
01-16-2011, 08:55 PM
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\(^∀^)メ(≧∇≦)ノ
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Join Date: Jan 2005
Posts: 1,965
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if developers want to make something players can enjoy then they have to step-down from their own projects, their own aspirations, and their own ideas to make something they probably won't have much fun participating in (because i've only met one developer who could actually spar worth a damn and i don't play zodiac or era enough to know what they deal with) and then they have to stick with it to the end product and beyond to fix anything that goes wrong with it
however, the developers who have stuck around are not (from a classic-graal perspective) actual players of the system, so they've typically created things that have no relation to the system of graal they are working within. UN is constantly compared to mario party because all there is to do is events or you can attempt to spar people (who have probably been sparring for years and only stick around for it, or there is no one sparring at all), with hardly anyone regularly PKing. this would be fine if everyone was the type of player that didn't try and get competitive with others, but that clearly is not the case
i never understood why no server of the classic-graal variety has created a system for players to be put on teams (or better-yet, guilds), warped to an enclosed level of mazes, and allowed to fight it out with each player given a specific number of lives to continue once they've run out of hearts. it's by far the most common and easily realizable system of war for a classic-graal server, yet i've never seen it implemented (aside from npulse where they did it wrong, because it was based on a "get to this number" system which isn't as fun as killing off each member of the opposing team until they've run out of lives)
but really, us players are the problem - we don't take the time to learn the scripts to make it all possible |
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