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  #1  
Old 08-06-2010, 07:16 PM
ffcmike ffcmike is offline
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Starter Content Released

Once logged onto Classic the rest should be pretty straight forward, throughout this you would obtain the Overworld Map, Level 1 Sword and Shield and the Quest Notebook, plus hopefully a good insight into the basic game actions for Graal newcomers.

Up until the point of obtaining the Sword the player has Newbie Protection, which prevents any incoming or outgoing damage, aswell as blocking/being blocked by players, this can be determined via -Protected- being as part of a players nickname (as opposed to it being a Halo hat in the past).

It's not a massive chunk of content, nor something I would say is breathtaking compared to what we intend to accomplish, but I feel it serves well as an introductory phase, the next phases of content shall see Master Li guiding the player throughout various tasks within Graal City, leading up to the Castle Dungeon, this is still planned to be implemented gradually.
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Old 08-06-2010, 07:31 PM
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Old 08-06-2010, 07:46 PM
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Checking it out now, splash screen was a bit weird.
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Old 08-06-2010, 07:53 PM
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Checking it out now, splash screen was a bit weird.
matrix online sucked
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Old 08-06-2010, 07:56 PM
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Checking it out now, splash screen was a bit weird.
Believe this is fixed now, was meant to be a heads pre-loader.
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Old 08-06-2010, 08:17 PM
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Even though it is just a very small sliver of playable content it is still set up as the best actual game on graal I've started playing--complete opposite of the "development playground"/mario party trend that classic servers seem to have been stuck in for the last few years.

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Old 08-06-2010, 08:43 PM
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only wish they'd change the intro to make it less childish.

also would love to see text boxes instead of player chat used for dialog. Ziplock was talking during one of the scenes, which was distracting (yet humorous) but I can see how it could be abused.
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Old 08-06-2010, 09:32 PM
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only wish they'd change the intro to make it less childish.

also would love to see text boxes instead of player chat used for dialog. Ziplock was talking during one of the scenes, which was distracting (yet humorous) but I can see how it could be abused.
I like the intro, stuffing babies in closets and under beds is the latest thing in child management.
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Old 08-06-2010, 09:55 PM
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I don't know, I got pretty bored quickly with it but that's just me, and not really paying attention and having one of those damn bush monsters knock the pot out of my hands was a piss off. On the other hand it looked great.

A close button on the options menu would be nice.
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Old 08-06-2010, 10:46 PM
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Not of a fan of the 'GRAAL CLASSIC' graphic or the '-Protected-' tag.
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  #11  
Old 08-06-2010, 10:47 PM
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Not of a fan of the 'GRAAL CLASSIC' graphic or the '-Protected-' tag.
I agree with this. It doesn't feel like Classic.
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Old 08-06-2010, 10:55 PM
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Just use 100ap.

Get really intense and use hat90.
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Old 08-06-2010, 10:56 PM
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eh parts were boring and the ninja bit was a bit annoying but overall ok.

except i woke up as a lizardon so that kind of counters your entire story plot
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Old 08-07-2010, 02:36 AM
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I liked it, I've missed the charm of playing on classic.
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Old 08-07-2010, 05:15 PM
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It was amazing dude. Classic was awesome. I really enjoyed the it, even though it wasn't a lot. It was very fun, can't wait to play some more!
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Old 08-07-2010, 05:27 PM
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I found it ok. I still find the storyline extremely weird seeing as this makes everyone of the same background. I have the same opinion on the intro as Maximus and it was all going alright until the Ninja Trials. Level is pretty basic and not really ninja themed like I thought it would be. It's not hard to get lost at the start and the instructions and directions given are pretty clear so that is one decent thing I can think of.
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Old 08-07-2010, 05:47 PM
maximus_asinus maximus_asinus is offline
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There are a few things I would change...
  • the opening scene with the Baddies seemed too staged, and childish as points
  • using text/dialog boxes for cut scene events, which a player can scroll through on their own speed. I missed a few lines of dialog from the opening cut scene, and through distraction, I missed a few lines in Master Li's.
  • I don't like how the graveyard seems to have been stuffed in the bottom corner. It is obvious that you were working to keep the levels in the current map without extending it, but it looks constrained now (and will become glaringly obvious when you do eventually extend the map). The path to the graveyard doesn't seem natural.
  • On the topic of the graveyard, you have a neat darkening effect when you enter, but I dislike how when you enter a building and exit it fades again. Also for atmosphere purposes, it could be cool to add rain for the graveyard.
  • I think you should begin the game with journal and the map or grab it off the desk in the beginning.
  • The ninja trials were cool, but watching players go through the quest I noticed they all had two complaints. First, everyone needed guidance on what they were supposed to do with the push blocks, I think Xaphan said he was there for 40 minutes (LOL) trying to work on it. I think the goal should have been made more obvious (like how in most Zelda games they have a certain "tile" that would point you to the path you're supposed to take). The second complaint was that the torch, or stick looked terrible, and even worst when it was on fire. Maybe consider changing it.

Those were my biggest complaints, I really enjoyed what I got to play though.
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Old 08-07-2010, 05:56 PM
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not really ninja themed
I never really thought of that, but it does make sense to have a ninja themed training area. Though I am not entirely sure what makes something ninja, I imagine a quest based on balance, stealth, and then sword techniques. The Ninji Castle from old Classic is a good example I think. You had to sneak passed guards, and then fight a boss at the top. Maybe adding onto that would be trying to incapacitate the guards (not killing them), setting up traps, and solving puzzles/mazes. Maybe even a time trial where you have to race an ninja to a goal.
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Old 08-07-2010, 06:05 PM
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Originally Posted by maximus_asinus View Post
I never really thought of that, but it does make sense to have a ninja themed training area. Though I am not entirely sure what makes something ninja, I imagine a quest based on balance, stealth, and then sword techniques. The Ninji Castle from old Classic is a good example I think. You had to sneak passed guards, and then fight a boss at the top. Maybe adding onto that would be trying to incapacitate the guards (not killing them), setting up traps, and solving puzzles/mazes. Maybe even a time trial where you have to race an ninja to a goal.
Sounds like that would be an improvement on the current level. What I was getting at was the level for the ninja trials could be a level for just about any quest really, nothing special about it like there should be.
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Old 08-07-2010, 06:09 PM
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Please tell me there are not push/pull block puzzles

They need to be abolished. Forever. The default push/pull block mechanics are atrocious and only spawned equally bad puzzle designs because of it. Blocks should be redesigned to work more like Zelda blocks.
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Old 08-07-2010, 06:13 PM
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Please tell me there are not push/pull block puzzles

They need to be abolished. Forever. The default push/pull block mechanics are atrocious and only spawned equally bad puzzle designs because of it. Blocks should be redesigned to work more like Zelda blocks.
There is a push/pull block puzzle in the ninja trials. In fact what I've gathered is that the block puzzle is the entire point of the ninja trial because this seems to be the core of the trial. It does use different block mechanics though.
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Old 08-07-2010, 06:32 PM
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Quote:
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There is a push/pull block puzzle in the ninja trials. In fact what I've gathered is that the block puzzle is the entire point of the ninja trial because this seems to be the core of the trial. It does use different block mechanics though.
Well in that case they need new puzzle designs. No one likes a room full of blocks. Creative designs :/
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Old 08-07-2010, 06:41 PM
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Well in that case they need new puzzle designs. No one likes a room full of blocks. Creative designs :/
It's not a room full of blocks, it's like 4 blocks but it's still the main point. Then again it isn't a creative design either. You have to find a way to push the red block on to a square which somehow slows down the current of the water, inside the level.
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Old 08-07-2010, 06:43 PM
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Quote:
Originally Posted by DustyPorViva View Post
Please tell me there are not push/pull block puzzles

They need to be abolished. Forever. The default push/pull block mechanics are atrocious and only spawned equally bad puzzle designs because of it. Blocks should be redesigned to work more like Zelda blocks.
I never understood why nobody on Graal has tried to emulate Zelda's block puzzles. In Graal, the blocks are always treated as obstacles to clear, or weights for switches. Why hasn't anyone made a block puzzle that required using the blocks for another purpose (like stacking, or filling a gap in a floor, etc).

EDIT: this is a quick mock up of what I mean, I never seen a puzzle like this on Graal. Push blocks have always been used in one of two ways. P.S. the blocks are supposed to look like they are stacked but I lack the ability to create that effect. Also when done right, the rocks would sink in the sand enabling you to walk/climb on them.

EDIT: how I have it might be a bit confusing, maybe shrinking the muddy area to be about the same shape as the block would allow players to identify what they have to do a bit better.
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Old 08-07-2010, 06:45 PM
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Quote:
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It's not a room full of blocks, it's like 4 blocks but it's still the main point. Then again it isn't a creative design either. You have to find a way to push the red block on to a square which somehow slows down the current of the water, inside the level.
Oh... I should really try it, I guess. I just can't be assed.

However, my point still stands! There will be curses in the air if they reimplement the old block puzzles!
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Old 08-07-2010, 08:51 PM
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Oh btw, what's with the random laser beam. lol
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Old 08-07-2010, 09:12 PM
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I had actually planned to always give blocks some advanced use, agree they should never exist entirely as an obstacle, one idea I had was to have them pushed into water, perhaps either to use as a float or to sink and form a shallow walkway, another improvement on them compared to before is that they move smoothly rather than one tile at a time.

The laser is hardly random, the solution to avoiding was purposely part of the solution to killing the subsequent baddy, plus motion sensors fit in with stealth.
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Old 08-07-2010, 09:20 PM
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Ya but it doesn't fit in with the setting lol. Next week in Naruto: lasers coming out of the walls.
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Old 08-07-2010, 09:42 PM
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Ya but it doesn't fit in with the setting lol. Next week in Naruto: lasers coming out of the walls.
I agree, it definitely didn't fit the atmosphere. Why would I use a sword if I could just use a laser?
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Old 08-07-2010, 10:40 PM
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Old 08-07-2010, 10:46 PM
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Old 08-07-2010, 10:54 PM
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Old 08-07-2010, 11:31 PM
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Old 08-07-2010, 11:36 PM
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This is great.
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Old 08-08-2010, 12:05 AM
Jiroxys7 Jiroxys7 is offline
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Civilizations is spelled wrong in the into
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  #36  
Old 08-08-2010, 12:12 AM
Crono Crono is offline
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Civilizations is spelled wrong in the into
how did they spell it in the intro?
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  #37  
Old 08-08-2010, 12:13 AM
ffcmike ffcmike is offline
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Originally Posted by Jiroxys7 View Post
Civilizations is spelled wrong in the into
http://forums.graalonline.com/forums...10&postcount=8
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  #38  
Old 08-08-2010, 12:24 AM
Luda Luda is offline
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Although it is correct, I think majority of people spell it with a 'Z'.
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  #39  
Old 08-08-2010, 01:01 AM
adam adam is offline
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I like graal classic =D
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<Dustyshouri> no, RogueShadow is always talking about scripts lol
<Dustyshouri> in fact, he pretty much brought Graal back as a topic single-handedly
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  #40  
Old 08-08-2010, 01:06 AM
ff7chocoboknight ff7chocoboknight is offline
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I like graal classic =D
I find it amazing that you had the mental capacity to finish the quests.
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