Posobility of having pet wailords, seekers, and goros?
Nope.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
silence means that there isn't an answer.
Now predictions could be made though.
Save from the pupae, the summoned monsters might stay.
But to fix the inventory overload, the monster tokens may be destroyable.
Once again, this is only a prediction.
Now predictions could be made though.
Save from the pupae, the summoned monsters might stay.
But to fix the inventory overload, the monster tokens may be destroyable.
Once again, this is only a prediction.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
Instead of having destroyable "tokens", how about having a single summons artifact instead of one per available pet? When activated, a menu of available pets would appear and allow the player either to click or press a key for the monster they want to summon. The menu would also show the adren and monster points required.
I think it would be a bad idea becauseSeven_of_69 wrote:Instead of having destroyable "tokens", how about having a single summons artifact instead of one per available pet? When activated, a menu of available pets would appear and allow the player either to click or press a key for the monster they want to summon. The menu would also show the adren and monster points required.
1. I can imagine all those packet losses
2. It's hard to shoot monsters when looking at a huge menu of pets at the same time.
3. Lags.
But I still think it's a pretty cool idea. It could be great for high performance computers but with fail pc's like mine, it's just going to cause even more lags.
I like cookies...
I don't see it causing lag since menus are client based (nothing is sent to the server until the player spawns the monster).
However from what I hear is that creating menus could be a pain in the ace. I should not say that since I've never attempted to create one before, but once I start learning about menus, I'll revisit this idea.
Give me a few months, and don't let me forget ;)
However from what I hear is that creating menus could be a pain in the ace. I should not say that since I've never attempted to create one before, but once I start learning about menus, I'll revisit this idea.
Give me a few months, and don't let me forget ;)
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
You know the ut2k4 frag ops mod? well, there's this button called the loadout menu that shows you all sorts of the guns and greandes and all that kind of stuff. That was the menu thing i was thinking about.DW_Ant wrote:I don't see it causing lag since menus are client based (nothing is sent to the server until the player spawns the monster).
However from what I hear is that creating menus could be a pain in the ace. I should not say that since I've never attempted to create one before, but once I start learning about menus, I'll revisit this idea.
Give me a few months, and don't let me forget ;)
I like cookies...