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Mules 05-11-2011 02:35 PM

Drops in Crypt
 
I have no idea how many times that I have done Crypt or how many times friends of mine have done Crypt and have never gotten any thing more then a essence. I think there are a few problems with Crypt drops:

The drop rate is way too low and if it's set that low due to the power of the item drops, then new items need to be added to the boss drop list with less of a rarity value.

If a item does drop, who gets it? The item isn't placed into a random members inventory, so now if I ever decide to do Crypt I have to do it with people I absolutely trust to split the profits if a item does drop. And if some one grabs a drop when we can't see it, how are we supposed to know there even was a drop? So, now instead of having a diverse group of people to do Crypt with, I'm normally forced to do it with people I trust or be forced to possibly lose a drop entirely. Even if a item does drop, personally I would split the profits with all of the members of the group, but I doubt that's the case for every one. So, now I'm in a position where if I do get a drop, I get 1/3 of the value of the said item, more or less.

Why does it have to be so hard and confusing to get the only worthwhile drops in the game? At the least, if there were lesser drops added to the mix people could at least get some thing within 200 crypt runs rather then exp.

MajinDragon 05-11-2011 02:44 PM

I've never understood why Kvasir essence's weren't used as a sort of token system to gain rewards from some npc's based outside of vanirs hollow (prolly to the north where there's space) who could also give people one time quests like kill x amount of priests / guardians and kill kvasir, or repeatable quests like kill x amounts of zombies. It's like no one thinks of these simple little things that would make a big difference.

As far as item drops go, pretty much only the Sceptre and Dagger drop, rarely. Which is cool if the essence's were used for the above. Darkflame has only dropped for the vimes - cool story.

Felix_Xenophobe 05-11-2011 03:02 PM

Quote:

Originally Posted by MajinDragon (Post 1649015)
I've never understood why Kvasir essence's weren't used as a sort of token system to gain rewards from some npc's based outside of vanirs hollow (prolly to the north where there's space) who could also give people one time quests like kill x amount of priests / guardians and kill kvasir, or repeatable quests like kill x amounts of zombies. It's like no one thinks of these simple little things that would make a big difference.

As far as item drops go, pretty much only the Sceptre and Dagger drop, rarely. Which is cool if the essence's were used for the above. Darkflame has only dropped for the vimes - cool story.

This. So much.

cbk1994 05-11-2011 09:56 PM

Kale and I have killed Kvasir 148 times and received one drop that was not during Halloween (during which time the drop rates were significantly increased). The drop rates definitely need to be increased.

Seeya 05-11-2011 10:12 PM

Drop rates increase or cooldown on Crypt go down would be cool.

MajinDragon 05-11-2011 11:48 PM

Or... Drop rates stay the same, put essence's to use and make some quests - way more fun and more content. Not very hard to achieve either.

Felix_Xenophobe 05-12-2011 09:15 AM

Ya make essences like the golden eggs, except not seasonal. And make them a party drop I guess or ppl would start *****in about me jackin the essence. I'd actually grind dat

ViperZakuto 05-13-2011 07:13 PM

Quote:

Originally Posted by MajinDragon (Post 1649015)
I've never understood why Kvasir essence's weren't used as a sort of token system to gain rewards from some npc's based outside of vanirs hollow (prolly to the north where there's space) who could also give people one time quests like kill x amount of priests / guardians and kill kvasir, or repeatable quests like kill x amounts of zombies. It's like no one thinks of these simple little things that would make a big difference.

As far as item drops go, pretty much only the Sceptre and Dagger drop, rarely. Which is cool if the essence's were used for the above. Darkflame has only dropped for the vimes - cool story.


great idea... and eventually it could be expanded to this!

http://forums.graalonline.com/forums...5&postcount=16

lordbosh 05-13-2011 09:18 PM

Quote:

Originally Posted by MajinDragon (Post 1649176)
Or... Drop rates stay the same, put essence's to use and make some quests - way more fun and more content. Not very hard to achieve either.

/agree

The purpose behind low drop rates is to keep items rare. But that doesn't mean there shouldnt be lower tier items available to those who have been grinding essence.

Additionally, you could have some items requiring components to be combined together to create. Making them still very hard to obtain, while being powerful. Example, weapon hilt, guard, blade, shaft combines to create a powerful weapon. 10x armor plate, armor binding material combine to create powerful armor. You can add legendary crafter npc's who would build these weapons, and maybe even require a quest to be finished before they will work for you.

Making things like this might take a bit more time, but ultimately the extra 2 weeks of work for staff would turn into months of extra work for a player, maybe more.

Seeya 05-13-2011 10:00 PM

I use my Essences because they're pro for stay alive events and PKing... but I totally agree that they could be used for a simple gear-set. Make a guy standing outside of crypt that says the only way to banish him from this world is to get enough of his own power accumulated to match his might.

MajinDragon 05-14-2011 01:09 AM

Quote:

Originally Posted by ViperZakuto (Post 1649517)
great idea... and eventually it could be expanded to this!

http://forums.graalonline.com/forums...5&postcount=16

That'd be pretty awesome, that thoughts always been circling my head and i think i have it written down somewhere. I'm sure most have thought of it.
Anyway, it'd be really cool if every kingdom had one or two items that were part of the kingdom set, but weren't available to be handed out via kingdom events or through the king. These items would be like lost relics which could be included in the rewards for these Kingdom based instances. I'd say one that drops very rarely from the boss only, and the other drops rarely from the boss but is craftable in one of those golden-egg-like reward shops along with other lesser items. It'd be a nice rp and fun aspect to have in the game.

I'm confident these kingdom based instances could be completed in relatively short amounts of time. Using already existing kingdom tiles from castles/houses and basic generic humanoid npc's, all save Zormite's could be accomplished in a good timeframe. I say zormite because they're fish people, and the current fish heads have no bodies to suit them, it'd just look retarded. Samurai may need a few touches too and in the meantime, introduce new clothes.

Seeya 05-14-2011 07:06 AM

not hard to make elves either, and they're the only currently uninhabited island. I'd say we start with them and then decide the outcome if we're going to do more instances in general.

ViperZakuto 05-14-2011 09:06 AM

you could put some of the lower lvl monsters of each type in the dungeons of the kingdom islands. Put an entrance to the "New Crypt Style Dungeon" in one of the already existing dungeon lvls. would be a really neat idea.

MajinDragon 05-14-2011 09:56 AM

Quote:

Originally Posted by ViperZakuto (Post 1649634)
you could put some of the lower lvl monsters of each type in the dungeons of the kingdom islands. Put an entrance to the "New Crypt Style Dungeon" in one of the already existing dungeon lvls. would be a really neat idea.

I hope we don't use already existing monsters. And are you suggesting a warp to the new dungeons?

ViperZakuto 05-14-2011 11:40 PM

yeah just make lower level elves and stuff for forest, pirates for cp, ect. and place them in the dungeons. then add the warp somewhere in one of the two lvls of the kingdom island dungeons. would make use of them... all new monsters would be great. I would like to see them released one dungeon at a time, so we don't have to wait so long for all of the content you know.

Some of the other monsters should be released in these dungeons to make the blessings more useful. fairy, goblins, ect.

I just wish i had some talent to help out with the gfx for the new monsters. that seems to be the biggest problem with releasing new content is there isn't really enough good gfx people that want to put the time in for making a long term solution like this for gk.

Something like this would def keep a good flow of newer players playing, cause they would have more places to lvl.

Seeya 05-15-2011 12:23 AM

Just got a Sceptre of Darkness today from Kvasir.

MajinDragon 05-15-2011 05:03 AM

Hmm, i think it would be better to just have the new instances located ON the kingdom islands instead of underground.

ViperZakuto 05-15-2011 07:11 AM

but why make new areas when there is plenty of unused dungeon space... the only use dungeons on kingdom island has... is for a way back to main when their is no unstick me boat. That is if you know the way and you run fast enough to beat the ferry... or are to bored to wait for it lol

Seeya 05-15-2011 10:17 AM

completely agree that theres literally NO use for the Kingdom Dungeons, it'd be cool to see them put to use but it'd only discourage players from wanting to go to the dungeon... since the Kingdom Dungeons are veryyyy tricky to navigate.

Craigus 05-15-2011 12:23 PM

I agree i'd actually like to see them either removed or reduced to 1 dungeon per kingdom, it would actually give them a use as a method of travelling, to and from kingdom islands, the whole unstick me boat thing should really be fixed and replaced with this.

Seeya 05-15-2011 08:55 PM

to my knowledge unstick me ship wasn't really implemented, it's just a glitch. A simple fix though is to disable unstick me while under ships but we've all been in a situation where you get stuck in the blue area, and staff aren't able to summon people that are in a ship.

cbk1994 05-15-2011 09:01 PM

Removing unstick ships and then making the path through the dungeons much faster wouldn't be so bad (basically just cut out the kingdom dungeons and have the dungeon entrances now lead straight to the kingdom island or so).

ViperZakuto 05-15-2011 10:21 PM

that would work... except then what would be good use for ferry's?

cbk1994 05-15-2011 10:23 PM

Quote:

Originally Posted by ViperZakuto (Post 1649982)
that would work... except then what would be good use for ferry's?

The ferries don't need a use. Forcing players to wait a long time idling to get to another island where they can actually play shouldn't be part of any game.

gravator 05-16-2011 07:38 AM

Perhaps remove the link from main to the four kingdoms through the dungeons? Seal off the end leading from main island, and just fill them with existing monsters from many of the more difficult maps like iguanadons and red Trex maybe? Could a limit for the dungeons be made depending on the kingdom it is on? This would be one more reason to get gold and join a kingdom, you can buy gold and visit the five other islands, but then you still don't have access unless one of the kindoms recruits you, and then you can get access to the stronger dungeons and a way to train longer without relying solely on maps since that can get slightly boring.


Or if sometime in the future someone ready and willing to make all new monster archtypes to fight, maybe even stronger than those found in the crypt and with good exp gain, people would defenitly have a better use for being in a kingdom if this were done.

Seeya 05-16-2011 09:40 AM

In my opinion, all Kingdom Dungeons would have to be equal for that to work. Can't have players saying "Oh I'm going with Zormite, they have vampiric priests in their dungeon!!"

MajinDragon 05-16-2011 11:54 AM

Quote:

Originally Posted by cbk1994 (Post 1649983)
The ferries don't need a use. Forcing players to wait a long time idling to get to another island where they can actually play shouldn't be part of any game.

I don't like that idea. Although it's slower, id prefer ferries and boats be the method of transport to other islands rather than these underground dungeons.

cyan3 05-16-2011 12:18 PM

Completely agree, kingdom dungeons serve no purpose other than to travel back to main island. I've been using the dungeon increasingly over the last few years as it is much faster than waiting for a ferry to come or building a boat and sailing back to main island but it is still quite boring with no monsters or anything to see/kill.

nullify 05-16-2011 12:22 PM

Don't be silly, we have a pile of 4 lords waiting for us at the end!


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