To be honest, I'd rather have a humanly generated map than a map that doesn't promise ANY kind of quality what so ever.
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more advanced flying system. like more sky fighting. something that players can benefit from fighting monsters in the sky : P
I'm seeing a lot of feedback for the Aerial Combat system and Random Instance Dungeon Generation. Both of which are very good ideas.
I do believe FlyFF's main feature was flying was it not? So how is it that the game abandoned almost all of the aerial fighting. The only fighting I see how is plug hunting if that depending on which pserver you play on.
I think the magic casters should be able to cast spells which on a board at least. The system itself is way to bulky and sluggish. It could be due to the packets being sent everytime you hit a mob while flying.
I have a suggestion. Why not make the game a hack n slash style rather than watch your player beat the hell out of a mob while you wait?
Or it could be cause the current design of aerial combat is horribly mapped out.
People should not be able to level to 150H without doing aerial combat at least once, which is the case currently.
The attack mechanics are horribly over-complicated and tends to stray away from the more obvious means of attack.
Aerial combat should be much as simple as ground-level combat and just as obvious.
If that means giving ground level combat an overhaul just to improve aerial combat, then so be it.
Oh and randomly generated dungeons are bullshit, ruins meta-game.
I dont understand why people say runescape looks bad... It's graphic engine makes flyff's look like a piece of shit thats been rotting for several months.
Yeah, I could see where Jagex made rooms (like the puzzle rooms and boss rooms) but other than that its pretty much all random.
@ rena~ why dont you give us some pictures of this maze system you've added?
Maybe your 'required respect' levels will go up just a tad bit throughout the community.
Otherwise, don't talk shit :):
@ Spike
Randomgen maps aren't entirely bullshit...
They add some character to the hours of dungeoneering in any game. If you've ever played WoW then you know about the endless dungeon battle to get to 85 :/ it gets boring
In Runescape's game it works out perfectly. I don't think that it would work quite as well in Flyff's game though.
it allll depends on wether or not you know what your doing when you setup the generation.
enough said.
I would but I'm far from happy with how it is right now, I had and still do intend to make it fit more naturally into flyff's setup and with any luck figure out a good drawing script method to edit terrain without too much network lag.
don't know if I will get anywhere with that part, however I know fore sure rendering rectangles would look rather crappy in-game even with a good texture
I intend it to be a fairly big complex system so until then it shall remain, for my eyes only.
however even if I showed a picture there'd be no immediate proof it was randomly generated and I don't intend on releasing it so I don't see the point
o.o
Trading system.
Player shops are just... bad. :<
A while ago I started making something similar to Aion's trade broker or WoW's auction house.
Basicly player can insert item for auction via NPC. Others can view those items and purchase them via same NPC.
i think i did see something like that somewhere on the internet. a few pics of the npc auctioneer and the interface window with some items if I'm not mistaken. Are you still working on it?
Just remember, there is a huge difference between this:
http://img14.imageshack.us/img14/6116/example01w.jpg
http://img5.imageshack.us/img5/1372/example02v.jpg
And this:
http://img716.imageshack.us/img716/8093/example03.jpg
http://img707.imageshack.us/img707/48/example04.jpg
You might want to leave everything map related to map editors, that's what they're here for. A great Flyff map editor can make 10 mazes that look 100x better than anything code generated.
idk improving the code. i know when you go on flyff in darkon where everyone sells. laggy even with a good computer. the game was made years and years ago im sure there are some functions that are outdated
the game was made in 2003. They used VS2003 to compile it with outdated DX. They never once optimized shit in the code. You can see things just commented out or changed with very little documentation (in Korean or otherwise).
There needs to be a better LOD system with some better culling.
One note about the database. Stored procedures are a very bad way of bogging down a database rather than calling the sql inside the code. I guess they thought a few procedures wouldn't hurt but now there is at least 30 of them. Most are not even used. I think that would ease the pain of lag a tiny bit. Its something to think about.
Pros and Cons of Stored Procedures
Yeah... just you.
Well not really, most of the people here have no idea what they're doing with the ideas in this thread. Seriously, if you took a ton of random ideas from newer MMOs and put them in a hat, then improved Flyff with 3 of em, you'd have about what most of your ideas amount to.
Flyff's GFX engine isn't very high-performance compared to today's engines, however, it can be pushed farther than most of you think. Why don't you guys stop copying other MMO ideas and be creative for once? FlyForFun, why not make an epic aerial combat system with sky battleships and a whole sky ship guild system.
Really, randomized maps... I couldn't think of a more USELESS idea than that. Most of madrigal is already going to waste, so why don't we make some MORE space without purpose... The only type of map randomization I could see would be monster spawns in an instance, but even that wouldn't be that useful.
The LOD/collision could be improved... @ the stored procedures: have you ever played Flyff? The server code has almost 0 latency. The database transactions are much faster than any other MMORPG server I've seen. Changing stored procedures to direct queries would be a huge pain in the ass, not to mention it wouldn't improve performance at all due to the higher amount of network transactions direct queries cause. The only reason you would use stored procedures or not should be because your server design is that way. In other words, you decide whether to use stored procedures BEFORE you code the server, not after... Stored procedures are GENERALLY faster for these kinds of server transactions even with thousands of them. The reason you would want to use direct queries would be because they can be easier/quicker to manage.