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View Poll Results: Do you like the proposed changes?
Yes, I like the ideas. 44 73.33%
No, I do not like the ideas (please explain in post). 16 26.67%
Voters: 60. You may not vote on this poll

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  #106  
Old 06-16-2010, 10:21 AM
Logababy Logababy is offline
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Quote:
Originally Posted by XxXKettyLeleXxX View Post
i like the new Inventory :o it looks sexy
agreed
more item slots
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  #107  
Old 06-16-2010, 04:22 PM
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Quote:
Originally Posted by Logababy View Post
agreed
more item slots
the current inventory has an unlimited amount of item slots, you just can't see them until you use up all the space on the first "screen" of the inventory.
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  #108  
Old 06-16-2010, 04:26 PM
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Originally Posted by Frankie View Post
the current inventory has an unlimited amount of item slots, you just can't see them until you use up all the space on the first "screen" of the inventory.
So theres uhm 2 screens of inventory
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  #109  
Old 06-16-2010, 04:28 PM
Frankie Frankie is offline
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Quote:
Originally Posted by Logababy View Post
So theres uhm 2 screens of inventory
no. it goes on and on as you obtain more items. i was just trying to make a point that inventory slots really have nothing to do with how much you can carry. that's all with the weight system.
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  #110  
Old 06-16-2010, 04:36 PM
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O.o hope there's an option to keep everything how it was. :X
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  #111  
Old 06-16-2010, 10:08 PM
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Cool idea i thought of awhile back:

New way to get guns. There are hidden shops through out the sewers or hidden where ever. Not like a place to buy a gun, but it's where you can make the gun. Kinda like a black smith or whatever. You just have to gather the parts. We have a parts shop in current era and it's pretty useless. This way you have to collect all the parts, and then go make the gun and you get it. Not like the Colt shop in the sewers where you have to make it, then buy it.

Also i thought it'd be cool if there was a blueprint shop for some guns, and then you have to buy the blueprint and take it to a blacksmith, gather the parts, then make the gun.

Idk, seems alittle bit to like.. old timed/Role-play i guess but it'd be kinda fun i guess.
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  #112  
Old 06-17-2010, 12:07 AM
Supaman771 Supaman771 is offline
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Gunsmithing skill, the higher your level the better % you have to successfully make it, and you can make new guns every few levels.

Level 100 = Mp5 with like .01% chance
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  #113  
Old 06-17-2010, 07:27 AM
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Quote:
Originally Posted by Supaman771 View Post
Gunsmithing skill, the higher your level the better % you have to successfully make it, and you can make new guns every few levels.

Level 100 = Mp5 with like .01% chance

This.

Why not make it, also, so that certain things can become better with time, sort of a skill factor in a lot of what you do. A bit of an RPG element, only a hidden one.

For example:

as a start - AK-47 will begin with high freeze, slower fire rate, and quite a bit of spread (too much to be a good thing).

Make it so that as players play with a weapon, they have a hidden mastery level so that the weapon they use can reach a point of actually being good as the player him or herself gets better using x weapon.

So basically by the end of its complete mastery, the AK-47 end up with a lower freeze/recoil in this case, and a fire-rate that accurately matches the guns limits.
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  #114  
Old 06-17-2010, 07:45 AM
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Uh isn't there a store full of gun parts? or some gun parts at least like barrels n ****?
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  #115  
Old 06-17-2010, 08:14 AM
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Quote:
Originally Posted by Fulg0reSama View Post
Uh isn't there a store full of gun parts? or some gun parts at least like barrels n ****?
Yeah, but it doesn't serve any purpose to regular players. It'd be cool if you could use those parts in exchange to build yourself a weapon at the weapon shop or something so it makes the player much more involved than just paying cash up front.

But like Swift had said, it might be even better to have that ability used by players in like underground weapon shops throughout the sewer, each with their own specific weapon, a collection of materials needed for em, and a percentage rate of success accounted for by the amount of your "gunsmith" level and just a base rate of success given on whatever weapon that underground shop offers.

-------------

But back to the original question, that store only really serves purpose for the businesses. It's used for stocking certain weapons, but other than that, it doesn't do anything for the rest of the players.
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  #116  
Old 06-17-2010, 08:45 AM
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Maybe you can get a little more graphical with the gun stats(radar chart):
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  #117  
Old 06-17-2010, 02:03 PM
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Quote:
Originally Posted by DustyPorViva View Post
Maybe you can get a little more graphical with the gun stats(radar chart):
I like the idea, but what would reliability/safety/comfort be?
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  #118  
Old 06-17-2010, 02:09 PM
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Quote:
Originally Posted by Seeya View Post
I like the idea, but what would reliability/safety/comfort be?
Nothing. You would relabel them with the existing stats.

Using an individual bar for each stat is much easier though, and is simpler for everyone to understand.
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  #119  
Old 06-17-2010, 02:16 PM
KrimsonSky KrimsonSky is offline
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I Might actually come back O.o ... seems like some interesting stuff is going on.
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  #120  
Old 06-17-2010, 06:39 PM
Robocop300 Robocop300 is offline
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Interesting discussion, but not really much of anything just yet.

It's just a thought. The ability to make players gradually test the limits of a weapon as they get better with it makes it so that a player can spend more time with a gun rather than just making Era the current trading/market game it is now (barely anyone actually plays for the intended PK-ing purpose, half of Era spends its time on 'unstick me' playing on instruments and sending messages to other players about trading weapons.

One thing that could be done to help equalize just playing with a weapon all day, or shooting at a blank wall, is give some small goals that must be met with the gun to reach the next level.
I.e: kill 5 people using only AK-47 to reach next level of efficiency.
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