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Originally Posted by Draenin
My two cents:
Personally, I don't think it's such a bright idea. No offense. Personally, I think it could slow down the leveling process and make things even slower,
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Higher level monsters ! = slow leveling
New Idea's = More People, revitalized server
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What you have to remember is that all of this takes time; even more time than it all does now.
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You haven't seen it yet, you don't know it's going to be. It could follow a Growlanser type Turn-Base , you pick your attack (be it melee/magic/flee) and the character/monster do that action until you interupt them, etc etc.
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And using a party to kill something off would be nearly impossible for lower level people.
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High Level Monsters. High. Level.
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Instead of working with a completely new battle system, you should focus on making the enemies more responsive and a bit quicker as far as speed goes. Any enemy is easy to kill because all of them move at crawling speeds, and half of them aren't even worth the experience after a while, which is why people like Atheal don't have an extremely high mental level.
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Do you think you could hit a skeleton that was going 5.6 speed? I know it's hard as **** to PK people like that -- your idea is flawed.
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Phys is the one of the hardest things to level up right now, and it just needs a little boost to make it better.
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New Leveling Style + higher level monster = boost
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I personally don't like the idea of re-using old enemy graphics, because it tends to really take away from the variety of enemies out there. You should try to make the ones that were originally going into the game rather than just settling for less and just recoloring or modifying pre-existing enemies. That is what you have a gfx team for, after all.
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We agree on one thing. I could see a reason for "Spiked Toadstool", "Metal Bomy", "Rabies Rabbit(joke)", but new monsters, Gargoyle, Myrmidon(<-- high high level boss?), Lich, etc etc would be nice and easy to make. Hell, Crossfire has it :|
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The newer enemies should replace the old ones that you're able to fight in maps, and those enemies should be tweaked to have higher exp than standard non-map enemies, but lower exp than the new ones in the maps.
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Lower level people will have nothing to level off of, then :|
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Flying enemies have been wanted for a long time, and I think that would really spice things up a bit. Instead of being able to be hit physically, they'd have to be hit with magic, (Which also needs a tremendous amount of work. Perhaps I'll touch on that subject later.) which would give more of a use to the magic system.
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You contradict yourself. "Use flying monsters to give the crummy magic system a boost"..? Nah, just make Flying monsters most susceptable to Bludgenning or Arrow Damage.
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GK's leveling process is slow, but it would be made even slower if there was a turn-based system added. It's not that the real-time combat is boring, (because it isn't) it's just that it becomes mind-numbing when you have slow-witted enemies that are worth next to nothing and that are pitifully predictable.
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Have you ever done 97 brutals in one day? I have. It's not boring cause they dont move, it's boring cause it's graal, and all you do is use your Bile+20 Scimitar, run to the worm spots, round kick, continue. There is NO freakin diversity. Plus, honestly, the battling system blows. It's so bugged it's insane. Gani's counteract with eachother, you can get stuck in the ground if you unstick in a worms mouth (dont ask =_=) or worse, you can get frozen permenently if you get caught in the middle of a spell, try to unequip and roundkick.. yeeeah. It's boring because it's repetive, and it's a bad system. RPG style > graal style, k.
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I hope you pay attention to my suggestion. It'd be better to go one step forward than two steps back.
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You need to take a step back and look at your so called suggestion. As I see it, it's a uninformed, unorganized attack.