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-   -   Future inclusions to EK? (https://forums.graalonline.com/forums/showthread.php?t=56776)

falco10291029 12-31-2004 06:13 AM

Future inclusions to EK?
 
I am considering several features for Elemental kingdoms, but am not sure

1) Which to start on first

2) Which ones peopel would actually like

Some of the ideas include:

~Sub-classes, after you have a certain amount of power, you can further specialize your class, and then recieve new weapons, spells or skills based on your experience and power (minimum for both).

Also would like ideas on some possible subclasses, if this idea is liked. I already have thought up for:

Mages:
-Conjurers (Can summon monsters and other things to assist in battle)

-Priests/Necromancers (focuses on healing/damage spells, and Protection from/control of undead)

-Illusionists (Things aren't what they seem. Example spells: Mirror image, blind)

Warriors:

-Barabarians (use more powerful weapons than swords, like axes and warhammers)

-Rangers (Use ranged weapons and keen senses to aid in fighting)

Thief:

-Assassins (You know the skills shadowwalk and backstab{if you dont, play EK}. Think of being able to stay hidden while killing someone, in order to make your getaway)

-Mage Killers (Magic resistance and silence would be several skills here)



~Name learning:

Before you actually meet someone, you see their name as "Someone". After using the command /i, anyone who was near you for that introduction will see your name. A second command would also be /name account name, for if you wish to label someone you haven't yet met.



~New fighting system (already under construction)

Instead of fighting a monster on a normal area, when it touches you, you will be warped to a battlefield, where the actual battle will take place.



~War system

If the commanders of two elements aren't getting along, they can declare war on each other, and possibly take over the other kingdom. The leader will then recruit for the army, arcane army, and thief guild, which will fight the other element's similar forces. Upon victory (getting into the palace, defeating the leader, or npc if the leader isnt' on at the time, and then using a special capture weapon) the other kingdom will become the winning element's property. This I will probably need better NAT's than i for, because there are some thigns I mgith not be able to do. Later there wil lbe more than the main 4 kingdoms area, so kingdoms can own different amoutnts of land.






If you have any other ideas feel free to post them, but i am mainly looking for CONSTRUCTICE CRITICISM on these ones.

Nitkizi 12-31-2004 07:07 AM

Quote:

Originally Posted by falco10291029

~Name learning:

Before you actually meet someone, you see their name as "Someone". After using the command /i account, that account will see your name. A second command would also be /name account name, for if you wish to label someone you haven't yet met.



~New fighting system (already under construction)

Instead of fighting a monster on a normal area, when it touches you, you will be warped to a battlefield, where the actual battle will take place.


I don't like the name system idea..it seems so pointless. And it should be the other way around, the other person should be able to 'tell' you their name and if they 'tell' you it, then you get to see it.

That sounds sort of like Chrono Trigger, except real-time battle?

falco10291029 12-31-2004 07:13 AM

Quote:

I don't like the name system idea..it seems so pointless. And it should be the other way around, the other person should be able to 'tell' you their name and if they 'tell' you it, then you get to see it.
The point is realism, actually (ek will be pseudo realistic, real life type things like name learning, but with fantasy things like magic and monsters). You may have misunderstood, the /i is the telling of the name, the /name command is for seperate titles (nicknames or for is that person doesn't tell you their name, you can label them noname) or for if the /i didnt register correctly (like if you werent close enough).

Slash-P2P 12-31-2004 07:17 AM

Quote:

Originally Posted by falco10291029
The point is realism, actually (ek will be pseudo realistic, real life type things like name learning, but with fantasy things like magic and monsters). You may have misunderstood, the /i is the telling of the name, the /name command is for seperate titles (nicknames or for is that person doesn't tell you their name, you can label them noname) or for if the /i didnt register correctly (like if you werent close enough).

I understand both points of view, but I like Nitkizi's idea.

protagonist 12-31-2004 03:47 PM

Falco's system is what you guys are saying.

falco10291029 12-31-2004 07:26 PM

Slash, I agree with nitkiki, I just worded it badly. When you use /i (i for introduce, get it?), it is the equivelant of properly introducing yourself to someone in real life. the /name command is for if maybe you overheard someone's name like 2 people talking:

Someone(1<-yes there will be numbers based on playerid): Hello bob

Someone(2): Hello sam

You:/name account1 Sam

You:/name account2 Bob

Later though, if they introduce themselves to you


>there will be a ! if you werent properly introduced with /i>!Bob:/i Hello I am Bob

You:/i Hello I am whoever

(note no more !)Bob:Nice to meet you.


Do you all get it now?

calum 12-31-2004 08:16 PM

Quote:

Originally Posted by falco10291029
~Name learning:
Before you actually meet someone, you see their name as "Someone". After using the command /i account, that account will see your name. A second command would also be /name account name, for if you wish to label someone you haven't yet met.

Wtf, what is the point of that? Seems like too much hastle for the player

Quote:

Originally Posted by falco10291029
~New fighting system (already under construction)
Instead of fighting a monster on a normal area, when it touches you, you will be warped to a battlefield, where the actual battle will take place.

Pokemon?

Quote:

Originally Posted by falco10291029
~War system
If the commanders of two elements aren't getting along, they can declare war on each other, and possibly take over the other kingdom. The leader will then recruit for the army, arcane army, and thief guild, which will fight the other element's similar forces. Upon victory (getting into the palace, defeating the leader, or npc if the leader isnt' on at the time, and then using a special capture weapon which will turn the kingdom into that element's property. This I will probably need better NAT's than i for, because there are some thigns I mgith not be able to do. Later there wil lbe more than the main 4 kingdoms area, so kingdoms can own different amoutnts of land.

Seems like an event to me...

falco10291029 12-31-2004 08:42 PM

Quote:

Wtf, what is the point of that? Seems like too much hastle for the player
You could have worded that nicer, but ok, another person that doesn't like that idea. Seems like this most likely wont be included unless i get people saying they like it.

Quote:

Pokemon?
Hell no. In pokemon the battles are totally random, and the actual battles are turn based, using certain moves. In mine you will be touched by the monster on the overworld, thenw arped to a seperate battle arena where you will battle the monster ( in the future, after the bugs are worked out, this wil also be partybased and might fight multiple monsters). If you would like though, I could make the battles totally random ;), but I know many aren't fond of walking around and then warping to a battle all of a sudden.

Quote:

Seems like an event to me...
It could be an event, but this way it's much mor epermanent and will affect overall gameplay. If a kingdom has a small territory for inatsance, weapon shops of that element would be few, and prices would skyrocket. If the kingdom was huge however, weapons would be cheap, and even newer players with but a few tokens could be using more powerful weapons (well sorta, they would most likely fail when they tried using it)


EDIT: jellies are now actually blocked by walls. There are still a few bugs with it but I am sure they will get worked out.

Slash-P2P 12-31-2004 11:29 PM

I suggest you make a permanent naming system for people before including this system. Nicknames change a lot, and account names are ugly. Try storing a name set upon connection in a clientr flag and have other players query that for your name system.

falco10291029 12-31-2004 11:39 PM

Of course Slash! I thought that was implied by it. But again, I won't do this unless a bunch of people agree on it.

Slash-P2P 01-01-2005 12:31 AM

Your idea is great, but it needs to be executed right or else people will complain. I suggest:
Quote:

/sendname account
The player, <account> will receive the player's name and it will be stored in strings.
Players who are not in the players strings for names would show '???' or something.

falco10291029 01-01-2005 01:21 AM

Quote:

The player, <account> will receive the player's name and it will be stored in strings.
Players who are not in the players strings for names would show '???' or something.
No, this wouldn't work right, and isn't very realistic. It won't work because some people, to avoid having to do it when the time comes, would look at everyone's account names and then everyone would know them.

With /i, only people within, say, 20 tiles of them would be able to get the name. Of course someone could just run around using the command, but it'd be more difficult and easier to catch the person doing it. The next thiong I know you are thinking is logs, but I doubt anyone wants to go through a log looking for people abusing the command.

Slash-P2P 01-01-2005 03:31 AM

Quote:

Originally Posted by falco10291029
isn't very realistic.

x_x Alright.
I'll be right back. I'm gonna walk downstairs with my upgraded sword and kill some jellies and molds.

falco10291029 01-01-2005 03:35 AM

Quote:

Alright.
I'll be right back. I'm gonna walk downstairs with my upgraded sword and kill some jellies and molds.
Smith a power sword with the minerals and such eneded. In EK you have toi mine them but these days you can buy themn at your local supermarket :rolleyes:


EDIT: I get your point, but I said that i want it to be realistic with fantasy (like swords and monsters) added. There is no fantasy in account names >_< .

falco10291029 01-01-2005 03:58 AM

Ok I want this to get more into the other ideas, too. I definitely want comments and ideas for subclasses, and possibly comments on the fight8ing and war systems.

sparkers 01-01-2005 06:44 AM

I think that the battle system should go like this.
Ok... Ahem
Linky is walking along Tra la la la!
Then wham! A jelly/mold rams into him.
You are thrown into an area.
Now the jelly/mold battle graphic is different from the map graphic.
Then like you defeat them and it does like *FF victory tune or something*
and a victory screen pops up saying like Congrats! You gained so and so exp.
and then if you get an item it goes Item obtained! (Item being replaced for the name)
in big letters!

falco10291029 01-01-2005 09:01 AM

you work there, be quiet, you can ytell that to me privately :whatever:

Doahh_p2p 01-01-2005 06:24 PM

Ok so you want it like Final Fantasy and Golden sun

Aha

Except you see the "Things" walking around

Edit:
I just logged on,
All the jellies were loose
i was killed by one
I couldn't get up for the next 30 minutes
Oh yeah before i was killed it healed me u.u


I'm trying to help by posting these gliches here:
Most of it is the monster system one is the HP system

1: The monsters "Push" people. I was pushed from one building to the next by these guys. (Well at least the big guy does )

2: They walk over buildings!

3: Posted last time by me "I couldn't get up for the next 30 minutes after i was killed"

4: i wasn't paying attention to the ek window and when i came back i had -40 hp o.O

sparkers 01-01-2005 07:32 PM

We don't have the battle system up yet...
right now jellies just attack you.
The "big" guys are mold and they can crawl up building and such.
When you came back? as in logged off and logged on?
Because if you were dead at the time then that happens.
Also it's not like F.F. and I've never played golden sun....
It's sorta like Tales of Symphonia or KH:Chain of memories.

Doahh_p2p 01-01-2005 08:15 PM

When i came back as in looked at the screen again

the little guys can wall walk too

sparkers 01-01-2005 08:34 PM

No they can't.
You're the only one who's seeing that.

falco10291029 01-01-2005 11:03 PM

Quote:

1: The monsters "Push" people. I was pushed from one building to the next by these guys. (Well at least the big guy does )

2: They walk over buildings!

3: Posted last time by me "I couldn't get up for the next 30 minutes after i was killed"

4: i wasn't paying attention to the ek window and when i came back i had -40 hp o.O


1. That is the molds, who are being worked into the new battle system, so yes they are going to do that until I can figure out why it isn't making the level and warping you both there.

2.The molds are supposed to, the jelly onwall checks aren't perfected....if they stay stuck too long they eventually ignore the onwall check until they're killed, I need help fixing that.....

3. Unless your computer is really slow and therefore a timeout loop would take a minute for a second.....well.... (yes you stay down for about 30 seconds, probably less I haven't timed it, then you warp to the graveyard)

4. Negative hp isn't really something to worry about right now, it doesn't hurt anything.

Crono 01-02-2005 05:44 PM

Quote:

Originally Posted by calum


Pokemon?

No, RPG

falco10291029 01-05-2005 01:20 AM

Again, it's nothing like pokemon......


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