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Game interface

Message 1325

From: Archantes
Date: 2002-03-23 12:56:08


A new thread for avoiding oversized threads.

Why always use a button to activate a skill etc?

Why not instead make the animal have a variable for each player that has interacted with it. Ff one player has patted it much at given it food, this 'friendship with player1231' variable would increase. You could then steal animals from being nice to them.

And for mining and such, you could as well have the interface as follows: Use the right tool at the right place and a certain skill would activate, all to avoid 'skill buttons'. Wield miners pick, use on rock -> mining. Wield smiths hammer, use on anvil -> smithing. etc etc..

Message 1327

From: Takomtor
Date: 2002-03-23 17:45:11
In-Reply-To: 1325



I would say that button constantly works better than using something on something.

Combination of these both might be even better. Mining works as you said, but smithing would still need some sort of goal, unless the point is to bash anvil with hammer.

Taking hammer and using it to anvil, should promt request of a desired object as an result of smithing. In this sense, isn't it easier to just choose the object and everything else is automated (if at hand or inventory)

Message 1334

From: Zaxim
Date: 2002-03-24 09:25:09
In-Reply-To: 1325


No stealing pets. Animal Tamers make their living by selling animals, if a guy could just go and pet an animal a few times and then take it? where would we be?

I would agree with that if the owner of the pet could teach his pet to bite anyone that does not have permision to pet it? hehehe
oh that is a lovely doggy you have there, owww! it bit me! TEN DAMAGE TO YOUR RIGHT HAND

Message 1330

From: Archantes
Date: 2002-03-23 23:33:28
In-Reply-To: 1327


The problem of non-button actions is that you have to know what to do in order to mine etc and this might be a bit difficult.

The question however is that is this really a problem. People will learn. And we could add some in game instructions that appear every time the character learns new skills.

Message 1336

From: origon
Date: 2002-03-24 16:39:03
In-Reply-To: 1334


Then build a fenced area, to keep pets there and to keep people out.
You should be able to trick an animal away from its owner.

Message 1337

From: Archantes
Date: 2002-03-24 18:00:21
In-Reply-To: 1336


No fence keeps people out.. The most obvious solution is to treat the pet so well, that it does not leave you. Feed it and teach by playing with it.

Yes, someone can trick your animals to follow him but not if you have treated and taught them well.

Message 1338

From: Nahl_Shadore
Date: 2002-03-24 21:53:44
In-Reply-To: 1337


but if it is, say, a bear that has been tamed through whippings and such, another player may have an easier time taking it away to turn it against you, although this will also make it untrusting of other players because of your treatment of it