Five Heroes - Crystal Files

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Pottsy

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Increasing the hitboxes by a number of pixels will probably cure the problem.

Haven't looked at the coding myself, but the issue is because the mouse goes within the gaps of the arms and legs which is quite nice :D But given how much the animations actually move, you'll hit more gap than person, hence the problem.

Increase the detection slightly will reduce but keep those gaps and not cause things to be too easy.

But haven't looked, like I said...could be talking out my arse :D
 

Bon

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Maybe you can compine the awakening/crafting with materials dropped from mobs in order to craft runes for slotted items like:
- Flaming sword less cooldown (-1s per rune) on neck
- 10% per rune to apply both poisons on poison use on rings
etc
etc

I believe something similar was used on Galaxy and its an interesting concept.
Ye I liked the rune system on galaxy it just lacked balance.. Ive got the source code for the files so adding in that kinda stuff won't be too difficult.

My idea was to make normal mobs in the hunting caves drop ingredients and you then use those to craft materials to do awakening / orbs etc, so there is another way to obtain that kinda stuff without hunting bosses, obviously hunting bosses will be more efficient.

The idea is to have something for everyone.. the people that just like to level, the people that only wanan boss hunt, the people that just wanna fight PvP all the time.. etc

Increasing the hitboxes by a number of pixels will probably cure the problem.

Haven't looked at the coding myself, but the issue is because the mouse goes within the gaps of the arms and legs which is quite nice :D But given how much the animations actually move, you'll hit more gap than person, hence the problem.

Increase the detection slightly will reduce but keep those gaps and not cause things to be too easy.

But haven't looked, like I said...could be talking out my arse :D
Im sure it can be sorted but like i said i feel like that might make ranged classes a bit too over powered as it'll mean hitting people whilst running is now super easy.. unless we can code in some sorta chance like if target is running 50% chance to miss, if target is walking 20% chance to miss.

Or as hany said we will be giving warriors a counter attack spell that'll send the attack back at the attacker.. so they have to either take the damage but means they can then only walk instead of run away... or not attack at all and just run. Taoists obviously have their pet and heals.. assassin can go invisible.. so really its only a warrior thats hte problem and I feel like with shoulder dash and counter attack that could be a nice balance without completely changing the whole system

its something we'll need to look at and address when we start focusing on class balance.
 

Piff1

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What he meant was the literal hit boxes lol.

When targeting anything to click or cast a spell on, you need to be very specific.

It's as if the hit boxes are pixel specific (Which is fine usually), tends to cause a lot of miss clicks/casts or walking before hitting kinda thing.

Yea this is what i meant, although i'm glad you want to something about warrior's being hit by ranged class whilst running as for that take's pretty much everything away from a warrior, your meant to able to dodge hits.

I've recently got into Origins not sure why as i hate low rate but my friend's are play, literally hit boxs are so bad the amount of times when i've ran into a ranged class we fight for 5-10 minute's then end up stopping and talking about how **** the hit box's are lol.

Smavid said to me it was something to do with the new res on the game, if it is then maybe the hit box need to be adjusted to the new res of the game, currently a joke at the moment, i see so many people missing mob's and stuff, taking name view off help's a lot but you still miss hit's you shouldn't be missing. Wedgemoth's are the biggest ****ers.
 

thedeath

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Mar 26, 2003
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Yea this is what i meant, although i'm glad you want to something about warrior's being hit by ranged class whilst running as for that take's pretty much everything away from a warrior, your meant to able to dodge hits.

I've recently got into Origins not sure why as i hate low rate but my friend's are play, literally hit boxs are so bad the amount of times when i've ran into a ranged class we fight for 5-10 minute's then end up stopping and talking about how **** the hit box's are lol.

Smavid said to me it was something to do with the new res on the game, if it is then maybe the hit box need to be adjusted to the new res of the game, currently a joke at the moment, i see so many people missing mob's and stuff, taking name view off help's a lot but you still miss hit's you shouldn't be missing. Wedgemoth's are the biggest ****ers.

in a way it is due to ress of the game: if you run mir on a monitor designed for 2560*1680 but run mir in 800*600 then every 'pixel' is going to be stretched to like *4, so you have 4times bigger space to click
if you run mir on 1024, those pixels would only be 2times bigger (so you lose half the clickable space)

the larger the resolution you play on: the bigger the screen(resolution) you need to use to make it feel 'authentic'
that said: on original mir years ago you had the same 'small' clickable spots: just nobody remembers cause back then we did use smaller monitors lol
 

Eddie Strike

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in a way it is due to ress of the game: if you run mir on a monitor designed for 2560*1680 but run mir in 800*600 then every 'pixel' is going to be stretched to like *4, so you have 4times bigger space to click
if you run mir on 1024, those pixels would only be 2times bigger (so you lose half the clickable space)

the larger the resolution you play on: the bigger the screen(resolution) you need to use to make it feel 'authentic'
that said: on original mir years ago you had the same 'small' clickable spots: just nobody remembers cause back then we did use smaller monitors lol

I own a 1440p monitor and mir looks awful on it =x

We just need future sets of files to upscale propperly to higher res's
 

Piff1

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Ben any chance we could see oldskool temple on here? maybe in an update loved that cave was a great hunt so many different parts to it.

Also how are you going about luck on here? going to have to 100 to have max again ? These file's have Critical item stat which is pretty op so have to be careful with luck on here.
 

Bon

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in a way it is due to ress of the game: if you run mir on a monitor designed for 2560*1680 but run mir in 800*600 then every 'pixel' is going to be stretched to like *4, so you have 4times bigger space to click
if you run mir on 1024, those pixels would only be 2times bigger (so you lose half the clickable space)

the larger the resolution you play on: the bigger the screen(resolution) you need to use to make it feel 'authentic'
that said: on original mir years ago you had the same 'small' clickable spots: just nobody remembers cause back then we did use smaller monitors lol
Do you think there is a way to fix it?


Will the 3 town wars be ingame? these was really fun.
Probably.. not worked on that yet.
 

Breezer

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Did you use NPC Dialogs from an older version or something ? that overflowing text is so dirty!

This advert is so slapdash haha , rush much?
 

Piff1

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Maybe you can compine the awakening/crafting with materials dropped from mobs in order to craft runes for slotted items like:
- Flaming sword less cooldown (-1s per rune) on neck
- 10% per rune to apply both poisons on poison use on rings
etc
etc

I believe something similar was used on Galaxy and its an interesting concept.

Sound's stupid, keep cooldown's and all the stats along with it to World and warcraft and place's where it worked, look how galaxy ended ( i know the gm took a big part in this ) But it was a bit of shitty server lets not lie the hole cooldown thing was boring as ****, i thought it was a really cool idea untill i played it, certain things you can and you cant change in mir and you can't change the cooldown on spells it just didn't work, fights we're boring as ****.
 

Adv

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Feb 13, 2014
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Sound's stupid, keep cooldown's and all the stats along with it to World and warcraft and place's where it worked, look how galaxy ended ( i know the gm took a big part in this ) But it was a bit of shitty server lets not lie the hole cooldown thing was boring as ****, i thought it was a really cool idea untill i played it, certain things you can and you cant change in mir and you can't change the cooldown on spells it just didn't work, fights we're boring as ****.

Galaxy failed because of group exp and a money thieving GM vanishing once he'd paid for his holiday or annual midget porn subscription or whatever it was.

The runes to add to weapons were a good concept and played absolutely zero part in its demise, nor were they related to the structure of the spells (Being powerful but on a large cooldown).
 

Pottsy

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Feb 26, 2004
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Server Files: Crystal files with custom coding
Start level: 1
Level Cap: 80
Max Resolution: 1366x768 (Windowed or Full Screen)
Classes: Warrior, Wizard, Taoist, Assassin, Archer
Server Team: Ben - Hany - Matt - (4th member TBC?!)
 

squall777

Golden Oldie
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Apr 3, 2004
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Sound's stupid, keep cooldown's and all the stats along with it to World and warcraft and place's where it worked, look how galaxy ended ( i know the gm took a big part in this ) But it was a bit of shitty server lets not lie the hole cooldown thing was boring as ****, i thought it was a really cool idea untill i played it, certain things you can and you cant change in mir and you can't change the cooldown on spells it just didn't work, fights we're boring as ****.

Well you see i used as an example a spell that always had/will have cooldown. Noone and nowhere else in this thread cooldowns were mentionned so not sure what you on about.

Just tried to use some examples on what could possible be crafted on items because simply adding dc/mc/sc is sort of...boring and old. We need new and more "perks"/runes/stats/whatever you wanna call em that was my point. **** like that would make normal mob hunting for ingredients or simply leveling way more interesting
 

Bon

Legend
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Jul 29, 2004
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Did you use NPC Dialogs from an older version or something ? that overflowing text is so dirty!

This advert is so slapdash haha , rush much?
i only see the === "overflowing" which ive since fixed.. i dont see the problem?
its not an advert, its a post about an up comming server in development.. i cant make an advert if the servers not complete?

Galaxy failed because of group exp and a money thieving GM vanishing once he'd paid for his holiday or annual midget porn subscription or whatever it was.

The runes to add to weapons were a good concept and played absolutely zero part in its demise, nor were they related to the structure of the spells (Being powerful but on a large cooldown).
the cooldowns were good in theory but were never balanced on galaxy imo.

Runes like "Flamefield heals for 20% of damage dealt", "flamingsword has 1 second less cooldown" "shoulderdash does 200% of your dc" that kinda stuff is not a game breaking unbalanced thing that will turn into WoW.. but it makes it interesting to pick and choose your rune. Tahts what Galaxy tried to accomplish just never got it done and balanced
 

Vagrant

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Jul 13, 2004
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Runes like "Flamefield heals for 20% of damage dealt", "flamingsword has 1 second less cooldown" "shoulderdash does 200% of your dc" that kinda stuff is not a game breaking unbalanced thing that will turn into WoW.. but it makes it interesting to pick and choose your rune. Tahts what Galaxy tried to accomplish just never got it done and balanced
What are you talking about ? What is ''broken in wow'' ?
 

Breezer

Mr Mañana
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Jul 16, 2004
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i only see the === "overflowing" which ive since fixed.. i dont see the problem?
its not an advert, its a post about an up comming server in development.. i cant make an advert if the servers not complete?

Oh well , I'm pretty sure I updated the UI ? and it seems you're using the cruddy pixelated background for the NPC dialog, nice one on the overflow fix tho.
 
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