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Old 12-30-2003, 07:01 PM
Amagius Amagius is offline
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Quote:
Originally posted by narkotic
Yes, it's very easy to just say "we need the roleplayers to roleplay" and say that'll fix everything, but it won't.

No amount of roleplaying will fix a system that is broken, or hide that fact from everyone involved.

There is a small storyline that is involved with GK, but not one that is very in depth. I know not the history of the Crescent Pirates, the struggles of the Zormite Republic, the greatness of the Dustari, the honor of the Samurai, nor the grace of the Forest peoples. These are things I would love to know about, but find very little of that information in the world.

The kingdom islands have very little use to the game besides for areas to have player housing. The mines in the kingdoms don't work, so there's no reason to really stick around except for some minor inner-kingdom roleplaying/goofing off, working on your player house, searching player 'shops', and using some of the NPC shops for food, manufacturable equipment, etc.

Anyway, I'd say bring some more use to player kingdoms. Perhaps dungeons for them as well that tie into the Kingdom's storyline. A special, holy eyepatch for the pirates, or a fine elven bow in the forest kingdom. Something along those lines. Also, having themed monsters in those areas, so they are different and unique.

The lore for this game is heavily lacking. Lore meaning, ingame fiction, stories, papers and such that tell the history of things, etc.

For example, a young man is in his room depressed. You're sent to speak with him, and he tells you how something came into his room and ate his homework, but no one believed him! He failed his assignment, but was told if he could make up the missing pages he would receiving a passing grade. He says the creature that entered his room ran northbound after it ate his homework. When you find the beast in a dungeon, and slay it, you find some chewed up homework. The homework is readable, and has some story about the history of graal. Part of that story has something to do with a legend, and it gives some clues about how to go about doing that. Returning the papers to the boy gives you some type of reward, whether monetary, equipment-wise, or perhaps information towards another quest.

I've mentioned it before, but I think the Kingdoms themselves need to have a bigger role. I think that a capture the flag type system would be great. Something where a region can be 'occupied' by enemies, and you have to capture and hold your own territories. Holding territories gives you bonuses. These territories don't have to be part of the existing continents, but actual separate maps that portals on kingdom islands send you to. There you are supposed to defend/capture areas, creating the need for 'raiding parties' and such. Specific NPC's could be located there, quests or dungeons related to it, and even NPC guards and defenses for when your group is not there to defend.

I think it would be great for some increased activity from the Gods as well. Perhaps have a week where the Gods take mortal form and walk amongst the mortals. During this week they go to war with their enemies, hordes of their minions walk the earth and cause mass chaos, or they give out special quests during that week where their followers can be rewarded for dedication and piety.

I also agree about the classless class system that is in place. Skill based systems are great, but there still needs to be restrictions. When you allow players to take on every role they wish, and have no restrictions based on choices, you have no need to depend on others while you play the game. So basicly, all the rest of the players are either your chatting buddies or your enemies when pk'ing. We have some people who auction off items they pick up, but big deal there. That's only the excess, which they use to increase their already existing wealth.

By having classes restricted in what they can learn, and what they are able to do, there becomes an inter-dependency with players. People who focus on mining would become the primary sources for the items that come from there. Although, those aren't the only sources as you can also get some of those items by killing bomy's and such. It's just much more plentiful to mine it, but you have to focus on mining (and crafting) to be any good at it.

I also think that equipment durability would lessen the situation where people get all the greatest equipment and then only work to kill monsters, other players, or get bored, etc. If there was item durability, players who focus on crafting would become much more useful, as they could repair this damaged equipment. Also, if players do not take care of their items, they can be at risk of destroying them, forcing them to find or quest for the item again.

Also, players shouldn't be able to raise their stats all the way to 20 in each sector. Either they need to have their access to the potions limited, or there needs to be class limits which can only be surpassed by use of equipment that is enchanted with stat bonuses.

I hope anything I've mentioned was helpful.
Agreed. Also, Mailboxes are great ideas, but finding houses and traveling to someone's house is more time-consuming than waiting for them to come on-line, so pratically no one does. Has ANYONE sent more than two letters?
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