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-   -   A few small ideas... By Me and John (https://forums.graalonline.com/forums/showthread.php?t=87708)

MajinDragon 08-31-2009 09:23 PM

A few small ideas... By Me and John
 
Okay, GK's pvp system really needs updating. Poison is out of wack and many gods are redundant. Yes theirs also the magic issue but you all know i dont care about that so i'm gonna ignore their cries for this thread.

What updates are needed:
Firstly, these aren't just my ideas, i've asked, throughout months and years, how things could be improved pvp wise and with gods. Feel i've heard enough to form these, the best changes.

Poison
Everyone knows it, it's incredibly lame. Although a great counter to speed mages who run on as little weight as possible it is overcrippling to core melee stats which at maximum potency can deal a -10str, -10dex and -10con affliction... This is just far too strong and everyone, mages, warriors, rangers (do we have them) alike agree it needs to be nerfed.
The best suggestions as to what to do with poison are: For poison to only reduce a players regeneration as far as spell power and hp regeneration goes. Also, to cause damage to the player, over the time of the effect.
Most have agreed that speed reductions are not meant for poison neither the reduction of any stats.

Diseases
Okay, as a bile player (we have the most reason to be upset) i'm pretty pissed at how Red and Black death have permanent immunity... Making them utterly useless, unless someone has never recieved them before (1/100) of the bmode population. But, i do see why most diseases need to be kept under this tight cage, they are just too strong. So the best solution, reduce, and cap the effect of each disease, based on the level of spell they are, their commoness and strength of the user.
Common diseases like Anthrax, cold, flu, typhoid and leprosy shouldn't be that effective alone even when used by a level 107 wisdom user. It's just not practical. They're strengths would be capped and then orderd based on their level and how strong dev's think they should be e.g. Typhoid > Flu > Cold
Godly diseases such as Vitirol, Red and Black Death, Rabies and any others i missed would be a different category, more potent (still wisdom level based) yet still capped to avoid being severly lame. Also, how each godly disease works should be rethaught, they're all too similar in what they do imo. Bile's disease suggestions that i've already made are here.

Once diseases are manageable in-game, the immunitys restricting them all should be removed.

Dian Cecht
I feel really sorry for this god, for years it's been crippled, unused, unheard of and with alot of potential. Suggestions for him i actually only came up with today with John and bounced ideas off eachother that i think were really good and could save him. Would convince many of you to move to him even.

Well first we proposed some sort of pvp element to give Dian that first attraction, blinding certainly is not enough... Seriously :mad:
So we thought of giving him a sort of holy aura which is affective against Demons and the Undead. This aura, coats the caster providing no real defensive aid, but when the user strikes a Demon / Undead user/follower they have their regeneration reduced for a period of time (wis level of the attacker based) to a very unmanageable rate.
Furthermore, Dian Cecht followers would be graced with more relics than any other god, with a sort of Paladin amour set including Helmet, Sword, Shield and Armour plate. I think naming them the Duke set would be the best thing. They would indeed be above average, enchantable and the sword preppable. The main aim of the relics would be to offer both useful resists and stats to high level followers of Dian that as a god he's not overpowered, but stronger and offering a unique alternative to players. There's not really a melee god providing useful relics. Dian i feel wouldn't so much be overpowered, but geared towards defeating Demons and what is percieved as unholy and being the attraction to many Paladin type players. There aren't any/many answers to Bile to be honest, which is why i included undead in the mix with the holy aura.

Slow, Paralyze, Confusion, Drain, Fear and Magical

Encorporated into alot of pvp combat items and gods. The fact that many don't work or are pretty inneffective is a troubling part of our pvp system. Having more of these effects working properly is important to adding new elements to pvp making it a more thought out process than just 'I need an ogma weapon and a govannon weapon and i'm set'.

Slow is one of Aengus' tools... And it really isn't the anti-speed effect like it should be. As john suggested, and i agree, slow should cut speed by quite a bit, but by a level determined by the users initial speed before the effect is used. John suggested cutting your speed by half, i think that should be the maximum penalty dealt, minimum though of 15percent. And ofcourse, that would be based entirely on physical and resists. However, there is a slow spell, and i think it should have the same effect, but based on magic level since it would be unfair to slow mages down w/o mages being able to slow chasers down and they're the ones who need range more than anyone else. The ffects of slow shouldn't last that long, based on phys/magic i think time of effect should last between 8 and 30 seconds and actually involve a bit of luck too.

Paralyze could be so useful to mages in combat to give them that casting time freedom that they need quite often. Paralyze should definately work and be an element of the game for mages / rangers. Shoul vary from holding your targets in place for 3-10 seconds. In that time, if they're hit they would be freed and be fully functional, if not, they'll stay in place for a time based on their own resists.

Confusion should act like an anti-mage effect and reduce literacy and the chance for a mage to successfully cast a spell, prolly to a max of making it a 1/3 chance if the mage will cast the chosen spell or not. This effect shouldn't do anything other than decrease the literacy of any melee users since any barbarian can swing a sword effectively and they do that being born confused.

Drain should do what i says on the tin, but more effectively. Currently this only drains a minute amount of sp/hp (i hear) in pvp and pve... Pretty underpowered effect to what could be a tactical method for those nearing death to damage the opponent and sap some much needed hp/sp or even just to weaken an opponent even more early on.
I think this effect needs to be made more potent and certainly phys level based.

I think fear shoul also work. And although quite a few wanted it to be like WoW's fear most didn't and i think that wouldn't be the right thing for GK.
What i concluded was that fear should act as a skill dropping affliction. Similar to poison but different. Fear would affect a players damage (percentage wise) and pow. Use either to decrease a mages pow in battle or a warriors damage.

Magical is an effect i'd like to see instated, it already exists in FiD and hopefully in future weapons. Magical should basically be the equivalent of magic, but on a weapon, taking ones magic resist into consideration. An effect which would be useful against most warriors, yet ineffective against mages. would also be very useful pve wise against monsters who are weak against magic. This extra edge to melee fighting may remove the hype of the govannon blessing slightly and put a focus on resists, especially to a warriors biggest threat, the mage.

Okay, i could write up alot more on mages though, but i can't be bothered.
I will say though, mages need cooldowns introduced also along with the suggested changes above. Cooldowns to stop the spamming of aoe spells which cause lag and rack up too much damage. And also to force mages to use a wider variety of spells instead of spamming the same ones - Icestorm, Bullet storm, magic bullet.

seanthien 08-31-2009 10:20 PM

Quote:

Yes theirs also the magic issue but you all know i dont care about that so i'm gonna ignore their cries for this thread.
:( Bias much? "Oh, here are melee problems, let's just fix them and totally ignore magic."

Quote:

Although a great counter to speed mages who run on as little weight as possible it is overcrippling to core melee stats which at maximum potency can deal a -10str, -10dex and -10con affliction...
I've had -10 str -11 dex -10 con before with like 56 poison resistance.

Quote:

Cooldowns to stop the spamming of aoe spells which cause lag and rack up too much damage. And also to force mages to use a wider variety of spells instead of spamming the same ones - Icestorm, Bullet storm, magic bullet.
Mage's cast what is most affective, which would happen to be the shortest cast time since being hit totally screws up your cast. From a mage point of view, it takes forever to cast other spells, and yet they do the same fair ammount of damage, no?
When mages' take so long to cast a spell isn't it normally something really epic and atleast a nice ammount of damage so that the cast/delay to damage ratio isn't total crap?

I'd have to say though, if such things were to be updated, it should be all at once so people can experience/test around and not little updates that totally messes with the community/server and makes pvp more one sided.

Likewise, magic should be fixed along with melee.

MajinDragon 08-31-2009 10:37 PM

Quote:

Originally Posted by seanthien (Post 1520173)
:( Bias much? "Oh, here are melee problems, let's just fix them and totally ignore magic."

Well when it comes to magic, i just don't care, and since i'm not a mage, i don't think i should speak for the mage community as i'd be giving a melee POV. I should point out this thread isn't just for my views and ideas, feel free to throw your own ideas up.

Quote:

Originally Posted by seanthien (Post 1520173)
I've had -10 str -11 dex -10 con before with like 56 poison resistance.

ic

Quote:

Originally Posted by seanthien (Post 1520173)
Mage's cast what is most affective, which would happen to be the shortest cast time since being hit totally screws up your cast. From a mage point of view, it takes forever to cast other spells, and yet they do the same fair ammount of damage, no?
When mages' take so long to cast a spell isn't it normally something really epic and atleast a nice ammount of damage so that the cast/delay to damage ratio isn't total crap?

I'd have to say though, if such things were to be updated, it should be all at once so people can experience/test around and not little updates that totally messes with the community/server and makes pvp more one sided.

Likewise, magic should be fixed along with melee.

From what i know, higher magic level = faster casting time. So cast time, i won't listen to. Castime also would prolly not be such an issue if paralyze + slow were fixed like i suggested.

I know mages have lots of other problems but i didn't say nerf them, i just think the spamming of aoe spells and 0 cooldown times are pretty lame tbh. Alot of things are lame atm not just mages. If they want, they can voice their ideas on what problems they're facing and appropriate fix suggestions as long as their open to criticism, no idea is perfect.

BigBear3 08-31-2009 11:05 PM

A small idea by Pat.

Reset GK

seanthien 09-01-2009 12:39 AM

Quote:

Originally Posted by BigBear3 (Post 1520187)
A small idea by Pat.

Reset GK

ORRRRRR. Open an identical server to kingdoms without the same saves.
IDEA BY PAT AND SEAN, REVISED VERSION. (C) Copyright 2009

I'd like for a lot of things to be fixed so they work/nerfed. The true remains that I can't find it happening. When I see it, I'll believe it.

BigBear3 09-01-2009 01:36 AM

No. Reset it.

This also isn't a biased idea by me since I don't have any valuable items anymore. I've stood aside this idea for a long time. Reset it. Host some awesome events. Spread around some event items.

kia345 09-01-2009 02:07 AM

It took me way too long to get the ****ty items I have now, I wouldn't stick around after a reset

BigBear3 09-01-2009 02:08 AM

Quote:

Originally Posted by kia345 (Post 1520259)
I wouldn't stick around after a reset

Reset successful.

kia345 09-01-2009 02:15 AM

Quote:

Originally Posted by BigBear3 (Post 1520260)
Reset successful.

Then you wouldn't have a reason to stick around

CABAL49 09-01-2009 03:04 AM

My problem with poison is the kickback. It kills mages.

BigBear3 09-01-2009 03:47 AM

Quote:

Originally Posted by kia345 (Post 1520262)
Then you wouldn't have a reason to stick around

Reset successful.

TESTRETIS 09-01-2009 06:22 AM

GK for Classic serverlist.

BigBear3 09-01-2009 07:02 AM

Quote:

Originally Posted by TESTRETIS (Post 1520340)
GK for Classic serverlist.

This would also satisfy the Pat.

Soala 09-01-2009 09:07 AM

Quote:

Originally Posted by BigBear3 (Post 1520349)
This would also satisfy the Pat.

This wouldn't satisfy Stefan.
If GK goes Classic, then Zone should too...but there is no logical reason to do that uh ? Like 3/4 of the graal community has unlimited classic.
Oh and if GK reset a lot of player will leave...depends if there are lot of events hosting rare items again.
But it would make everyone mad, for experience, prep'd weapons, alchemy recipes learnt, etc... :mad:

BigBear3 09-01-2009 09:09 AM

Quote:

Originally Posted by alexandralove (Post 1520356)
This wouldn't satisfy Stefan

The Pat did not ask.

Soala 09-01-2009 09:10 AM

You didn't ask, but should think about it. It's just stupid.

Deophite18 09-01-2009 12:54 PM

Quote:

Originally Posted by MajinDragon (Post 1520159)
Okay, GK's pvp system really needs updating.

You forgot to mention that preppring weapons with IWD's serves no purpose other than making your weapon heavier. A total waste of diamonds and scrolls . I mentioned it on a thread month or so ago but Tig totally ignored it and stuff. :\

BigBear3 09-01-2009 06:41 PM

Quote:

Originally Posted by Deophite18 (Post 1520387)
You forgot to mention that preppring weapons with IWD's serves no purpose other than making your weapon heavier. A total waste of diamonds and scrolls . I mentioned it on a thread month or so ago but Tig totally ignored it and stuff. :\

I clearly do more damage with my prepped Flaming Sword of Ogma +9 than a normal Flaming Sword of Ogma +9

MajinDragon 09-01-2009 08:55 PM

Quote:

Originally Posted by Deophite18 (Post 1520387)
You forgot to mention that preppring weapons with IWD's serves no purpose other than making your weapon heavier. A total waste of diamonds and scrolls . I mentioned it on a thread month or so ago but Tig totally ignored it and stuff. :\

My rant wasn't made up of all GK's problems, i just wanted to highlight those pvp problems which are pressing. You're one, innactive and retired player, and you're the only one who feels that problem because of your 107phys.

Feel free to post what you think needs to be changed, any ideas. This isn't just my thread.

Quote:

Originally Posted by BigBear3 (Post 1520455)
I clearly do more damage with my prepped Flaming Sword of Ogma +9 than a normal Flaming Sword of Ogma +9

I think Deo's complaint was that against other players, who have prepped their swords aswell, his 26 slots offer no real advantage over them and instead, just acts as extra weight. It's obvious that a prepped weapon is stronger than a non-prepped weapon, but a +100dmg prepped weapon, used by someone with 100 fist damage can still hit for very low amounts. Although the potential crit is higher ( i can do 74 - 85 max crits ) there's no decent average of damage to justify why someone should level or prep their sword very high.

Craigus 09-01-2009 10:11 PM

Damage has scaling issues which only effects the players with the highest damage. I have 230 damage and don't notice much difference compared to having 150

Googi 09-02-2009 06:03 AM

Quote:

Originally Posted by MajinDragon (Post 1520176)
From what i know, higher magic level = faster casting time.

I don't think so. If a higher magic level lets you cast faster, the difference is very slight.

BigBear3 09-02-2009 06:24 AM

The only noticeable difference and perk to my 36 magic is my long lasting directors and/or walls.

MajinDragon 09-02-2009 04:10 PM

Quote:

Originally Posted by Googi (Post 1520603)
I don't think so. If a higher magic level lets you cast faster, the difference is very slight.

slight yes but i certainly noticed the difference when in a magic spar with shrimps.

Noobie8205 09-03-2009 01:33 AM

Higher level magic doesn't do **** but drain your mana faster and make your walls last longer.. oh let's not forget about the oh so useful range on destruction. It has no effect on damage like Physical levels it has no effect on breaking Resist as physical does for AC.. magic past level 18 is a complete waste.

But let's get back to what's improtant here, HOW MELEE GETS THE SHAFT AMIRRITE?

MajinDragon 09-03-2009 05:07 PM

Quote:

Originally Posted by Noobie8205 (Post 1520773)
Higher level magic doesn't do **** but drain your mana faster and make your walls last longer.. oh let's not forget about the oh so useful range on destruction. It has no effect on damage like Physical levels it has no effect on breaking Resist as physical does for AC.. magic past level 18 is a complete waste.

But let's get back to what's improtant here, HOW MELEE GETS THE SHAFT AMIRRITE?

I made it clear from the start i just don't care for magic enough to write something like that out for it :whatever:
Also, i'm not a mage and never have been, so my views wouldn't be that accurate - on the mage problem.

What would you suggest needs to be done?
This isn't just my thread.

Noobie8205 09-04-2009 02:17 AM

My idea is to kick Stefan in his ass and get him to give Tig full rights to everything on GK so that these 50 million brainstorming idea threads do more than just let people vent their frustrations... These threads are all the same and will turn out the same nothing can be done to the hard systems until Stefan decides to A) Do it him self or B) As stated above let Tig have rights to it all.

So until then I'm not gonna repeat my self for the 90th time about mage ideas.

MajinDragon 09-08-2009 07:03 PM

Quote:

Originally Posted by Noobie8205 (Post 1520928)
My idea is to kick Stefan in his ass and get him to give Tig full rights to everything on GK so that these 50 million brainstorming idea threads do more than just let people vent their frustrations... These threads are all the same and will turn out the same nothing can be done to the hard systems until Stefan decides to A) Do it him self or B) As stated above let Tig have rights to it all.

So until then I'm not gonna repeat my self for the 90th time about mage ideas.

Can't really argue with you there, i think everyone who knows about GK and cares would agree. Stefan should do it or let things be done. Atm little can get done...

Cloven 09-08-2009 07:38 PM

Yeah I never understood the point of having a GK Manager who lacks the ability to properly manage, especially when the decision maker (Stefan) has publicly stated that the company's focus is on mobile endeavors.

xXziroXx 09-08-2009 07:45 PM

I thought Tig has had full access for quite some time now? Doesn't really matter though, since half of GK's core systems are embedded in the actual NPC-Server (and/or client), so it can't just be edited by script - since there is no script for it.

Tigairius 09-08-2009 07:57 PM

Quote:

Originally Posted by xXziroXx (Post 1521813)
I thought Tig has had full access for quite some time now? Doesn't really matter though, since half of GK's core systems are embedded in the actual NPC-Server (and/or client), so it can't just be edited by script - since there is no script for it.

Yes, I have full NPC-Control on GK and GK debug, however, much of GK is still coded in the NPC-Server/MUDLIB, as you mentioned. I am not able to code this, but very slowly I am asking Stefan to convert the things in the MUDLIB over to things controlled by GScript2, and I am helping him with this process as well. He has given me snippets of the MUDLIB (C++) to convert over to GScript2, and I have been doing that, but it is also a complicated process, because due to the MUDLIB's lack of capabilities, even more capabilities must be added in order to convert certain things (for example, converting EAs over to GScript2 requires some way to change the item's weight by the script, which is not currently possible). Eventually, I hope GK will be mostly GScript2 or at least way more flexible than it is now.
Since I have been manager, GK is way more flexible on the scripting side of things than it was a few years ago. The progress on GK's mudlib is slow but steady, and hopefully with the updates we will be able to expand on GK's system even further.

People should understand that Stefan is pretty cooperative. He is just a very busy man and doesn't have a lot of time to spread around, so GK gets it's turn, then other things get their own turn of Stefan's attention. It's a constant cycle because Stefan has so many responsibilities.

Tigairius 09-08-2009 08:02 PM

Quote:

Originally Posted by Deophite18 (Post 1520387)
You forgot to mention that preppring weapons with IWD's serves no purpose other than making your weapon heavier. A total waste of diamonds and scrolls . I mentioned it on a thread month or so ago but Tig totally ignored it and stuff. :\

Try not to be so quick to point fingers. I did not ignore your thread, I just didn't acknowledge it; but, I did read the thread and considered certain parts of it. Just because suggestions sometimes go answered, does not mean they are ignored. I read every single suggestion posted on the forums. I also listen to all PMs when people PM suggestions and I am always taking suggestions from close friends through other, more private, contact mediums.

If your idea doesn't go anywhere on GK it is probably because of one of the following:
1. I, and/or other players don't think it's a good idea.
2. It wouldn't benefit GK very much, and could be interesting to add, but goes on the bottom of the list of todo's because there are other more important problems.
3. It was more of a selfish update that would only benefit one person.
4. It would ruin any important aspects of GK.
5. Not enough development force to complete the project.


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