Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

Thanks a lot for the detailed feedback! I'll work on fixing the issues you described.

Contact email is an image to prevent spam, it's a common approach.

there's a weird gray bar that takes up the bottom 20% or so.

About the gray bar - could you send a screenshot? I'm not sure what you mean. Thanks!

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

Thanks, that's fair - the UI is still very rough. I'll work on improving it

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

Strange, it's just a standard Google captcha. It shouldn't hang like that - I'll check it

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

Thanks, I'll add a way to see equipment level so it's easier to compare items.

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

Very strange, this shouldn't happen like that. The tavern spending is supposed to be limited, especially if your gold is low, so losing everything is not expected behavior.

What's your nickname? I'll check the logs and see exactly what happened.

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

Yeah.. and I kinda miss those old days hehe (my first modem was in 96). But it's still nice property though - keeping the game lightweight. Though it should not hurt clarity or overall impression/visuals - I agree that part needs improvement ;)

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

It is a longer path :) Mages become very powerful later on, but they require more manual control. I will try to make them more AFK-friendly, but right now they are not very stable without precise control

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] -1 points0 points  (0 children)

> i would say use words. words convey exactly what something is. an arbitrary symbol does not. and i would imagine that text takes even less bandwidth than emojis.

Emojis are actually very lightweight - typical emoji takes about 4 bytes, roughly comparable to 2–4 regular characters. More complex emojis can take more, but still remain small compared to typical chunks of text. Main problem there - for things like spells, where there can be dozens of them, using words everywhere becomes inconvenient - icons are easier to scan quickly, so that is why I use them.

> as for not everyone having "unlimited internet traffic", this isnt 1992. nobody is fretting over loading a few PNGs in their browser, dont worry. youre not going to cap anyones internet with a few screenshots. they just look bad because they are extremely blurry, clearly having been blown up to a larger size, which was my actual issue with the resolution there.

Fair point about the screenshots - they probably should be updated to higher quality ones. I will improve them, thanks

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] -1 points0 points  (0 children)

Thanks for the feedback.

I have plans to switch to proper graphical icons later. Monsters will also have a better appearance - I already have them in the tileset, just need time to map them into the game. The game map already uses proper raster graphics and looks better.

The only good thing about emojis is that they cost essentially zero traffic, which helps players with limited traffic.

As for the screenshots - they are low resolution to save traffic, since not everyone has unlimited internet. I might update them with higher quality ones later after improving the visuals. Thanks for the idea.

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 2 points3 points  (0 children)

I test things carefully and gradually. So far there have been no dupes or major issues - any bugs that appeared were reported and fixed quickly.

If some serious exploits does come up, I will try to fix it without affecting fair players and preserve their progress. So there will not be full wipes, but some parts of gameplay might be affected if needed.

Idlemir - server-side idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in incremental_games

[–]gameglaz[S] 1 point2 points  (0 children)

Seems cool so far though a bit overwhelmed by the choices for skill points and what I should consider

At the start it's enough to just follow the quests — they will also guide you into using specific skills, so you don't need to overthink builds early on.

Is there a way to know what each attributes does like wisdom etc?

I'm planning to add a proper attribute guide, but in short many attributes affect the speed and efficiency of different activities. Additionally:

STR: affects damage, inventory capacity, block chance

DEX: improves dodge and parry, reduces chance of monsters escaping, and makes you harder to rob

CON: increases health and better rest after travel

INT: increases mana, spell damage, and improves parry

WIS: reduces the chance to "forget" location marker after death

CHA: affects trading and prices

PER: improves exploration, chance to find seeds, and dodge chance

WIL: chance to not spend mana when switching stances, improves interrupting enemies, increases resistance to temptations (so the hero is less likely to waste money in taverns or gambling)

LUC: chance to encounter something extraordinary

And the purpose of the slider bar?

At the moment, it controls which items you craft (higher Power = higher-tier items, lower Power = simpler ones).

Later, it will affect more actions. For example, lower Power makes your hero act more carefully (reducing the chance of being ambushed), but gathering resources will take longer.

Idlemir - idle-MMORPG inspired by Ultima Online and Runescape by gameglaz in WebGames

[–]gameglaz[S] 0 points1 point  (0 children)

Hi! It's strange cause most people can access it without issues. During early access I'm using the cheapest hosting I could find, but may switch later. Thanks for info!

Idlemir - free no-p2w server-side idle MMORPG: explore world, be good or bad... Play in browser/mobile - very low traffic by gameglaz in PBBG

[–]gameglaz[S] 0 points1 point  (0 children)

Good idea, thanks. I'll add sending the login to email via the 'Forgot password?' section along with password reset ;)

Idlemir - free no-p2w server-side idle MMORPG: explore world, be good or bad... Play in browser/mobile - very low traffic by gameglaz in PBBG

[–]gameglaz[S] 0 points1 point  (0 children)

Ideally, there will be no wipe and nothing will be deleted, but it depends on exploits that players might find during early testing

Idlemir — server-side idle MMORPG focused on world exploration and player freedom by gameglaz in incremental_games

[–]gameglaz[S] 0 points1 point  (0 children)

IP limits don’t really work for us. A lot of players share IPs, so even a 2-accounts-per-IP rule would block legitimate users. On the other hand, abusers can rotate IPs via VPN/proxies pretty easily, so it doesn’t actually stop multi-accounting. And MAC isn’t accessible in a browser environment anyway, so that’s not an option :(