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What classic's all about.
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Last night was amazing i got to see what thor told me about for month's the beauty of classic it was so amazing it was like all the unholy nation people there were nicer they greeted everyone there was no drama at all just a wonderful time with fun events.It amazed me how people act differnt on classic then they do on unholy nation but for some reason they missed unholy nation breaks my heart to think that everyday can't be like last night.
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Dude im mad they went back to unholy nation last night is what i dreamed of classic being for months don't sweat it tho all the unholy managers quit.
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There is still work to be done before the server is ready for similar activity on a regular basis, although I hope to spark some interest towards event hosting on an organised basis soon. |
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It's alright tho they will come back.
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Should probably use community names in the CTF UI.
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Sorry, had to do it |
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At least he's enthusiastic about Classic lol.
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To this very day, I still have no idea what you guys do on classic.
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There's still the trading card game, laser shooting and snowball arena as well so it's not purely just the traditional aspects of Graal either. |
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You can't make global guilds any more?
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Why unixmad/Stefan making this to a big deal hiring a new Global Staff. I dont understand it honestly... |
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I know very well that the game does boil down to community based content, and this is the gameplay players end up experiencing far more than anything else. For a first time Graal player who is entirely alien to the game however, it's a lot less inviting and more difficult to enjoy compared to designed purposeful content. Expecting new players to wander around aimlessly in order to familiarise themself with the game is very hit and miss, instilling the idea that there's at least something for a player to do and showing them how to get to it increases the probability of them staying online, without necessarily prohibiting their free will. In Classic's case, the storyline is only forced on players to a very small extent, and does not put players at a disadvantage within competitive gameplay. On the subject of logic, this wouldn't be of any significant detriment to casual style players, there would only be benefit. Quote:
I'm not entirely sure to be honest, but it's the impression I'm under. It may well be that multi-guilding became a lot more difficult for guild owners to monitor after the introduction of global guilds. Now you can't even see a list of guilds a player is in like was possible in the past. Quote:
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I don't want to get deeply involved into an internet back-and-forth (especially when it doesn't directly involve me,) but here are my thoughts on the recent subjects of a 'forced storyline/quests' and 'local guilds only':
Every game needs to give a new player some sort of background/direction when they start. Simply logging onto a server and knowing nothing about the fluff, locations, ways to make money or get items, etc. is a bad influence on newcomers. Thus a game/server should walk the person along for a short time, describing where they are, what is going on, and how to get started. People looking for a true story-based RPG should probably get another game, but giving people an idea of what is going on around them is generally a good idea. The debate likely comes from how long a person should be handheld by the server (ie: being "forced" to do stuff) before being left to fend for themselves. Outside of getting the sword and the shield, nothing I found in the storyline (after having played through it recently) was impossible to do without. Having lvl 1 gloves or a warp ring was nice, but even the 4th heart is negated in events when everyone is given the same health (I believe 3.) So from what I've seen, after you follow the story to get the sword and shield (along with reading about some of Graal basics and classic's story,) you're free to either continue the story or go off on your own, and thus seems fine. The issue about 'local guilds' vs 'global guilds', as well as 'multi-guilding' is probably more complex. Personally I like the idea of 'local guilds' that represent something significant on the server (a location, area, idea, or whatever,) but these aren't likely common. Most local guilds are probably friends joining forces to try and become the big shots of the server. I'd like to see both global and local guilds allowed (could also lead to some fun 'invasion' type events of guild battles) but ultimately it doesn't matter that much to me. |
Local guilds only is stupid and you should feel bad for thinking it's a good idea.
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You forget that more people enjoy quests than those who don't.
You're certainly given the option of playing servers without them. Classic has quests, many people enjoy them, you don't. go somewhere else then? Classic will have local guilds, you don't like that. cool, not for everybody, there's quite a few other servers out there. have fun :) But to bag on something simply because it's not your taste, It's like bagging on Valikorlia for not having guns if you're an Era fan. |
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Your logic of "go somewhere else then" is not an appropriate attitude, and I'm glad you have no authority over Classic because people like you have killed servers in the past. Ex-Classic players have already stated their distate for forced local guilds. It's obvious Thor wants to cater to both true Classic players and new ones alike, so it's important that someone speaks out with reason on how he could improve the server he's been working on for over 3 years with criticism that could lead to positive changes to the server for all. Quote:
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Also just bad for the community to see this. If we're segregating like this with attitudes, we end up diluting the overall enjoyment of what Graal is. Which is what I truly believe killed Graal in the first place. Quote:
That's all I have to say on this particular argument. As for the actual Global vs Local Guilds matter. Local Guilds >>>>>>>>>>>>>>> Global Guilds 150% 1. Local Guilds can be handled JUST as easily as global guilds, especially if scripted properly for accessibility. 2. In theory, with proper handling, Local Guilds are also more viable as a choice then Global just due to the fact that the servers that operate Local guilds would also have more control as to what a guild in general even MEANS. Hypothetical Example #1 (One and only): Billy Bob "Cotton Eye" Joe Harris decides he wants to have "The Farmer's Guild". He pays or does whatever is necessary for that guild to be created, an excessively creative server could have it where that you go to the "Guild's Headquarters" and fill out some "paper forms" in a clever GUI appearance, once that is done, a guild administrator could literally read and review said application right in front of you, interview you based on the answers of your questions given from the application, Once everything is fixed, finished and ready to go, you get your "Guild Certificate" and then you could be asked if you wish to also buy a Guildhouse for your brand spankin' new guild. The idea of guilds is an extremely flexible and also enjoyable aspect, Global Guilds are just nametags, Local Guilds could literally become what a server IS, If you know how to create content friendly to the feature itself. I would also like to simply add to the fact that if we've seen from what the Scripted RC has shown to everybody else, that also means that having Local Guilds as a barebone script on its own is also a viable way to eliminate the need for Global Guilds at all, considering that it could even become the new Global Guild System itself. Thank you for burning your retinas on reading my paragraph. |
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Classic is and always has been a questing server, that's one of it's major points of interest. you wouldn't remove guns from era. |
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Now I think about it casual players are null and void on iPhone considering most players are idling in Graal City asking for a girlfriend or for someone to adopt them. Guild forts and spar arenas aren't catering to their desires right? That's how logical arguments work my friend. Is it really that difficult to conceive the idea there can be a strategy for bringing players to the game (by actually presenting it as a game with a purpose, and providing direction), as well as a strategy for keeping players on the game (by having competitions and activites on a level playing field), working in tandem with eachother? Spar/PK/Event type content is much easier to develop, hence why it is in relative abundance, and already quite strongly positioned on Graal. Solid permanent content such as Quests are much harder to develop, hence why it is something of a lost art on Graal, and so a large un-tapped reserve. Once again, the storyline is only prohibiting competitive content to an incredibly small extent. Unless you think legitimately new players will log on for the first time, head straight to the spar arena and enjoy getting slaughtered it is not causing any harm. The idea that "no one cares about quests" is utterly ridiculous, it would be like me saying "no one cares about buying hats", which is something I find quite funny, yet clearly it is something some players care about on other servers. Quote:
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If you want to talk numbers, Classic was the de-facto server and held onto a large proportion of the playercount prior to full-p2p back in 2002. When full p2p was finally unleashed, its playercount inevitably dwindled. As early as 2003 servers like Era (which had no quests), UN (really horrible quests), and Valikorlia (no quests) dominated the top 3 server spots. I don't know if you're aware of this or not but there was never a golden age of questing outside of Classic on any servers. Quote:
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People will multi-guild if the guilds in question are weak, that's just how it works. There are some guilds that never had or still don't have issues with multi-guilding (Veracity, MHX, TNR, BTK, SNC, US, and so many more) and some guilds that were only built as either alliances or "jokes". If someone is legit multi-guilding in your guild, it's a sign of disloyalty and you simply kick them out if you have a problem with it. That's how it's been for so long. I think the biggest issue with local-only guilds is if they are defying the "real" global guild's members & hierarchy. |
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If so, then that is just plain ****ed up, as are local guilds in general. |
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You really should stop breaking down posts into a billion quotes, makes it really hard for people to follow and hard to respond to.
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Only if there was a server filled to the brim with playable content almost everywhere that can be explored might it then be sufficient to leave the game entirely down to exploration, Graal just doesn't have servers which come close to offering this. If most of the levels are waste levels which offer no incentive, exploring them is less likely to be interesting. With what we have on Classic though, there's a stable foundation of linear questing that can branch out and gradually become more flexible. Quote:
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