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Originally Posted by Hiro
Local guilds only is stupid and you should feel bad for thinking it's a good idea.
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Thank you for this useful and informative post.
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Originally Posted by Crono
That's all fine and dandy except in the original post you specifically stated that it may not cater to the casual player, which makes all of this null and void. That's how logical arguments work my friend. I could go on about how a forced storyline goes against what a Graal player desires but that could constitute its own thread.
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Oh ok I guess all of those old players who thought Tyhm's Classic was a relic and the greatest designed server Graal has ever seen are null and void. I guess the 150 players who have completed the castle quest, the 300 who have done the tomb quest and the 560 who have done Zol's toilet (not bad for a UC server) are null and void.
Now I think about it casual players are null and void on iPhone considering most players are idling in Graal City asking for a girlfriend or for someone to adopt them. Guild forts and spar arenas aren't catering to their desires right?
That's how logical arguments work my friend.
Is it really that difficult to conceive the idea there can be a strategy for bringing players to the game (by actually presenting it as a game with a purpose, and providing direction), as well as a strategy for keeping players on the game (by having competitions and activites on a level playing field), working in tandem with eachother?
Spar/PK/Event type content is much easier to develop, hence why it is in relative abundance, and already quite strongly positioned on Graal.
Solid permanent content such as Quests are much harder to develop, hence why it is something of a lost art on Graal, and so a large un-tapped reserve.
Once again, the storyline is only prohibiting competitive content to an incredibly small extent. Unless you think legitimately new players will log on for the first time, head straight to the spar arena and enjoy getting slaughtered it is not causing any harm. The idea that "no one cares about quests" is utterly ridiculous, it would be like me saying "no one cares about buying hats", which is something I find quite funny, yet clearly it is something some players care about on other servers.
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Originally Posted by Crono
You wouldn't have to disable global guilds for this. Zodiac, for example, still allows global guilds, contains local guilds, and had a "competitive" nation-based guild system going on all at the same time.
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Keeping global guilds enabled would render some of the advantages of local guilds redundant, and this would also require a greater amount of work. Using one system allows us to keep all guilds relevant to the server, ensure all guilds are created to the same requirements, provide the opportunity to obtain perks to all guilds, and provide all guilds with the same tools and capabilities.
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Originally Posted by Crono
p.s "I didn't say we would necessarily restrict players to one guild either" <- you implied that by stating no multi-guilding without elaborating in the previous posts.
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Preventing multi-guilding can just as easily mean limiting players to 3 guilds as opposed to 1. That was just your assumption.
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Originally Posted by Crono
You can't enforce loyalty. It's something players decide for themselves.
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This is a romantic idea in theory, but in practise has been complained about for a decade. Having a system which enforces it will mean guilds have to put in effort to recruit indecisive players over other guilds, which is more conducive to a competitive environment.
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Originally Posted by Fulg0reSama
I disagree, most people that run through quests don't usually "enjoy" them as much as you'd believe. A lot of players, Unless you're a memorable drive, will usually find quests in Classic to be more seen as "That quest I do for my X-Item here.".
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This is fairly common in online gaming as well as other Graal servers throughout history, but if you've played through Tyhm's or the current Classic quests this is far from the case, there's a lot more design towards them than simply being generic chore like errands as an excuse to give an award.