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Article: Celeste Quarry is now available for you to explore!

Discussion in 'vBCms Comments' started by Cyrus, Jul 6, 2011.

  1. Sub-Zero

    Sub-Zero Member

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    Don't forget if you're going to put mobs closer. MA's AI. Is universal correct? Well if someone shoots or start sweating a handraada, and there is several other people in radar. The mob will start running to other guy. And atm, the mob actually runs back to TP when it sees a green dot. Even when people sweating. So If put mob closer. You guys gotta make so turret will only kill it if its like 5 meter away or so. Dunno if you guys can change that or if its a "MA" Thing.

    The guy that suggested Revival outside, that's a great idea!

    One thing about carabok. They really should be closer too. Because a newbie, needs to run mob when dry back to turret. But currently they are so far out. So it will take awhile. That's why I suggested, to put a rookie carbine/rifle into TT. So newbies can afford it much sooner than being forced to deposit day 1.

    I did swunt team 2 times last night. Was really nice except when, they would run to other players in radar/hunting ect. Maybe you guys can change it's AI. So it will only go to other target that is < X meter at radar, when targeting it.
     
  2. dad1

    dad1 Member

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    my two bobs worth if when mobs are closer can you also put some slightly large mobs lvl etc close as well so smaller teams can swunt as now 2 ,3 sweaters they are dry very quickly .also spoke to ceo when he appeared today while i was helpin a neewbie who was very impressed with the fact that dave appeared in game and asked questions ,of us and what we thought :D
     
  3. bass

    bass Member

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    That would be great:

    1. 2 level max, curved, with a balcony at the second level accessible through a stair;
    2. Revival terminal at the outside, storage, TT, auction
    3. I'd like to avoid crafting machines, so we ensure that "street market" is done elsewhere, and this remains a "newbie" oriented zone.
    4. Shops at first level

    Regarding point 2, I think that *generally* it's a best option to have terminals in the outside. I'm sure there are technical reasons for command posts, but I think that a flat version of what you find in outposts is more usable. Just IMO.

    And... would it be possible to define an area where vehicles CANNOT be spawned? They cause lag, and people with insane ego place every kind of vehicle everywhere...
     
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  4. Fopsie

    Fopsie Active Member Pro Users

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    Just wait till pets come out and you will see even worce irritations then the vehicles.

    O and yes its possible to restrict vehicles from entering a specific zone. Take a look at the space stations, they currently use this on the space station.
     
  5. bass

    bass Member

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    By that time, my son will run my avatar :) :)
     
  6. MindStar9

    MindStar9 Deactivated User

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    Oh nice, another invite from Arkadians regarding development, and for a newbie area. This is one of the reasons why Dave and the A-Team have so much respect and support from us, because they care what we think.

    I love the ideas so far, and will give it some thought, but I can't wait to see what transpires.

    Thanks Dave. :)
     
  7. Lee DeLioncourt

    Lee DeLioncourt Arkadian Outrider Platinum Member

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    May sound dumb at first, but someone said to me they went there expecting it to actually resemble a quarry more than it does lol. Maybe throw in a few ancient pick axes and stuff (whatever would have been found in a working quarry) around as decoration? Your plans for new buildings etc sounds awesome and I hope as well a mission to pick up that tp and get over there from the academies is in the works. Well done on getting it started guys.
     
  8. Jenny ferr

    Jenny ferr Well-Known Member Pro Users

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    agree to this, and please make them spawn their vehicles outside radar range of the TP or make them go back to inventory after 1min inactivity(which can only be countered if they begin to drive and goes outside radar range within that minute)

    I have some faint hope still that if pets return they will be more then the billboards they used to be and to me mobs never had the impact that vehicles have(but ofc we dont know if they get some weird behavior lol)

    Also look at Calypso where you can make events allow vehicles or not, tried to drive back to the fort when they were not allowed and got a pretty rough "crash" when it wasn't allowed within the yellow circle lol

    would be great think of the old skeletons and other things, yet again on old calypso pre vu10
     
  9. Lezardine

    Lezardine Active Member

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    Woot! new Arkadian Swamp Camp!!! :cool:

    Ah David, thx for you communication! If I could, I'd invite you to drink a Nespresso! ;)

    *Logging in to check that Quarry*
     
  10. Nor Alien

    Nor Alien Active Member

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    I agree!! :hail:
     
  11. Calin

    Calin Member

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    I agree. If it's a quarry it should look like one. Maybe some futuristic looking earth moving machinery sitting around, a section of the hill looking like it's been dug away at, piles of rock, etc.

    Just more things to make it interesting for new players. When I started oh so many years ago, I just loved exploring and finding the neat little things here and there. Arkadia can really take advantage of the good feeling things like this give a new player.
     
  12. Puck

    Puck Adviser Pro Users Arkadia Adviser

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    Geez, we're getting spoiled by the attention! :)

    • Your lounge idea sounds great!
    • Maybe as others suggest, put "8coins hunting area" machines around
    • An if not shops, then maybe kiosks?
    • An ad sign inside and/or outside for Arkadia Forum too?
    • Oh, and a giant fishtank with some Jori swimming round... heh

    View attachment 1448

    I could think about ideas for this for hours.
     
  13. Snape

    Snape Master of the BanHammer Staff Member PAF Administrator

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    Thats a pretty awesome looking pic. where did you get it?
     
  14. Puck

    Puck Adviser Pro Users Arkadia Adviser

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    Thanks for fixing it for me, Snape. :) Just googled quarry design, and voila...
     
  15. Calin

    Calin Member

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    Very cool pic Puck!!
     
  16. ritaw

    ritaw Member

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    my 2pec's
    kill range on the turrent is @50m this puts it at the TP (good 4 a ref point)
    atm the aggro range (run-a-muk) is about 110m /4 wks in fba sweating them
    from what i seen the mob's are about the right spot 50m-100m+ from Tp
    with the aggro range as is any1 not sweating needs to be 'out' of this 110m range this would also appy to a outside rev,this will let the sweat'r / grp contol carabok w no prob
    b4 patch u could run to turrent np but w the increase in speed cannot with out taking damage all the way to the TP /kill spot
    prob with this can be solved if u sweat cara and WALK backwards toward TP and stop just b4 kill spot tell max sweat, but if any1 TP's in = loss aggro 98% dead
    i say walk since if u run them backwards they will bcome unreachable at time's and u will have to stop and wait for flag to go away
    eye candy is already at FBA when new ppl zone in so that would be the spot for it
    some at a diff bldg would be nice but keep the clean look,
    if shops are added would this not take away from the 1's in CH TT has all the starter /newby stuff allready
    already seen prob w ppl spawning vehicle there even thou CH is not far away
    landing pad on roof of bldg w stairs down to 2nd floor would work IF the bldg is 150m from sweat'rs/carabok
    hope this help david, and new players :coffee:
     
  17. MIND

    MIND Member

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    rotten meat ewwww

    jk