Silithus
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Yea it's been my side project while studying as a web developer, i started probably around 3 months ago, where it was just a funny idea and then i've added more and more depending on what i've learned on my school that week. And now it's here :)

I kinda just wanted to post it here to see if it was just me that was thinking it was a bit catchy or if other people would like this sort of game as well. Really happy you like it thought, gives so much energy to keep adding new content to the game!

Maybe someday when i feel like it's more of an working "beta" version I can try and post it on reddit but first i need my database to work so the leaderboard is functional since it's just a placeholder right now.

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I'm playing this between calls at work. I'm excited to see how far I can go :lol:

   Defuzed
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Alterac Valley
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Human Paladin 266 posts
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Hope we see loot and Multiplayer soon ;)

i finally know what this project reminds me of:
https://game.destinyrpg.com/

This game started like your. Really basic but now it is full multiplayer with raids and an app.

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Silithus
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Really excited to hear people actually like it! Makes it so much fun to develop a game when there are someone who can test it who isn't me and come with feedback.

The multiplayer idea is something I've been wanting to do but also something I'm not certain of how to do, but that's what I love.

Solving these problems is so interesting and I've learned so much from the start of this game to where I am now.

I have been thinking to buy a new domain for this game specifically but I need a fitting URL.

If any of you have a suggestion about what it could be that would be great!

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Defuzed wrote:
2 months ago
I have been thinking to buy a new domain for this game specifically but I need a fitting URL.

If any of you have a suggestion about what it could be that would be great!
craftofwar.dk or any other ending is free (beside com but that is normal)

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textcraft.com

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There is nothing like watching a dead rogue not releasing his ghost so he can watch me slowly bleeding out, only to pop stoneform and teabag him with my rocky balls. Samarener the Dwarf, 2019.
Silithus
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So i don't know how to make a poll on here, so I'll just link to at strawpoll for people to vote on if they want.

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Defuzed wrote:
2 months ago
So i don't know how to make a poll on here, so I'll just link to at strawpoll for people to vote on if they want.
Poll options are below the post editor. Added it for you :wink:

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There is nothing like watching a dead rogue not releasing his ghost so he can watch me slowly bleeding out, only to pop stoneform and teabag him with my rocky balls. Samarener the Dwarf, 2019.
Silithus
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Thanks :) I couldn't find it, maybe it's because I'm on my phone or maybe I'm just blind haha.

Silithus
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I'm gonna try and stream my development if anyone wanna join in and come with some things they would like to see in the game, then ur very welcome to join in at www.twitch.tv/defuzedtv/

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This is great, maybe script in some dodge/miss/crit for both player and mobs? There is so much potential to expand this, well done!!!

   Defuzed
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First fight was against a level 3 Murloc as a Rogue. Died.

Been playing a bit and realised that the "kick" ability is actually a flee so oops.

Entered and killed a level 5 in Westfall while I was level 3, agility stack op? 93d 5cp evis with 10agi

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Raven wrote:
2 months ago
Entered and killed a level 5 in Westfall while I was level 3, agility stack op? 93d 5cp evis with 10agi
Haha, it definitely is 'easy' in its current form. There is so much scope here its a great framework. Talents, new skills, more variance in mobs per area.

Another idea: random chance to get rare elites - after killing 10 mobs in a dungeon, fight first boss, after 20 mobs, fight second boss etc. etc. Bosses and Rare elites to drop the items? I am enjoying it, even in its simplicity, great work @Defuzed!!! Also, when does leaderboard update?

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IronBrutzler wrote:
2 months ago
But English is not my fist Language so maybe i am wrong ;)
:)

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Silithus
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Selexin wrote:
2 months ago
Another idea: random chance to get rare elites - after killing 10 mobs in a dungeon, fight first boss, after 20 mobs, fight second boss etc. etc. Bosses and Rare elites to drop the items? I am enjoying it, even in its simplicity, great work @Defuzed!!! Also, when does leaderboard update?
I was planning on doing it that way actually, since I feel that is the best way for now to add bosses and loot drops to the game, still figuring out how to implement it proper but sure I'll get it out later this week, and for the leaderboard, it doesn't update yet since I haven't gotten to create my database yet. Hoping to get that done today and also implement my chat system so you can write to people who are currently playing in the same zone as you.

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Defuzed wrote:
2 months ago
Selexin wrote:
2 months ago
Another idea: random chance to get rare elites - after killing 10 mobs in a dungeon, fight first boss, after 20 mobs, fight second boss etc. etc. Bosses and Rare elites to drop the items? I am enjoying it, even in its simplicity, great work @Defuzed!!! Also, when does leaderboard update?
I was planning on doing it that way actually, since I feel that is the best way for now to add bosses and loot drops to the game, still figuring out how to implement it proper but sure I'll get it out later this week, and for the leaderboard, it doesn't update yet since I haven't gotten to create my database yet. Hoping to get that done today and also implement my chat system so you can write to people who are currently playing in the same zone as you.
This is a great fun game, even in it's current simplicity - happy to provide feedback/suggestions. Send me a PM if you want to chat.

   Defuzed
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Raven wrote:
2 months ago
Entered and killed a level 5 in Westfall while I was level 3, agility stack op? 93d 5cp evis with 10agi
Yeah same with Warrior with Str build but at around lvl 15 they mobs have enough hp so they do way more damage.

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Gnome Rogue 52 posts
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Stacking one stat works the first levels but as you get higher they start hitting a lot harder, which means you either need to be stacked on potions or get yourself some more hp. I am going to nerf the damage tho since it is a basic multiplier of you attack power. I'm thinking of increasing the base damage of the abilities but reduce the curve of how it scales with your attack power so that mobs higher up will feel like they are way stronger than right now. So far by playing myself i feel the balance is decent considering there is only 2 abilities per class atm, and it gets way harder at around thousand needles/marudon.

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Is there a way of seeing how much damage something does without dealing damage // taking damage first? Perhaps like a tooltip system. It would also help identify what flee/potions/food/water does exactly.

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Raven wrote:
2 months ago
Is there a way of seeing how much damage something does without dealing damage // taking damage first? Perhaps like a tooltip system. It would also help identify what flee/potions/food/water does exactly.
The attack power is supposed to be an indication of how much damage you will do, but I understand it's kinda missleading since I haven't released the ability damage multipliers

If you hold over the bottom number on the food/potions it tells you how much it gives, I haven't fixed it to be on when you hover over the button but only the number

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A level 1 Murloc gives me 59exp and 1gold, which at level 5 takes me 2 sinister strikes and an evis
Level 2 Murlocs give me 68exp and 2gold, which at level 5 takes me 2 sinister strikes, an evis and an auto
Level 3 Murlocs give me 77exp and 3gold, which at level 5 takes me 3 sinister strikes, an evis and an auto

Level 3 Bandits give me 77exp and 3gold, which at level 6 takes me 3 sinister strikes, an evis and an auto
Level 4 Bandits give me 86exp and 4gold, which at level 6 takes me 4 sinister strikes, an evis and 3 autos

Which tells me farming lower level mobs is easier, quicker and thus more efficient. Perhaps something you can take into account with which direction you want it to go in

Edit:
Another thing I was just thinking about is gold usage, I have 81g at level 7 and I haven't used any of my pots etc, whilst this might not be the case at higher levels perhaps its worth thinking about expanding the shop in the future, maybe replacing water with thistle tea for rogues, stat increasing pots etc too. Just some extra food for thought ya know

Edit edit:
Just a few more food for thoughts, playing only a Rogue I figure I can give some insight into it. Assuming those 3 empty slots (4,5,6) are for future abilities could I suggest something like a kick or kidney on cooldown? A kidney could require CP and render the target stunned (unable to attack) for turn*cp also interrupting casts etc. A kick could have a cooldown of x turns but interrupt casts, useful against mobs like Defias Pillagers.

Edit edit edit:
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I have no idea what level these zones are, spooky indeed considering flee doesn't work 100% of the time.

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Raven wrote:
2 months ago
A level 1 Murloc gives me 59exp and 1gold, which at level 5 takes me 2 sinister strikes and an evis
Level 2 Murlocs give me 68exp and 2gold, which at level 5 takes me 2 sinister strikes, an evis and an auto
Level 3 Murlocs give me 77exp and 3gold, which at level 5 takes me 3 sinister strikes, an evis and an auto
Level 3 Bandits give me 77exp and 3gold, which at level 6 takes me 3 sinister strikes, an evis and an auto
Level 4 Bandits give me 86exp and 4gold, which at level 6 takes me 4 sinister strikes, an evis and 3 autos

Which tells me farming lower level mobs is easier, quicker and thus more efficient. Perhaps something you can take into account with which direction you want it to go in
I'm planning on implementing the same system as wow uses with lower level mobs will decrease the exp gained, just havn't gotten to that yet.

Raven wrote:
2 months ago
Another thing I was just thinking about is gold usage, I have 81g at level 7 and I haven't used any of my pots etc, whilst this might not be the case at higher levels perhaps its worth thinking about expanding the shop in the future, maybe replacing water with thistle tea for rogues, stat increasing pots etc too. Just some extra food for thought ya know
The shop in it's current state is very far from what i want it to be, i am also adding silver and copper and then it should be a bit harder to obtain gold. Proffesions is also something im planning on making which could be the source of stat increase potions.

Overall the shop and currency system is very flawed right now.

Raven wrote:
2 months ago
Just a few more food for thoughts, playing only a Rogue I figure I can give some insight into it. Assuming those 3 empty slots (4,5,6) are for future abilities could I suggest something like a kick or kidney on cooldown? A kidney could require CP and render the target stunned (unable to attack) for turn*cp also interrupting casts etc. A kick could have a cooldown of x turns but interrupt casts, useful against mobs like Defias Pillagers.
Kidney shot is something I'm actually sitting with right now, the plan is to make it stun them for x amount of turns and interrupt thier special attack resetting it to 0. Ability cooldowns is something I'm also working on right now, since at this moment warriors can just spam mortal strike which deals more dmg and cost close to the same amount of rage as heroic strike making heroic strike pretty useless. Cooldowns will probably make it into the game in the next update i make.

Raven wrote:
2 months ago
Edit edit edit:
Image
I have no idea what level these zones are, spooky indeed considering flee doesn't work 100% of the time.
I used to show the zone levels over the zone itself but it ended with taking up too much space and making it rather annoying to look at. I think I'll be adding the zone levels in the console, so it says "You have travelled to [Zone] (Lvl x-x). Or something simular to that

Silithus
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I have finally gotten a new domain for the game which is www.text-craft.com. Head over there, I will try to find a way to get everyone's progress over if possible! All future updates will happen on the new domain!

   teebling IronBrutzler Selexin
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Orc Warrior 152 posts
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So is there any reason to choose Agility over Strength? It appears to add the same amount of AP while strength also increases health.

Are there perhaps plans to add critical strike chance?

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couchatron wrote:
2 months ago
So is there any reason to choose Agility over Strength? It appears to add the same amount of AP while strength also increases health.

Are there perhaps plans to add critical strike chance?
I have been making the crit/miss/Dodge functions today and are going to implement them on my next update.

And for the stats the attack power depends on your class, warrior gets more attack power from strength and rogue gets more from agility etc.

   Raven