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  #31  
Old 11-05-2007, 10:17 PM
Sheen_the_mage Sheen_the_mage is offline
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How about moving to events island?
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  #32  
Old 11-05-2007, 10:32 PM
MajinDragon MajinDragon is offline
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Originally Posted by Ravenblade1979 View Post
i was thinking of using the walking path around the island as a kart track..what you think?
It's pretty big though, but the corners are nice and it's quite thin.

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I think people would pk you when riding a kart.
Events Isle = No PK

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How about moving to events island?
I think raven just said that
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  #33  
Old 11-06-2007, 01:22 AM
cyan3 cyan3 is offline
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Originally Posted by MajinDragon View Post
Events Isle = No PK
I didin't read the the last few pages, but this thread is called "First look at battle island dungeons" so it would be a pretty good guess that it would be about the Battle Island.
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  #34  
Old 11-06-2007, 08:13 AM
MajinDragon MajinDragon is offline
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Originally Posted by cyan3 View Post
I didin't read the the last few pages, but this thread is called "First look at battle island dungeons" so it would be a pretty good guess that it would be about the Battle Island.
Raven spoke to me in-game about moving the track to the event isle walking path. I can see why you immediately thought he meant the Battle i walking path (which surely could not be a track).
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  #35  
Old 11-06-2007, 07:21 PM
Ravenblade1979 Ravenblade1979 is offline
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  #36  
Old 11-07-2007, 01:18 AM
CABAL49 CABAL49 is offline
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Originally Posted by Ravenblade1979 View Post
-.-
For some reason that made me laiugh.
In all reality it looks good Raven, keep up the good work.
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  #37  
Old 11-10-2007, 10:37 PM
MajinDragon MajinDragon is offline
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So when should we expect to see these new dungeons and whatever new monster/quests inside them?
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  #38  
Old 11-10-2007, 10:43 PM
Crimson2005 Crimson2005 is offline
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Originally Posted by MajinDragon View Post
So when should we expect to see these new dungeons and whatever new monster/quests inside them?
Good question! I asked him this today and he said quite a while as he is the only one who works on it, apparently.

Just hope he doesn't throw a paddy and cancel the project.
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  #39  
Old 11-10-2007, 11:13 PM
CABAL49 CABAL49 is offline
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Hopefully he'll complete them out of spite.
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  #40  
Old 11-27-2007, 03:12 AM
Ziro_of_the_Turks Ziro_of_the_Turks is offline
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I agree with the name Kaimetsu Isle.

The maps in the first post look like they could use some work on the shaping of things. (ie: 2nd pic, at top, there's too much of a pattern going on there...)
It looks like its headed in the right direction, but there's definitly more work than "torches" and "detail" that needs to be done.
Rearrange and reshape the walls first.



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ITT we post emoticons.
Also,
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  #41  
Old 11-27-2007, 03:18 AM
BigBear3 BigBear3 is offline
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Originally Posted by Crimson2005 View Post
1) When do you plan to add these?

2) What will be in them?

3) Will you be able to pk inside?
Nobody acknowledged this question. I'm quite curious myself.
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  #42  
Old 11-27-2007, 06:14 PM
MajinDragon MajinDragon is offline
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I'd love to see Kaimetsu Isle made into a tropical-like island, where plants and nature thrive. On land, just off main roads, could have many, fairly easy, jungle type creatures. When one ventures deeper into the thick forests, they find that the monsters become increasingly difficult and actually challenging. However, this is just the beginning, for deep within the many series of tunnels and catacombs, scattered throughout the jungle, lie undiscovered monsters and ancient civilisations which rival our own race in all aspects.

This is basically what i'd like to see Kaimetsu eventually become, i know it won't happen, and that it'll prolly just be a vast plain with chunks of potential, however used for tumbleweed to roll through...
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  #43  
Old 11-27-2007, 09:07 PM
BigBear3 BigBear3 is offline
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Originally Posted by MajinDragon View Post
I'd love to see Kaimetsu Isle made into a tropical-like island, where plants and nature thrive. On land, just off main roads, could have many, fairly easy, jungle type creatures. When one ventures deeper into the thick forests, they find that the monsters become increasingly difficult and actually challenging. However, this is just the beginning, for deep within the many series of tunnels and catacombs, scattered throughout the jungle, lie undiscovered monsters and ancient civilisations which rival our own race in all apsects.
Bravo.
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  #44  
Old 11-27-2007, 11:06 PM
MajinDragon MajinDragon is offline
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Bravo.
I was also thinking these 'ancient civilisations' could be completely unique to graal kingoms (and i don't mean lame arse bomys ). Originally i was thinking orcs, dwarves etc... The same old boring mithological races time and time again... It sickens me, where's the originality? Granted, there are many games that have original races, but what does graal have? Bomy's, oh no, fear teh bomy wiv it's instant death sideeffect of being alive
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  #45  
Old 11-27-2007, 11:59 PM
CABAL49 CABAL49 is offline
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Originally Posted by MajinDragon View Post
Stuff about bomies and orcs and whatnot
My understanding is that bomies are aliens so they should not have been in the Graal universe untill about two hundred years mostly likely (pulling that number out of my ass) so unless they were already powerful when they got here then they shouldn't be that strong. What would help the most is a monster to replace the Bomy lord. Something people have to team up against to defeat. Bomy lords are nothing now, a level five could wipe it out, which is not exactly a bad thing, means that they have something they can kill that gives a lot of exp. But there needs to be something a lot stronger. As for new races I believe they have been discussed before. There would need to be an explination of how they got here not just "hey I'm and orc lets fight." Having special atributes to each race would not be a bad idea either but things like that are not very Kingdomish. I mean you class is not even that important after a certain amount of time after you get the right scrolls. I just think it would be cool to have an actaul Zormite race instead of just a head.
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