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  #1  
Old 03-17-2009, 08:49 PM
ff7chocoboknight2 ff7chocoboknight2 is offline
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That's close to what I was going for. An easier way to get to Nimda would be a great idea, as would moving minigame material to Nimda to keep it organized.
  #2  
Old 03-17-2009, 09:38 PM
MysticX2X MysticX2X is offline
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Why did they make a boat that appears every 20-30 minutes and disable you from swimming? Like somebody has the patience for that.
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  #3  
Old 03-17-2009, 09:40 PM
Remonq Remonq is offline
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more importantly, i don't see why they "disabled" swimming when they have no apparent plans to release the zorbi ring
  #4  
Old 03-17-2009, 09:58 PM
Crimson2005 Crimson2005 is offline
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Quote:
Originally Posted by Remonq View Post
more importantly, i don't see why they "disabled" swimming when they have no apparent plans to release the zorbi ring
I already suggested to Storm disabling the drowning until there was something released like the zorbi ring. He replied with "I'll think about it" and not heard much since.
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  #5  
Old 03-17-2009, 10:03 PM
Rufus Rufus is offline
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Originally Posted by Crimson2005 View Post
I already suggested to Storm disabling the drowning until there was something released like the zorbi ring. He replied with "I'll think about it" and not heard much since.
That's kind of a stupid suggestion. The drowning is there to make a Zorbi ring useful. You'll feel a much greater sense of achievement being able to swim normally if it is restricted, then getting a way of overcoming that restriction in a later on release. If swimming is accessible for all straight away, the process would be added solely for players to do the quest and that is a stupid way of doing things. It's like Rat Form, areas for rats to visit should have been put in place way before the quest was brought out. Now if holes are brought in after the Rat Form has been out for a while, they're just adding them to give a release a purpose, when it should have had one on release. It would be alright for new players, but a really inappropriate way of doing things.
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  #6  
Old 03-17-2009, 10:46 PM
Remonq Remonq is offline
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i still like the concept of ratholes tho. it sounds fun
  #7  
Old 03-17-2009, 11:02 PM
MysticX2X MysticX2X is offline
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I don't find a problem with dev adding in rat holes if that was a plan at all. If anything, that would make the rat form worth using.....
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  #8  
Old 03-17-2009, 11:28 PM
Rufus Rufus is offline
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Originally Posted by MysticX2X View Post
I don't find a problem with dev adding in rat holes if that was a plan at all. If anything, that would make the rat form worth using.....
Did I say that rat holes were a bad idea anywhere in my post? In fact I don't think it has ever been suggested properly, and knowing these staff, probably not even thought about. I made rat holes with Dusty a while back and we spread them in a lot of places, making secret areas for exploration and adding back old insides we couldn't fit in logically. They're not on Classic though, just like a lot of things I've made with people for Classic, but that's not my fault. You seem to be missing the actual point in what I posted however, the rat form thing was just an example.
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Originally Posted by Loriel View Post
Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #9  
Old 03-18-2009, 12:49 AM
xnervNATx xnervNATx is offline
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Quote:
Originally Posted by Rufus View Post
Did I say that rat holes were a bad idea anywhere in my post? In fact I don't think it has ever been suggested properly, and knowing these staff, probably not even thought about. I made rat holes with Dusty a while back and we spread them in a lot of places, making secret areas for exploration and adding back old insides we couldn't fit in logically. They're not on Classic though, just like a lot of things I've made with people for Classic, but that's not my fault. You seem to be missing the actual point in what I posted however, the rat form thing was just an example.

nice ratholes
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  #10  
Old 03-18-2009, 01:49 AM
Rufus Rufus is offline
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Suggestion
  • Severely reduce the amount of stock that is dropped from bushes and pots. I'm talking next to nothing.
  • Make the ammo that you receive via events and events levels become temporary stock (or a different kind of stock) only to be used in events. Currently you just have to step into an event and you've got full ammunition.
  • MP should be removed from bushes and be placed under pots, if placed anywhere at all.

What is the point?
  • Currently there is no actual use for any of the things that the shops sell. If you're going to try and drain money from players on a constant basis, the amount of stock that you can get from bushes and pots.
  • Removing the amount of hearts that drop makes food items such as Burger Refuge Burgers and Beers actually useful.
  • Removing the amount of gelat makes job activities actually work doing. Tiny quests that you could get paid for and chests with money inside rewarding for exploration is rendered useless when you can gain the same amount by throwing your Boomerang around Chris Killem's garden.
  • Limiting the amount of stock types per object types makes for variation. I hate how I can get everything I'll ever need out of a single bush.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #11  
Old 03-18-2009, 03:18 AM
Polo Polo is offline
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In no particular order, here's some feedback on some of the ideas given so far...

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Originally Posted by Rufus View Post
Black and White Graals... Something like that would be cool IMO.
As some of you will have seen, these are now under constuction and will be released once complete. The white Graal will slowly increase the players health whilst they hold it. The black Graal will either speed up AP regeneration or provide unlimited ammo, or both. In keeping with the themes of good and evil, the White Graal will only respawn in good or holy locations such as the church alter and Angel Clan; the Black Graal will spawn in evil locations such as the Devil Clan place and places with lava. I'm also considering adding a Golden Graal which increases prosperity by improving the rewards you get from bushes (or rather, those without the Graal would find they get less).

Here's some specifics on how I currently think the final system will work:
  • When a player logs off or dies, the Graal will respawn near their body if there are players nearby, or in a random good/evil location if they were alone.
  • Players can hold more than one Graal, and will get the benefits of each one they hold.
  • A player will not be able to pick up a Graal which they have just dropped until either a nother player has picked it up in between, or a small amount of time (eg: 10 seconds) has passed. This is to prevent one player hogging the Graal without having to fight for it.
  • A player can pick the Graal up when they have 100AP, and their AP can also increase to 100 whilst holding the Graal; however, the godmode ability granted from having 100AP will be disabled whilst carrying a Graal.
  • Players will be able to keep their Graals whilst in GC levels, but all effects from the Graal, and even their visual appearance will be disabled during this time. Players will not lose Graals if they die inside a GC level, but will lose them if they disconnect. When leaving the GC levels, the Graals will be returned to the player exactly as before.

Quote:
Originally Posted by xnervNATx View Post
make a radio
As mentioned by others in this thread, I don't think we have the resources to pull off an official radio station to a decent enough standard to make it worthwhile. There's the whole questionable legality of streaming music without a broadcasting license to consider as well. If I thought we could pull this off successfully, I'd be open to the idea.

Quote:
Originally Posted by DarkCloud_PK View Post
I've been trying to get the fighting fish game project to be a more pokemon...
Massokre was working on Fighting Fish recently, though I haven't caught him on for a while to know if these are still progressing. I may pick up the project myself if it has stalled. The Fish were player controlled and featured jumps and dashing attacks for movement, attacking and defense. Obviously this style of gameplay is a complete departure from the turn based battling suggested in Graalemon, so we could potentially go for a system that allows both (ie: turn-based or real-time fish fighting).

Quote:
Originally Posted by Clel
And do a marriage system where you and your spouse can get a house together and have Graal Babies so girls will wanna play on Classic...
We used to have marriages, but I was personally never that keen on the idea. I recall that Massokre added a stat to the profiles to signal who you were married to, and I removed it from the staff options with an angry comment stating how 'this was Classic and not UN'. I'm not really sure if it's the direction Classic should be moving in...

Quote:
Originally Posted by Oni View Post
You guys need to make like quivers(quivers i think?) and bomb bags so we can eventually hold up to 999 with the max one. There needs to be more then one bomb and arrow type.
I didn't like the quivers and bomb bags, they just seemed like an unnecessary way to restrict the player to me. Certainly 999 bombs and arrows is far too much ammo to be carrying around. There are no issues at all putting the extra bomb and bow types in though. In fact, some of these are already completed (eg: Jolt Bombs) and have just been waiting around for a place to be released.

Quote:
Originally Posted by Shadow87 View Post
Fasion show level, if thats still not around you could actually readd that to its original location since thats where GC studios is now.
Some of the outfits people came up with for the fashion show events were pretty disturbing. Those were definitely some fun times. Consider this approved.

Quote:
Originally Posted by maximus_asinus View Post
Bring back Lyndzey's pizza place.
I'd like to see both Pizza Team and Burger Refuge eventually turned into player run businesses. I do have a whole plan for businesses and economy in mind, involving everything from farming and trading resources (such as fish and vegetables for pizza toppind and wood or coal to heat the stoves) right up to combining those resources into ammo or sellable products.
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  #12  
Old 03-18-2009, 03:25 AM
Rufus Rufus is offline
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Quote:
Originally Posted by Polo View Post
Players will be able to keep their Graals whilst in GC levels, but all effects from the Graal, and even their visual appearance will be disabled during this time. Players will not lose Graals if they die inside a GC level, but will lose them if they disconnect. When leaving the GC levels, the Graals will be returned to the player exactly as before.
Just thought, this is going to mess up events that are not hosted in the GC levels.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #13  
Old 03-18-2009, 03:32 AM
Polo Polo is offline
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Quote:
Originally Posted by Rufus View Post
Just thought, this is going to mess up events that are not hosted in the GC levels.
I was thinking that this may occur whilst typing the response above. We'll need to have some way for GC's to remove all Graals from participants; hopefully such an approach wont be abused.
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Proof that the staff are crazy..
*Ghost Pirate: I'm a little teacup short and stubbe here is my raygun here is my butt
DragonX: Jumping jack rabbits Batman! Our eggo waffles have been stolen! To the batmobile Robin!
X-Mann (RC): I have a head ache
  #14  
Old 03-18-2009, 04:56 PM
Nightmareangel Nightmareangel is offline
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Quote:
Originally Posted by Polo View Post
Massokre was working on Fighting Fish recently, though I haven't caught him on for a while to know if these are still progressing. I may pick up the project myself if it has stalled. The Fish were player controlled and featured jumps and dashing attacks for movement, attacking and defense. Obviously this style of gameplay is a complete departure from the turn based battling suggested in Graalemon, so we could potentially go for a system that allows both (ie: turn-based or real-time fish fighting).
I had a whole big text document awhile back with plans I made for fighting fish when I was pushing to head up the project. I had a detailed turn-based battle system, ability system, ability equipping system, evolutionary fork paths, etc. worked out. I wish I could find it as I liked what I proposed.
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  #15  
Old 03-18-2009, 03:32 AM
BlackSolider BlackSolider is offline
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Hopefully we can make levels for all events to avoid problems. I made a few levels for the events I invented, but obviously we still have a ways to go.
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