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  #1  
Old 08-13-2008, 07:34 PM
Demisis_P2P Demisis_P2P is offline
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Originally Posted by Frankie View Post
I agree.
the gmap right now is messy. very very messy.

the street pattern is ridiculous. would be better if we went to a grid system. this way buildings would be arranged better instead of randomly placed.
Mange already did that with his new GMAP, but then he went and copied over houses and buildings from the current gmap :{

But it has a lot more crossroads and decent blocks of land. And the sewers are actually mapped to the streets now, which is cool.

Just need the LATs to go through and City it up with buildings and alley ways and stuff.
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Old 08-13-2008, 07:44 PM
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Quote:
Originally Posted by Demisis_P2P View Post
Mange already did that with his new GMAP, but then he went and copied over houses and buildings from the current gmap :{

But it has a lot more crossroads and decent blocks of land. And the sewers are actually mapped to the streets now, which is cool.

Just need the LATs to go through and City it up with buildings and alley ways and stuff.
I would have definitely offered my services if I could make levels with the Era tileset.
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  #3  
Old 08-13-2008, 08:19 PM
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Though, I do miss that building with all the flowers it.
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  #4  
Old 08-13-2008, 08:31 PM
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Originally Posted by Sinkler View Post
Though, I do miss that building with all the flowers it.
The indoor garden that was basically made for the sole intention of allowing Kyomi to make thousands and thousands of dollars almost instantly by picking rows of flowers with her boomerang? /That/ building with flowers in it? The one from 2004?

I think Kyomi was even the one that made that, and she turned it into a business where she charged flower pickers $20 to enter. I don't miss it at all.

RC is actually alerted now if any NPC tries to join the flowers class and it isn't on the gmap.
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  #5  
Old 08-14-2008, 12:44 AM
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Quote:
Originally Posted by Demisis_P2P View Post
The indoor garden that was basically made for the sole intention of allowing Kyomi to make thousands and thousands of dollars almost instantly by picking rows of flowers with her boomerang? /That/ building with flowers in it? The one from 2004?

I think Kyomi was even the one that made that, and she turned it into a business where she charged flower pickers $20 to enter. I don't miss it at all.

RC is actually alerted now if any NPC tries to join the flowers class and it isn't on the gmap.
That's the only reason I liked it. I traded a GG for a Boomerang, I made thousands of dollars a day lol.
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  #6  
Old 08-14-2008, 10:41 PM
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Quote:
Originally Posted by Ningnong View Post
[/LIST]
I find a lot of games; jobs are introduced that are just plain boring. The game becomes more of a task. Remember: don't take the fun out of it. You want a system where its not taxing to log on every time and clean um... a window? for hours on end /then/ have fun.
[/LIST]
- Sometimes over-complicating things and trying to make a game /real/ never works in my opinion...
[/LIST]
- What kind of tax are you referring to, income? If so, that would be a simple formula based on the amount of cash they earn, and in the case you are referring to, items (type/quantity) they own...

Also, why not make it a bit more of a challenge to run a business. Not every business is 100% successful, how about the manager can set wages for his employees, take over heads into consideration, bigger premises = bigger payments to keep running, etc etc....


... By the way Hi, I have been out of Graal for some time, so I have no idea if this system is already in place, but this was a thought:

To get around the problem of players that are part of business that can easily make money, compared to relatively new players who find it hard to earn any sort of money why not implement a 'chance' system in terms of gun crafting.
For example, to create guns, or weapons, or anything for that matter, they need a kind of 'recipie' to be made, or manufactured. Each player could develop their skill in mining / any other system used to gather / find these materials, whereby obviously expensive 'high end' guns are harder to construct because the materials to make them are more rare (i.e. introduce a rarity system for the raw materials) this combinded with a skill + CHANCE system, chance giving the odd player, who may not have that /great/ a "gathering materials skill" on the rare occasion find a high value item in which they can sell to a business.

This doesn't indefinitely make people with few assets 'always poor' there is always that chance they may find an item to sell without going down the long road of cleaing for 20 hours a day / cooking or baking selling ginger bread men at $0.01 each..........

if you catch my drift, just a thought

-Ningnong
Hi Ning,

All right, the income tax is a good idea but here's what I want, I want to abolish player trading and have a set in selling market place where there is a set-in max prices for each gun and a set-in minimum price for each gun/item etc. I think this will actually stablize the economy. You can also set prices in between those two number.

The tax-system should be based on how much you have, monetarily and weapon-wise. You could call it income tax, but it's money that's taken away based on the maximum-price set in the market place. example formula (maximum price of item) times (set amount of percentage per weapon/item)
Example Let's say a Handgun's max price is 100 dollars, 100(0.05), this would be done to all your weapons and then added up to set an amount of tax.

For money, it would be taxing on deposits.
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  #7  
Old 08-15-2008, 12:45 AM
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Remove all money, jobs, and the trading system.
Economy: "stablized"!
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  #8  
Old 08-15-2008, 05:36 AM
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Quote:
Originally Posted by Kappa00p2p View Post
Remove all money, jobs, and the trading system.
Economy: "stablized"!
I "Think" what he is going for is bam no money economy fixed, and players can just get what they want. Then theres no scamming, no crying, no banning. But I cant be positive
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  #9  
Old 08-16-2008, 08:25 PM
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Quote:
Originally Posted by Sinkler View Post
Hi Ning,

All right, the income tax is a good idea but here's what I want, I want to abolish player trading and have a set in selling market place where there is a set-in max prices for each gun and a set-in minimum price for each gun/item etc. I think this will actually stablize the economy. You can also set prices in between those two number.

The tax-system should be based on how much you have, monetarily and weapon-wise. You could call it income tax, but it's money that's taken away based on the maximum-price set in the market place. example formula (maximum price of item) times (set amount of percentage per weapon/item)
Example Let's say a Handgun's max price is 100 dollars, 100(0.05), this would be done to all your weapons and then added up to set an amount of tax.

For money, it would be taxing on deposits.
The Market Place idea could actually help make this economy controlled with prices. I forgot to mention that.
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  #10  
Old 08-15-2008, 01:59 AM
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Then Era would be a Role-Playing server...
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  #11  
Old 08-15-2008, 02:05 AM
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Quote:
Originally Posted by Sinkler View Post
Then Era would be a Role-Playing server...
No it wouldn't... I wouldn't be able to role-play a rich person.
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  #12  
Old 08-15-2008, 04:01 AM
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That's easy, wear a suit and act like a rich person.
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Last edited by TSAdmin; 08-15-2008 at 05:39 AM.. Reason: Then let's not joke at all
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  #13  
Old 08-15-2008, 05:39 AM
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If anyone can get whatever they want, no one would care, and we'd have fun.
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  #14  
Old 08-15-2008, 05:55 AM
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Quote:
Originally Posted by Sinkler View Post
If anyone can get whatever they want, no one would care, and we'd have fun.
Sure, provided the people who want to play have "Playerworlds Gold Subscription".
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  #15  
Old 08-15-2008, 06:40 AM
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Originally Posted by Sinkler View Post
If anyone can get whatever they want, no one would care, and we'd have fun.
If everybody instantly got everything they wanted the game might be fun for the first few days, but then it would be incredibly boring and hardly worth playing.

MOST of the gameplay is trying to earn items. Trying to get the best gun. Trying to join your favourite business/gang, and then trying to move up the ranks in that business/gang.

If anything Era needs more progression and character development. More replay value.
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Old 08-15-2008, 07:32 AM
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Quote:
Originally Posted by Demisis_P2P View Post
If everybody instantly got everything they wanted the game might be fun for the first few days, but then it would be incredibly boring and hardly worth playing.

MOST of the gameplay is trying to earn items. Trying to get the best gun. Trying to join your favourite business/gang, and then trying to move up the ranks in that business/gang.

If anything Era needs more progression and character development. More replay value.
What you're describing is a popularity contest.
What Era needs is more ways to kill each other. Have constant events where premade teams can do objective based battles and the entire winning team wins event coins/ reputation.
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Old 08-15-2008, 06:04 PM
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Quote:
Originally Posted by Demisis_P2P View Post
If everybody instantly got everything they wanted the game might be fun for the first few days, but then it would be incredibly boring and hardly worth playing.

MOST of the gameplay is trying to earn items. Trying to get the best gun. Trying to join your favourite business/gang, and then trying to move up the ranks in that business/gang.

If anything Era needs more progression and character development. More replay value.
Agreed.

People get more interested in a game when they are constantly working to progress. Why do you think everyone on GK are constantly screaming "BUYING DIAMONDS" or "BUYING EC's" its not the fact they have a shiny event coin to stare at (well maybe it is?) but its the fact that every EC they get closer to getting a better weapon.

Im sure if there was an EC fountain, sure it would be fun for the 1st few days , but then it would be incredibly boring ;x

Quote:
Originally Posted by Kappa00p2p View Post
What you're describing is a popularity contest.
Not really..

Quote:
Originally Posted by Kappa00p2p View Post
What Era needs is more ways to kill each other. Have constant events where premade teams can do objective based battles and the entire winning team wins event coins/ reputation.
Agreed, having more events would mix things up a bit instead of the continual, well whatever.... running round killing each other? ZzzzZZZzzz

A well planned / organized / well scripted system (e.g. couter strike event) would be pretty good ;o

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  #18  
Old 08-15-2008, 06:42 AM
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"Earn" items lol.

If scamming and duping your money is considered "earning" then whatever. Big reason why I quit for sure.
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  #19  
Old 07-31-2008, 07:26 PM
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Economy is broken? How is that possible when you can mine and do other things for straight up cash.

Solve your economic problems? Stop being lazy.

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Old 08-14-2008, 05:27 AM
Ningnong Ningnong is offline
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Quote:
  • Create more player jobs, such as Fishing, Cooking, Cleaning (could be another company, cleaning houses) and construction.

I find a lot of games; jobs are introduced that are just plain boring. The game becomes more of a task. Remember: don't take the fun out of it. You want a system where its not taxing to log on every time and clean um... a window? for hours on end /then/ have fun.

Quote:
  • Oil companies might add to the realism of Era, and it will make businesses pay more to create items to sell.

- Sometimes over-complicating things and trying to make a game /real/ never works in my opinion...

Quote:
  • Every player must pay taxes, depending on how much they have and how much they own, staff will figure out how to script this.

- What kind of tax are you referring to, income? If so, that would be a simple formula based on the amount of cash they earn, and in the case you are referring to, items (type/quantity) they own...

Also, why not make it a bit more of a challenge to run a business. Not every business is 100% successful, how about the manager can set wages for his employees, take over heads into consideration, bigger premises = bigger payments to keep running, etc etc....


... By the way Hi, I have been out of Graal for some time, so I have no idea if this system is already in place, but this was a thought:

To get around the problem of players that are part of business that can easily make money, compared to relatively new players who find it hard to earn any sort of money why not implement a 'chance' system in terms of gun crafting.
For example, to create guns, or weapons, or anything for that matter, they need a kind of 'recipie' to be made, or manufactured. Each player could develop their skill in mining / any other system used to gather / find these materials, whereby obviously expensive 'high end' guns are harder to construct because the materials to make them are more rare (i.e. introduce a rarity system for the raw materials) this combinded with a skill + CHANCE system, chance giving the odd player, who may not have that /great/ a "gathering materials skill" on the rare occasion find a high value item in which they can sell to a business.

This doesn't indefinitely make people with few assets 'always poor' there is always that chance they may find an item to sell without going down the long road of cleaing for 20 hours a day / cooking or baking selling ginger bread men at $0.01 each..........

if you catch my drift, just a thought

-Ningnong
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