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-   -   A few -easy- suggestions (https://forums.graalonline.com/forums/showthread.php?t=134259186)

salesman 05-14-2010 09:45 PM

A few -easy- suggestions
 
  • If you are "PK" status, you should not be able to run into houses (particularly sewer houses). This should be easy enough to add.
  • Remove point deductions because all they do is discourage raiding (even though points don't do anything, people still seem to care).
  • This might be pushing it, but I think gang bases should have health doors to get OUT for everyone (even the gang who owns it). This would be to prevent mindless running in and out, and make gangs focus more on strategy.

Seeya 05-14-2010 10:33 PM

Quote:

Originally Posted by salesman (Post 1576270)
  • This might be pushing it, but I think gang bases should have health doors to get OUT for everyone (even the gang who owns it). This would be to prevent mindless running in and out, and make gangs focus more on strategy.

My thoughts on this would be a lot of 'hey come in here' and instantly be trapped by 4 gang members with overpowered guns

the other ideas are good though, no doubt should be implemented

Supaman771 05-14-2010 10:49 PM

The gang doors should only open/close by use of the switches. If you run up to a door that's switch/code/print locked and it opens, why can't anyone just open it o.O This would probably solve your running problem with the clientside opening gang only doors.

My 5 cents:

Logging out on gang tag and/or in a gang base on gang tag should remove 4 points. I've seen many people willing to waste a minute of their life logging out and back in (dying anyway) to save those 2 points. Even people *picks on Donark* who log out and come back on a guest to wait till its clear then log back in. Its lulz :noob:.

salesman 05-14-2010 11:08 PM

Yeah, logging off and setting nicks seems to be the kewl thing to do. However, if you don't lose points, I don't think people would care to log off and run as much. I'm probably wrong though.

elite_master 05-15-2010 12:16 AM

Good ideas. Gang points should actually do something.

cbk1994 05-15-2010 12:36 AM

Quote:

Originally Posted by salesman (Post 1576270)
  • If you are "PK" status, you should not be able to run into houses (particularly sewer houses). This should be easy enough to add.

Okay, I'll add this.

Quote:

  • Remove point deductions because all they do is discourage raiding (even though points don't do anything, people still seem to care).

I like this idea, but my thoughts are that points will need to reset weekly or monthly for this to work.

Quote:

  • This might be pushing it, but I think gang bases should have health doors to get OUT for everyone (even the gang who owns it). This would be to prevent mindless running in and out, and make gangs focus more on strategy.

Not an awful idea but I don't think it would work very well.

salesman 05-15-2010 12:37 AM

at least try it, if it doesn't work undo it. It's not hard!

hunterhunk 05-15-2010 02:33 AM

Quote:

Originally Posted by Supaman771 (Post 1576285)
My 5 cents:

Logging out on gang tag and/or in a gang base on gang tag should remove 4 points. I've seen many people willing to waste a minute of their life logging out and back in (dying anyway) to save those 2 points. Even people *picks on Donark* who log out and come back on a guest to wait till its clear then log back in. Its lulz :noob:.

Yeah, I think we were talking about this the other day. I personally believe logging off on gang tag shouldn't be allowed until after 30 seconds of not being hit by a bullet. Might be too difficult to do though.

On a side note, I feel dying and losing points does not work. I don't know how many different gang leaders run their gang based off points. Points are completely inaccurate to determine a gang's strength. Most of the players on the top points list are people who run or log off in raids. Gang leaders also encourage players not to defend if they are slightly outnumbered because they don't want to lose points. This ruins the concept of gangs competing against each other.

Another thing I'd like to see added to the points system is a gang should be rewarded for holding the other gang's base. There are some small problems with this though. I am pretty sure in the PKing thread Demisis had a good solution for it.

Demisis_P2P 05-15-2010 03:15 AM

Quote:

Originally Posted by hunterhunk (Post 1576327)
Yeah, I think we were talking about this the other day. I personally believe logging off on gang tag shouldn't be allowed until after 30 seconds of not being hit by a bullet. Might be too difficult to do though.

It think this was tried before and it was determined that it's not possible to do.
Even if you could intercept the press of the escape key, there's nothing stopping them from clicking the close button on the window.
Stefan would need to rescript the "Would you like the game to stay in the tray" window so that neither of the options are clickable for a few seconds.
But even then they could just make a batch file to terminate the graal.exe process and hotkey it as Windows+1 or something.

I remember on Enjaku we tried to make another workaround for this and Chrisz made it so that when you logged out an NPC of your character was placed where you were standing. After 5 seconds it sent the health of the NPC to a database and then destroyed the NPC. When you logged back in your health was set to whatever was in the database.
It was fairly clunky and that same database was used to store a whole heap of crap so that players could sell/trade items while offline and eventually the whole thing was scrapped because it caused too much lag (more than Hachi's mail system).

cbk1994 05-15-2010 03:44 AM

Having an NPC after a player logs off might be possible, I'll look into that.

Quote:

Originally Posted by Demisis_P2P (Post 1576333)
(more than Hachi's mail system).

Doubt it. He rescripted it to be even more laggy.

xAndrewx 05-15-2010 09:07 AM

Era has access to the accounts folder now, so putting an NPC down when the player logs off (only once been attacked within 30 seconds or so...?) shouldn't cause lag. Just modify the accounts folder when the NPC is destroyed (after 5 seconds, or once it dies)

cbk1994 05-15-2010 09:30 AM

Quote:

Originally Posted by xAndrewx (Post 1576394)
Era has access to the accounts folder now, so putting an NPC down when the player logs off (only once been attacked within 30 seconds or so...?) shouldn't cause lag. Just modify the accounts folder when the NPC is destroyed (after 5 seconds, or once it dies)

The accounts folder is protected from writing by script.

Regardless, there are ways now to change attributes for offline players (see the code gallery, fowlplay4 had a nice post).

Crono 05-15-2010 10:24 AM

noob protection

Demisis_P2P 05-15-2010 11:23 AM

Quote:

Originally Posted by Crono (Post 1576402)
noob protection

Gets abused by people who aren't noobs.
The 'starter kit' that included some guns, ammo and explosives for brand new players took care of the same problem without the potential for abuse. I don't know if it exists anymore though; haven't seen many people with those gold uzis for quite a while.

cbk1994 05-15-2010 11:27 AM

Quote:

Originally Posted by Demisis_P2P (Post 1576407)
Gets abused by people who aren't noobs.
The 'starter kit' that included some guns, ammo and explosives for brand new players took care of the same problem without the potential for abuse. I don't know if it exists anymore though; haven't seen many people with those gold uzis for quite a while.

Yes, but you only get the pack by upgrading.

Dnegel 05-15-2010 02:11 PM

Quote:

Originally Posted by cbk1994 (Post 1576409)
Yes, but you only get the pack by upgrading.

Which is stupid in my opinion.

hunterhunk 05-15-2010 05:47 PM

Quote:

Originally Posted by xAndrewx (Post 1576394)
Era has access to the accounts folder now, so putting an NPC down when the player logs off (only once been attacked within 30 seconds or so...?) shouldn't cause lag. Just modify the accounts folder when the NPC is destroyed (after 5 seconds, or once it dies)

Yeah I like this idea. This will pretty much assure players do not log off.

To fix the running idea: Is there a way to make it so players on gang tag can't enter no pk zones at all if they are hit by bullets or below 60 hp? This could pretty much help solve the solution to running. I think this could be difficult to do. Maybe use Salesman's idea to put HP doors inside the base, just anything to assure that players can't run anymore.

Crono 05-15-2010 05:59 PM

Quote:

Originally Posted by Demisis_P2P (Post 1576407)
Gets abused by people who aren't noobs.

Then add no-pk flower levels so us noobs can work in peace without some 3000 hour dip**** trying to kill us every chance he gets.

Old_Days 05-15-2010 10:19 PM

Heres a good one, no scripting needed:

Legalize Scamming

Demisis_P2P 05-16-2010 01:44 AM

Quote:

Originally Posted by Crono (Post 1576453)
Then add no-pk flower levels so us noobs can work in peace without some 3000 hour dip**** trying to kill us every chance he gets.

flower picking pays about $40 a minute, if you make the yellow mum, pink aster, sunflower bouquet and just pick flowers until you're full before making the bouquets.

shell digging is also only done in PK zones and also pays about $40 a minute, if you pick shells on the beach outside the shell hut until you're full.

mail delivery is done mostly in pk zones as well. you get paid $5-7 per letter and letters can take from 20 to 90 seconds to deliver. this job isn't really worth doing in its current state. i was going to balance it when we made pizza making, but i wanted to make it so you got a bag of 6 letters that showed as a list on the side of your screen, and you had to deliver the whole bag in less than 3 minutes and get back to the post office and you got paid $30+ however much time was left in seconds.

trash picking is done in PK zones as well, but doesn't pay as consistently as other jobs. trash picking comes down to luck and how many other people are trash picking, since trash only spawns every hour and the amount is trash is based on the current playercount. i used to run around for 15 minutes every hour and pick trash, ignoring tires in favor of newspapers because you can carry more of them. i'd make about $600 each run, which makes about $40 a minute as well.

car missions take place in pk zones as well, they have the biggest entry cost and an ongoing fuel cost. the amount you get paid is relative to the amount of time it takes you to pick up and drop off the NPC, where the time allowed is based on the mission. I've only ever gotten $11-15 for these missions, and they take about 30-40 seconds each. so again it pays slightly worse than other jobs and is kind of fun to start with but gets boring eventually.

mining is one of the safe jobs, but it has an entry cost (drill and batteries). it also pays slightly worse than other jobs. at level 1 it takes 50-60 seconds to mine 1 rock. mining is capped at level 120, where it would take 15 seconds to mine one rock. and even then you'd need every rock to be gold or better to make $40 a minute so it's probably not worth doing mining if you're just looking to sell minerals to the shop, but you can make a fair bit selling iron and lead to the player businesses.

pizza making is the other safe job and it pays about $40 a minute if you make supreme pizzas. it's close to unstick me but for some reason people don't use it as much. i'm guessing because it's not well known, or very repetitive.

so as you can see most jobs are done in only pk zones. shell digging is even scripted so that you can't dig at unstick me because it's no-pk. And if you read through all that you'll probably see that pizza making is probably the best job, at least until mining, car missions and mail delivery get balanced to $40 a minute.

Supaman771 05-16-2010 02:22 AM

Quote:

Originally Posted by Demisis_P2P (Post 1576561)
*Insert Demisis' long job outline post here*

No offense, but what you claim to be the outline of jobs is really inaccurate...

1. Flower picking, is about accurate due to using a boomerang (Claimed to be 2x faster) the average is 87$ a minute when Reece ran tests on it at a nonstop robotic pace. But it encompasses the entire gmap and you're generally always moving in areas people don't generally hang out and pk, so your death chances are less likely than shovelling.

2. Shell digging has a small entry fee, and you need to include the cost of continuously repairing shovels, plus the valuable time it takes to run in, and grab 10$ from the ATM or sell 10$ worth of shells to repair it. Also shell digging usually involves staying in the same small general arena along the beach near the shack, which is a popular pking area for parties and newbs.

3. Mail delivery also has you usually moving, and you can even use your skateboard to get it done faster. If you're familiar with era, you can usually deliver them in under 30 seconds going from the central post office. Not the best job.

4. Car missions, usually done for fun at first but not really worth the price of a car and gas. But despite being in a pk zone, you're in a freaking car... if you manage to die then you must have had .5 hp.

5. Mining can be boring but it a safe job, it can be done by multiple people at once, and doesn't really cost that much to keep your drill charged. Plus it is the only job that has room for improvement. Wall mining is only realistic from levels 1-10ish because during that time it takes the same amount of time to do TNT as wall mining so its not worth the 15$. But after that point it gets a lot faster, eventually turning into the best job on the server. If you happen to check out the new mining stats, you get on average 9.66$ per rock. And when at level 120 you have a distinct possibility to 1 hit a rock a good percentage of the time which can give you 10$ every few seconds.

6. Pizza making (obviously your favorite job) is actually well known.. I've seen :noob:s with under a hour figure out where it is and how to do it. But as you said it is verrrry repetitive but doesn't really make as much as you predict. The only upside is it is a safe job, and probably better than level 1-5 mining. (the slow start)

tl;dr He lies!

cbk1994 05-16-2010 03:06 AM

Mining is probably the best job. There are some stats here as well (it was "buffed" recently).

Vman13x 05-16-2010 04:06 AM

Car missions are the best!!!!

kia345 05-16-2010 04:41 AM

Unfix cars so they can stolen again

Cubical 05-16-2010 04:48 AM

I feel like my eyes would shrivel up and fall out if I got to 251 mining.....

Crono 05-16-2010 05:10 AM

ya so my point was that its stupidly difficult for a noob like me to start off on era because im the majority of the worthwhile jobs i'm too busy getting my ass pked by some 3000 hour douchebag.

and yes im being specific about this 3000 hour person because it actually did happen and completely ruined it for me and a friend

if mining is good then ill pick up on that i guess...or pizza making

Vman13x 05-16-2010 05:37 AM

Who pked you pluffy?

iRedemption 05-16-2010 06:29 AM

Quote:

Originally Posted by hunterhunk (Post 1576452)
Yeah I like this idea. This will pretty much assure players do not log off.

To fix the running idea: Is there a way to make it so players on gang tag can't enter no pk zones at all if they are hit by bullets or below 60 hp? This could pretty much help solve the solution to running. I think this could be difficult to do. Maybe use Salesman's idea to put HP doors inside the base, just anything to assure that players can't run anymore.

just block off the exits in gang bases rofl. get rid of the b3 (sewer level) in elevators too.

I PERSONALLY BELIEVE THAT CARS SHOULD DO DMG AGAIN WHEN YOU HIT SOMEBODY.

Crono 05-16-2010 07:48 AM

Quote:

Originally Posted by Vman13x (Post 1576586)
Who pked you pluffy?

:( some guy named nex or so

Demisis_P2P 05-16-2010 08:46 AM

Quote:

Originally Posted by Crono (Post 1576603)
:( some guy named nex or so

That guy is honestly always like that.
Was he using his Crizen? (shoots big blue bullets)

I remember for about a month straight any time I was running around killing people, Nex would just pop out from behind a tree somewhere when one or both of us were on low health and jump into the fight stealing my kills.

Crono 05-16-2010 08:52 AM

Quote:

Originally Posted by Demisis_P2P (Post 1576605)
That guy is honestly always like that.
Was he using his Crizen? (shoots big blue bullets)

I remember for about a month straight any time I was running around killing people, Nex would just pop out from behind a tree somewhere when one or both of us were on low health and jump into the fight stealing my kills.

huuuuuge glowing spray of bullets

xAndrewx 05-16-2010 10:13 AM

Quote:

Originally Posted by Demisis_P2P (Post 1576561)
jobs.

agreed

Dnegel 05-16-2010 03:06 PM

1 Attachment(s)
Quote:

Originally Posted by Crono (Post 1576603)
:( some guy named nex or so

Hahahaha!

Nex is a classic, running around with his fat crizen, shooting at everyone he sees. And when he's low on health he run away and eats donuts. :cool:

He can also axe your face though.
Attachment 51067

Frankie 05-16-2010 05:38 PM

putting hp on the doors inside the base even for the members of the gang that owns the base? that's just stupid.

salesman 05-16-2010 07:46 PM

Quote:

Originally Posted by Frankie (Post 1576629)
putting hp on the doors inside the base even for the members of the gang that owns the base? that's just stupid.

Why? HP on doors in general is a stupid concept, but it seems even more retarded that you have to kill HP to get into a base but not to leave. What happened to the door? Magic?

It's really not that big of a deal either way...it was just a suggestion to spice things up a bit. People will always find ways to lame or run. Hopefully now that points aren't lost when you die people might actually stay and fight.

hunterhunk 05-16-2010 08:08 PM

Quote:

Originally Posted by Frankie (Post 1576629)
putting hp on the doors inside the base even for the members of the gang that owns the base? that's just stupid.


I think it's a good idea, because running is basically all that happens in raids. That and the use of endless event items such as cookies, super, sewers, etc.

As of now I don't see many other options to prevent running aside from not allowing players on gang tag to enter non-pk zones when fighting. This still wouldn't completely eliminate running though, some players will run across the gmap for an eternity because they don't want to die once.

Demisis_P2P 05-16-2010 09:08 PM

Quote:

Originally Posted by hunterhunk (Post 1576660)
I think it's a good idea, because running is basically all that happens in raids. That and the use of endless event items such as cookies, super, sewers, etc.

As of now I don't see many other options to prevent running aside from not allowing players on gang tag to enter non-pk zones when fighting. This still wouldn't completely eliminate running though, some players will run across the gmap for an eternity because they don't want to die once.

Removing deaths from profiles is fairly unpopular but it's bound to have more of an effect on running than putting HP on doors. Putting HP on doors will just make more people log out when they get into a situation where they know they can't run; which is why logging in spars is more common than logging in PKing. Removing deaths from profiles removes a lot of the incentive to avoid deaths.

But as long as it takes less time to heal than it does to die and walk back people are going to have an incentive to run.

papajchris 05-16-2010 10:12 PM

When the exclamation mark pops up in the left hand corner, i think it would be benefical to have something along the lines pop up when you hover your mouse over it, "You are in PK mode, you can be killed in non-pk zones. Refrain from hurting others to exit PK mode." Im sure players could figure out what it's for after a while, but i think an explanation would still be nice.

hunterhunk 05-16-2010 11:28 PM

Quote:

Originally Posted by Demisis_P2P (Post 1576664)
Removing deaths from profiles is fairly unpopular but it's bound to have more of an effect on running than putting HP on doors. Putting HP on doors will just make more people log out when they get into a situation where they know they can't run; which is why logging in spars is more common than logging in PKing. Removing deaths from profiles removes a lot of the incentive to avoid deaths.

But as long as it takes less time to heal than it does to die and walk back people are going to have an incentive to run.


I thought they were going to add an NPC to players if they log off. If that is the case then they wouldn't log off either.


Removing deaths would help out some, but I still think some people run just to make other players angry.

Vman13x 05-16-2010 11:46 PM

Nex is funny and cool :D, sorry that he pks you pluffy. :(


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