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  #41  
Old 10-24-2007, 11:22 PM
Googi Googi is offline
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Originally Posted by Ravenblade1979 View Post
hmmm too true googi but still a lot of people would have been happy
For about five seconds.

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and there would have been commerce for a while.
Commerce? What's going to be traded? I hope you aren't going to say the newly-craftable items.
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  #42  
Old 10-25-2007, 06:21 AM
Reborn_Soul Reborn_Soul is offline
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Originally Posted by MajinDragon View Post
Ok, the only way i can see rares ever being craftable or made obtainable, w/o having to waste literal months doing repetive tasks which, in the end, will not guarantee you the item anyway, would be to create/have higher level islands which have level restrictions or require tasks to access the island. Withing those islands would be the anvils to craft rare items, and the items required would be rare drops from new monsters.

This system would: create new monsters, which would stop people crying about that; Create more choices of levelling and make it easier to level (not needing hundreds of brutal maps); Keep the craftable items still rare for quite a long time, infact, depending on the chance of drop and the actual pieces required to craft the item, those items could stay rare for months to come.

As far as i can see, this would be the only way to fix this problem, and others at the same time. Seriously, this will keep being an issue forever since whatever items you try and mass release, there will always be losers...



I agree, thats actually the only way games can succeed.
Except for items which are given out in a very special event, like certain wands, which are only obtainable , w/o buying from players, at the time.
good idea
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  #43  
Old 10-25-2007, 07:14 AM
Googi Googi is offline
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Originally Posted by MajinDragon View Post
stuff
Way more complex than necessary. If there's obtainability problems (as in obtainability problems because there's none on the market, not obtainability problems because the price is too high), just take the market price of the item and make it craftable at that market price. If the market price of an ID is 200 diamonds, make it so that you can craft one for 200 diamonds (plus some stuff of negligible value like iron blades and icecubes). If you want to make it easier to get, you can just set the crafting price lower than the current market price (which would also cause the crafting price to become the new market price), but I've made clear the reasons why you have to be careful about making it easier to get items.
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  #44  
Old 10-25-2007, 07:15 AM
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Originally Posted by dneonb
I can tell you, the fact that it's good looking and rare. People want it to look more individal.
Uh, or try 10 dmg and fire effect?

You should be able to craft anything for like a week, and then remove the place to make them (not to easy to make, but not to hard, depending on the item). It'd get items in the game, and would give new life to graal kingdoms.

Of course, it will not happen. But that'd be a easy way to fix the playercount. As far as I've heard, people have been leaving because there aren't any items worth getting, unless your willing to spend $.

That'd also be a big blow to the USD'rs. haha. morgan.

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Originally Posted by MD
Ok, the only way i can see rares ever being craftable or made obtainable, w/o having to waste literal months doing repetive tasks which, in the end, will not guarantee you the item anyway, would be to create/have higher level islands which have level restrictions or require tasks to access the island.
got lvln scrolls? haha. that'd be a easy way to get past that one.
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  #45  
Old 10-25-2007, 01:13 PM
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I kinda like what googie said about making some rare items craftable for the current price of the item... that way the price stays the same and doesn't lower or raise...

Would it be possible to make a system that rotates the items that are in the craftable place maybe once every week or more? That way they may still be rare. Maybe set it to rotate once a month.
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  #46  
Old 10-25-2007, 02:57 PM
Tigairius Tigairius is offline
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Originally Posted by Sheen_the_mage View Post
*goes into graal folder and replaces flame sword gfx with inferno sword*
#1 rule in development for online games:
MAKE EVERY ITEM ****ING OBTAINABLE TO GET!
Its not like the item was handed out on a holiday!
Why do you think Maloria failed so much?Items couldn't be legitimately obtained!

No offense, but use your common sense dNeonb.
Graal Kingdoms is the main graal attraction.Dont make it look bad.Do stuff that pleases the PLAYERS and ATTRACTS NEW PEOPLE.
Gee, I sure am glad we have an expert here telling us how a game should be made, because I'm sure you're made so many games yourself, right?
Yes, make every item obtainable, what will that accomplish? Graal Kingdoms is an economy based game, not a fighting game where you can go in to dungeons, join parties and delve in to instances where there are big bosses named Onyxia and Nefarius. You make every item obtainable and the economy will crash, people will quit, and an already dying GK will become dead.

dNeonb is using his common sense, use your own common sense before accusing others of otherwise, he's not making it look bad, and he cannot please everyone.
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  #47  
Old 10-25-2007, 04:11 PM
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Originally Posted by Tigairius View Post
Gee, I sure am glad we have an expert here telling us how a game should be made, because I'm sure you're made so many games yourself, right?
Yes, make every item obtainable, what will that accomplish? Graal Kingdoms is an economy based game, not a fighting game where you can go in to dungeons, join parties and delve in to instances where there are big bosses named Onyxia and Nefarius. You make every item obtainable and the economy will crash, people will quit, and an already dying GK will become dead.

dNeonb is using his common sense, use your own common sense before accusing others of otherwise, he's not making it look bad, and he cannot please everyone.
Dude, you use your common sense, Graal Kingdoms is about kingdoms, it even has the word, Kingdoms, in it's name.
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  #48  
Old 10-25-2007, 04:35 PM
Tigairius Tigairius is offline
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Originally Posted by Tracker180 View Post
Dude, you use your common sense, Graal Kingdoms is about kingdoms, it even has the word, Kingdoms, in it's name.
Yeah, because God knows that everyone plays GK for it's well-known active kingdoms. Shut up, do not contradict something I say unless you can back up what you say. Just because something has a word in it's name, doesn't mean that has anything to do with the actual thing. For example, when people get cataract surgery, does that have anything to do with cats? No. The word "applicable" has the word 'cable' in it, does that mean it has anything to do with cable? No.
Do not use your pathetic attempts to be clever towards me, because it's not needed. Open your eyes and realize that GK's kingdoms are not what keeps people playing.
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  #49  
Old 10-25-2007, 04:39 PM
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Originally Posted by Tracker180 View Post
Dude, you use your common sense, Graal Kingdoms is about kingdoms, it even has the word, Kingdoms, in it's name.
No, Graal Kingdoms has Kingdoms but the server is economy based like Tig said, without the economy Graal Kingdoms would be nothing because the economy runs most of Graal Kingdoms you can't do much without the it.

Edit:And the type of the server is not decided by the staff it's decided by the players who play Graal Kingdoms not the staff who develop it.

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  #50  
Old 10-25-2007, 05:48 PM
Ravenblade1979 Ravenblade1979 is offline
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Ok so i am seeing a lot of the oldbies disagree wit this (big suprise there *sarcasm inserted here*) and I am seeing a lot of the newer (or people that been playing a year or so) saying they are for it.

Look Kingdoms is commerce based and if oldbies who own these items don't want them craftable then they get their way regardless of what the rest of us think. I know its unfair but hey thats life isn't it.

This topic I thought was done and over with but i guess I was mistaken.
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  #51  
Old 10-25-2007, 06:01 PM
Tracker180 Tracker180 is offline
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lol, most of the stats on the weps suck anyway
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  #52  
Old 10-25-2007, 09:04 PM
MajinDragon MajinDragon is offline
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Way more complex than necessary. If there's obtainability problems (as in obtainability problems because there's none on the market, not obtainability problems because the price is too high), just take the market price of the item and make it craftable at that market price. If the market price of an ID is 200 diamonds, make it so that you can craft one for 200 diamonds (plus some stuff of negligible value like iron blades and icecubes). If you want to make it easier to get, you can just set the crafting price lower than the current market price (which would also cause the crafting price to become the new market price), but I've made clear the reasons why you have to be careful about making it easier to get items.
Most items of high value are set at a high price because of it's rarity, so if you created a way for players to just simply gather the diamonds to craft one anytime they pleased, the value of that item would decrease, and i doubt staff would be willing to update the values daily. Also, lets try to keep things realistic? Barely any items are made of diamonds...

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Originally Posted by SayianOozaru View Post
You should be able to craft anything for like a week, and then remove the place to make them (not to easy to make, but not to hard, depending on the item). It'd get items in the game, and would give new life to graal kingdoms.
No? That would simply fk up the economy unneccessarily and that would only fix the problem in the short-term, we need a long-term solution.

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Originally Posted by SayianOozaru View Post
Of course, it will not happen. But that'd be a easy way to fix the playercount. As far as I've heard, people have been leaving because there aren't any items worth getting, unless your willing to spend $.
Trust me, you don't have to spend USD to get nice items, i'm living proof.

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Originally Posted by SayianOozaru View Post
got lvln scrolls? haha. that'd be a easy way to get past that one.
I think we'd have to make it so that you must have the required level in either Phys, Wis or Magic... Those are the only ones that, in my opinion, truly determine your skill.
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  #53  
Old 10-25-2007, 09:55 PM
Ravenblade1979 Ravenblade1979 is offline
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leveling scrolls are good for mental.

but I do agree majin, phys, wis or magic would be the ones to level in. mind you if your going in a different direction you might want to do magic, wis and mental.
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  #54  
Old 10-26-2007, 12:10 AM
MajinDragon MajinDragon is offline
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leveling scrolls are good for mental.

but I do agree majin, phys, wis or magic would be the ones to level in. mind you if your going in a different direction you might want to do magic, wis and mental.
Yea, i was kinda looking at the 3 fighting skills, which are also the 3 hardest to level. If the level restrictions looked at general level then surely anyone could enter... I mean, agil/mental/person are not tricky (maybie person, no idea how john got it that high ).
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  #55  
Old 10-26-2007, 12:46 AM
Sheen_the_mage Sheen_the_mage is offline
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Ok so i am seeing a lot of the oldbies disagree wit this (big suprise there *sarcasm inserted here*) and I am seeing a lot of the newer (or people that been playing a year or so) saying they are for it.

Look Kingdoms is commerce based and if oldbies who own these items don't want them craftable then they get their way regardless of what the rest of us think. I know its unfair but hey thats life isn't it.

This topic I thought was done and over with but i guess I was mistaken.
Rofl
Oldbies who don't even play you mean?
I think we all know why Stefan supports graal kingdoms in the first place.
He wants people to continue playing Graal and people to start playing graal.
If it were only for oldbies in which their acc's are expired, stefan might aswell shut down gk and do something better with his time.
Whats the point of having a game if you dont try to get new people play it?
Whats the point of having a game if people wont even play it, period.

Case Closed.
There is a reason we dont get 90 players like zodiac has even though GK has superior systems etc
Im sure that Stefan would agree with me about trying to get more people to play rather then pleasing oldbie's who's acc expired.
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  #56  
Old 10-26-2007, 12:51 AM
Tigairius Tigairius is offline
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I just checked, and there are more people with 250+ hours on GK right now than there are people with accounts under 250 hours. How can you say the oldbies have no say in how many people play GK? On a Saturday or Sunday it's almost filled with people who have been playing Gk for a long time.
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  #57  
Old 10-26-2007, 12:54 AM
Sheen_the_mage Sheen_the_mage is offline
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Originally Posted by Tigairius View Post
I just checked, and there are more people with 250+ hours on GK right now than there are people with accounts under 250 hours. How can you say the oldbies have no say in how many people play GK? On a Saturday or Sunday it's almost filled with people who have been playing Gk for a long time.
I am not talking about all the oldbies.
The oldbies you are seeing are simply 2/5 of all the other oldbies.
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  #58  
Old 10-26-2007, 01:22 AM
MajinDragon MajinDragon is offline
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I am not talking about all the oldbies.
The oldbies you are seeing are simply 2/5 of all the other oldbies.
... And make up 4/5 of the current average playercount...
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  #59  
Old 10-26-2007, 02:45 AM
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Most items of high value are set at a high price because of it's rarity, so if you created a way for players to just simply gather the diamonds to craft one anytime they pleased, the value of that item would decrease, and i doubt staff would be willing to update the values daily.
The craft price would set a maximum that the market price of the item wouldn't be able to rise above (at least not when being bought with pure diamonds). It is true that the market price would be able to fall lower than the ceiling, but it takes a considerable supply glut to make prices fall on 2K2 (Gold Key prices never fall even though supply pretty much always exceeds demand). There is a bit of a drawback in that it will never be able to rise above the ceiling though. Since a player has no reason to work to get an item that's truly unobtainable, the downsides of having a price ceiling might be the price the server has to pay to guarantee obtainability, but we can minimize the downsides by trying to ensure that the price ceiling is set at a level that the market price is unlikely to rise above.

I'm not sure that creating price ceilings through making items craftable (by the way, any time you make an item craftable you're setting a price ceiling at the combined value of all inputs required to craft the item (which may or may not be variable), so don't think your suggestion doesn't create price ceilings) is a good idea or not, but if you're going to do it, the way I've outlined is the best way of going about it.

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Also, lets try to keep things realistic? Barely any items are made of diamonds...
No items are made of event coins, but you craft them by "paying" an NPC your coins to make the item for you. The same can be done with diamonds.

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Ok so i am seeing a lot of the oldbies disagree wit this (big suprise there *sarcasm inserted here*)
For all your insinuations that we're doing this solely to protect the value of our own items, you don't seem to be coming up with many arguments to prove that what I'm saying is somehow incorrect.
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  #60  
Old 10-26-2007, 04:26 AM
ViperZakuto ViperZakuto is offline
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googi must have taken microeconimics =D that is the best suggetions. how about make a dungeon where you have to clear the monsters to get to the next room. When you kill the last monster, it will drop the key to the door. the farther you get in the dungeon. the harder the monsters of course. Make stronger monsters that will take a pretty high lvl to fight. When you get to the last dungeon. You would have to fight hardest monster yet(throw in some ideas if you like). once you grab item you are transported out. and if you happen to defeat this monster he rarely drops different rare items, one at a time. you then would have to gather other ingreadients to make the items on the anvils =D

This is probably just me dreaming

give someone rights to script in new monsters and test on debug(if they are willing to do the job). You hired some gfx artists didn't you. People make some monsters and submit them on here.
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  #61  
Old 10-26-2007, 04:29 AM
Sheen_the_mage Sheen_the_mage is offline
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If staff made more items that were actually good in the first place, we wouldn't be complaining that certain items should be obtainable.
Either way, it is only reasonable to make items originate from somewhere.Speaking of, did people actually win these items in events?If so, why arent they given in events anymore?
To oldbies:Personally, I dont care all the hard work for your items.I had to go through 6 resets on zodiac when at one point, I was the best rogue on the server and 3rd strongest.So good at zodiac that because I couldn't be killed, staff nerfed rogues then nerfed me from level 54 to level 32 and they wouldent let me regain my years worth of work because they reset 6 times then made ****ty new systems which suck.
Imagine how I feel?I am debating for what is right for the server and graal itself.Not about your greedyness and selfishness.

To googi:I kind of like the idea, but wouldent it better to have to go through a very difficult big dungeon having to do a scavenger hunt for supplies of a wep, killing bosses to get the supplies instead of it rarely dropping the wep?

Since we are on about idea's, What about something so that certain quest dungeons make a copy of the map for just your party?That way everyone can do the dungeon but no one will interupt you or steal the drops.Because it could be a dungeon for just your party, stuff can be much more organized because you would have to go around looking for certain items to proceed in the dungeon and events in the dungeon can take place.This stuff is not possible in a dungeon with other players because others can unlock doors and destroy certain bosses, etc.
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  #62  
Old 10-26-2007, 04:34 AM
ViperZakuto ViperZakuto is offline
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I've been waiting 5 years for (somebody) to actually fix this game. additions have been made yes. but major/minor bugs still need fixed
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  #63  
Old 10-26-2007, 04:36 AM
Sheen_the_mage Sheen_the_mage is offline
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I've been waiting 5 years for (somebody) to actually fix this game. additions have been made yes. but major/minor bugs still need fixed
QFT
Anyone remember Ogma bracers?Anyone remember incomplete spells?Anyone remember summon cult monster?
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  #64  
Old 10-26-2007, 04:39 AM
ViperZakuto ViperZakuto is offline
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cult monsters may have worked but not for long if it did. ogma bracers were never releases except by a staff member.
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  #65  
Old 10-26-2007, 05:20 AM
Googi Googi is offline
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Originally Posted by Sheen_the_mage View Post
To googi:I kind of like the idea, but wouldent it better to have to go through a very difficult big dungeon having to do a scavenger hunt for supplies of a wep, killing bosses to get the supplies instead of it rarely dropping the wep?
If people are going to grind, does it really make a difference whether they grind in the old dungeon or in a new dungeon (which becomes an old dungeon after an hour). The development time that would be put towards a dungeon would be better put towards new events or new economic content (i.e. auctions).
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Old 10-26-2007, 06:53 AM
ViperZakuto ViperZakuto is offline
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adding an auction would be nice. but stronger monster to get past lvl35 phys lvl legitly is a lot of grinding... too much imo. there needs to be a good progression to lvl 107 Physique, Wis, and Magic. put these new monsters on the new island

(see my other post for more details) Say you get a ID Handle from the last room in a dungeon. Make Ice dagger with other items it takes on anvil. You can also add other stuff like Black ore! Take the black ore to the anvil with other items necessary make black mail. Take in mind these drops will be really rare. make like 3 rare drops for now. This will expand the possibility to add more dungeons. In the second dungeon you can get an item to craft your ID into FID if wished. but this dungeon will be twice as hard.
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  #67  
Old 10-26-2007, 07:46 AM
Googi Googi is offline
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there needs to be a good progression to lvl 107 Physique, Wis, and Magic.
I've gone into detail about why there shouldn't be.
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  #68  
Old 10-26-2007, 09:20 AM
SayianOozaru SayianOozaru is offline
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the point i was making is most players have quit because people with good items, would rather sell it for $ than diamonds.

back when gk was gettin 120 players or so a day (when i first started), there were PLENTY of items to go around. because ice daggers and all that other bull**** used to be craftable. then they removed it.

that's what i was talkin about doing @ md. most people dont have the time you do, to spend on the game.
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  #69  
Old 10-26-2007, 11:22 AM
MajinDragon MajinDragon is offline
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Originally Posted by Googi View Post
The craft price would set a maximum that the market price of the item wouldn't be able to rise above (at least not when being bought with pure diamonds). It is true that the market price would be able to fall lower than the ceiling, but it takes a considerable supply glut to make prices fall on 2K2 (Gold Key prices never fall even though supply pretty much always exceeds demand). There is a bit of a drawback in that it will never be able to rise above the ceiling though. Since a player has no reason to work to get an item that's truly unobtainable, the downsides of having a price ceiling might be the price the server has to pay to guarantee obtainability, but we can minimize the downsides by trying to ensure that the price ceiling is set at a level that the market price is unlikely to rise above.

I'm not sure that creating price ceilings through making items craftable (by the way, any time you make an item craftable you're setting a price ceiling at the combined value of all inputs required to craft the item (which may or may not be variable), so don't think your suggestion doesn't create price ceilings) is a good idea or not, but if you're going to do it, the way I've outlined is the best way of going about it.
I would suggest that the value of the item/s is determined by the difficulty in obtaining the inputs required to craft the item, and not the value of the inputs e.g. Taking w, y and z items which are extremely rare to find, instead of just taking x amount of dias.

My other intention for this idea was to negatively affect the usd market aswell. If the crafting of new items required diamonds, it would simply raise the value of diamonds in both in-game and usd markets, diamonds would become rarer (i know they are dropped frequently, but the quantities you are suggesting would take alot of time to gather), and i'm sure it would just slightly affect the market but not give the change the economy needs.

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Originally Posted by Sheen_the_mage View Post
If staff made more items that were actually good in the first place, we wouldn't be complaining that certain items should be obtainable.
Either way, it is only reasonable to make items originate from somewhere.Speaking of, did people actually win these items in events?If so, why arent they given in events anymore?
To oldbies:Personally, I dont care all the hard work for your items.I had to go through 6 resets on zodiac when at one point, I was the best rogue on the server and 3rd strongest.So good at zodiac that because I couldn't be killed, staff nerfed rogues then nerfed me from level 54 to level 32 and they wouldent let me regain my years worth of work because they reset 6 times then made ****ty new systems which suck.
Imagine how I feel?I am debating for what is right for the server and graal itself.Not about your greedyness and selfishness.

Since we are on about idea's, What about something so that certain quest dungeons make a copy of the map for just your party?That way everyone can do the dungeon but no one will interupt you or steal the drops.Because it could be a dungeon for just your party, stuff can be much more organized because you would have to go around looking for certain items to proceed in the dungeon and events in the dungeon can take place.This stuff is not possible in a dungeon with other players because others can unlock doors and destroy certain bosses, etc.
You've honestly not lost alot on zodiac, well, compared to me atleast.

You're speaking of instances? Like that of WoW.

With the idea of bosses, i'd suggest long respawn times depending on the boss's level, items they drop and quests that they are involved in.

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Originally Posted by ViperZakuto View Post
adding an auction would be nice. but stronger monster to get past lvl35 phys lvl legitly is a lot of grinding... too much imo. there needs to be a good progression to lvl 107 Physique, Wis, and Magic. put these new monsters on the new island

(see my other post for more details) Say you get a ID Handle from the last room in a dungeon. Make Ice dagger with other items it takes on anvil. You can also add other stuff like Black ore! Take the black ore to the anvil with other items necessary make black mail. Take in mind these drops will be really rare. make like 3 rare drops for now. This will expand the possibility to add more dungeons. In the second dungeon you can get an item to craft your ID into FID if wished. but this dungeon will be twice as hard.
Yes, an auction would be a very nice addition. I could imagine weekend rp events, where staff play various roles, spawn a mighty creature, endure the long battle, slay the beast/s, bring the treasures to the auction house and begin distributing it among players in the server. Ofcourse you would be able to watch the action unfold from a safe spot, or if allowed, can assist in fighting the enemy. Although this prolly wouldn't be fair as only the rich will get the items and it won't really help the majority, the newbs.

There already are monsters to get past level 35 phys, infact at the moment big worms and other brutal monsters (not so much the others), can be used to get to around level 60 phys. The trouble is it costs around 135 brutals to get from level 40 phys to level 50 phys, thats around 675 dias on maps and the time it takes is too great.

With crafting of more elite weapons, not saying that id is in anyway elite , i'd say specific items would be required. For the ice dagger, a large quantity or rare ice, a rare metal in x quantity, basic metal and coal would seem a sensible requirement. As for FiD and other magical looking swords, i'd suggest diving into alchemy, and the gathering of even rarer and magical rare ingredients.

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Originally Posted by SayianOozaru View Post
the point i was making is most players have quit because people with good items, would rather sell it for $ than diamonds.

back when gk was gettin 120 players or so a day (when i first started), there were PLENTY of items to go around. because ice daggers and all that other bull**** used to be craftable. then they removed it.

that's what i was talkin about doing @ md. most people dont have the time you do, to spend on the game.
You got a point, even when i quit i'd rather cash in
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Old 10-26-2007, 05:27 PM
Tracker180 Tracker180 is offline
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Originally Posted by Sheen_the_mage View Post
Anyone remember summon cult monster?
I just bought it for 5 dias and then it says it's broken
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Old 10-26-2007, 05:54 PM
Crimson2005 Crimson2005 is offline
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(maybie person, no idea how john got it that high ).
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Old 10-26-2007, 06:33 PM
Ravenblade1979 Ravenblade1979 is offline
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Old items= people with those items complaining
new items= lots of people coming in for a week, usding and scamming happening then back to where we are.

I have decided to make a few huge dungeon quests. I have to discuss with stefan about how we are going to do this.
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Old 10-26-2007, 08:09 PM
Googi Googi is offline
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Quote:
Originally Posted by MajinDragon View Post
I would suggest that the value of the item/s is determined by the difficulty in obtaining the inputs required to craft the item, and not the value of the inputs e.g. Taking w, y and z items which are extremely rare to find, instead of just taking x amount of dias.
If you release rare drops onto the server and have them be used to craft items, those rare drops will be bought and sold on the market and therefore acquire a market value. The price ceiling will be the combined market value of all the inputs. Every item is actually indirectly craftable with diamonds because diamonds can be used to buy the inputs regardless of what they are. Even if you go "make it so that they can't be traded" the ceiling is just set at what the market value of the inputs would be if it were possible to trade them.

Quote:
Originally Posted by MajinDragon View Post
My other intention for this idea was to negatively affect the usd market aswell. If the crafting of new items required diamonds, it would simply raise the value of diamonds in both in-game and usd markets, diamonds would become rarer (i know they are dropped frequently, but the quantities you are suggesting would take alot of time to gather), and i'm sure it would just slightly affect the market but not give the change the economy needs.
Your suggestion effects the economy in the exact same way mine does. The difference is that mine has players grinding in old dungeons. Yours has them grinding in new ones.
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Old 10-26-2007, 08:51 PM
Ravenblade1979 Ravenblade1979 is offline
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Who cares anymore. Its apparently the older players don't want these old items to get out just so they can sell them for a ridiculous amount of diamonds...oh yeah real fair to a new player...really wants to keep them around.

I will discuss with Stefan how to proceed with a few items and dungeons..maybe me and him can pound out some ideas.
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Old 10-27-2007, 12:27 AM
CABAL49 CABAL49 is offline
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More middle class items should be realeased. Items that don't suck like most craftables, and are not rare with really good stats. There is no balance between the items on Kingdoms, rarities are needed and so are the craftables. But there is too big a gap between the two.
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Old 10-27-2007, 05:33 AM
ViperZakuto ViperZakuto is offline
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I've gone into detail about why there shouldn't be.
See you do kind of have a point. but 50-60 ha. Thats isn't nearly enough. there needs to be a way to get at least close to 100. by the time most people get to 60 they don't lvl anymore anyways, and end up quitting. So whats the different if the quit at 60 physical or 107 physical? You use a lot of economics in your discussions. but remember the variables can always be changed. =D
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Old 10-27-2007, 01:22 PM
MajinDragon MajinDragon is offline
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Quote:
Originally Posted by Googi View Post
If you release rare drops onto the server and have them be used to craft items, those rare drops will be bought and sold on the market and therefore acquire a market value. The price ceiling will be the combined market value of all the inputs. Every item is actually indirectly craftable with diamonds because diamonds can be used to buy the inputs regardless of what they are. Even if you go "make it so that they can't be traded" the ceiling is just set at what the market value of the inputs would be if it were possible to trade them.
Too true, but i'd rather have it that way than just directly involving diamonds as the input. I'd never dream of saying "Make it so they can't be traded", that would only work with actual quests (classic style).

Quote:
Originally Posted by Googi View Post
Your suggestion effects the economy in the exact same way mine does. The difference is that mine has players grinding in old dungeons. Yours has them grinding in new ones.
I'd prefer that new dungeons would be of great use rather than just make them a source to craft items which would mean only needing to visit the island a few times, once you've finished grinding the old dungeons for the needed supplies.

With these new islands and future updates, could we please bring about a new coin? The current coin currency goes up to platinum coins, which are handy for buying shop items, but are far too heavy making them an inconvenience. I can only think of Crystal Coins or CC's, 1000p = 1cc (which weighs the same as 1p). This would make coin trade as desirable as diamond trade. Holding 100k plat would simply feel like holding 100 plat, making the buying of rarer items which cost alot, less fussy.
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Old 10-27-2007, 06:12 PM
ViperZakuto ViperZakuto is offline
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Quote:
Originally Posted by Googi View Post
If you release rare drops onto the server and have them be used to craft items, those rare drops will be bought and sold on the market and therefore acquire a market value. The price ceiling will be the combined market value of all the inputs. Every item is actually indirectly craftable with diamonds because diamonds can be used to buy the inputs regardless of what they are. Even if you go "make it so that they can't be traded" the ceiling is just set at what the market value of the inputs would be if it were possible to trade them.
the difference is your idea only gives them the ability to craft the items. My idea gives people the oportunity to kill new monsters, trade the item back and forth, and also craft it. It makes the game more fun.
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Old 10-27-2007, 07:56 PM
Ravenblade1979 Ravenblade1979 is offline
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But all hail Googi..apparently he knows everything. He knows how the game should be run. Time change Googi. live with it or don't bother playing the game.

I have a few gfx people working for me. I will be getting them to work on new weapons.

And just a heads up. There really isn't anything special about inferno dagger, blackmail, ice dagger or crystal edge. The stats are crap on them. Only thing is the gfx and how many people have them that make them expensive.

Majin I will talk to Stefan asap about maybe introducing a new coin. I like your idea.
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Old 10-27-2007, 08:11 PM
ViperZakuto ViperZakuto is offline
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yes a new coin would be awsome. if you would actuall ylike to stick with a metal. I did a little research. There is a very rare metal called Rhodium. Also i don't think 1000 plat for 1 coin is a good measure. maybe something like 20-100.
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