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  #1  
Old 11-16-2006, 12:45 PM
Stevsen Stevsen is offline
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I higly doubt that creating a new server would be any help. Not for more than a few months atleast, cause it would just end up like GK has now. I remember two years ago when i played GK, the server were full of players daily, but now the playercount barely goes over 30 in weekends, while Zodiac, on the other hand, has over 80 players, even though its practically the same system as GK.

My point is that its not the server, its the lack of possibilities. There's not many places to go level up, and before the new magic system it was almost impossible for spellcasters to proberly level up. Then there's the crafting system. It gets completely useless when you're over the n00b stage, except for when you have to make a house. Why not, like recipes, let people craft good weapons/armors and such, and maybe let the agility and mental factors decide what you can create? And last, but not least, quests. People get bored doing the same thing over and over, they need variety, and with active staff, new quests could be uploaded monthly, or even weekly.

Those are just my intepretion of it all.

Feel free to correct me.
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  #2  
Old 11-16-2006, 10:40 PM
Googi Googi is offline
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Quote:
Originally Posted by Stevsen View Post
I higly doubt that creating a new server would be any help. Not for more than a few months atleast, cause it would just end up like GK has now.
Yeah, eventually it would end up like GK is, but if you did it right you would get a few years out of it (like we got out of GK).

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Originally Posted by Stevsen View Post
I remember two years ago when i played GK, the server were full of players daily, but now the playercount barely goes over 30 in weekends, while Zodiac, on the other hand, has over 80 players, even though its practically the same system as GK.
If Zodiac manages to maintain its popularity for four years without undergoing any major overhauls, I'll be very impressed.

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Originally Posted by Stevsen View Post
My point is that its not the server, its the lack of possibilities. There's not many places to go level up, and before the new magic system it was almost impossible for spellcasters to proberly level up.
Wrong. For an exp-based server, it's important that reaching the highest level be almost impossible. The ease with which the highest level can be reached on Zodiac is going to cause the server problems in the future.

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Originally Posted by Stevsen View Post
Then there's the crafting system. It gets completely useless when you're over the n00b stage, except for when you have to make a house. Why not, like recipes, let people craft good weapons/armors and such, and maybe let the agility and mental factors decide what you can create? And last, but not least, quests. People get bored doing the same thing over and over, they need variety, and with active staff, new quests could be uploaded monthly, or even weekly.
Constant updates can keep pretty much any server alive, but the developmental resources simply don't exist to create the kind of updates that would be needed in the amount needed. That's why the goal is to create a server that can sustain activity without needing frequent updates.
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  #3  
Old 11-17-2006, 06:41 AM
ryu_no_bishie ryu_no_bishie is offline
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Originally Posted by Googi View Post
Wrong. For an exp-based server, it's important that reaching the highest level be almost impossible. The ease with which the highest level can be reached on Zodiac is going to cause the server problems in the future.
.
your VERY VERY wrong here, level grinding is the opposite of fun, there is almost no point in doing it ever than to be level 99 and pk, and you need to understand, that if you dont give a **** and you like shallow gameplay like that, you can choose one of the hundreds of other MMORPGS that do exactly as you said and look better, are ballanced and professional looking and have good graphics.

Graal simply cannot compete on the same level as other MMORPGS, it NEEDS variation, INTERESTING CONTENT.

basicaly Graal kingdoms needs to have Well defigned (even if its broad) point to it, especialy if you have level up systems, players want FEEDBACK, they want the time and effort they spent in leveling to matter signifigantly, where zodiac and GK fail is not the time it takes to level, its the return value they get back from it, they get 0, its like working at a building job for hours and hours except you dont get paid and instead you PAY the employer, the thing your working to build and when youre done working on it, it turns out that the thing youve been building wont serve any point or purpose. you just get the non satisfaction of knowing you wasted money on doing something you didnt enjoy for no reason.


GK needs a point, a premisis, (a way(s) of playing) and once someone figures out what that is THEN you can begin working on GK NOT with some basic MMORPG formula, but based soley and entirely on making the game FUN while maintining the setting and point(s) of the game.
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  #4  
Old 11-17-2006, 09:01 PM
Googi Googi is offline
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Originally Posted by ryu_no_bishie View Post
your VERY VERY wrong here, level grinding is the opposite of fun
Yeah, it is. But it gets people to play.

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Originally Posted by Draenin View Post
The wisdom bug, Dustari Castle vanishing, the Kingdoms GUI bug, and the multiple malfunctionings of the quest system aren't factored into your equations then, I take it?
You aren't wrong, but even if those things had never happened, I doubt that GK's current playercount would be higher than it is.

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Originally Posted by Draenin View Post
Yes, but consider that in the future when the server is retired to classic status or otherwise, it's still not going to be any easier to fix then than it is now.
I guess, but that wouldn't be Stefan's responsibility. If they send it to classic, they might even be able to find someone willing to pay to be the manager.
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