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Understood 12-01-2008 11:05 PM

Dev overview
 
Here's a brief outline of what we've been planning and working on. This is your chance to object or pose any questions/concerns. Hopefully I can clarify everything as much as possible. Keep it friendly.

Sections will be marked depending on the state they are currently in.
For example,

{D} - undergoing development
{X} - complete
{B} - brainstorming stages

Please note: sections marked with {B} are merely ideas on how it should work and are not set in stone.

----------------------------------------------------
{D} New overworld
  • Much smaller than the current one
    - Improves pking because of no wasted space

  • Organized into "4 corners" each with its own theme
    - The buildings and businesses will match the theme

  • Unstick me and majority of nopk zones are centered in the middle of the map (Hospital included)

{D} Gang System
  • If you haven't read the gang system I proposed, read it (That is basically what we're doing).
    http://forums.graalonline.com/forums...ad.php?t=82633

  • There will be four gangs which each control their own corner of the gmap.
    -The gang will match the themed area.

  • If a gang goes inactive - The area will be up for grabs and anyone can make their own guild to try to take it over for a period of time.
    -After the time period is over, whichever guild dominated that area the most steps in as the new gang for that area.

  • Gangs will have advantages in their area
{B} Business System
  • The biggest change you will notice with businesses is that the owner will no longer have complete control over the safe
    - The business will be player-run, but the safe will be controlled by NPC.

  • Paychecks (including the owner's) will be automatic, and will depend on the percentage of labor one does.
    - If you are fired before payday, you'll still receive the paycheck for whatever you worked.

  • Stocking will no longer be just pressing "A" repeatedly. It will involve multiple steps, and it might actually be fun!
{B/D} Houses/Apartments
  • Houses will no longer be permanent and will work on a rent system
    - Every week the rent will be withdrawn from your atm, if you do not have the money, you will have one week to make up the payment or your house will go for sale

  • There will no longer be account locked storages in homes
    -Instead, there will be storage units that belong to whoever owns the house.
    • The storage units will work similar to a combination of the mall and lockers (Players have a certain number of spots and can place piles of items for everyone to see).
    • More spots can be purchased, but when a house is sold, the number of spots will go back to a default amount.

{B} Jobs
  • All jobs will be limited
    -This prevents mass amounts of money from entering the economy, and also prevents everyone from doing the same thing over and over again - diversify please.

  • Some jobs will still be NPC run, but I'd like to incorporate jobs that are run strictly on supply and demand.
    -For example, mining
    - Miners will gain their profit from selling minerals to a shop where businesses that need those minerals go to get their supplies.
    -If businesses don't need any more lead/iron, then mining lead and iron won't be very profitable, so players will have to switch to something else

  • Will also be introducing more jobs such as fishing

{D} Boats
  • Self-explanatory

  • {B} Considering adding an island which is only accessible by boat
    - this island will be a place for fishing, maybe a quest or two, etc.
    - So that we don't split pking, it would most-likely be its own gmap.

{B} Quests
  • If you haven't read Demisis' thread on quests, please do
    http://forums.graalonline.com/forums...ad.php?t=81282

  • Quests will be unique, fun, and not over with all in one day.

  • There will be several 'strings' of quests which give smaller prizes and get progressively harder. Final prize being an HP boost.

  • Quests will not interfere with pking, but will hopefully attract new players.
{X/D} Mall
  • Yes, some of it is finished and has been released...however, I plan on doing much more with it.
    • {B} Trading stations for non-currency transactions will exist (see trading section)
      - These will be used with item for item trades
    • Mall will also include a food court and other shops to make it more mall-like
{B} Trading continued from "Mall" section
  • I'm highly considering removing the trade window all together.
    - It played a huge role in destroying the economy.
    - There would be a safe way to trade in the mall, that way ALL trading will be centered in one location.
    - This allows players to become familiar with prices, and to not rush into stupid trades. Also, everyone will be able to see what you are trading and can either inform you, or inform themselves on what is worth what.

  • Also, dropping items on the ground will be completely disabled.
    - Storing items will be done in houses, lockers, in the mall, etc

I know I am forgetting some stuff and will add on as I remember. This thread was made to not only to inform you, but to help me record and finalize all plans.

cbk1994 12-01-2008 11:20 PM

I like most of the ideas here. The biggest things that stick out to me are in trading. I like that you are forcing trades to be done in one place, rather than being able to somehow send items anywhere at any time. However, I believe disabling the dropping of items would be silly. Imagine you're in a business, and you want to drop some minerals to some stockers or something. Yes, you could go through some storage bin or something, but I think it'd be much more beneficial to simply leave the drop trade as-is.

EDIT: Perhaps disable dropping of guns.

Understood 12-01-2008 11:22 PM

Quote:

Originally Posted by cbk1994 (Post 1446050)
However, I believe disabling the dropping of items would be silly. Imagine you're in a business, and you want to drop some minerals to some stockers or something. Yes, you could go through some storage bin or something, but I think it'd be much more beneficial to simply leave the drop trade as-is.

EDIT: Perhaps disable dropping of guns.

I believe someone has already made storage bins for businesses...but yea, maybe disabling dropping completely would be a bit overkill, and certain items such as supplies could, perhaps, still be droppable.

Nonepwnz 12-01-2008 11:22 PM

This sounds so damn nice! lol.. Good luck everyone! :D

Logic 12-01-2008 11:40 PM

Do something with the beach area,

Like actual waves, crabs, birds, etc.

Make the tide come higher during the day.

Stuff like that.

DKH89 12-01-2008 11:44 PM

I'm loving it =P

Understood 12-01-2008 11:45 PM

I didn't really add much about the systems that are being worked on by Andy on Era Dev. But I guess I will mention a few even though he's already posted about them I think

Guns
  • Guns are being completely rebalanced. The item system is being completely remade on Era dev which is why we cannot implement these things on current Era.

  • Lame guns will not determine "skill"

  • There is a primary/seconday feature...certain items such as melee, handguns, etc can be set to your secondary weapon for easy switching.

  • Some weapons have their own melee feature such as pistol whipping and bayonettes.

Item window/GUI

Have both been remade. The item window makes it really easy to organize the items because you can place them where you want. The GUI is also very simple and convenient.

Logic 12-01-2008 11:48 PM

So, basically there will be a hotkey for secondary weapons?

Nonepwnz 12-02-2008 12:04 AM

Quote:

Originally Posted by Logic (Post 1446063)
So, basically there will be a hotkey for secondary weapons?

Yeah ;] That sounds really nice.

cbk1994 12-02-2008 01:28 AM

Screenshots of the item menu? The one I saw on Era Dev/in the screenshots was not very easy to use.

knightfire35 12-02-2008 01:44 AM

Sounds good, now can you pull it off?

Understood 12-02-2008 02:04 AM

Quote:

Originally Posted by cbk1994 (Post 1446119)
Screenshots of the item menu? The one I saw on Era Dev/in the screenshots was not very easy to use.

It looks the same, but andy has been working on it to make it more user-friendly.

Nataxo 12-02-2008 02:04 AM

departments :'(

Understood 12-02-2008 02:19 AM

Quote:

Originally Posted by Nataxo (Post 1446133)
departments :'(

You're going to have to explain what you mean by this =S

Nataxo 12-02-2008 02:36 AM

2 Attachment(s)
of course...

You see... there are not enough houses/departments for the whole Era... and the ones that exist, are EXTREMLY expensive. so why not use the following buildings to use the department system again?

Attachment 46681


Attachment 46682

so, my point is that we should add this departments back... :D


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