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

NicoX 02-23-2013 07:54 PM

The future of Graal Kingdoms
 
Ok, like the title says, the future of Graal Kingdoms.

What would YOU want to see on GK changed or improved?

Please only post with serious ideas. Trolling/spam will be removed instantly.

We will try to consider everyones idea/suggestion and make GK enjoyable for everyone once again.

(Most of you will say "make gk classic", thats already requested, no need to post this here now. keep it development based)

Thank you.

pig132 02-23-2013 08:13 PM

Hire developers, reset the server, and get a new manager. This post im sure will be deleted

scriptless 02-23-2013 09:05 PM

Better questing experience. Like a real storyline, rather then the MMT questing... Did the MMT questing change? Because now it's way less annoying when you bump into it, but im not sure how I feel on presentation of it.

NicoX 02-23-2013 09:06 PM

Quote:

Originally Posted by scriptless (Post 1714174)
Better questing experience. Like a real storyline, rather then the MMT questing... Did the MMT questing change? Because now it's way less annoying when you bump into it, but im not sure how I feel on presentation of it.

Yes Ziro made a new GUI for it. It is really nice.
Also, quests are a nice idea. Might work on that after our current list of updates

fowlplay4 02-23-2013 09:07 PM

Make it less grindy.

scriptless 02-23-2013 09:09 PM

Quote:

Originally Posted by fowlplay4 (Post 1714177)
Make it less grindy.

That too, but how-so? Other then moving focus off of leveling, and collecting items?

cbk1994 02-23-2013 09:11 PM

A good step would be not punishing players for quitting (and therefore making them less likely to return) by stopping houses from collapsing. Additionally, making it attractive for old players to come back (e.g. if you could get their items from their collapsed houses, which I think might be possible) would be a good idea.

NicoX 02-23-2013 09:19 PM

Quote:

Originally Posted by cbk1994 (Post 1714180)
A good step would be not punishing players for quitting (and therefore making them less likely to return) by stopping houses from collapsing. Additionally, making it attractive for old players to come back (e.g. if you could get their items from their collapsed houses, which I think might be possible) would be a good idea.

It should be possible to recover these items I think.
Houses with 100 % need 100 days to collapse. Thats already pretty slow. So I think they are fine. Or you want them collapsing even slower? Dont know if collapsing not at all is a good idea though

scriptless 02-23-2013 09:23 PM

Quote:

Originally Posted by NicoX (Post 1714181)
It should be possible to recover these items I think.
Houses with 100 % need 100 days to collapse. Thats already pretty slow. So I think they are fine. Or you want them collapsing even slower? Dont know if collapsing not at all is a good idea though

Just make it when they collapse, a few building materials plus there item's drop on he ground (only they can pick up maybe?) and it should be good.

Felix_Xenophobe 02-23-2013 09:27 PM

How do you make an RPG less grindy? Genuinely curious to hearing how people would approach this.

Personally I want to see more crafting. Something like end-game dungeons where you could randomly stumble upon scrolls that unlock new crafting recipes. I remember talking to Stephen about this a long time ago. The chances of finding these new recipes would be pretty low. I'm not sure whether or not the recipes would unlock for just one player or if it would be server wide. Perhaps you could have both types of recipes?

Something along the lines of killing some dungeon boss and he drops a recipe of Bob's big ass helmet. If it was a server wide recipe the npc-server would notify everyone that someone just unlocked a new recipe and people would all gather in the crafting area and check it out.

I'd also like a way to equip an item but show a different item's graphic over it. Similar to the old glitching that was fixed years ago. Would be neat if it was a consumable item you used to alter an item's image. If the mechanic would force you to own both items (combining them maybe?) it'd be very interesting. It would also solve the problem that the glitching had with people wearing items they didn't own. This could bring back value to some older items without having to buff their stats.

cbk1994 02-23-2013 09:51 PM

Quote:

Originally Posted by NicoX (Post 1714181)
It should be possible to recover these items I think.
Houses with 100 % need 100 days to collapse. Thats already pretty slow. So I think they are fine. Or you want them collapsing even slower? Dont know if collapsing not at all is a good idea though

The goal is to bring back old players. To do that, you want to make it as attractive to them as possible. Letting them have their items back is a good first step.

If players knew that they could log in today and get back all the items they've lost in fallen houses, a lot of them would get on just to play around and for nostalgia's sake. Hopefully they'd get hooked and come back.

I'm not saying this would fix GK, but it would help. It's also important, for example, to make the server attractive to new players. The old playerbase is just an easy market to target.

What arguments are there against it? Sure, it would mess with the economy for a while, but if it brought back some players, I think it would be well worth it. Most people don't play GK for the economy; you can fix that later once you've got some players back.

xXziroXx 02-23-2013 10:48 PM

Quote:

Originally Posted by scriptless (Post 1714174)
but im not sure how I feel on presentation of it.

I made the new GUI for it, but unfortunately, Tig/Nico decided to not upload the actual skin I made it with, so it looks pretty bad to be honest.

DripZ 02-23-2013 11:12 PM

Make crafting actually useful.. Those items you have right now aren't even used.. For example the gold chainmail, those silver coloured boots these are just examples there's more.. Only thing people make are lucky boots and glok belt.. Make mining useful or I should say add ores you can use so in the future you may possibly use the new ores to alchemy something neat. There's also only a limited way to gain items, Ec or spend hours with plat finding a row and finally events. Though as a beginner only doing events is an option..

NicoX 02-23-2013 11:12 PM

Quote:

Originally Posted by xXziroXx (Post 1714187)
I made the new GUI for it, but unfortunately, Tig/Nico decided to not upload the actual skin I made it with, so it looks pretty bad to be honest.

Would also like to see the new skin though.

NicoX 02-23-2013 11:16 PM

Quote:

Originally Posted by DripZ (Post 1714190)
Make crafting actually useful.. Those items you have right now aren't even used.. For example the gold chainmail, those silver coloured boots these are just examples there's more.. Only thing people make are lucky boots and glok belt.. Make mining useful or I should say add ores you can use so in the future you may possibly use the new ores to alchemy something neat..

We will revamp alot of item stats, might fix those kind of items aswell. Making the jobs like mining/fishing/farming more usefull again too.

lordbosh 02-24-2013 12:39 AM

1.Give the name Kingdoms, in Graal Kingdoms, functionality. I'll present the base concept.

A system that allows players to form their own nations (factions) by claiming territory. Players will compete to acquire scarce resource generating nodes for upgrading their faction base and soldiers.

I'm willing to elaborate further, but for now I will keep this basic for the sake of brainstorming general ideas to benefit GK.

NicoX 02-24-2013 12:44 AM

Quote:

Originally Posted by lordbosh (Post 1714198)
1.Give the name Kingdoms, in Graal Kingdoms, functionality. I'll present the base concept.

A system that allows players to form their own nations (factions) by claiming territory. Players will compete to acquire scarce resource generating nodes for upgrading their faction base and soldiers.

I'm willing to elaborate further, but for now I will keep this basic for the sake of brainstorming general ideas to benefit GK.

We have Kingdoms Wars on GK, Ziro is at the moment finishing the boosts for the Kingdoms. This could maybe make the Kingdoms more attractive in the near future

Stephen 02-24-2013 01:14 AM

Quote:

Originally Posted by cbk1994 (Post 1714184)
The goal is to bring back old players. To do that, you want to make it as attractive to them as possible. Letting them have their items back is a good first step.

A large quantity of new content will bring back old players, not giving them their obsolete gear to do the "same old, same old" with.
Quote:

Originally Posted by DripZ (Post 1714190)
Make crafting actually useful..

This ^

The new content should be dependant on materials found in new dungeons and also require further processing - ie, skin becoming leather. This is an easy update to implement but certainly requires some calculated planning. The great fringe benefit is the creation of new industries - farming materials, selling processed material, etc.
Quote:

Originally Posted by lordbosh (Post 1714198)
1.Give the name Kingdoms, in Graal Kingdoms, functionality.

Yea, kingdoms are hugely important to the well-being of GK. I still believe the selling point of GK is the community. The new industries and economies I mentioned above this quote certainly seem to bring people together - kingdoms follow.
Quote:

Originally Posted by NicoX (Post 1714199)
We have Kingdoms Wars on GK, Ziro is at the moment finishing the boosts for the Kingdoms. This could maybe make the Kingdoms more attractive in the near future

Kingdom wars were a great effort and an excellent platform to start with - but in the current state feel like little more than an repetitive event. There needs to be incentives for individuals... and sorry guys, getting the ferry for free doesn't count. I'm talking about special resistances, damage / experience multipliers, etc - mind you, these are all intended to be temporary boosts.

DripZ 02-24-2013 02:13 AM

Forgot to mention but we need a PvP area not a spar arena, since spars the damage is wild. Not even balanced. Anyway this idea may have been suggested idk though it would be neat to implant a PK Point system a certain amount of kills would grant an item and if you'd die you would lose more points then you gain from a kill, but flaws come with idea but can be prevented like laming the same person plenty of times can be stopped if you can only kill that same person twice or even only like 10 kills per day. I personally find fights last way to long there's plenty of reasons for that but the biggest one that seems to occur is people running. There should be a cost for running if you make a new system. I think that just like in the spar arena you're speed gets lowered it should get lowered in the (main) PvP area/arena otherwise instead of running outside this place they run in circles praying. This is just what I think without a doubt there will be more ideas regarding PvP.

cbk1994 02-24-2013 04:19 AM

Quote:

Originally Posted by Stephen (Post 1714200)
A large quantity of new content will bring back old players, not giving them their obsolete gear to do the "same old, same old" with.

Agreed:

Quote:

Originally Posted by cbk1994 (Post 1714184)
I'm not saying this would fix GK, but it would help. It's also important, for example, to make the server attractive to new players. The old playerbase is just an easy market to target.

My point is just that there are a lot of old players who would be willing to give GK another shot if they could start back where they left off. Having lost my gear a few times from neglecting to repair a house, I can tell you from personal experience that knowing you will have to start over makes returning to GK seem very unattractive.

Galdor 02-24-2013 04:41 PM

Redo the whole overworld, add different zones with themes so exploring gets interesting, also try to make the monsters more interesting by giving them special powers or w/e (see this list for ideas)

gravator 02-24-2013 09:43 PM

for the crafting aspect of GK i would suggest having different resources on the different kingdom islands as a way to promote some travel now and then if you find a recipe that calls for that particular resource, sort of like having gold and coal found on one island, iron and stone found on another.


Not sure if it will be possible but revamp the different class skills? Sure you could roleplay as the character you start with but making a barbarian that understands alchemy, complex magic and prayers seems a bit unreasonable.

Stephen 02-24-2013 11:24 PM

Quote:

Originally Posted by gravator (Post 1714242)
for the crafting aspect of GK i would suggest having different resources on the different kingdom islands as a way to promote some travel now and then if you find a recipe that calls for that particular resource, sort of like having gold and coal found on one island, iron and stone found on another.

Yea, that's a nice idea. I wouldn't suggest simple farming - but perhaps a kingdom dungeon where people can grind and train.

NicoX 02-25-2013 02:07 AM

Quote:

Originally Posted by Stephen (Post 1714264)
Yea, that's a nice idea. I wouldn't suggest simple farming - but perhaps a kingdom dungeon where people can grind and train.

We have kingdom dungeons, possible to add new monsters which give decent EXP and drop some stuff to craft items. Thanks for the Idea.

Draenin 02-25-2013 05:55 AM

Writing a new combat engine and re-scaling experience requirements would be a great start.

Felix_Xenophobe 02-25-2013 10:47 AM

Quote:

Originally Posted by NicoX (Post 1714274)
We have kingdom dungeons, possible to add new monsters which give decent EXP and drop some stuff to craft items. Thanks for the Idea.

I'm gonna go ahead and ask you to please not do that. Kingdom dungeons make very little sense in terms of their placement and their layout. They are horrible to navigate to and through.

Rather than having another grinding dungeon where monsters are thrown in at random I'd like to see some thought behind dungeons and their monsters. You can really make use of kingdom islands here. A samurai prison? Hell yes. Prisoners are rioting and the samurai guards have locked the dungeon gate. Inside the prison zormite and pirate captives are fkn **** up and you need to settle things... With your battle axe.

Thats the kind of stuff I'd like to see rather than oversized bland maze levels filled with free exp because frankly that's stuff we already have enough of. Copy pasting old content isn't going to move GK anywhere.

Edit: to clarify im against the already existing kingdom dungeons. If new dungeons were made on the islands with specific themes and that made sense im obviously all for it

biggiant 02-25-2013 02:27 PM

How about another dungeon like vanirs hollow with new monsters, new rewards and the most important of all: good exp and A DROP FOR EVERY PERSON IN THE PARTY

xXKajalXx 02-25-2013 03:20 PM

Quote:

Originally Posted by NicoX (Post 1714181)
It should be possible to recover these items I think.
Houses with 100 % need 100 days to collapse. Thats already pretty slow. So I think they are fine. Or you want them collapsing even slower? Dont know if collapsing not at all is a good idea though

This doesn't work as far as I've been told by Stefan (and also Tig if I remember right). I asked Stefan to do so a few times, when "Taikuns" house fell. There were plenty of items inside including acient bamboo, gof, Rows, etc but Stefan couldn't do anything about it, because the level as itself doesn't exist anymore when the house falls (not to mention the dropped stuff inside).
You would have to believe oldbies what they tell you about items they're missing, in case you want to restore their items and this is very abuseable. This is my experience with restoring house stuff. I still have the housekey to that house, but there's no way to restore that stuff, since there is no level anymore.
Correct me if I'm wrong, but that's what I've been told plenty times, when we asked to get that stuff restored.

The question about collapsing: I'd say make it collapse even slower until we have a higher playercount again. We need to bring life into this server, so we need to secure that people don't lose their stuff by falling houses for now. It's no fun to repair your house at a playercount of 0 people. This made me take all my stuff on an twink (2nd account) and let my house fall. This again made me play even less, since I wasn't able to design my house and take care of it by crafting tables/seats/carpets etc.

Andre2006 02-25-2013 06:28 PM

I had 3 items of choice restored from my fallen house, I just had to remember the level name and said items.

shrimps 02-25-2013 06:33 PM

Go for a chest that had many items in it!

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.


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