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-   -   Zodiac V2: Suggestions (https://forums.graalonline.com/forums/showthread.php?t=85991)

Crono 06-07-2009 01:23 PM

Quote:

Originally Posted by Unkownsoldier (Post 1497595)
Pretty easily, you just need to make a new body for the overall person. Look at atrius they have a body that could work. Then you just develop the hat, body plate, leggings, shoes, and gloves. Then when you equip them they just show up such as in maple story.

It would require editing every single gani.

fowlplay4 06-07-2009 03:59 PM

I'd rather not have Zodiac pursue completely custom bodies, it's a complete waste of time, and resources. That time would be better spent making new item icons, weapons, custom baddy graphics, and so on.

However we still will allow Shield graphics to show on the player. ( not using setshield )

Pelikano 06-08-2009 12:16 PM

Quote:

Originally Posted by Crono (Post 1497596)
It would require editing every single gani.

No, just remove the setbody/sethat commands and then change them

Crono 06-08-2009 01:05 PM

Quote:

Originally Posted by Pelikano (Post 1497809)
No, just remove the setbody/sethat commands and then change them

Players won't like this.

DustyPorViva 06-08-2009 05:31 PM

It's a rarity that a server is able to pull off even decent looking custom bodies... and given Zodiac's graphical track record, I wouldn't chance it.

The only server I think that has been able to make a decent custom body has been GK's. Yes, that's ONE whole custom body throughout all Graal's years. G2k1's custom bodies were decent, but weren't that different from what GK uses today, however.

Elk 06-08-2009 06:08 PM

Quote:

Originally Posted by Unkownsoldier (Post 1497595)
Pretty easily, you just need to make a new body for the overall person. Look at atrius they have a body that could work. Then you just develop the hat, body plate, leggings, shoes, and gloves. Then when you equip them they just show up such as in maple story.

Omg
stop comparing graal with maplestory
things run different

WaDaFack 06-10-2009 05:26 PM

Zodiac needs some more base-classes, I mean all the ones now (Thief, Scout, Warrior, Priest ETC) are boring. After 5-6years of playing Zodiac, I've been every class and it gets dull and boring than encourages me to quit.. not just for me but for everyone else too.

Pelikano 06-11-2009 04:37 PM

Quote:

Originally Posted by Elk (Post 1497861)
Omg
stop comparing graal with maplestory
things run different

You don't know about the scripts at all, so what the **** are you talking about?

Codein 06-11-2009 05:00 PM

Quote:

Originally Posted by Elk (Post 1497861)
Omg
stop comparing graal with maplestory
things run different

He's not comparing? He's suggesting an idea that is also used on MapleStory (and quite a few other games) where you actually see your armours and what not. Things may run different but it's completely possible in GScript, as you may already know :)

Crono 06-12-2009 12:50 AM

Quote:

Originally Posted by WaDaFack (Post 1498386)
Zodiac needs some more base-classes, I mean all the ones now (Thief, Scout, Warrior, Priest ETC) are boring. After 5-6years of playing Zodiac, I've been every class and it gets dull and boring than encourages me to quit.. not just for me but for everyone else too.

Ok, first off Zodiac has only been out since 2006 so nice try with the exaggerated date estimates everyone on Graal seems to be trying to pull lately.

Second, I think the class selection is fine, it's just that there's not many different things you can do with a class. I'm never a fan of heavily restricting what players can wear (I'm more into classes "restricting" items by giving incentives to use certain sets of weapons/armor), but even the way it is now I think the classes themselves need to have some flexibility. Naturally mixing up classes and such gives us the power to try new builds and whatnot but I'm talking about adding flexibility within classes, for example at the moment a paladin can go down different routes: they can have a tank build, a pve build, an int based build etc, each supplying it's own gameplay style. However with a class like Assassin, there's not as much flexibility.

Another problem with Zodiac in general is how heavily you need to rely on hp back. You can't effectively level without using a weapon that gives HP back, a skill that gives HP back, or a race that gives HP back. You just can't.

WaDaFack 06-12-2009 05:02 AM

Quote:

Originally Posted by Crono (Post 1498754)
Ok, first off Zodiac has only been out since 2006 so nice try with the exaggerated date estimates everyone on Graal seems to be trying to pull lately.

Second, I think the class selection is fine, it's just that there's not many different things you can do with a class. I'm never a fan of heavily restricting what players can wear (I'm more into classes "restricting" items by giving incentives to use certain sets of weapons/armor), but even the way it is now I think the classes themselves need to have some flexibility. Naturally mixing up classes and such gives us the power to try new builds and whatnot but I'm talking about adding flexibility within classes, for example at the moment a paladin can go down different routes: they can have a tank build, a pve build, an int based build etc, each supplying it's own gameplay style. However with a class like Assassin, there's not as much flexibility.

Another problem with Zodiac in general is how heavily you need to rely on hp back. You can't effectively level without using a weapon that gives HP back, a skill that gives HP back, or a race that gives HP back. You just can't.

Zodiac existed before it was in the Classic Tab, you know that right?

Anyways, giving HP back isn't a problem. Players spend an awful amount of time getting a Vampiric Essence for the ability to do so, they earned it.

fowlplay4 06-12-2009 05:22 AM

We aren't going to make custom bodies, so you guys can just leave it at that, same with the age of Zodiac it's not really relevant.

Now, I really do hate the melee massing, and the stupid hp return dependency that has been brought upon the server. So in my eyes it is definitely a problem and will be addressed.

papajchris 06-12-2009 05:32 AM

Quote:

Originally Posted by WaDaFack (Post 1498797)
Zodiac existed before it was in the Classic Tab, you know that right?

Zodiac didn't have an option to choose classes before it went classic. Literally, Yen scripted it like 2 weeks prior to going classic. Before "Yen's Zodiac," we had it where you gained points by leveling, and with those points you could put them towards Int, Str, etc...

Crono 06-13-2009 03:59 PM

Quote:

Originally Posted by WaDaFack (Post 1498797)
Zodiac existed before it was in the Classic Tab, you know that right?

Yeah but it didn't go back that far.

Quote:

Originally Posted by fowlplay4 (Post 1498801)
Now, I really do hate the melee massing, and the stupid hp return dependency that has been brought upon the server. So in my eyes it is definitely a problem and will be addressed.

Good good. I liked how RO had set it up so that classes which relied on dodge could easily dodge 80percent of the monster's attacks but in PvP this dodge rate was significantly reduced (dodge rate as a certain value rather than percentage vs hit ratings), tank classes could do just that without needing any hp back, and mage classes were very soft alone but supplied the best damage when in an assisting role.

Imo once you guys fix these gameplay issues, quality is all that's left and the server can finally be "good".

fowlplay4 06-13-2009 06:06 PM

Quote:

Originally Posted by Crono (Post 1499101)
Imo once you guys fix these gameplay issues, quality is all that's left and the server can finally be "good".

Great sounds like we're on the right track.

Crono 06-13-2009 08:16 PM

Quote:

Originally Posted by fowlplay4 (Post 1499118)
Great sounds like we're on the right track.

Didn't need to be sarcastic, there are some servers that would still suck even if they tweaked their gameplay and revamped their quality.

WaDaFack 06-15-2009 11:22 PM

Crono, apparantly Zodiac existed in 03', but was never actually announced, not sure about that one!
Anyways, I think I recall Jerret bringing "Shields" into gameplay, how would that work? :O

fowlplay4 06-16-2009 03:15 AM

Quote:

Originally Posted by WaDaFack (Post 1499790)
Anyways, I think I recall Jerret bringing "Shields" into gameplay, how would that work? :O

Equipment Slots would be changed to..

Main Hand
Off Hand

Head
Chest
Boot
Glove

Accessory
Accessory

It will be plenty fun to balance, and shields could go in the Offhand for sure, or even a main hand shield would be neat. :)

Crono 06-16-2009 03:35 PM

Will the inventory be re-organized? If so do you have a vague idea of how it will be done? I'm interested as my inventory is currently a mess and I always wish it would not only tab between different bodyparts but sort them based on their sets. :[

fowlplay4 06-16-2009 05:25 PM

Quote:

Originally Posted by Crono (Post 1499900)
Will the inventory be re-organized? If so do you have a vague idea of how it will be done? I'm interested as my inventory is currently a mess and I always wish it would not only tab between different bodyparts but sort them based on their sets. :[

We may impose limits on the amount of items you can carry but I'll make sure you can organize them a bit.

WaDaFack 06-20-2009 06:52 PM

Quote:

Originally Posted by fowlplay4 (Post 1499824)
Equipment Slots would be changed to..

Main Hand
Off Hand

Head
Chest
Boot
Glove

Accessory
Accessory

It will be plenty fun to balance, and shields could go in the Offhand for sure, or even a main hand shield would be neat. :)

Two accessories? If that's so than you might want to nerf most band's and pendant's. Another thing you might want to make sure of is that you can't wear two of the same accessories -_-.

Anyways, with Shield's in place, is there going to be two-handed weapons which will prevent you from wearing a shield? :O

Crono1508 06-21-2009 02:33 AM

The problem with these threads is a lot of hype for incomplete work that hasn't been started.

Sure, you're giving ideas, good... but to question about systems that don't exist, useless.
It's like Maloria all over again.

pig132 06-23-2009 02:08 PM

Make leveling more unique.

Add mages, scouts, dark knights, priests, etc. Not just the melee baddies, but actually add baddies that cast spells, use skills and whatnot. Would make leveling harder (needed) and most likely greatly reduce melee mobbing

WaDaFack 06-23-2009 04:47 PM

Quote:

Originally Posted by pig132 (Post 1501156)
Make leveling more unique.

Add mages, scouts, dark knights, priests, etc. Not just the melee baddies, but actually add baddies that cast spells, use skills and whatnot. Would make leveling harder (needed) and most likely greatly reduce melee mobbing

*cough* Ogres, FC, SD and most bosses *cough*

pig132 06-23-2009 08:50 PM

SD only has a select 3 i believe that use spells. Besides chill from the melee mobs.

FC, level 60 only i believe?

Ogres, nobody uses them, the mages are still melee after a cast of bolt or whatever.


The point is, have some baddies in dungeon rooms be strictly ranged and not run up to you and start slashing their wand.

WaDaFack 06-25-2009 02:00 AM

What's going to be done with those useless islands?
Like half of Seryl, Puppinville, Alseus Island and that random Island above Drawde?

fowlplay4 06-25-2009 05:04 PM

Quote:

Originally Posted by WaDaFack (Post 1501513)
What's going to be done with those useless islands?
Like half of Seryl, Puppinville, Alseus Island and that random Island above Drawde?

Obviously we will give them purpose, dungeons, quests, world drops, etc.

Crono 06-25-2009 05:33 PM

Quote:

Originally Posted by fowlplay4 (Post 1501662)
Obviously we will give them purpose, dungeons, quests, world drops, etc.

Was kind of hoping you'd say "re-making it all".

WaDaFack 07-03-2009 04:02 AM

Just wondering, will there be more sounds for spells etc.?

fowlplay4 07-03-2009 04:21 AM

Quote:

Originally Posted by WaDaFack (Post 1503731)
Just wondering, will there be more sounds for spells etc.?

Sure, it'd be nice to have some ambient music as well.

Cubes 07-03-2009 07:57 AM

Someone make a tutorial so i can learn to make sounds

xnervNATx 07-07-2009 09:01 PM

we could use a thief nerfing soon, because i dont understand how thief can make more dmg than full warrior or a glad.

could add the ctf as an official event where you can only win ctf points (/give red ## )no point in having it there when no one rly play it.

kia345 07-07-2009 09:39 PM

Will the enemies not look like **** anymore?

Crono 07-07-2009 09:42 PM

Would be nice if more than just scythes could be used to melee groups of mobs. Different sized weapons should have different reaches, naturally daggers having the the the least while scythes and giant swords like the Fabula Nova and Blade of Genocide having farther reaches. This logic should also apply to baddies.

Baddies shouldn't be able to hit you from funny angles that the players can't.

DustyPorViva 07-07-2009 10:09 PM

Ya, I always found it a bit funny that I can have a sword 3x the size of my player, but it can only hit baddies/bushes right in front of me.

CremisiSteam 07-11-2009 02:34 AM

i wanna wield 2 weapons...
mainly for daggers/katars...

each KATAR should be 1 either left or right...

then you should have to have two katars to actually equip two

I wanna wield a Fire katar and Ice katar XD heheheeee

fowlplay4 07-11-2009 04:00 AM

Quote:

Originally Posted by CremisiSteam (Post 1506034)
i wanna wield 2 weapons...
mainly for daggers/katars...

each KATAR should be 1 either left or right...

then you should have to have two katars to actually equip two

I wanna wield a Fire katar and Ice katar XD heheheeee

Already doing this. :)

Exhausted 07-11-2009 07:01 AM

it'd take a lot of fancy scripting, but you could have "invasions" where monsters from dungeons (i.e. the tyrant archmage & her felines) come and invade escalus, attacking players, and players that party up and kill them get some reward.

Unkownsoldier 07-12-2009 01:23 AM

It would be really cool if you could implement a fatigue/food system. I suggest that if players do not sleep/eat for so many hours anywhere from .5-2 hours, they should start being fatigued. This means, you walk slower, you are weaker, your spells/skills take longer to cast and they don't last as long. Then when you eat/sleep your fatigue levels raises again.

How will this work?

The fatigue bar is based on a 100 point scale, every minute you .5 points. This means in 200 minutes, you are totally dead, and this means you will automatically be put in a central place where beds are and you wait 10-30 seconds before your fatigue goes away.

As you get to 75, you notice your skills take .5 seconds more to cast. Your damage weakens a little/maybe your armor.
50, you start walking 1/8 slower than you did in the beginning. Skills/spells, also last .5 seconds less.
25, well you get the deal.

I think this would improve the realistic feel of Zodiac, this will also stop people from leveling to fast, spending hours in dungeons and such. So this will lower the amount of higher level players making the server actually be competitive instead of everyone being equal.

Any thoughts?

fowlplay4 07-12-2009 02:42 AM

I personally dislike the idea of hampering gameplay with fatigue/food systems.


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