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-   -   The future of Graal Kingdoms (https://forums.graalonline.com/forums/showthread.php?t=134267932)

xXKajalXx 02-25-2013 06:40 PM

Quote:

Originally Posted by Andre2006 (Post 1714309)
I had 3 items of choice restored from my fallen house, I just had to remember the level name and said items.

Funny how different the results are when asking for something. Stefan said no to me, and you got some stuff back. This has been very long time ago. I saved that levelname but not until yet. I still have the key though, if that would help anything. Meh :\

shrimps 02-25-2013 07:00 PM

Could just change the house system to something different to where you're basically in an instance "mini island?" or something and you keep your house level forever. With abilities to invite other players or give access or what not.

NicoX 02-25-2013 07:07 PM

Quote:

Originally Posted by xXKajalXx (Post 1714311)
Funny how different the results are when asking for something. Stefan said no to me, and you got some stuff back. This has been very long time ago. I saved that levelname but not until yet. I still have the key though, if that would help anything. Meh :\

Give me the level name please. PM it me or whatever.
Now back to the topic. More Ideas please.

StormYs 02-26-2013 12:14 PM

What I said on a previous thread, GK is way to broken.

Though to make GK somewhat more fun I would like to see the following:

-more alchemy recipes (in form of equipments or potions) and new monster drops (for example skeleton bone or whatever), including rare drops to justify farming. I would also like to see some difficult recipes, for example: to make item C you first need to gather rare monster drop item x and y + alch item a and b and then combine them all together to make C.

-don't let baddies drop gems, make it so that you actually need to put some effort into gaining them. What was suggested before was that you need to go to different locations to gather coal or iron etc, do the same with gems.

-more crafting which was said before, though I would like to add some restrictions to crafting to justify leveling. For example, to craft item A you need to be lvl 20 in this and lvl 40 in that. The same would also be nice for alchemy.

-pking is way to hard, revamp the system.

-make spells do something useful, like 80% of them are useless or broken.

-make simple quest to obtain certain items which are then needed for alchemy or crafting, these can be trading quest such as give the npc 20x item b to get 1x item a. This would establish a base for a economy where monster parts can play a part in.

-fix the item effects such as repell bullets and stuff to make pking more fun.

-do something with classes that specialization in a certain class is required.

Cubical 02-26-2013 12:19 PM

Quote:

Originally Posted by xXKajalXx (Post 1714299)
Correct me if I'm wrong, but that's what I've been told plenty times, when we asked to get that stuff restored.

Multiple people have had their entire house restore previously. I know it happened quite often when Bjorn was manager.

Rave_J 02-26-2013 02:29 PM

Graal Kingdom now has been removed...
Graal 3d now has been uploaded

thank you

Felix_Xenophobe 02-26-2013 05:12 PM

Quote:

Originally Posted by Rave_J (Post 1714352)
Graal Kingdom now has been removed...
Graal 3d now has been uploaded

thank you

Genius.

NicoX 02-26-2013 10:13 PM

Quote:

Originally Posted by StormYs (Post 1714347)
What I said on a previous thread, GK is way to broken.

Though to make GK somewhat more fun I would like to see the following:

-more alchemy recipes (in form of equipments or potions) and new monster drops (for example skeleton bone or whatever), including rare drops to justify farming. I would also like to see some difficult recipes, for example: to make item C you first need to gather rare monster drop item x and y + alch item a and b and then combine them all together to make C.

-don't let baddies drop gems, make it so that you actually need to put some effort into gaining them. What was suggested before was that you need to go to different locations to gather coal or iron etc, do the same with gems.

-more crafting which was said before, though I would like to add some restrictions to crafting to justify leveling. For example, to craft item A you need to be lvl 20 in this and lvl 40 in that. The same would also be nice for alchemy.

-pking is way to hard, revamp the system.

-make spells do something useful, like 80% of them are useless or broken.

-make simple quest to obtain certain items which are then needed for alchemy or crafting, these can be trading quest such as give the npc 20x item b to get 1x item a. This would establish a base for a economy where monster parts can play a part in.

-fix the item effects such as repell bullets and stuff to make pking more fun.

-do something with classes that specialization in a certain class is required.

Thanks for your ideas! Some of them are already in progress :)

BigBear3 02-27-2013 07:48 AM

If classes are going to be made meaningful, does everyone get a chance to change theirs?

Tashkin 02-27-2013 08:29 AM

Quote:

Originally Posted by BigBear3 (Post 1714396)
If classes are going to be made meaningful, does everyone get a chance to change theirs?

IF we are able to change classes we would allow players to change their class if they chose to.

MajinDragon 02-27-2013 05:15 PM

Could work it in a way similar to what happens when you decide you want to change gods, you'd incur penalties in relevant experience area's and have to earn those levels back if you want them. No consequences would lead to people just being every class as it is like now, and I'm not positive GK is ready for a system of multiple characters belonging to 1 account since the hoarding + item attainability problems are still out of control.

Draenin 02-28-2013 01:25 AM

Quote:

Originally Posted by Tashkin (Post 1714397)
IF we are able to change classes we would allow players to change their class if they chose to.

That's a big if.

Tashkin 02-28-2013 01:33 AM

Quote:

Originally Posted by Draenin (Post 1714419)
That's a big if.

Well the "if" is simply because I believe that all the classes are done in C++. That is the only reason for the big IF.

roboman43 02-28-2013 03:12 AM

-Definitely more quests. I saw on page 1 that this is all ready being done.

-Less grindy. Skills should definitely have many ways of raising them. I always resented how the only efficient way of getting a high wisdom was to just spend hours making dov or dopv, w/e it was.

-More lore-friendly. What happened to the faeries and dwarves and such that we read about in the lore books?
-More weapons available to average players. It's always been a big issue for me how 1% of the population (.. so 1 person basically) has most of the extremely rare items and can make hundreds of USD just because he either used USD himself, or has played for years and hoarded items. This issue has been partially fixed with the new tigbot, but i definitely believe that new ways of getting weapons, as well as a server-wide reset, should be issued.

-more fun , rewarding jobs. Currently fishing is only good for a bit of food, mining only if you're building a house, etc. I saw on the first page that this was all being revamped, but it's definitely something to be carefully looked into and revamped.

I know a lot of these points (if not all) has been brought up already, but they are just what i feel needs to be done for the future of GK. There are some obvious ones like more staff, classic, etc., but those are all ready being planned for :p

scriptless 02-28-2013 02:24 PM

It was DoV (visibility) and that was for Mental EXP not Wisdom. DoPV was the recipe for dust that you sold for insane money. I am probably the #1 supporting fan for more questing. Things like Crypt, and Holiday Dungeons IMO are not quests. Usually with quests it progresses the storyline. EX: you obtain new items that you can use to aquire even more new items. (ex: a quest for coper mineral, to make a copy version of that item instead of iron) ect.


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