown Add a combat cooldown and make sure things like auto-healing stop while in combat. Get AoE attacks working. Framework has these, I've just never tested them. Finish character select screen to make the characters standing on cliff again. Guilds The framework already has these, but they are not connected to forum guilds anymore. Need to get that working again. Pixel shop (premium store) Need to automate pixel sales to add to account Need to make sure the built in framework premium store works Day/night cycle Added lighting, just need to figure out the colors for transition and create a network synced timer. Admin commands /mute [minutes=5] /tp [x] [y] [player name (if omitted, it's a teleport to)] /warn [player] [reason] /kick [player] [reason] /ban [player] [reason] any other / commands I can think of Ideally I would like an admin interface as well that would do more like list online players and have buttons for each of these commands. Logging. The framework is actually really bad at this. Server side logger that stores in memory log events. Every XX seconds the log is written to database for persistent storage. Content Story/lore can be added later, not critical for beta. We can roll this out over time. Maps. A couple at lfor equipping. Ideally a set or two for each male/female and class Need more weapons for different classes. Need more mobs (art, placement and balancing) Need more NPCs (art, placement and setting up things like shops) Need more drops (vendor garbage, quest items, etc) Need lots of quests Bank/Warehouse Shared between characters on an account. Harvesting: Special mob that you can attack only with special tool Special tools that require specific skill to equip Skills and upgrades Fix open world pvp to be zones. Also fix so groups can't attack each other. Player market. Ability to set fixed price and sell an item while not online (FO style). Maybe ability later to auction.
  14. FOers and FO heroes

    Yup, its just a loose "projection date" of course. It's really hard to give an accurate estimate because when you program something, you simply do not know how long it will take to create the task you set out to do, until the task is done. Then you can "kind of" give a "completion" date for a task similar to it, since you already have knowledge of the task at hand from previous experience. Take that concept and apply it to the MMORPG game as a whole, and it gets even harder to "promise" a release date with 100% accuracy. So for now "sometime next year" is as best as it can get, based on progress seen thus far, so that you don't underestimate the time and promise users a time you cannot keep (a bad business practice). I just try to give info based on what the birds have told me. Of course it's possible for the beta release to be pushed back further by unexpected delays, coding issues, real life issues, and so forth. Llama does this part time (has a full time job and has to take care of his family). Regardless, progress is there. Though if you're not a programmer it can be hard to see at times. All we want is "results". It takes a lot of back-end work to get there (networking, making sure things don't break... testing... more testing... even more testing....). It might get old to say "just be patient", but unfortunately with a project of this size that's just what you have to do. I've thought about making a "Common Q&A" forum thread but we do have a FAQ section, it's just broken at the moment. As for OP's original statement, we do have quite a few people here who've stuck around for the years since the project started. It's possible you'll find long-lost friends. I recommend searching for usernames or browsing around for specific people you want to look for. By the way, I'd have probably relocated this thread to the General Discussion subsection (or Questions and Answers). For future reference (though not really that relevant at the moment), Q&A type questions should be re-directed here (if WoT related): Questions and Answers or you can use General Discussion To discuss things that are outside the bounds of WoT, but are questions/answers you want asked/answered. That way in the future-future, when the forums get used more, things are separated logically.
  15. Is WoT similar to FO?

    Welcome @Bananapigs, I see this is your first post on the forums. Waves of Time will not be a clone of what FO was, par say, but instead draws inspiration from the game, while adding its own identity. Some similarities that might draw nostalgia include: Pixel sprites. Leveling and icon system (for your player card). Costume collection/market experience. Customization of your individual character. Funny Easter eggs and references. Pet system (pets add to player strength/stats). With classic MMORPG elements that you would expect from many games (harvesting, crafting, guilds, etc.) That's about where the similarities stop between WoT and FO, because even though there are some similarities, the implementation of each element will vary from FO's classic implementation in some way. This question has been asked in many formats through the years (at least since I've been here). The best way of thinking about it (after answering this question a few times off the forums in other spaces), is that WoT will improve upon the game you knew and loved from the past. In reality, FO was very linear in its aspiration. It was classic, simple, but had fundamental problems with the lore/story, as well as things to do after you hit end-game. WoT will, in many aspects, be more simple than other MMORPG games on the market. Its intention is simplistic, cheerful, fun, exploration of classic elements we know and love from games. It will bring the FO charm with a more modern development on the MMORPG market. It's hard to innovate in this market, so do not get discouraged if you see a lot of ideas from other games brought into this one. What makes this game spark is classical elements and charm, not necessarily overdone features and world size (which will roll out over time). Some immediate differences between the two games have been the progression system, story/lore focus, world design, balance, artistic design and overall direction. Things like guild halls, dungeons, raids, etc. have been discussed as well as smaller, more subtle changes like multiple characters per account have been included to provide a better experience. Customization has been expanded (skills you can buy as well as "elements" that you can spec into, which tie into skills). If you have any suggestions/thoughts on what, in specific, could be added to make WoT different from other games you've played, see the forum sub-section below: WoT Suggestions There, you can see the many various topics being discussed/have been discussed for the game. Final note is that anything you see is in development. Everything is subject for modification and change. What you see today might not be the same tomorrow.