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View Poll Results: Classic Server should..?
be left as it is. 4 6.15%
bring back it's original levels and hit detection. 51 78.46%
bring back ONLY the original levels but leave the hit detection as is. 1 1.54%
bring back ONLY the original hit detection but leave the levels as is. 9 13.85%
Voters: 65. You may not vote on this poll

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  #1  
Old 05-09-2009, 09:37 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by xnervNATx View Post
its took me minimum 40minutes to do
tutorial , the joint and castle quest before i was able to explore
Three things too many.
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  #2  
Old 05-09-2009, 09:38 PM
xnervNATx xnervNATx is offline
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Quote:
Originally Posted by DustyPorViva View Post
Three things too many.
40 minutes is nothing lol
if u speed up u can take less time.
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  #3  
Old 05-09-2009, 09:41 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by xnervNATx View Post
40 minutes is nothing lol
if u speed up u can take less time.
40 minutes of forced, linear gameplay in an online game is a lot. I liked Classic when it was log on, get told where to go and go if I wanted to. Not, log onto Classic, do a boring tutorial, do a forced quest, finally think I'm done and get 'kidnapped' to do another forced quest, and never seeing a player during any of this or more than a few of the overworld levels.

Also, the time varies between people. It may have taken you 40 minutes but it wasn't that quick for me.
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  #4  
Old 05-09-2009, 09:50 PM
DarkCloud_PK DarkCloud_PK is offline
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if you guys think that 30/40 minutes of forced gameplay is bad, i don't know how you would react to having things be like old GTA where you had to spend several hours to become viable in any PvP action because you had to quest up a decent amount of hearts and a lizard sword.
nonetheless, I'll explore the option of allowing to skip some stuff.
key word is explore.
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  #5  
Old 05-09-2009, 09:57 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by DarkCloud_PK View Post
if you guys think that 30/40 minutes of forced gameplay is bad, i don't know how you would react to having things be like old GTA where you had to spend several hours to become viable in any PvP action because you had to quest up a decent amount of hearts and a lizard sword.
nonetheless, I'll explore the option of allowing to skip some stuff.
key word is explore.
There's a reason linear gameplay tends to get phased out nowadays. Especially in online games.

I mean, I'd happily do the quests, but I'd like to do so on my own time. I just don't think locking the player out in the VERY FIRST experiences of the server for upwards to an hour from other players and the overworld, probably more for those really new, is not a good thing.
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  #6  
Old 05-09-2009, 10:04 PM
DarkCloud_PK DarkCloud_PK is offline
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I think it was planned mostly in consideration for what could have been, and not what the server is now.
If you remember GTA, Tyhm also blocked off newbies to a point because he absolutely hated the idea of them getting butchered by established PKers in 2 shots. Then newbie saint came and blah blah.
I think the idea is that the new players can't really experience the other aspects of the game anyway until they do those quests etc.
that problem would be more visible if classic had not started people off 6 and 2.
it will begin to rear itself as classic questing allows for more health and sword levels.
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  #7  
Old 05-09-2009, 10:21 PM
contego contego is offline
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Quote:
Originally Posted by DarkCloud_PK View Post
if you guys think that 30/40 minutes of forced gameplay is bad, i don't know how you would react to having things be like old GTA where you had to spend several hours to become viable in any PvP action because you had to quest up a decent amount of hearts and a lizard sword.
nonetheless, I'll explore the option of allowing to skip some stuff.
key word is explore.
DC come on, you're clearly Dev Admin - respect other's opinions of what Graal is to them. Graal isn't the same game for everyone because it has so many faces.

Let's tie in an incentive for those who want to do the tutorial. Again, develop some attractive economy item and use one as a bonus for doing the tutorial.
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  #8  
Old 05-09-2009, 10:41 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by DarkCloud_PK View Post
if you guys think that 30/40 minutes of forced gameplay is bad, i don't know how you would react to having things be like old GTA where you had to spend several hours to become viable in any PvP action because you had to quest up a decent amount of hearts and a lizard sword.
nonetheless, I'll explore the option of allowing to skip some stuff.
key word is explore.
Also I just noticed this. I don't know how comparing GTA and questing up hearts to be competitive is anywhere close to linear gameplay. Just like in Zelda(or any RPG for that matter), I can CHOOSE to strengthen my player by questing and such, to make my game easier for me. This gives me a sense of freedom, even if my next steps is the same regardless. Being able to travel by myself from point A to point B and choose to partake in a quest gives a huge feeling of freedom, even if in actuality it is just an illusion.

However, ripping the player from one quest to the other with no actual choice or ability to walk from one point to another just screams a 'prisoner of gameplay', and with a low playercount and hardly no new players the player gets lonely... there's no sense of community or playerbase until they are done with the quests(if they get done).

Regardless, I think Classic would benefit from a sandbox-type tutorial. Lots of signs saying how to function(because new players will ALWAYS read signs. It's just in their nature in a game), toys to let the players test out their newfound skills like blocks, pots and bushes and maybe a few baddies. And finally, the ability to leave when they want rather than if they complete anything.

Afterwards, quests should be introduced, but not forced. I'm not sure how this can be done, maybe a marker on the map for a destination so the player never gets lost? I dunno, I just like the ability to choose when to quest.
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  #9  
Old 05-09-2009, 10:48 PM
DarkCloud_PK DarkCloud_PK is offline
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Well in GTA, while it wasn't directly forced, you pretty much had to do a boatload of quests to be viable in events, PK, or sparring.
Back then, there was no scripting made to allow GCs to even players out, or sparring zones to even players out, etc etc.
Sure, you could sit around and have 6 hearts and a level 1 sword or some other combonation of numbers of your choosing, but if you didn't have 12/3, there wasn't really much you could do besides the events that didnt account combat, or bowling.
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  #10  
Old 05-09-2009, 10:52 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by DarkCloud_PK View Post
Well in GTA, while it wasn't directly forced, you pretty much had to do a boatload of quests to be viable in events, PK, or sparring.
Back then, there was no scripting made to allow GCs to even players out, or sparring zones to even players out, etc etc.
Sure, you could sit around and have 6 hearts and a level 1 sword or some other combonation of numbers of your choosing, but if you didn't have 12/3, there wasn't really much you could do besides the events that didnt account combat, or bowling.
It's a totally different feeling, though. One is the feeling of being underpowered, and probably a motivation to get better. The other(forced quests like it is currently) is the feeling of being MADE to do something against your will, even if the outcome is you being stronger.

GTA did, however block off a huge chunk of the overworld and pretty much make the players do quests in a linear way regardless. I wasn't a huge fan of GTA's approach either. I'm just really turned off when I log on a server and only 2/3 levels of the overworld is open to me -- basically a single path from where I am to where I have to go. At least enough of the overworld should be open to not feel enclosed in a cage and broken off from the rest of the world. I just prefer an open-world exploration do what I want when I want kind of thing and I think linear gameplay is being phased out fast in the gameworld as it's definitely something always brought up when reviewing a game.
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