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Admins 05-19-2003 05:08 PM

Weapons belonging to Kingdoms
 
This is a quite radical idea, but it could make the game more interesting, focus it more on kingdoms.

When you improve a weapon, then it will automatically become property of your kingdom (flaming sword of Dustari instead of flaming sword of Stefan). When you wear a weapon and logout then it will automatically go back into the treasury/weapon room of the kingdom. In those weapon rooms the king can assign the weapons to special ranks so new members cannot take the powerful stuff except when given by the king.
The weapon rooms/treasury will also need to be protected against other kingdoms.

syltburk 05-19-2003 05:12 PM

i like the idea :)


but high ranks would probly abuse in some way

Spark910 05-19-2003 05:59 PM

Re: Weapons belonging to Kingdoms
 
Quote:

Originally posted by Stefan
This is a quite radical idea, but it could make the game more interesting, focus it more on kingdoms.

When you improve a weapon, then it will automatically become property of your kingdom (flaming sword of Dustari instead of flaming sword of Stefan). When you wear a weapon and logout then it will automatically go back into the treasury/weapon room of the kingdom. In those weapon rooms the king can assign the weapons to special ranks so new members cannot take the powerful stuff except when given by the king.
The weapon rooms/treasury will also need to be protected against other kingdoms.

I dont play GKs much but lets say that the flaming sword is worth 5plat if it is Flaming sword of dustari and your not in that kingdom then it should be worth more to sell such as 8-9plat so you have a better reason to attack a kingdom and steal the weapons. hmm Could get abused though! x_X

Ghost Pirate 05-19-2003 08:33 PM

I like the idea, maybe I'm not getting something...When you improve your weapon it nolonger becomes yours? If so I have somthing more...less dramatic.


Maybe instead of having your improve weapon beoming the kingdoms...maybe the Kingdom has speical weapons of its own all together...Rare Unique weapons which imbue the power of each kingdom.


Also please remove Improve weapon and add Renamed Weapons with level requirements (Fury Sword Level 10 Damage 50 (uses the flaming sword graphic) Of course these kind of swords shouldn't beable to be made, just bought at a Armory STORE Which sells better armors and weapons than the ones you make.
Also maybe add some speical bonuses to weapons and armors.


But I don't know thats just my brainstorming idea.

Satrek2000 05-19-2003 09:44 PM

I like the idea, but look at it this way: why spend thousands and thousands plats on scrolls and diamonds if you're taken the weapon as soon as it's done just that some high-rank person gets it who hasn't spent a single plat on it. Maybe it should be an option, to donate weapons to the kingdom... maybe even getting a small refund from the treasury, not to cover all costs but to lower them, so people can prep weapons as usual and use them themselves, or give them to the kingdom and get half the money spend on the scrolls back. Apart from that, there should be a way to donate weapons to the kingdom, be they prepared or not, so in times of war they can be giuven out to those who need them...

Tyhm 05-19-2003 11:47 PM

Yes, my weapon should not automatically become the kingdom's property. Particularly as Excalibur and Brad both had high level access to Forest and would have loved to steal and unimprove my axe for me in addition to deleting 1) the entire listing and 2) me, illegally.

However, yes, Kingdoms should have Improved Weapons. Either weapons donated can be transformed to Kingdom Property in the Treasury or the King himself improves them using the funds in the treasury. On logoff the weapons warp to the treasury room again - they float there in stasis, saying the name of their owner, and when their owner returns so does the weapon. At any time, whether the owner is online or offline, the king can recall a weapon - if it's in the owner's hands, it teleports to the treasury; if it's floating in the treasury, the connection to its owner is broken, it falls and does not warp back to its former owner's hands.

Such weapons cannot be unimproved, destroyed, traded, alchemized, burned, frozen, or hidden. In the event that one fails to report in for an extended period of time, it respawns and sends a kill signal to the original.

--Chris-- 05-20-2003 12:24 AM

What if someone takes a weapon and leaves the kingdom? ._.
Also...I've been wanting to say this for quite some time; make it so when you remove someone their tag is automatically taken off...as it is they keep their tag on until they change it themselves or relog which is bull-crap cause people often cause trouble and refuse to take it off. On another note...no-one is ever going to touch my Ice Axe of Swiftness of Govannon +4 with 15 improvements :)

Admins 05-20-2003 01:20 AM

Another more advanced idea is to have some kind of sub-kingdom or 'village'. People can found villages and put weapons and money into the treasury of the village. That treasury is co-owned by all people in the village. New people can only join a village if all members agree to it. The treasury is protected by a magical crystal which can be powered up with money or by owning conquerable islands - there would be a magical crystal on those islands and the power would periodically be transformed to the villages of the kingdom that owns the island. Strong villages would have more influence in the kingdom. Since the power that is taken from the crystals on the conquered islands is put equally into the villages of the kingdom it can be a bad thing if there are too many people, so auto-balancing the count of members of a kingdom. If the crystal of a village has no power anymore then you will need to feed it with money, or other people can open the treasury and loot your houses.
This idea would allow more individualism, since people can make their own one-man village, but would also encourage forming groups of people supporting each other.

--Chris-- 05-20-2003 06:19 AM

How about we just put chess in certain castle rooms and give keys to certain trust-worthy members of the kingdom? :D

Satrek2000 05-20-2003 08:56 AM

The idea with villages sounds not too bad, except for one thing - the looting part. Imagine you're taking a holiday and can't come on for, say, days (or longer) - so if you're a one-player-village or your co-inhabitants just forget to pay the crystal, you come back to find your house emptied and all your important stuff gone... I think this could easily happen to someone who can only play on saturdays, too. Villages in general would be okay, with just one minor problem - you'd have to keep the kingdom islands from overcrowding - imagine every member (or every 2 or 3) decide to form a city - build houses, raise a fence... I think you'll have village next to village etc...

graaliholic 05-20-2003 05:54 PM

Quote:

Originally posted by Stefan
This idea would allow more individualism, since people can make their own one-man village
Why would someone make a one-man village if it means they have more upkeep to pay? Why would anyone make a village, when they can just build an extra house as a treasury, and not have much upkeep?

Admins 05-20-2003 07:39 PM

Because houses wouldnt be secure if they are not in such villages, other people could steal your items.

graaliholic 05-20-2003 10:14 PM

Quote:

Originally posted by Stefan
Because houses wouldnt be secure if they are not in such villages, other people could steal your items.
So someone could just pick up your locked chest of valuables and run away with it?

Satrek2000 05-20-2003 11:20 PM

Quote:

Originally posted by Stefan
Because houses wouldnt be secure if they are not in such villages, other people could steal your items.
I don't like that idea... houses without village can be robbed, and villages can be shot down and be robbed as well... what is someone's offline for 2 weeks? All his stuff might (and will) be gone... Realism by all means, but player houses should be a safe place for all time - except their decay. It'd just annoy players too much...
But an idea's coming up - what about banks? Placed in each town, you can deposit money there. Once a week, you gain a certain amount of interest (5%?). The Bank can be attacked, and if it's taken down, the money is lost and a part is dropped (not too much, you shouldn't be getting more than, say, 10k out of it, and only if it's hard to destroy it...

graaliholic 05-21-2003 01:09 AM

Quote:

Originally posted by Satrek2000
The Bank can be attacked, and if it's taken down, the money is lost and a part is dropped (not too much, you shouldn't be getting more than, say, 10k out of it, and only if it's hard to destroy it...
Heh, graal's definition if "hard" would take 20 seconds :rolleyes:

Ghost Pirate 05-21-2003 03:01 AM

Quote:

Originally posted by graaliholic


So someone could just pick up your locked chest of valuables and run away with it?


Could give more meaning to thiefs...


House boats would be cool.

graaliholic 05-21-2003 03:20 AM

:| How would a house boat work in this village-type thing? It wouldn't be any more safe than using a regular boat I'm sure.

zell12 05-21-2003 05:35 AM

I'd just love to steal Tyhms axe, improved what? 0/2? :rolleyes:
Just keep making corn Tyhm.

Anyway, I think this is a stupid idea, and what would be better, would be that your damage rises by each phyiscal level you gain. =/

graaliholic 05-21-2003 08:59 AM

Quote:

Originally posted by zell12
I think this is a stupid idea, and what would be better, would be that your damage rises by each phyiscal level you gain. =/
It already does, though not each level. Giving warriors automatic + to damage would be as stupid as automatically granting wizards/priests all the spells of their level or lower.

Edit: Don't insult Tyhm, he's cool, I wish he would hurry up with that stat potion quest though.

Tyhm 05-21-2003 10:27 AM

It was done a week ago. Stefan keeps making me redo it for efficiency and length though, he's aiming towards wrapping up New Things on Kingdoms such that it'll be able to grow without limit by only editing the stuff already there.

zell12 05-21-2003 09:57 PM

Quote:

Originally posted by graaliholic
Edit: Don't insult Tyhm, he's cool, I wish he would hurry up with that stat potion quest though.
Tyhm is just a prick to me because he expected me to do more on debug than make levels for Forest, even though it was my only job, and I did do more than what I was supposed to. But he and Stefan are best buddies so he got my kicked off debug because he doesn't like me. Doesn't really matter any more I guess, however, this is one grudge I won't settle twice in a row.

Tyhm 05-22-2003 12:25 AM

Jeebus Cali, if you were paying attention instead of running your mouth you'd know WHY you got kicked off debug. Stefan told you to stop yapping, you didn't, he banned you. Same for Brad. If pinning your lack of control on me makes you feel better, fine, whatever - but I'd like to see your justification for then kicking me out of Forest against the wishes of the Forest King because I failed to show sufficient sympathy when you gave your sob story about quitting (because, Ironically, Stefan still wouldn't drop everything and break the rules to help you [immediately]). Honestly, you think just because you were king once and you still had R power you can delete whoever you want? I guess that means Brad deleting everyone in Forest just to get at me was alright too, huh? Unless that was you too - I wouldn't put it past you anymore, you've demonstrated a selfish attitude and a willingness to abuse any power you're given to such ends.

zell12 05-22-2003 01:57 AM

R means to add/edit/delete ranks :p

Anyway, I am talking about the whole incident before Brad started to get in trouble and SoulBlade kept arguing with me. I am talking about why you hated me because I didn't "Help enough" with other things than what I was ASSIGNED TO DO. Guess what that was? Make FOREST levels.

Also, about that incident, I told stefan SoulBlade was saying stuf to me and he said just ignore it. I did, and started working on stuff, and he eventually stopped. Than Stefan asked for help on Easter Eggs, and threatened to ban anyone talking about other things. So I suggested a few things and Soul told me to shut up and stuff so I just tried to tell Stefann again and BAM I was gone.

I have explosive anger, and I can't control it any other way, so oh well I guess? :o

Ghost Pirate 05-22-2003 07:55 AM

Wow you guys sure did throw this thread off topic, way to go.

Com013 05-22-2003 09:34 PM

Back to the topic...
 
The idea of villages sounds basically good to me. I am not too sure about the money/crystal/house looting thing.

I have the idea of causing a great flood on the kingdom islands - the islands get split up into small islands of the size similiar to the trading islands. Players can build villages on them.

To found a village you need to build a village hall, which requires 2.5 times as many items as a normal house. Of course you cannot place it near to another village hall (A distance of 320 tiles should lie between).
The hall loses its constitution as fast as a playerhouse does, but one board, two nails and one stone can just repair 2%.

Accepted inhabitants can place their house within a set range of the hall. When the hall breaks down, the houses still remain and they are still safe, but you cannot place new houses and someone else could build a new village hall and conquer the village this way (he still woundn't have access to the houses, he could just move them around a bit, which is still dangerous enough). But I think it takes two months or so anyway until a house (the hall) breaks down (and you cannot damage it).

By creating the village hall, you found something like a small kingdom - just without a guild tag of course. Every village starts with two ranks: citizen and inhabitant. Citizens are allowed to vote in the town hall while inhabitant means that you just have a house in the village, but no rights.

First you have to make votes about everything: when you want to hire a new member, one citizen has to suggest him or her and the other citizens have to vote on this suggestion. The same happens when you want to define/assign ranks.
Of course the citizens can add a rank which has all the rights (something like a king) to make things easier.

A problem could happen when there are many inactive citizens, so you cannot get the 50% for a vote. This could be solved by giving every citizen who has not entered the hall for two days an "away status", so he is not included in the calculation of the votes.

A village can send a request to a kingdom and the king can decide to add the whole village. The current islands should be no limitation anymore, so Pirates could have a village on what is now Forest.

Every citzen of a village automatically is a citizen of the kingdom the village belongs to. So the kingdom is not hiring individual members anymore, but whole villages (the ranks are of course still given to individual members - the king just has to mark a default rank which every citizen gets first).

One village can be declared as the capital of the kingdom, which would enable building the castle there.

You can build the crafting houses, farming/baking houses, a well and a ship yard in the villages (although the ship yard shouldn't be as big as the kingdom ship yards - the big ship yards can only be built in the capital). When you are building a new house you can decide which style you want to use - so you could even build a pirate style house on the forest island. The citizens can limit the styles (by vote or if they added any rank for that purpous).

Public market stands which can be placed in the villages (but only by persons with certain rights) would be nice, same with lamps and torches which cannot be picked up by everyone.

The village hall would serve as a post office for the village. Letters would go directly there, so delivering them would be easier.
In the village hall there is a chest which can be opened by all the citizens (inhabitants can still drop items on it to donate them). There would be log book which can be viewed by every citzen. here you can read who added/took items out of the chest, who repaired a public house and you could read of the past votes.
Another book would contain the votes. Everything you can change in the village can be put in there (adding/removing members, defining ranks, changing the ranks of members, setting the taxes). A vote stays in the book for one week.

Each of the small islands would have a dock where the ferry would stop. Of course that would make the ferries slower, but maybe they could be a bit cheaper. The docks do not need to be built, they are on every island by default (same as boat building places).
Maybe the kingdom (if the village who is nearest to the dock joined a kingdom) would get a part of the ferry costs, so there is an advantage for having many villages.

When you are trading in the range of a village the taxes are calculated by the tax set for the town and the tax for the kingdom (if the village joined one).

Changing the whole islands as I suggested whould be a huge change which would conflict with the current player houses. I think that could be solved by putting all the current houses in some invisibility status (so they don't get lost until their time runs out) and the key owners would get some kind of warp item. So when you build a new house in a village you can wield the warp item and grab the house building place to warp your old house there.

Satrek2000 05-23-2003 08:57 AM

I kinda like that idea, as long as houses as they are aren't lost. Each town hall should give enough room for, say, 10 playerhouses minimum plus the minimum requirements of crafting houses. A weaponery should only be allowed in the capitol. Maybe towns could make contracts about furniture for example, town a does the carpets while town b does the actual furniture. Instead of shipyards there should be a docking station on either side of the actual dock, where players can place ships which then only citicens of the same town can enter.

All this would require quite a lot of gfx (unless you build a mill using the playerhousebuilding-gani - and I think it'd be nice to bring cloth for the actuall millwheel etc), rescripting and re-leveling. Also, building a castle sounds like a gargantuan task, maybe one island in in the middle already has it, it works as townhall and the king can decide where to build what. He can also accept towns in his kingdoms as allys, and towns can either join the kingdom they're adjectant to, or remain neutral. No joining enemies.

A town wall would be nice, too, craftable only in the castle and very heavy, say 1000kg a piece, requires more rescources than the stone fence, and, most important, can't get destroyed by any spell or weapon except siege weapons when there will be some. And only members from a town can place them, with a few having the right to move (the local leader I'd say) to avoid abuse. Towngates would be a nice addition, and every citicen could open or close them.

In my opinion this whole idea gives room for a bunch of new possibilities... and what about this: towns can be attacked, not by destroying the walls but by hitting the door often enough so it'll crack (can be repaired with boards), and everyone who attacks it goes to battle mode for a few minutes, so the defenders can fight back. Once inside, lamps, crafting houses and the well can be attacked and destroyed, yet houses remain safe. Defenders might get a bonus though. This way, the stronger citizens can fight while the weaker hide in their houses or the town hall. After the attack they come out and help do rebuild the destroyed buildings - maybe using the ruins of them, so they need less material for a full mill or so.

Tyhm 05-23-2003 11:21 AM

Hm. If town halls could be repaired, but the houses so supported didn't need to be repaired, that'd be cool.

Locke_boy 05-26-2003 10:57 PM

I agree with everything in the last three posts -- EXCEPT -- the flood. I don't feel that it is fully necessary. Perhaps there could be one, and it would only affect certain parts of the islands (mountains and other more inland areas would not be affected) .. but yeah .. you could have ferries drop you off, and then from there a wagon could take its place (shouldn't be too difficult to script) .. and then instead of having water as a boundary, the villages would have walls prebuilt .. but not ones that are as powerful as the 1000kg ones (the weaker ones could be replaced gradually of course). Well that's my $.02 I suppose ..

Satrek2000 05-27-2003 11:18 AM

Maybe have town walls being built like buildings - that is, not a finished piece of work but a ordinary stone fence which a town leader can change into a town wall basis, then the citicens can start to bring stones, boards, logs and nails to construct a heavier wall upon it. These walls would decay like houses and could be repaired in the known way.
And the flood, I don't think that it's necessary, but what about a few rivers, splitting the island in smaller parts? But even that would just be a matter of optics...

MKSLAYER 05-29-2003 05:29 PM

stefans idea's with villages could prove quite use ful. We could insert guilds like ancient india did in the Gupta Empire. One part of the island would be for militia, one for crafts men. each town would have a smithy devoting a kingdom armor/weapon/tool or item from that point of view. also i think that you should have stations around the isle so you could train a "kingdom class" this class would be your rank but as you improve with exp you get a higher rank. exp would be given for doing kingdom quests and they would require mental ability or things that all people would have a chance at. so then people could have lets say for samurai:
Theif lvl 10/ Ninja lvl 2 like multi-classing in D&D. it would also make game play more interesting.

Satrek2000 05-30-2003 01:10 AM

I think having abilities in different fields as it is now is better than multiclassing - now, you can decide whether you become good at wisdom based stuff or medium at wisdom but good at physic and so on. You don't have to restrict yourself to certain ways, which gives it a wider spectrum of ways to play...

Locke_boy 05-30-2003 01:16 AM

Quote:

Originally posted by Satrek2000
I think having abilities in different fields as it is now is better than multiclassing - now, you can decide whether you become good at wisdom based stuff or medium at wisdom but good at physic and so on. You don't have to restrict yourself to certain ways, which gives it a wider spectrum of ways to play...
Geeze .. Smokey was right. You just dis everyone's ideas .. you never say "good idea"! x.x; Not that I recall. Of course, I could just be looking for your negative comments now, since he mentioned that, but of course, I also might not be .. oh well.

I think that Slayer's idea is a good one ..

Ghost Pirate 05-30-2003 08:29 PM

Quote:

Originally posted by Satrek2000
I think having abilities in different fields as it is now is better than multiclassing - now, you can decide whether you become good at wisdom based stuff or medium at wisdom but good at physic and so on. You don't have to restrict yourself to certain ways, which gives it a wider spectrum of ways to play...

So you'd like to see Barbarian/Thief/Wizard/Archer unbalanced sort of crap or Barbarian/AxeMasters and Wizard/Water Mages or what not?

Satrek2000 05-30-2003 09:21 PM

Maybe I don't know the game he was referring to, maybe I got him wrong. Anyway, I'll keep posting my opinion, and as I think this forum is about discussion, I only post when I think I have something to say - and not just to say "good idea" because I'd concider that kind of spam.

Anyway: I said I think the system as it is now is better as far as skills in certain groups are concerned. I didn't actually referr to the starting classes, which could be better - giving different stats additions and substractions, balanced items etc.

Oh, and... a few posts ago I started with "I kinda like that idea" and continues to add what I think could be improved about it. If you don't like it I dan't help.

Still, I had another idea, thought about opening a thread but as it kinda fits here - given what was posted before - I'll add it here:

There's talk about more kingdoms, towns etc - what about cults for the gods? Have them organized, build a little house near the altar where they have access... and make something like "Priest XY of (Ogma)". Okay, Brigit and DianCecht would be lonely places, but maybe they get more balanced some time aswell... Anyway I think this might be a good addition, also making it possible to have wars or duels between gods or something like that.

Admins 06-03-2003 05:15 AM

I like the ideas about the villages. We need to solve some questions/decide what to do:

1. Why do the islands need to be 'flooded', do the islands need to be divided?

2. Should kingdoms be bound to islands or can found villages on other island (more complicated to handle)

3. Would it be possible to make it so that new players automatically start in a random village (is inhabitant, not citizen of course)? They would get more involved in the things and the village would get a bonus for helping new players (we could turn off the /restart command and give bonus if an inhabitant levels up)

Admins 06-03-2003 05:29 AM

Also wondering what we do with the weapons, should they belong to the village you live in or keep the current system? I would really like to change the thing so that the game is not focussed so much on individual playing. We could also add weapon repairing and make it so that weapons not belonging to villages need to be repaired more often (because they are not protected by the spirit of the village or so).

zell12 06-03-2003 05:41 AM

I think that the kingdom owning weapons is stupid. People spend ages leveling up and getting diamonds and IWDs. -_-

Satrek2000 06-03-2003 09:02 AM

The whole idea concerning the flood isn't vitally important I think. it would be just some means to stop villages from spreading without bound. But maybe it could be made so that houses outsice a certain distance from the townhall are just not concidered a part of the village. So the flood isn't really necessary
Then, I think a village should have the option to be free or part of the kingdom, but even if it's free it should be affiliated with the kingdom it's built on. So nobody can build an enemy village somewhere.
Starting in a random village would - in my opinion - require that the player selects a kingdom. But the problem is, what does a new player know about the kingdoms, what they do/want, who's in them? You might end up where you didn't want, and have to try to switch kingdoms. I think starting on main is still better...
For the weapons, I think they should be left to those who improved them. Maybe an option to give them to the town hall for the mayor to deak with.
Repairing weapons might be a good idea, as long as they decay, say, only as fast as houses do.

DenoriZakarum 06-03-2003 05:46 PM

I just had an idea but i think its been posted before, to make things more rpish, do away with main island and put everything on kingdom islands, i dont mean everything on one, but likes mines on this one and shops on another and you would have to pay tax like 5 plat too get to those places, or trade the stuff that comes from your ilsand for the others islands goods, just my two cence

Satrek2000 06-03-2003 07:29 PM

It has been suggested, yes, and I think removing main wouldn't do any good. There should be more on the kingdom's islands, but I think a neutral island is still necessary, and maybe the rescources you can get on the kingdoms' are different from those on main, which would be, so to day, even more rpish.


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