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  #1  
Old 11-21-2004, 05:34 PM
Malinko Malinko is offline
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Lightbulb Offical GK Suggestions Thread!

Okay, some people have been complaining that GK needs some new things. So this is a thread to make suggestions that -will- be read by all GK staff. I have been on GK asking many people what they want to see, so I will post a few ideas and details, please expand on the idea if you want to. Also, don't be afraid to post your own suggestion, but make sure to also put some detail. So yeah, let the ideas flow.

Alignment:
-Having AP play a role into monsters/players.
-High AP Monsters will attack Low AP Players.
-Low AP Monsters will attack High AP Players.
-High AP Monsters will not attack High AP Players.
-Low AP Monsters will not attack Low AP Players.
-Monsters will have a evil, good, or neutral attitude.
(So some monsters will always/never attack.)

New Jobs/Stats: (Will boost more jobs, more economy, and add stats.)
-Mining: Mining differ ores to smelt into bars.
-Smithing: Using the bars to make armour, swords, and items.
-Crafting: Using gold and silver to make earrings, necklaces, or rings.
-Prayer: Enchanting items to have a special +# skill.
(Example: Enchanting a ring for +3 Speed.)

New Monsters: People have suggested having new monsters, you can make up a monster if you want...just explain what reason they should be created. Also, what kind of attacks they will do.

New Items: This is a big topic, please explain your item and what BENEFIT it will have on GK. Meaning, why it should be created and how/where you would get it. Mainly looking for new spells or weapons.

Optional Time/Weather:
-Having a 24 hour clock with effects.
(Effects can be turned on and off, but the time will still apply.)
-Having weather, you know, all that good stuff.
(Effects can be turned on and off, but the conditions will still apply.)

Quests: People want more quests, I'm taking it really long ones that take some thinking. Make a -detailed- storyline of your quest, where it would be, and what you would do. Also, the prize gained from the quest.
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  #2  
Old 11-21-2004, 06:08 PM
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Hmm pretty cool, But some of it i don't like:
Alignment
Don't like this idea for a reason:
monsters are not smart..(Neither is moonite). But you get the picture. Monster's attack anyone.. Also in brutal's, how will you kill worms? :x
New Items
Mainly because people will be like "my shield +50 ac, dex+10, speed+10,str+10 ect..
New Monsters
Like this idea, =)
Optional Time/Weather
Like this one also
Quests
I don't really know about this, New item's? New baddies? What is the purpose?
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  #3  
Old 11-21-2004, 08:34 PM
MasterNuke MasterNuke is offline
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Alignment
Sounds rather boring... because you don't kill monsters means you should never kill them? How will this make people want to kill more monsters?

New Items/Crafting
Combine the two... New items should be craftable as one raises his/her skills. All the event items are so rediculously valuable because they cannot be obtained through other means.

Items need some balance as well... I'll split this into two catagories... Tier 1 and Tier 2.

Tier 1 items should be items that are mundane, craftable etc. All of these items should retain a sort of stat balance... like Chris said, all shields would have ac+1, and some random minor bonus.

Tier 2 items should be items that are harder to obtain... rare crafts, alchemy, rare drops, event items. If Tier 1 had ac+1, tier 2 would have ac+2 or 3... with a few more stats. But I sudgest that each player can only wear as many of these items as their level can handle.

New Monsters
Brilliant... but the new monsters need to go somewhere... Ice or Fire Temple perhaps? Or even better, more islands... that would be awesome

Weather
Wasn't this planned a long time ago?

Even better!
New islands -> New Places -> New Monsters -> New Items


REVAMP the spell system please
I truely think Stefan doesn't give a crap about the whole magic aspect. Ever since Graal2002 Alpha, magic has seen nothing but nerfs. Damage reductions, massave casting delays, Spell lock(getting hit while casting freezes up the player for a short but vital moment), slow projectile speeds, clumsy targeting... and half the spells aren't even finished!!

Bring damage back up to par with melee damage.
Make casting delays shorter again... we started with instant cast and got murdered from there. Make them look better too... some of the cast animations look strange.
Fix spell lock.
Speed up the projectiles so my magic bullet doesn't float toward the enemy like a magic beach ball.
Revamp the targeting system.
FINISH THE SPELLS

Revamp the weapon system as well
All the weapons need to be rebalanced... people with tiny knifes find ways to outdamage a hammer man in direct combat. Perhaps would be cool if you could add special attacks to every weapon. Say a Hammer man is chasing someone... he takes his hammer and slams the ground... the shockwave slows down everyone around him by 75% for 6 seconds. Which would make the weapon a lot less useless. Also... bows need to be revamped... as of now, they act like melee weapons with melee-like damage.

When All Hell Settles Down...
When things are all ready, I sudgest there be a wipe or a new Graal Kingdoms server put up... This is to start clean without all the bumps from the Alpha stage. This new slate must come AFTER a large amount of content is made such as more islands/continents. Level limit should be set at 20 or 30, exp loss should be placed back in. with the level cap, ac will never skyrocket into such a major problem as it is today. Restarting your character will have meaning because exp will stop after a while. Level loss wont be such a scary thing if you can't lose that much. KINGDOM WARS CAN ACTUALLY HAPPEN when the whole fight isn't just one person slaughtering an army.
Edit: Was posting at the same time as Chris...

Last edited by MasterNuke; 11-21-2004 at 09:01 PM..
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  #4  
Old 12-02-2004, 12:12 AM
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Originally Posted by MasterNuke
Alignment
But I sudgest that each player can only wear as many of these items as their level can handle.
Ahem, can we say crossfire?

That is Defender of Ixalovh +11 * (wielded) (dam+8)(ac-1)(item_power +5)(weapon speed 2)(slay consuming_fire_creatures)(Attacks: physical, cold)(armour +50)(resist drain +50)
It is made of: iron.
It goes on your arm
It weighs 20.000 kg.
You would get 546 platinum coins, 2 gold coins and 4 silver coins for it.

As a side note, I'd like to note the ac-1 on a sword called defender, and that after blessed, ac actually goes up. *clears throat* Fix my samurai boots of haste, thanks.
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Old 12-02-2004, 12:17 AM
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That is Bracers of Ogma (str +2) (armour+ 30) (resist cold +20) (Dam +15) (Regeneration +1)

I don't worship a ****ty god for my health, nor would I like to think I wasted my time getting the wisdom levels to have this item, I'd like that fixed too.


Btw, I am sure Ed would argue the same about Aengus' Elven Bow.
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  #6  
Old 11-21-2004, 08:30 PM
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1) Food.

-Remove food restoration from the restoration spell.

-Give "Create food" to govannon worshippers only.

-Even out the weight and food+ bonuses proportionately so fish+chips don't make everything obosolete.

-Make it so that only certain plants can be grown on certain islands.

[b] This will give players something else to do (bake+plant), benefit the economyt, give food an actual reason to exist, encourage kingdom interaction and more.[b]

2) Spells.

-Targetting system: Highlight the closest player or monster by pressing "a", pressing the button again will switch to the next closest. An arrow or maybe a box can appear above/around the player to indicate they are the active target. The target can be taken off by pressing "d" (shield) and once either player leaves the level the target is lost.

This will make it a lot easier for spell casters as they won't have to open and drag and icon onto a player (which is difficult on a moving player)

-For spells such as "pool of chaos" where the graphics are solid, crappy looking, spaced and it's blatant where damage is dealt...add a "dontblock;" script or so along with light effects to surround it similar to how fire spells work.

This will make the spells look better, stop spells from annoyingly blocking areas, prevent players from grabbing the spells playfully to disrespect your character and the games lameness =D

-Casting time,"Failed" problem, gani problem, item blocks and inferior spells.

Spell cast time is too short, in the time it takes to cast a bullet any phys user can run across a level and hit you. Some spells just take too long, period, such as "holy orb." You also have to see the player use the wand gani before some of the spell's even begin.

When players are hit by another player, even if they miss and their attack fails, the spells are still interupted. Ontop of this, if a player is on peaceful mode and hits you it has the same effect and is quite frustrating if fighting someone else in battle.

When players are hit during a spell and it's interupted, it isn't possible for them to walk until the spell gani time is over. With the combination of this and the hurt gani...it is often pretty easy to be killed in one offensive rush by a phys user.

Players often drop an almost completely unvaluable item or so to block spells such as a finger or a silver coin. This is makes things difficult for spell users, especially if they pray to Brigid and can only use spells. More spells should go over items (maybe things like tables and trees too) the same way "holy orb" does.

Many spells have become inferior/obsolete due to the power, cast time, size and lenght of time others last. An example of this would be "ice storm." A player can cast an ice storm which not only covers a larger mass and does more damage more often than "large icestorm" but it costs less than 3x as much mana to do. The same applies for fire spells. These spells need their mass, damage and time they last increased. Furthermore, bullet spells make wounding almost useless since the wounding has been toned down. They do almost as much damage except the wounding takes around 10x as much GP which could be used for something more useful like healing compared to 4sp for a large bullet which can be recovered in a few seconds. Wounds need to be atleast 50% stronger. "missile" spell is very buggy, might aswell remove it as the way bullets work on Graal is how missiles are supposed to work on CF.

-Avatars and summoned pet monsters.

Currently avatars can't even touch just about every player and are a little difficult to control (even harder when you are hit as your character faces down in the hurt gani and your avatar walks about 10 miles down before you recover.) As players wisdom level up so should their avatar..2hp, 1 wc, 1ac or so each level? You should also be able to control the avatars the way you control your player, "possess" them or so...when they die your player re-appears and loses a proportion of hp or so? As for pet monsters, just add a wider variety for higher levels.

This will greatly improve the spell system on GK with not only fixed bugs, balance and user friendliness but...look awesome (or less lame atleast =D)

Items/Weapons/Armor

Currently many items are made inferior/obsolete by others. Take the shields and bows for example, for a few measly wooden boards or so one can make a shield with ac+1, armor+something..for another unvaluable, common, item they can make another with identical stats except more armor. Which would you choose? <---Rhetorical question. What makes things worse is that craftable items aren't even useful when alchemy ones are almost as easily obtained and have drastically higher stats. What I believe should be done is adding variety to the game. Rather than having three bows and shields with like:

shield 1: ac+1 armor+1, shield 2: ac+2 armor+5, shield 3: <insert higher, same stats here>

and

bow 1: wc+1 damage+20, bow 2: wc+1 damage+25, bow 3: <inset same higher stats here>

you have variety. Example:

shield: ac+1, armor +1, resist fire +10. shield 2: ac+1, armor+1, resist cold + 10. shield 3: ac+1, armor+1, resist electricity +10. Shield 4: ac+1, magic+1, armor +1. Shield 5: ac+3, armor + <less than high shield of deflection>, weight: <less than high shield of deflection>

Along with items to craft them that would actually be a little challenge and fun to collect. Maybe put those large gems that currently have no use to use? sapphires for cold resist items and rubies for fire for example?

If no-one noticed I tried to do this through Forest =p Forest bow for example has no wc bonus and the least damage in the game but is the lightest bow and has attack type: magic ;p

This will balance items, benefit the economy and add variety in numerous ways to the game - from crafting to stat themed characters.

Gods and attacktypes

Currently Gods are a little buggy and unbalanced.

Ogma's bracers need to be added. His poison fog spell should follow the player and he should not be able to be diseased. Maybe immunse poison too. I mean...balor immunes fear, dianceht immunes blind, aengus immunes confuse and slow.

Brigid's resistances which were her main reason to be worship is useless as they give no exp and stat loss in the mudlib and CF but on GK you don't lose those things anyway. She should be compensated with resist magic+35 or so. Brigid's spells are also very bugged or don't work. Peace was removed which worked similar to oratory on monsters and prevented players with a lower wisdom level from harming you, remove damnation is useless on GK and doesn't even work correctly, reincarnation is useless and was removed, sanctuary and wall of thorns don't block all the spells it should and is lacking graphics, insect plague doesn't work correctly.

Govannon worshippers should be the only people to learn create food (Refer to food suggestion.)

Balor should resist fire additionally to magic, if not, fire alone.

Aengus - confuse and slow needs to work so his weapons are actually useful.

Bile - deplete and drain attacktypes don't work on GK, remove them.

Leucetious - Add "slow" to his attacktype, govannon makes the lightning inferior.

Also, remove ghosthit and paralyze. Nothing in the game uses 'em and they don't work. Not too mention paralyze would be too advantageous to exist if it did work.

This will balance and distinguish Gods more making worshipping more enjoyable. Aswell as getting rid of useless attacktypes.

Pets

Currently pets can be quite annoying and laggy. Did I mention they are useless except the horses? I believe players should be limited to ONE of each type of pet and all useless ones should be a) destroyed b) destroyed c) destroyed d) all of the above or alternatively, give them a use such as carrying items to lessen your weight.

This will reduce lag and annoyance aswell as give pets a reason to exist (minus horses.)

Day/Night system

A day/night system should be added where different monsters appear at night and day and drop different items. Of course it should not move in real time as everyone are in different time-zones and may not get to experience both night and day in game very often if at all.

This will add variety, realism and benefit RP aspects to the game.

Agility

Currently agility levelling is almost useless. Stealing really makes no sense as you can just kill a monster for the drops a lot faster. The ac to wc ratio in the game is really off. If a player levels phys to the max level and has equipment their wc can reach around -130 max...the max ac someone can get in the game is around -85 max. My suggestion is every 4 agility levels you obtain 1 more ac. 110/4 = 27 + 85 ac = 112 ac. Maybe at every 10 you get a 0.050 speed bonus so at max level (110) you are 0.500 speed faster than normal which would take quite a long time to achieve.

This will help...self explanatory. Makes the bloody agility levels exist for a reason >:O

Death
Give the players a choice. Lose items and permanent stats (revived by praying to some god, remove damnation spell/scroll or potion of life) or 1% exp.

This will solve a lot of things mentioned prior to this and more of a thrill in sparring.

Apoccolypse
Reset the server AFTER economical balance and bug fixes aswell as major updates have been completed.

This will prevent old problems from re-occuring (especially economically), clear all the bug abuse that took place to get players to the advantageous position they are today.
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Last edited by --Chris--; 11-21-2004 at 09:18 PM..
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  #7  
Old 12-02-2004, 12:33 AM
Raelyn Raelyn is offline
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Quote:
Originally Posted by --Chris--
Bile - deplete and drain attacktypes don't work on GK, remove them.
Depletion works, it's essentially "harm food stat", try it, I've used a bile hook, ran someone out of food and diseased them due to starvation, and killed them that way, even though the hook did next to nothing as far as damage.

Quote:
Originally Posted by --Chris--
Agility

Currently agility levelling is almost useless.
I am for this upgrade, as I am a professional thief and my agility levels are rivaled only by those of Marion Hunter. I worked hard for the exp and levels, and have always felt that they should provide some sort of benefit, such as speed or even AC as chris suggests.
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Old 11-21-2004, 09:24 PM
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Something that will revolutionise GK I believe would be very good:

Distinguishing the Kingdoms.

-Make Forest the only kingdom you can farm anything but corn on, Zormite the only to fish as some examples. Re-activate market islands again aswell as making the market stands there last as long as the leader specifies.

-A god altar on each island:
Forest - Aengus (elven)
Dustari - Govannon (craftsman)
Zormite - Brigid (life)
Pirates - Balor or Bile (evil)
Samurai - Ogma (poison, ninjas are good with that stuff ;p)

-Distinct, craftable items (well this is kinda already here): wands, shields, etc. Food too.

-A haunted house/dungeon on each island with exclusive, themed monsters.

-Revamp the islands and make them look more themed. I'm doing this right now with Forest. The only difference currently between kingdoms is houses lol

This will help the economy, drastically improve role-playing, add variety to the game (especially where chosing a kingdom is concerned), give players something to do other than idle and pk on main and much more.
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Old 11-21-2004, 09:39 PM
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Quote:
Originally Posted by --Chris--
Something that will revolutionise GK I believe would be very good:

Distinguishing the Kingdoms.

-Make Forest the only kingdom you can farm anything but corn on, Zormite the only to fish as some examples. Re-activate market islands again aswell as making the market stands there last as long as the leader specifies.

-A god altar on each island:
Forest - Aengus (elven)
Dustari - Govannon (craftsman)
Zormite - Brigid (life)
Pirates - Balor or Bile (evil)
Samurai - Ogma (poison, ninjas are good with that stuff ;p)

-Distinct, craftable items (well this is kinda already here): wands, shields, etc. Food too.

-A haunted house/dungeon on each island with exclusive, themed monsters.

-Revamp the islands and make them look more themed. I'm doing this right now with Forest. The only difference currently between kingdoms is houses lol

This will help the economy, drastically improve role-playing, add variety to the game (especially where chosing a kingdom is concerned), give players something to do other than idle and pk on main and much more.
Wouldn't Dustari get Brigid and the Zormites get Levithan?
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Old 12-02-2004, 12:44 AM
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Quote:
Originally Posted by --Chris--
Pirates - Balor or Bile (evil)
Pfft, give 'em DianCecht, thier current slogan is "pirates are too mean, we are not pirates, lets just be a pirate club instead".
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Old 11-21-2004, 09:41 PM
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Aligment
It's very stupid monsters attack you on sight. Perhaps it could be implemented that some monsters only attack when you attempt to steal from them or attack them?

Monsters
Not all monsters should attack on sight as stated. Perhaps townsfolk etc. could be added, that you can interact with, but will attack when you attack them or steal from them or insult them etcetera.

New Areas
I would think it's a very good idea to add some sort of tropical continent, such as Africa. Here can live another culture, and also other monsters (perhaps panthers could live here). Also can certain plants like cacao only be planted here.
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Old 11-21-2004, 09:43 PM
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There is no "levithan" in this game. I listed all the gods there.
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Old 11-21-2004, 09:49 PM
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Quote:
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There is no "levithan" in this game. I listed all the gods there.
My bad...

Pirates should have Leucetious
Zormites Brigid
Dustari Dianchet
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Old 11-21-2004, 09:48 PM
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I kinda like what chris has said, only one thing i don't agree with is the farming on forest, fishing n zormite and such, Just doesn't make a point in the main island =).
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Old 11-21-2004, 09:54 PM
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Death to main island and the archipelagos

It's just stupid. Barely anyone visits the kingdom islands, except for their houses or the very rare cases of events or wars in which they usually go via main with the tunnels. All the islands should be put together in a big continent. There also should be some smaller islands which have use (like for a quest or towns). Pirates should get their own island or a ship. Zormite and Dustari should be merged together because they basically act as one island anyway. Then we have one continent with three kingdoms and an island with the Pirates. This island should future some neutral ground (which can possibly be captured by a kingdom, but kingdoms can't block out neutral players).

Next, a new continent should be added. Here we can have a Aztec-based kingdom and a Arabic-based kingdom. In general it should be like the other kingdoms (capturable neutral ground etc.) but more tropical. More on this later.
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