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  #1  
Old 12-14-2005, 03:04 AM
quickshooter quickshooter is offline
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Here's my idea

yeah, this is tempist on an older account, since no one will fix my current without that stupid 17digit #.... >:O

Here is my idea for Graal Kingdoms.

Problem: Wisdom, Magic, and Physique, and Personality are much to hard to level after a certain
point. While Agility, and Mental are WAY to easy.

Solution: Tone down some skills, and buff up others.


-------------------------------------------------
Section 1: Fixing of major bugs, loopholes, etc..
-------------------------------------------------

1) Fix the bug that allowers players with a close base level, to share experience of skills
that are MANY levels apart.

2) Make it so that when you change gods, you don't lose exp, maybe you can go negative a LARGE
ammount of grace instead? (-10000)

3) Tone down the experience gained from the Dust of Visibility recipe, don't it terrible,
just not as much as it is now.

4) Put a cap on how many times one person can steal from one monster.(maybe a 5-10 steal limit)
To prevent an over-use of stealing.


----------------------------------
Section 2: My basis for this idea.
----------------------------------

In the course of playing Graal Kingdoms I have noticed one thing that stands out to me more
then anything else. This is how unbalanced the leveling system is due to bugs, loopholes, and
overlooked scripting. None of the current level 110 players have maxed out ANYTHING other then
the mental skill FIRST. None of them. I figure if you fix the bugs, etc.. i have stated in "Section1"
then the whole leveling situation would be MUCH more equal. Also players would have a much more
difficult time leveling. I know this would put HUGE gap between current "oldbies" and the new
coming "newbies" BUT this Idea would work exceptionally well with an entire GK wipe. Not that
I would enjoy starting over, but if it would eliminate the "power-players" so be it.

---------------------------------------------------------------
Section 3: Once leveling is equal, new monsters will be needed.
---------------------------------------------------------------

Ok, so the leveling system is even again. Now what? Once players reach a high enough
level the experience gained from monsters starts to dwindle greatly. I know brutal maps were
implemented with the idea of giving players more experience, BUT after a while 3,000 experience
per bigworm just doesnt cut the 1.5million experience needed to gain a level. So here is my idea
to solve this problem:

Create a new island, a new dungeon, or use the pre-existing "kingdom dungeons". Make
this new area accessable to only people who have activated "Battle Mode". This will eliminate
lower level'd players from getting lost, and inevitably killed by strong monsters. Now I am
assuming that due to the way that GK does its battle system (ac/wc) anyone who is in battle mode
has around -50ac. So on this new expanse we have created we need to put a town, or two to purchase
necessary supplies, and to do our trading. After we have that taken care of we need to get back to
the purpose of this area, which is a new place for advanced players to level-up. So we need new
monsters. I'm not even worried about new GFX for them, re-use them for all I care, just make new
NPC's. These monsters can't be your run-of-the-mill monsters, they need to be able to fight back
against players that have HIGH levels, and HIGH AC, etc.. The monsters would need to have stats
ranging from the following:

Health: 500-10,000
Magic Points: Unlimited (or as seen fit)
AC:about -50
WC: -40 to -120
Speed: Can vary
Resistances: Varies on monster background.

Now that I have said that here is the big part. Experience. These monsters would need to give an
increased ammount of experiance. I'm not asking for miracles here, but lets assume a players skill
level is 35. Instead of the 2,000-3,000 experience they would get from a bigworm, have the weakest
monster here, be:

HP:500
MP:250(doesnt matter)
AC:-45
WC:-40
DMG:35 per hit
Speed:don't matter
Resisitances:don't matter yet

And have this monster relinquish maybe 17,500exp. This is weakest mind you.

Now we have monsters of varying strengths. Maybe this could be the strongest monster:

HP:2,000
MP:n/a
AC:-75
WC:-80
DMG:125 per hit.
Speed:n/a
Resistances:n/a

And have this monster relinquish maybe 35,000 exp after it is defeated. This is the strongest.

(These exp numbers are based on a level 35 skill as previously stated, and will decrease as time goes on.)

These changes would prove most beneficial in the long run, and would the high level players some
thing to do other then waste away their gold time in the trade house.

------------------------------------------------
Section 4: Will there be lords in this new area?
------------------------------------------------


Of Course! There will most definatly be lords in this area! These lords won't the push-overs
of their ancestors though! These new found lords would spawn MUCH, MUCH less often. Once per day possibly.
And, they would require teamwork. What? What did he just say? Yes, that's right folks. Team work.
This lords would be EXTREMELY powerful, and would give very high numbers of exp. However, due to
integrated teamwork the experience would be divided amongst them all. Idea for lords:

HP: 7,500-20,000
MP:n/a
AC:-75
WC:-90
DMG:125-250
Speed:n/a
Res:Vary

The experiance given by these monsters of lore would be great. Perhaps 1,500,000 - 3,500,000. But
this is divied up by 4-5 people so it would leave each person with 250,000 - 750,000 exp depending
on which lord had spawned that day. THEY ONLY SPAWN ONCE A DAY!

-----------------------------------
Section 5: Idea's for new monsters.
-----------------------------------

Warrier Mushrooms: Have a hard, er..., shroom? On top. Maybe some spikes, and give them acidic attacks.

Warrier Bomy's: maybe 1.5x the size of the current ones, darker, meaner looking colors.. Physcial attacks
TEETH! are a must...

Zombies: Size of the current wolf, dark grayish, purple colors... can poisen/disease players...

Lizards: Four-legged lizards, green colors, red spots... can poisen... are very quick, weak though..

Raptors: To replace the 1st island T-Rex, though rex's are generally stronger, this isn't real-life.
Attack in numbers (4-5) lightening quick, strong,physical dmg...

Flying Monsters: Birds with razor sharp talons,can't be hit by sword unless low-to-ground. Swoop down to
attack... can drop..eggs?.. from above?

**LORDS**
DRAGONS! Lots of them! Er, maybe not lots.. 4 dragons, of varying strengths/weaknesses... Maybe one can fly?
One spits Fire, one spits freezing Ice, and one mauls things to death... Make them mean looking... prolly
the size of the current T-Rex.. maybe tiny bit larger....

Thanks for spending your time reading this, I hope it gets used, or even considered by the admins of GK.
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  #2  
Old 12-14-2005, 03:11 AM
air_archmage air_archmage is offline
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You do realize you waisted your time, yes?
Those ideas are wonderfull(except the gk reset), but do you honestly think staff will do them??
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  #3  
Old 12-14-2005, 03:58 PM
Sam Sam is offline
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Quote:
Originally Posted by quickshooter


-------------------------------------------------
Section 1: Fixing of major bugs, loopholes, etc..
-------------------------------------------------

1) Fix the bug that allowers players with a close base level, to share experience of skills
that are MANY levels apart.

2) Make it so that when you change gods, you don't lose exp, maybe you can go negative a LARGE
ammount of grace instead? (-10000)

3) Tone down the experience gained from the Dust of Visibility recipe, don't it terrible,
just not as much as it is now.

4) Put a cap on how many times one person can steal from one monster.(maybe a 5-10 steal limit)
To prevent an over-use of stealing.

Thanks for spending your time reading this, I hope it gets used, or even considered by the admins of GK.

Okay it's a bit to much to read for me at the moment, but I will answer to:

1) Agree, that needs an improving.

2) No, it was made to prevent "god - skipper" which wants to use the specialities of the gods. When you change sides from Ogma to his enemy Govannon you deserve to lose wisdom experience, because you dont understand your religion

3) Yes it should be cut a bit.

4) I can steal with dual RoT's max 5-10 times, didn't know that its possible for ppl to do it infinite.
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  #4  
Old 12-14-2005, 10:23 PM
quickshooter quickshooter is offline
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Quote:
Originally Posted by quickshooter


-------------------------------------------------
Section 1: Fixing of major bugs, loopholes, etc..
-------------------------------------------------

1) Fix the bug that allowers players with a close base level, to share experience of skills
that are MANY levels apart.

2) Make it so that when you change gods, you don't lose exp, maybe you can go negative a LARGE
ammount of grace instead? (-10000)

3) Tone down the experience gained from the Dust of Visibility recipe, don't it terrible,
just not as much as it is now.

4) Put a cap on how many times one person can steal from one monster.(maybe a 5-10 steal limit)
To prevent an over-use of stealing.

Thanks for spending your time reading this, I hope it gets used, or even considered by the admins of GK.


Okay it's a bit to much to read for me at the moment, but I will answer to:

1) Agree, that needs an improving.

2) No, it was made to prevent "god - skipper" which wants to use the specialities of the gods. When you change sides from Ogma to his enemy Govannon you deserve to lose wisdom experience, because you dont understand your religion

3) Yes it should be cut a bit.

4) I can steal with dual RoT's max 5-10 times, didn't know that its possible for ppl to do it infinite.
1)

2)But with the loss of exp you are enabling the avatar party glitch. Remove EXP loss,and implement negative grace (which would take a LONG time to regen), and the that glitch is fixed. =D

3)Aye.

4) With level 41agility, and dual RoW, I steal as many times I want until I'm bored... I can usually get around 1,000,000 exp per lord if i feel like spending that much time on it.

And Ise I know getting things changed is tough but, if no one tries then it will definatly NEVER happen..so i am going to try.
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  #5  
Old 12-14-2005, 10:47 PM
Sam Sam is offline
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Quote:
Originally Posted by quickshooter

2)But with the loss of exp you are enabling the avatar party glitch. Remove EXP loss,and implement negative grace (which would take a LONG time to regen), and the that glitch is fixed. =D

The problem is that the current party system is not really perfect.
The idea was to be used for monsters round a combat system, where the players can attack then together. Additional also the monsters should be able to hurt players and noone simply can run away and hide itself behind a stronger player.
If we find out a practicable, better partysystem it will be added by Stefan and Björn.
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  #6  
Old 12-14-2005, 10:56 PM
MasterNuke MasterNuke is offline
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Thank you for completely disregarding magic. :/ (/sarcasm)
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