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  #1  
Old 03-11-2005, 11:13 PM
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Idea: Round-based battling for high level monsters

This has probably been suggested before, but anyway, here is the idea
(unixmad and me made up):

When you go near high-level monsters (the bosses, or in the dungeons) then the screen will switch to a battle-ground and you will fight against the monster(s) in old-fashioned round-based RPG manner. You can use spells or melee attacks and eventually flee.

The idea behind this is to make the levelling more interesting, since the real-time fights against monsters always get boring after some time, since they don't have the intelligence like a real human and there are only a limited number of attacks and often you only need to use one single attack in the good way to succeed.

Normally I don't like those games where you walk around and suddenly you are put in a battle with 10 monsters which just appeared out of nowhere and are often just annoying (if they are low-level you can flee but it is still annoying). So the concept is to still have real-time battling against low-level monsters and agaisnt players, but have more organized round-based battling against high-level monsters, and eventually also between pets of players. The battles only start if you are going close to a high level monster.

Tell me what you think !
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  #2  
Old 03-11-2005, 11:27 PM
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It's a good alternative to higher enemy AI, to say the least. I usually prefer real-time battles, but you need good AI to make that any bit at all interesting.
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  #3  
Old 03-11-2005, 11:28 PM
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RPG Battling > Real Time.
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  #4  
Old 03-11-2005, 11:50 PM
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I like this idea, but GK needs more monsters that give more exp. Currently, only lords give the most exp out of non map monsters, and lords hardly pop out. GK needs more overworld monsters that give a lot of exp that dont pop out once every hour x-x.

This idea is neat, but what if you're being pk'd or something? Or what if you're trying to get to some certain spot and all of a sudden you're sucked into this battle thing? Would be hard for newer players.

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  #5  
Old 03-12-2005, 12:24 AM
falco10291029 falco10291029 is offline
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YES! DO IT! This would be enough alone to get me to reupgrade my gold (I love turn based battling)
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  #6  
Old 03-12-2005, 12:32 AM
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No, I dont think this would be turned based, because that would really suck. I think it will be more like Seiken Dendetsu 3 (I most likely spelled this wrong), except there will be battle mode screens.
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  #7  
Old 03-12-2005, 12:36 AM
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I hope its not turn based... Thats not battling... thats just a weird sort of two piece chess match.
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  #8  
Old 03-12-2005, 01:33 AM
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I think its a good idea.
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  #9  
Old 03-12-2005, 05:21 AM
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It would be turn based, you choose your melee attack, spell, or you are blocking or fleeing. The opponent does the same, then you see the fight animations.
Like I said, the monsters wouldn't pop up out of nowhere, the battle would only start if you go close to a high level monster. In the dungeons you cannot avoid going close to one if you want to pass special paths, so it could also be used to make the dungeons more interesting and more like a quest.
Since the battles would be round-based, the battles would look more interesting, there would be a bigger variety of attacks. You really need to choose the good spell or choose the right weapon to beat the opponent. We could also reuse the same monster graphics for monsters of higher level, you would see some number or title next to the monster, and we could let a group of monsters attack the player. Players that are playing in parties could combine their attacks, we could allow up to 4 players to team up may be, so having 4 players vs 8 monsters or so max, or let your pet help you (mainly with spells or special skills to make you stronger).
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  #10  
Old 03-12-2005, 05:24 AM
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Quote:
Originally Posted by Stefan
It would be turn based, you choose your melee attack, spell, or you are blocking or fleeing. The opponent does the same, then you see the fight animations.
Like I said, the monsters wouldn't pop up out of nowhere, the battle would only start if you go close to a high level monster. In the dungeons you cannot avoid going close to one if you want to pass special paths, so it could also be used to make the dungeons more interesting and more like a quest.
Since the battles would be round-based, the battles would look more interesting, there would be a bigger variety of attacks. You really need to choose the good spell or choose the right weapon to beat the opponent. We could also reuse the same monster graphics for monsters of higher level, you would see some number or title next to the monster, and we could let a group of monsters attack the player. Players that are playing in parties could combine their attacks, we could allow up to 4 players to team up may be, so having 4 players vs 8 monsters or so max, or let your pet help you (mainly with spells or special skills to make you stronger).

I like the idea, but this will turn GK into something completely different from what it currently is. I guess thats a good thing, since everyone is quitting, but still.....

It might be one of those..'its a hit for like a month, then everyone loses interest' type things.
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  #11  
Old 03-12-2005, 05:59 AM
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It'd be cool if the summone dmonsters came in with you. Then you have distractions for the monster. Also how would things like animate weapon work? I know I can easily kill most monsters using that with my bow, but i dont know if that would work in this....
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  #12  
Old 03-12-2005, 06:25 AM
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So Magic would be slightly more useful?
Go for it.
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  #13  
Old 03-12-2005, 08:04 AM
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Sounds fun.
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  #14  
Old 03-12-2005, 12:15 PM
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Sounds interesting.

I would definitely make a small test version and have some players try it first.
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  #15  
Old 03-12-2005, 12:33 PM
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This would really be good. It also would make GK a bit more unique, y'know?

Edit: This might also be a possibility to get some more uses for the agility skill.
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  #16  
Old 03-12-2005, 06:28 PM
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Sounds sexy stefan, I would definately enjoy this, maybe I will get to level 20 in under 900 hours! (the current leveling is so boring Z_Z)
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  #17  
Old 03-12-2005, 08:26 PM
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I love this idea. I'm a nut for rpgs...especially turn-based ones.
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  #18  
Old 03-12-2005, 10:29 PM
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Sounds like Fairyland x.x
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  #19  
Old 03-13-2005, 01:28 AM
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Hm...would also prevent people from stealing lord kills and such, I like.
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  #20  
Old 03-13-2005, 01:37 AM
falco10291029 falco10291029 is offline
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Yeah. But certain things would need to be worked out. For insdtance my bow when animated slaughters lords but in my hands it is wrothless, you'll need to find something to do for that.
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Old 03-13-2005, 08:41 AM
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Major fixing of Magic would be required. Also... how would long range things work?
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  #22  
Old 03-13-2005, 06:38 PM
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Change stats, make long range items do more damage in the turn based battles since they wouldn't have their normal advantage.
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  #23  
Old 03-13-2005, 09:56 PM
GryffonDurime GryffonDurime is offline
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Quote:
Originally Posted by falco10291029
Change stats, make long range items do more damage in the turn based battles since they wouldn't have their normal advantage.
Then everyone would just use long range weapons. The solution is a little bit more traditional. Make two rows- players in the front row do more damage, but take more damage as well. Players in the back take less damage, but do less as well. This makes bows (weapons which are equally effective from the back row) viable, as well as magic, and it also creates Parties.
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Old 03-13-2005, 10:09 PM
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Sounds really good!
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  #25  
Old 03-14-2005, 05:14 AM
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Quote:
Originally Posted by GryffonDurime
Then everyone would just use long range weapons. The solution is a little bit more traditional. Make two rows- players in the front row do more damage, but take more damage as well. Players in the back take less damage, but do less as well. This makes bows (weapons which are equally effective from the back row) viable, as well as magic, and it also creates Parties.
Ammo, duh. There's the limiting factor. Make it use more per shot in the turn base dbattle mode too since arrows are so easy to get. Plus make them not reattainable for it. That balances it out.
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Old 03-14-2005, 07:27 PM
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Quote:
Originally Posted by falco10291029
Ammo, duh. There's the limiting factor. Make it use more per shot in the turn base dbattle mode too since arrows are so easy to get. Plus make them not reattainable for it. That balances it out.
Wow man, that was a pretty good thought. Respect ++;
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Old 03-14-2005, 09:14 PM
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Quote:
Originally Posted by falco10291029
Ammo, duh. There's the limiting factor. Make it use more per shot in the turn base dbattle mode too since arrows are so easy to get. Plus make them not reattainable for it. That balances it out.

Isnt there Alchemy arrows? If we have them, they should do elemental damage like the swords ect.
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  #28  
Old 03-14-2005, 11:07 PM
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Quote:
Originally Posted by GoZelda
Respect ++;
THanks

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Originally Posted by OasaTor_PK
Isnt there Alchemy arrows? If we have them, they should do elemental damage like the swords ect.
Yeah, that would also help
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  #29  
Old 03-19-2005, 05:10 AM
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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, which might discourage some from continuing to play. What you have to remember is that all of this takes time; even more time than it all does now. And using a party to kill something off would be nearly impossible for lower level people. 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. Phys is the one of the hardest things to level up right now, and it just needs a little boost to make it better.

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.

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. 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. 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.

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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  #30  
Old 03-19-2005, 10:00 AM
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Quote:
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,
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.
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.

Quote:
And using a party to kill something off would be nearly impossible for lower level people.
High Level Monsters. High. Level.
Quote:
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.
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.
Quote:
Phys is the one of the hardest things to level up right now, and it just needs a little boost to make it better.
New Leveling Style + higher level monster = boost
Quote:
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.
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 :|
Quote:
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.
Lower level people will have nothing to level off of, then :|

Quote:
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.
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.

Quote:
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.
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.
You need to take a step back and look at your so called suggestion. As I see it, it's a uninformed, unorganized attack.
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Old 03-19-2005, 12:12 PM
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Quote:
Originally Posted by Splke
As I see it, it's a uninformed, unorganized attack.
As I see it, it's just someone else's point of view and perspective.
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Old 03-19-2005, 01:11 PM
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As I see it, it's just someone else's point of view and perspective.
I see it as your face and my fist, biiiatch. :}
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Old 03-19-2005, 04:25 PM
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round based fighting would eliminate the advantage of speed people get, other than that i like it, i play a lot of games like that and i can just walk away without being attacked.
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  #34  
Old 03-20-2005, 03:37 AM
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Quote:
Originally Posted by csod123
would eliminate the advantage of speed people get
No, it's called a dodge skill.
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Old 03-20-2005, 03:57 AM
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this is how some people fight high level monster, they run around it and hit it and move away before it can attack them, that how i started out.
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  #36  
Old 03-20-2005, 04:49 AM
falco10291029 falco10291029 is offline
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I'm saying that speed should be the main deciding factor in your dodge ability.



Why not make a poll about this?
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Old 03-20-2005, 05:08 AM
DrkXFactr DrkXFactr is offline
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Oh dear.
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Old 03-21-2005, 02:26 PM
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Oh dear.
Thanks for the useless input man, we've got plenty of it around here too.
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In the words of the great Argosax

WOOHOO BOOBIES
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  #39  
Old 03-21-2005, 03:45 PM
Malinko Malinko is offline
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Nice idea.
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  #40  
Old 03-21-2005, 03:58 PM
Skyld Skyld is offline
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I'm not sure I like this idea.
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