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Originally Posted by Discharge
I am very knowledgeable on what goes on in Graal Kingdoms. I have been observing it since after the first hour of its initial release. At first, I patiently waited for all of our role-playing items and environment to be setup. Now I’m waiting to see if this game ever gets back to its original purpose of being a role-playing server.
Proof? We have this very problematic ship system. We can’t even send a fleet over to fight an opposing faction without have half the fleet stranded in between the transition of maps. Or we have our vessels stuck on a piece of bread, coin, corn, chicken etc…
We have an arsenal of obsolete combat items, for example that steel sword, chain mails, paladin helmet, clubs, maces etc…..As a result, everyone is going after the same items because they are superior to the previous ones first developed. The general population has the same weapons so we lose diversity and making our role-playing characters unique.
And then there is game environment/mechanics. Everybody is on the main island because there is no point on staying in the Kingdom islands. Move the mines, the places of production to give life to the kingdom islands. We fight bunnies and t-rexes. The bosses are like maximized rabbits and shrooms. We have all these spontaneous ideas that only excite the community for awhile like card playing houses, fishing, collecting pets etc…
And then we have staff make cowboy hats, mail of might, these nice shields that are still not out but administrators wear them anyway. This kind of stuff is what I’m talking about. We need to focus our attention to major game-play faults and not creating pretty hats. Show me this cowboy hat and lets see if it fits in with the middle ages.
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I like all of what you said except it fitting in with the "middle ages", and that just goes with my previous post about Graal not having to be along our timeline. Though, I do already believe the cowboy hat (along with many other things in the game that weren't put up by this person who made the cowboy hat- so we show we're not picking on him alone) doesn't fit in to how I'd think things should be. However, maybe Graal isn't meant to have a theme and it's supposed to continue it's idea of mixed aspects as we've seen before...
Classic Graal- Zelda-like elements(sword as main weapon, monsters, other races of creates). Spaceships. Television sets. Houses lit up by electricity. Houses lit up by fire-lit lamps.
Graal 2001- Zelda-like elements(sword as main weapon, monsters, other races of creates). Trains. Guns. Afros. Dragon Ball Z scouters. Modern-day sense of style (people with their odd hats and such).
But the way I interpretted the ideas/plans as being is that- the idea was for GK to be more based around RPing than G2k1 (especially since 5/6's of the world is land devoted to roleplaying groups). You would think that would mean we'd have at least 5/6's of the game be RPing involved with kingdoms. I wasn't with G2k1 from the beginning, nor did I involve myself as much with the kingdoms, so I can't exactly say much about that- but I thought that was more event-based RPing since the rest of the game was based around...hats...random hats.
But also, I loved G2k1 even without the RPing. So bring all the cowboy hats you want. While you're at it, get rid of all our class differences, skills, levels, experience points, weapons, armour, and spells. As long as I get my black gangster hat back, I'll be happy
