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Old 06-13-2012, 08:43 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Crono View Post
I see no logical argument in what you posted. My very first post was poking fun at the fact that you consider a forced storyline + questing structure as a positive point, while even you responded that casual players (that constitute the majority of any given playerbase) and older players ("such as myself") might not find it appealing.
Saying questing may not appeal to casual type players is not contrary to listing questing as a positive point. The original post was highlighting the aspects of the server, inwhich casual players are not the only target audience in the way that your post suggested. You seem to like using the word logic an awful lot yet many of your statements are illogical, or only looking at it from one perspective.

Quote:
Originally Posted by Crono View Post
If you want to talk numbers, Classic was the de-facto server and held onto a large proportion of the playercount prior to full-p2p back in 2002. When full p2p was finally unleashed, its playercount inevitably dwindled. As early as 2003 servers like Era (which had no quests), UN (really horrible quests), and Valikorlia (no quests) dominated the top 3 server spots.
It's not surprising, when you consider there was this trial restriction of not being able to save, it was impossible to progress far on Classic when every login you were completely reset, that was a terrible model for a questing game. Not only that but there were so many quests that it actually took a long time to obtain all of the hearts and equipment, so trials were not on a level playing field competitively, and it wasn't viable for them to re-obtain their stats each time they logged on.

Quote:
Originally Posted by Crono View Post
I don't know if you're aware of this or not but there was never a golden age of questing outside of Classic on any servers.
Completely irrelevant, I never said there was and yet it's still a statement some may disagree with.

Quote:
Originally Posted by Crono View Post
You claim quests are permanent content, but they're only done once and never touched again by a player.
They are permanent in the form of being available and welcoming to every player who ever logs onto the server in future, which is the whole point. The idea that quests are pointless because they take so long to make, you play them once in a short space of time, and then you're finished with them is a massive misconception. Quests are not there to keep players occupied, they are there to hook the interest in the game to begin with.

Quote:
Originally Posted by Crono View Post
I also never claimed that no one cares about quests, I claimed that over a decade of interaction with players from dozens of servers indicates that quests are not important. Logically they are simply obstacles to the "end game".
Quests are not of direct importance to players who only play to participate within competitive content, something which has always been in relative abundance on Graal. Quests are not seen as important on other servers, but quests have rarely been developed to a decent quality and/or quantity on other servers. The server we're talking about here stands out as an exception, as such many of those who considered old Classic as their home server also consider quests to be important. Otherwise I wonder what all the fuss that occurred within the first years of post NPC-Server Classic was about.

Quote:
Originally Posted by Crono View Post
Bro, if you have an awesome local guild system planned out there's nothing wrong with that. The problem I had was the multi-guilding prevention coupled with local guilds. Your posts only stated that multi-guilding would be prevented. Being in more than one guild is multi-guilding. My assumption was based on the information you gave me.
By that definition, being in both a warring guild and a family is multi-guilding, when many including yourself if I understood correctly would not consider it to be. There is a goal to prevent multi-guilding generally speaking, there is however different ways to accomplish it.

Quote:
Originally Posted by Crono View Post
I think the biggest issue with local-only guilds is if they are defying the "real" global guild's members & hierarchy.
There's no reason we can't have global guild recreation require ownership of the guild, or some form of manual confirmation of leadership. Ranks + rights can also be created for local guilds.

Quote:
Originally Posted by Hiro View Post
Just to add to that (since my first post was so informative and useful) what about family guilds? I know most people don't seem to take them seriously anymore, but if I have to create the local guild for Bloodvayne and then still want to be in SNC and such, would I be prevented from doing so?
This has already been addressed. One of the advantages of having a local guild system is that it does allow for the separation of guilds according to type. So yes, you could be in both a competitive guild as well as a family.

Quote:
Originally Posted by Hiro View Post
If so, then that is just plain ****ed up, as are local guilds in general.
Your compelling argument shall receive strong consideration.
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