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-   -   Petition to bring back the old playerworld system (https://forums.graalonline.com/forums/showthread.php?t=134257921)

Inverness 02-06-2010 11:12 PM

Petition to bring back the old playerworld system
 
I believe the current system of renting playerworlds is choking the life out of Graal. There are so many playerworlds around now that there are simply not enough developers per playerworld to get any work done.

I believe Zodiac is the only classic playerworld to come out of the new playerworld system and go somewhere. I dunno why Zodiac is the exception but the number of successes since this system was introduced versus the number of successes before it should be a big clue-in about how well its working.

Nowadays almost everyone who thinks they have a good idea and wants to put time into something goes out and rents their own server instead of contributing to an existing one. And even if this person wants to contribute to an existing one, there are so many servers and so little good ones that their efforts go to waste.

The hosted tab seems to have little long term benefit as, again, Zodiac is the only server that I know of that has gone classic.

The best possible thing that can be done in the short term to try to save Graal would be to roll back to the old playerworld system so staff can be concentrated into a fewer number of servers so they all have a better chance of making it somewhere.

Edit: Most importantly people should not need to pay for a gold account to be able to work on these playerworlds.

Edit 2: WhiteDragon suggested I detail what the "old playerworld system" is, so here we go.

Basically, instead of people renting servers on their own and trying in vain to gather a good development team that can get things done in any reasonable amount of time, it would be required to already have a decent amount of content established beforehand before you could request a free server (evaluation required) to bring your content online and kick things into next gear. Of course in the generation of GS2, you can not really do that kind of stuff offline anymore, so a server like Testbed would be required to allow budding projects to develop to the point where they could obtain their own server. Basically this means that any under construction servers are already guaranteed to have a good amount of content--the foundation--in place. Developers interested in contributing could know that the server they're working on has already passed one level of evaluation and is most likely going somewhere.

KrimsonSky 02-06-2010 11:30 PM

Where do I sign :o

Immolate 02-06-2010 11:33 PM

I agree.

Crono 02-07-2010 12:08 AM

Quote:

Originally Posted by Inverness (Post 1554670)
I dunno why Zodiac is the exception

Because it filled in a gap that was left open by the then decaying Maloria.

maximus_asinus 02-07-2010 12:14 AM

signed

Soala 02-07-2010 12:18 AM

I definitively support this. I kind of forgot how the old playerworld system was since I never participated in it but still heard of it. Don't know if it would be a huge success, but hell it would sure bring worlds with a minimum quality in them.

*signs*

fowlplay4 02-07-2010 12:56 AM

Can't make money off the old way which is why they'll never go back to it, but I do agree that developers shouldn't have to pay for a gold sub.

It would be more realistic to have developer slots on servers, so they can have X amount of people work on the server for free.

Inverness 02-07-2010 12:59 AM

Quote:

Originally Posted by fowlplay4 (Post 1554690)
Can't make money off the old way

Entirely false. More quality content would attract more people to Graal.

This is one of those risks you have to take in business, Stefan can either continue the current trend with Graal slowly dieing or take a risk that will most likely pay off in the end.

Crow 02-07-2010 01:20 AM

I agree. Nice idea indeed.

LoneAngelIbesu 02-07-2010 03:07 AM

Quote:

Originally Posted by Inverness (Post 1554670)
Of course in the generation of GS2, you can not really do that kind of stuff offline anymore, so a server like Testbed would be required to allow budding projects to develop to the point where they could obtain their own server.

Having multiple playerworlds on a single server. Isn't that kind of a bad idea? How would you segment the server? How would you control CPU usage, lag, etc?

cbk1994 02-07-2010 03:46 AM

Most of the servers rented are rented by people who have no idea how to develop. Most of the good developers tend to be working on successful servers or working on projects that may actually work out. Unfortunately, there are also projects by these good developers that fail due to lack of help, but if you remove the option to rent playerworlds, you'll just force people off.

I know I wouldn't stick around long if I couldn't keep developing just for the sake of it. I like being able to start my own server, even if it won't go far.

However I agree fully with not requiring gold to develop.

Inverness 02-07-2010 04:02 AM

Quote:

Originally Posted by cbk1994 (Post 1554720)
Most of the servers rented are rented by people who have no idea how to develop. Most of the good developers tend to be working on successful servers or working on projects that may actually work out. Unfortunately, there are also projects by these good developers that fail due to lack of help, but if you remove the option to rent playerworlds, you'll just force people off.

I know I wouldn't stick around long if I couldn't keep developing just for the sake of it. I like being able to start my own server, even if it won't go far.

However I agree fully with not requiring gold to develop.

If you remove the option to rent players developers will have to go to an existing playerworld if they want to contribute instead of attempting to work on a brand new project that will not get sufficient help to evolve beyond a waste of time and money.

I would think people would be more willing to develop if there weren't so many failed playerworlds.

I also wouldn't want you starting your own server if it takes away developers that could be working on other servers. Unless, however, you have a good idea and are confident about putting in the time and effort to make it to the classic tab. Managing a server and not being confident about its success is a road to disaster.

cbk1994 02-07-2010 04:09 AM

Quote:

Originally Posted by Inverness (Post 1554721)
If you remove the option to rent players developers will have to go to an existing playerworld if they want to contribute instead of attempting to work on a brand new project that will not get sufficient help to evolve beyond a waste of time and money.

I would think people would be more willing to develop if there weren't so many failed playerworlds.

I also wouldn't want you starting your own server if it takes away developers that could be working on other servers. Unless, however, you have a good idea and are confident about putting in the time and effort to make it to the classic tab. Managing a server and not being confident about its success is a road to disaster.

I don't see how telling developers they cannot rent their own server and must work on an existing project, thereby forcing some to leave, is going to help Graal.

Inverness 02-07-2010 04:21 AM

Quote:

Originally Posted by cbk1994 (Post 1554724)
I don't see how telling developers they cannot rent their own server and must work on an existing project, thereby forcing some to leave, is going to help Graal.

If their project is that awesome, important, and unique, then then they would need to work on enough content to earn a server, just as it was done in the old system.

Additionally, look at the classic tab. Everything there except Zodiac was produced under the old system, that should tell you enough about the success of each in bringing new playerworlds to Graal.

cbk1994 02-07-2010 04:27 AM

Quote:

Originally Posted by Inverness (Post 1554725)
If their project is that awesome, important, and unique, then then they would need to work on enough content to earn a server, just as it was done in the old system.

Additionally, look at the classic tab. Everything there except Zodiac was produced under the old system, that should tell you enough about the success of each in bringing new playerworlds to Graal.

And what if the developers just want to play around with scripts and make something cool?

salesman 02-07-2010 04:29 AM

Do not like this idea. I think players should be able to waste their money if they so choose. A project isn't suddenly going to be more likely to succeed just because you make people jump through hoops to start it. The UC servers really aren't stealing good developers anyways..

I do however agree that people should NOT be required to buy gold to work on a server. Server slots please???

Inverness 02-07-2010 04:42 AM

Quote:

Originally Posted by cbk1994 (Post 1554727)
And what if the developers just want to play around with scripts and make something cool?

Testbed.

Quote:

Originally Posted by salesman (Post 1554728)
Do not like this idea. I think players should be able to waste their money if they so choose. A project isn't suddenly going to be more likely to succeed just because you make people jump through hoops to start it.

A project will be more likely to succeed if it has a clearer direction and already has content produced before gaining its own server.

Methinks history is the viability of this idea.
Quote:

Originally Posted by salesman (Post 1554728)
The UC servers really aren't stealing good developers anyways..

Whether or not they are good developers is an opinion. Everyone has to start somewhere.

Chompy 02-07-2010 05:10 AM

The idea looks good on paper, IMO.

Quote:

Originally Posted by fowlplay4 (Post 1554690)
Can't make money off the old way which is why they'll never go back to it, but I do agree that developers shouldn't have to pay for a gold sub.

It would be more realistic to have developer slots on servers, so they can have X amount of people work on the server for free.

This I fully agree on.

--

Quote:

Originally Posted by Inverness (Post 1554691)
Entirely false. More quality content would attract more people to Graal.

This is one of those risks you have to take in business, Stefan can either continue the current trend with Graal slowly dieing or take a risk that will most likely pay off in the end.

How do you know?

Stephen 02-07-2010 06:13 AM

Quote:

Originally Posted by Chompy (Post 1554730)
How do you know?

To make reference to Kaimetsu, how do you know the air you breathe is safe when you leave your house? Certain assumptions must be made, sometimes with risks.

However, while I agree with the catalyst of change, I would like to specify that Stefan plays a minimal role in game system decisions.

Inverness 02-07-2010 06:21 AM

Quote:

Originally Posted by Chompy (Post 1554730)
How do you know?

Take a look at the classic server list, how many of those came around after the new system was introduced?

geneticfrog 02-07-2010 06:28 AM

Quote:

Originally Posted by Inverness (Post 1554670)
it would be required to already have a decent amount of content established beforehand before you could request a free server (evaluation required) to bring your content online and kick things into next gear. Of course in the generation of GS2, you can not really do that kind of stuff offline anymore, so a server like Testbed would be required to allow budding projects to develop to the point where they could obtain their own server. Basically this means that any under construction servers are already guaranteed to have a good amount of content--the foundation--in place. Developers interested in contributing could know that the server they're working on has already passed one level of evaluation and is most likely going somewhere.

In my opinion the best thing graal could do to make MONEY is have the above implemented and add changes to the "in game shop". Instead of of making people pay per month and making them pay for servers. The majority of the community is people who are young. They dont have a visa or master card or even jobs usually and getting their parent to caugh up the cash every month(s)/year is not an easy task with such high prices.

I believe making graal 100% free to play for life (BIG SELLER) is the way to go. Instead offer benefits to people who will "support" graal. If all the servers that go up work along side with the management. Basically people would pay cash for stuff such as: mounts, weapons, supporter only weapons, Server money, hats,instruments,starter packages, EXP for money, cars, all quest complete package, basically offer it for money everything that takes time and is hard/boring/long to get/do on graal. all kinds of stuff could be sold for cheap prices. You can offer them for in game currency "gelats".

The current system, the new players discovering graal are usually pushed away beacause of the trial mode with observer. People really hate observer mode with a passion. IF graal was free 100% the numbers would boom, people would flock in larger numbers not being scared away by prices and observer mode pressuring you to buy p2p. They would instead come to love the classic server. With the much larger number of players, there are A LOT more chances of the ingame items to be sold in large numbers but in smaller prices. More players, more servers more sales.

Picture just a noob and hes constantly getting killed on era beacause he cant get a good gun or he doesnt want to dig for hours and hours for epic weapons, he can just buy it with his realy money.

Even kids would have a much easier time getting their parents to buy something for like 5-15$ over the cheapest thing i see in the graal shop for 35$ (CAD).

Take it from evony and other "free to play forever" games.

Even look at the Iphone servers.... they have like server numbers almsot hitting 1000!!! imagine how well the pc version would do.... if graal was free forever. (besides having a lot of advantages if you buy stuff.)

edit: potions, unlimited gas/battery, extra exp for certain time, miningexp, fishing exp, lumbercutting exp, offer levels for money, extra bags, all kinds.... I dont play zone or GK but im sure theres lots of stuff there you could put in a shop offer for gelats.

Stephen 02-07-2010 06:45 AM

It may be important to refer to my very brief blog entry on the subject, "Playersworlds & Rented Servers".

My main questions becomes:
Can improved developer longevity (paying period), improved development quality, and higher playerworld player count make more money than rented servers which dilute the development pool?

ffcmike 02-07-2010 07:05 AM

I don't know if anybody knows the facts regarding Graals Income, I don't know for anything for sure either, but I'd place my bet that it is the Playerworld rental policy which is by far the largest contributor.

It's depressing that some people throw their money towards something they have little to no chance of accomplishment with, just the other day a friend I hadn't seen log on for over 2 years came back (lets say he does not know how to script) and bought a server for what I recall being his 3rd time despite the previous time never resulting in the server even becoming a Development Project.

And then you get adolescents likely with too much money who would perhaps strongly believe that they can succeed, but ultimately end up wasting the time of new Developers and PWA members alike when acts like content theft and server destruction kick in.

Put yourself in the shoes of Stefan and Unixmad however, and you'd probably welcome this.
Although I can agree that this policy is contributing to Graal being killed off as a "Game", while this may be covering the costs right now, chances are Graal will lose it's income as a "Development Platform" through decreased interest as the enjoyment of the "Game" gets worse through unsuccessful Development, there needs to be a happy medium that allows Graal to co-exist as both a Game and Development Platform.

superzx14 02-07-2010 07:16 AM

I agree with this. Players shouldn't have to have gold to be able to develop on a server.

geneticfrog 02-07-2010 07:34 AM

Quote:

Originally Posted by Stephen (Post 1554735)
It may be important to refer to my very brief blog entry on the subject, "Playersworlds & Rented Servers".

My main questions becomes:
Can improved developer longevity (paying period), improved development quality, and higher playerworld player count make more money than rented servers which dilute the development pool?


The thing about the current system is that its not new player friendly. If they took away the accounts with classic servers free for life so many people would have quit... We are really the people who are keeping graal alive. Some untold heros too who dont come on forums. You have no money if you have no community... Graal IS slowly dying beacause there are so many other games ou there that are free....

Want a WOW feeling game but free? check out Runes of Magic, its free for life uses a shop and is only getting bigger.

Evony is free for life and has a shop that lets you buy items to speed stuff up if you dont have time. Its making a lot of money... they both are... You see evony adds everywhere now... EVERYWHERE some are half porn.

anyways, If graal was free more people would obviously mean more development. More players joining learning the art of dev. I figure at the start of the switch dev wont go up that much since its hard to learn. However the The numbers would probably go up 10x and instead of losing players everyyear and increasing prices... you only gain more and more players if its FREE. The main aspect of graal right now is not the lack of servers... its the lack of players. Focus on making the people happy and the rest will come. As for the quality of the development that depends on the individual. Graal is more of a big chat chill spot then about dev but of course with more players naturally more people will learn in time...

10-20x more players + cash shops for people who have jobs for example... they spend their hours at work not on graal mining.

THe computer has been around a long time and IS the main form of gaming... there are so many people out there in the internet on their computers compared to iphones who is hitting about 1k players.

I KNOW that if they switch to free and offer ingame items for real cash for people who acutally work and dont have time to grind for exp. Kids who beg their parents as well... since if its cheap prices people obviously will buy it more...

100$ for a year of graal gold?.... i Pay 60$ ish for xbox live ...

Hiro 02-07-2010 09:19 AM

doesn't it suck how money ruins everything?

Crono 02-07-2010 01:40 PM

Quote:

Originally Posted by cbk1994 (Post 1554727)
And what if the developers just want to play around with scripts and make something cool?

Great reason why offline development tools should never have been forsaken.

Immolate 02-07-2010 03:31 PM

Quote:

Originally Posted by Crono (Post 1554753)
Great reason why offline development tools should never have been forsaken.

This.

cbk1994 02-07-2010 07:40 PM

Quote:

Originally Posted by Crono (Post 1554753)
Great reason why offline development tools should never have been forsaken.

Not really. There is no NPC-server offline, so they will always be pretty useless for scripters.

I'm all for offline tools of course, but there's no reason to add unnecessary features like GS2 for the level editor.

DarkReaper0 02-07-2010 08:18 PM

Quote:

Originally Posted by cbk1994 (Post 1554774)
Not really. There is no NPC-server offline, so they will always be pretty useless for scripters.

I'm all for offline tools of course, but there's no reason to add unnecessary features like GS2 for the level editor.


Wait wait wait wait wait, did you REALLY just say offline GS2 is unnecessary?


What reasoning possibly supports this?

Loriel 02-07-2010 08:23 PM

Quote:

Originally Posted by DarkReaper0 (Post 1554777)
Wait wait wait wait wait, did you REALLY just say offline GS2 is unnecessary?


What reasoning possibly supports this?

The reasoning that it requires an unrealistic amount of effort compared to the more reasonable demands for having a goddamn level editor on Linux at some point this decade. Also that Stefan apparently does not want to have npc server components on the clientside for the fear that people are going to duct-tape them to 1.39 gservers or something.

Inverness 02-07-2010 08:36 PM

Quote:

Originally Posted by cbk1994 (Post 1554774)
I'm all for offline tools of course, but there's no reason to add unnecessary features like GS2 for the level editor.

You're out of touch with reality, dude.

cbk1994 02-07-2010 08:54 PM

Quote:

Originally Posted by DarkReaper0 (Post 1554777)
Wait wait wait wait wait, did you REALLY just say offline GS2 is unnecessary?

Yes, and I've said it before.

There is no use for GS2 offline in a world which is always online. The level editor doesn't even need "play" functionality. It's used for placing tiles and scripts and levels. We have the Testbed server for a reason.

And, to be honest, you shouldn't really be placing scripts in levels. Classes are king.

xXziroXx 02-07-2010 09:52 PM

Quote:

Originally Posted by cbk1994 (Post 1554783)
Yes, and I've said it before.

There is no use for GS2 offline in a world which is always online. The level editor doesn't even need "play" functionality. It's used for placing tiles and scripts and levels. We have the Testbed server for a reason.

And, to be honest, you shouldn't really be placing scripts in levels. Classes are king.

You obviously never played around with the editor and made little offline worlds for/with yourself and friends, did you?

cbk1994 02-07-2010 10:16 PM

Quote:

Originally Posted by xXziroXx (Post 1554790)
You obviously never played around with the editor and made little offline words for/with yourself and friends, did you?

Sure I did. I remember making spirally explosions and playing around with staff boots with the offline baddies, etc.

That doesn't mean we need offline support for GS2, though.

Inverness 02-07-2010 10:27 PM

Quote:

Originally Posted by cbk1994 (Post 1554793)
Sure I did. I remember making spirally explosions and playing around with staff boots with the offline baddies, etc.

That doesn't mean we need offline support for GS2, though.

Why shouldn't we have offline support for GS2? It shouldn't be necessary to use testbed to learn GS2.

cbk1994 02-07-2010 10:40 PM

Quote:

Originally Posted by Inverness (Post 1554795)
Why shouldn't we have offline support for GS2? It shouldn't be necessary to use testbed to learn GS2.

It's a waste of Stefan's time when there are already proper facilities for learning GS2. The question isn't why shouldn't we have offline support, it's why should we.

Inverness 02-07-2010 10:51 PM

Quote:

Originally Posted by cbk1994 (Post 1554796)
It's a waste of Stefan's time when there are already proper facilities for learning GS2. The question isn't why shouldn't we have offline support, it's why should we.

:rolleyes:

We went years without proper place to develop GS2, the Testbed server should not have been necessary. But now that it is here having GS2 offline is less of a priority. But that is the only reason.

We're off topic.

Crono 02-07-2010 10:55 PM

Quote:

Originally Posted by cbk1994 (Post 1554796)
It's a waste of Stefan's time when there are already proper facilities for learning GS2. The question isn't why shouldn't we have offline support, it's why should we.

Strictly in terms of scripting, it's much easier for the average player to fiddle around offline for whatever reason than to get themselves tossed into a testbed server with a completely foreign interface (RC). For the other forms of development I shouldn't even have to mention why offline > online.

But yeah, old playerworld system. Woo.

Immolate 02-07-2010 11:18 PM

This might sound really stupid but what about an offline version of GS2 that parses scripts as if a server exists but there actually isn't? You can still trigger to the server, but it still all be clientside. You'd still be able to script as if you're on a server but you're actually not. Of course, you'd need to harden on the do's and do-not's of client/server scripting but it could work.


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