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  #41  
Old 09-09-2013, 12:56 PM
NicoX NicoX is offline
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Quote:
Originally Posted by Cubical View Post
If you guys come up with something I'll try to make it happen. I logged on debug last night and went briefly looked around and stat bonus' may not be possible due to how the mudlib handles equipment and stats. I think something to look into would be to finish up the mobile GK and eventually merge it with PC upon completion. I'd have to take a closer look at the mobile version to check the playability on PC but even if it's not playable currently it's something that could be added. It may even be a quick process if we just port some of GKs current UI's onto it.
Mobile version wont be accessable through client, maybe Facebook.
GK PC will be able on Facebook soon, where we might need the character slot system anyway.

We also have a developer already who will work on unique class bonuses i.e. stats/effects etc.
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  #42  
Old 09-09-2013, 01:29 PM
Cubical Cubical is offline
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Quote:
Originally Posted by NicoX View Post
Mobile version wont be accessable through client, maybe Facebook.
GK PC will be able on Facebook soon, where we might need the character slot system anyway.

We also have a developer already who will work on unique class bonuses i.e. stats/effects etc.
Ok cool
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  #43  
Old 09-10-2013, 12:08 AM
scriptless scriptless is offline
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Originally Posted by Stephen View Post
I've been pushing for a reset for about 4 years.
Sadly this is almost the best solution I can think too, knowing what I know from both playerside and development sides.
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  #44  
Old 09-10-2013, 12:23 AM
Stephen Stephen is offline
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Originally Posted by scriptless View Post
Sadly this is almost the best solution I can think too, knowing what I know from both playerside and development sides.
The problem is that if we don't slightly change the locations, layout, and the way quests are completed then oldbies will just rush back in with their prior knowledge and power level in a matter of weeks.
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  #45  
Old 09-10-2013, 12:11 PM
scriptless scriptless is offline
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Originally Posted by Stephen View Post
The problem is that if we don't slightly change the locations, layout, and the way quests are completed then oldbies will just rush back in with their prior knowledge and power level in a matter of weeks.
Well I think what went wrong was there was loopholes to max out your level. The first one I noticed was the Ruby DoPV. Then people mainly focused on 110 then just idled and acted cool. And then EA, IWD, and all of them became semi-extinct.

From discussions with Tig, it's not easily fixed without a reset. Becuase, some items are not standard. And trivial things like taking away EA's from items you wouldn't know what base armour the original item had, or other such variables.

Yeah I agree oldbies will just rush thru if alot was changed. I kinda suggested a storyline in the past, complete with cutscenes. i think that the tutorial at the beginning is just bad presentation. Players don't like being told how to do things, but they like knowing. I use this example: you show a short 10 second cut scene and a player walks to a door then "grabs" it and it opens. Anyone with half a brain would be able to associate grabbing doors with opening them and you didnt have to put an anoying message "press a to open door" that inevitably becomes annoying.

I do however, like the overall direction that GK is heading for the most part. I still think adding more outfits would be a good idea. I kinda want to challenge the people on these forums to take only the outfits currently available on gk and put together anything they think represents all the classes. I don't feel as if GK has enough "stye" in it.. maybe thats just me.
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