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Actual "Races"
We already have a lot of races on Kingdoms. We have our elves, we have Chris's brief flight of restarting a Dwarfish movement, there's been Orcs here and there, along with Zorbis and humans and what not. But actually "playing" a race hasn't ever meant, well, anything. Sure, you could "RP" it, but who really RPs anymore? Why not actually implement races as a real, stat affecting part of game-play? It wouldn't really be anything big, and, honestly, we already have kingdoms 'devoted' to playing those races. It could even put a better use to that useless "/title" thing we have. Whole races, heads and bodies dedicated to them, newer skills, etc etc. It would be a small change that could break up a bit of GK's monotony.
Elves would have more speed when using bows or something "elfy" like that, maybe a poison resist and a 10percent chance to dodge an attack or something for pvp. Dwarves with their superior craftsmanship, let them produce more equipment than usual when crafting (5 more nails than usual or something), let them have better mining rates, and a buff when they drink beer or rum, and swing hammers and axes as they would swords. Zorbis from the ocean can swim in the deeper waters without being bounced back to shore, maybe an increased mana regain while swimming (Zormite's shields imply they're mages), prevent fish from attacking them while swimming. Humans could be what everyone is by default, like they are now. If that's the case, a downside should be added to each race. idk about Orcs or any of the other groups that may have existed, however briefly, but there's races that could be added as well. Bomies could become playable for a nostalgic burst, Lizardons with some stronger unarmed attacks and fire, etc etc. |
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If races were to be introduced, I think it's a concept that would need to be looked at in much depth and detailed down to the smallest pro/con for balance. These are the kind of changes that you can think of on a whim and throw in, as they're make or break.
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Is a major deal and would take alot of time to do and i don't see it as a big deal, people would pick thier race for the bonuses anyway (zorbi's is OP), i see more scope in many other things such as events, kingdoms, leveling system.
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I think races would be nice, and it would be fun to be a Lizardon on Graal Kingdoms.
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Zorbis should be stronger than your average human since they live in the water. I guess a downside should be that they are slower, but I doubt anyone would appreciate that.
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I think that Graal Kingdoms is more equipped for the implementation of races than most servers are because of the body setup it uses. I'm really unsure if they should have special abilities, as it could lead to heavy balancing issues, but the idea of it is really appealing to me for some reason.
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Sounds great! This way, people can complain about the race attributes when Zormite tries to encourage them to play as Zorbi!
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It could be nice, but there is a problem:
There's no one to do all of that work of creating all of those bodies. Plus, we would have to modify several things to incorporate the new races, which isn't necessarily a bad thing, but graphics is the biggest issue. |
Yea, add races with certain bonus stats, and lets not stop there! Lets add race scrolls for 1K to the scroll shops too! Why play one when you can play them all!
Really, this was tried with classes and well........there are no classes whatsoever, just a single build that can be modified over time, why not fix that first, then think about getting the races added. |
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The least thing graal could be recommended for, was and will be its graphic. Those pixles are thrown together quickly, im worried about the balance, yet there is a lot problems and bad states with the current gameplay, and you are worried about the graphics? |
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Doesn't make mutch of sense on a game, that has a almost decent graphic, but only if we move 10 years back of game development. Not a complaint about the graal graphics, I enjoy playing games with outdated graphics, but set theyr main focus and effort on well made balance and a enjoyable gameplay. |
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And the whole graphics vs gameplay thing is meh. I enjoy an out-dated game as much as the next person, but Graal is a professional game, which you have to pay for. It's not selling itself as a crappy looking game with great gameplay, it does take itself seriously, and most importantly, the gameplay isn't that great. You won't find many games that take themselves seriously, costs, and look like **** -- but don't offer anything other games do for free -- that are successful. |
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Either I couldn't read this properly, with my lowisch english, or what you are telling there brings it straight to the point and made me laugh. |
I gotta agree with dennis on this one, it's more important to the balancing, content and gameplay down solid before worrying about GFX, if this had been the main focus years ago, todays game would be alot different, although i'm discounting the number of failed staff we've had in the past too.
And i agree with whoever posted about races. It's the beauty of GK that classes are irrelivant, so why have them? I'd like to see bonuses/drawbacks to every race, like thieves getting +2speed, stealth, start with stealing known and possibly 21dex as max natural. Races would be nice but you'd have to be careful about including races which gods already slay well. Like giants... people would be reluctant to even become one since govannon would destroy them. |
On a little sidenote, if the balance is solid, possible bugs crushed down to a minimum, and the whole logic behind it applied, im with every add to the game. Changing a temporar graphic into a solid one, is a matter of a little. But changing a unblanaced, bugged or screwing content, is a big task, especially if it already a long while.
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If you do a MAJOR update like this, everything should be good and ready... don't just throw crappy classic GFX on it. I agree with adding races. That would be awsome. The current Head system would have to be totally revamped. Maybe just sort it out into races. and limit to each race??? IDK You could start with the main races. Human, Dwarf, Elf, Orc, ect. Then after that system is all debugged, and working properly maybe start creating sub races. Dwarf - Mountain Dwarf, Duergar Elf - High elf, Wood Elf, Drow ect. These are just examples. I like the idea. Or just keep it simple and let people RP the sub races =D |
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Now that is great! as long as they don't try and chage Zormite to a drow race again... *chuckles* it should be fine =O
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Well, if we are to add races, they all need benefits and weaknesses, even to the god slaying powers, would make many fights more interesting.
Here's a short list of races and benefits i think are fair and balanced to all, plus who's to say there wont be potions to change your race? Human- max 21 cha, no applied weakness/resistances Elf - max 21 dex, +10-20 magic resist Dwarf max 21 con +20 fire resist +10 cold resist -10 poison resist -10 sustenance(DWARF NEEDS FOOD) Demon max 21 str +20 fire resist +10 magic resist -10 cold resist - 20 holy word resist Angel max 21 wisdom +20 holy word resist +10 lightning resist -20 death resist -10 fear resist orc max 21 str +20 poison resist -20 magic resist Troll max 21 con +30 poison resist -30 fire resist Gnome max 21 int +20 magic resist -20 cold resist Mindflayer max 21 pow +30 magic resist unable to use weapons(idk about this one, just needed something for pow) Classes: Barbarian max 21 str Warrior max 21 con Sorceror max 21 pow Alchemist max 21 int Priest max 21 wis Theif max 21 dex idk you you would want the races and classes to both have stat maxes, or just different applied weakness/resistance, either way it would make the game 100x more fun and more diverse. |
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yeah thats why i was adding applied weakness/resistances since there is no weapon skill...unless you mean to add bonuses to the actual skills we level, which would be nice
in that case Barbs and warriors get +5 physique thieves get +5 dex sorcs get +5 magic priests get +5 prayer alchemists get +5 mental or maybe they could gain an extra 25-50% exp in the skill they should be adept in. I also tried to keep resistances to the spells that actually work, and avoiding things like acid,fear,paralyze,blind ect. since they do nothing. classes could also benefit ac/wc/spell and prayer damage i suppose, as well as chance to be successful with alchemy Barbs get +3 ac/wc Warriors get +5 damage +2 ac Thieves get +5 ac Sorcs get increased spell points and higher spell damage priests get increased prayer points and higher prayer damage, possibly more use of prayers even when grace is too low alchemists get more sp and hp as well as less failing in alchemy there are plenty of tangents, but there still should be some limitation on it all. |
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As far as classes go, there should be drawbacks to their benefits which should be more specific. For example: Barbarian: +1max nat str, +5percent exp from physical, denied magic and prayer, +5percent damage bonus. Warrior: +1 max nat con, +5percent exp from physical, denied magic. Sorceror: +1max nat pow, +5percent exp from magic, denied swords and hammers, +5percent spell damage. Alchemist: +1max nat int, +5percent exp from mental, attuned creation. Priest: +1max nat wis, +5percent exp from wisdom, +5percent prayer damage/effect, denied melee, grace regeneration w/o prayer, bonus grace regen w/prayer. Theif: +1max nat dex, +5speed, attuned: daggers, denied hammers, stealth, denied prayer, +5luck, +5percent agilty exp. Just some thoughts, but i'd definately like to see classes have a more permanent effect on players. Some seem harsh, i show at first glance Alchemist and Thief appear to be the weakest, but if luck were alot more related to item drop %, thief would be the best for earning money, and alchemists would be the best choice for item crafting, even cooking, and also isn't denied anything. As you can see Warrior and Barbs can't use magic, so no magic exp and harder to level mental, relying on scrolls alot more. And the priest would be rewarded greatly for the no melee thing by having grace act like sp and regen w/o prayer, also can use magic. Together with the races you showed AND gods, it'd make for interesting combinations of classes, races and gods. Eventually people pay find out what is best for what, but there'll always be a suprise element when other players work out their weaknesses. |
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Leon i like your idea, but if that were the case people would no doubt want to repick classes, since many people are priests but use melee (john, sky ect) but i like them overall, i just dont think that barbarians should be denied both magic and prayer...thats half the game...unless they were greatly compensated in terms of melee (chance to crit?)
God revamp would be nice too, just to change things up along with the classes, basically introducing a whole new gameplay style to gk which would take a lot more skill and demand much more thinking in pvp/spars I like pojos levelling chart as well, it would definitely change the game...but its a bit too late for that now.. |
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It even makes more sense for the RP aspect. You can't go and change your race, you're born with that, but your career (class) is up to you, as you level. |
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In phys, all that needs to change imo is poison. We can all agree it's far too powerful. It alone decides who lives and dies. You can lose -10dex, str and con, aswell as take damage with knockback every 10 seconds and to top it off, reduced regen. What a combination that spells out L-A-M-E. Poison needs to only do damage (that varies on phys level of poisoner and resists of poisoned person) over time w/o knockback and halt/reduce regen (depending on phys level of poisoner and resists of poisoned person). |
That is a great idea. So you are saying that Sparring and Bmode are different when fighting? I never knew this. Is there a reason why, or what is up with that?
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