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  #1  
Old 01-12-2015, 01:29 AM
Supaman771 Supaman771 is offline
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Do it right f**king now (game play requirements):
-Stop changing our font on log-in.
-Stop changing our GUI window preferences whenever we use internal windows.
-Make players '/save' automatically at specific points (changing respawn, logging off, changing islands?). Nobody should have to deal with this feature on their own.
-Put speed back; randomly capping it when people already have past that cap is pure retardation. This is a huge negative; especially when every item has Speed+ and the map is ****ing huge. You want people to leave trade not promote standing still.
-Have players always on Kingdom Tag as default... guilds/staff/stuff would override this for RP purposes, but if you want Kingdoms to mean something then a player shouldn't be a member of the Zormite kingdom and not be recognizable/representing whenever they're online. Outlaws should be easily recognized to be recruited and whatnot.

Do it soon (simple improvements):
-Make Kingdoms/unique guilds have recognizable AP colors. There is no more trial/notrial/vip difference... use this simple system for something constructive. ETs should be easily differentiated from Samurai and Forest alike (especially when they're not bmode).
-Add a day/night/creature spawn timer of some sort... could be as simple as a changing sun/moon icon so players know the difference between bomys and reapers without having to kill them and wait.
-Overhead HP display needs numerical values and/or incremental dashes of some sort.
-Elemental/attack-type effects need to be visible on players in some way when applied and for the duration. Could be as simple as an over-head icon. 'Poisoned!' when they get hit, tint them green for the duration. This is all up for debate but it is simple as pie to do and since PvM/PvP is supposed to be the entire goal of the server, having zero distinction actually makes me feel disgusted. Overall PvM/P clarity with these ideas.
-Message Log needs to be traverse-able with mouse scroll or contained in its own window with a scroll-bar. Seriously; it's 2015... we're getting spammed with messages every-time we touch something or someone logs on/dies/respawns/sends a message/prays from 2003... let us filter and view this.

All the above should be doable within 24-48 hours honestly. Most of it is pre-existing points of reference that are just not clarified/visible to players.

Long Term Do-Age (stuff to work on):
-Kingdom competition. Give rewards for the most RP every month; make some more events for kingdoms (kingdom spar; make a water level with boat spawners, etc.) give kingdoms a reason to promote/add players and war each-other... add objectives (Samurais have captured a golden Dustarian chicken, will they go to war to reclaim the sacred egg-layer?? +5000rp if dusty gets it back (but goes to war!), -5000rp if they refuse). I don't know... just do something, get a Kingdom Admin.
-Dungeons/Monsters.. obviously. Make more HH's with different creatures/rewards. Add caves with different level creatures, I'm sure you could randomize some of the regular dungeon/labyrinth monsters to be less boring. Any monkey can make levels, and having messed with the creatures b4, there's no reason someone can't make a new dungeon in a matter of a couple work-hours (a few days of graal-time). Not everything needs to be super special effects and scripted up like the Crypt (which in-itself isn't even that complex).
-Gear/Items... this is kinda simple and most people do this first; I mean it takes from 2-30 mins to make a item depending if you need on-player animations for it or not. But it's not all just newplz.. someone could go make 40 different recolored ring/scroll icons in an hour and make this stuff more recognizable and professional.
-Scores/Points/Collectables... really add some systems or competition that people can work on after experience. Right now, once a player reaches level 110 (and 107 in like 2/6 categories) they've effectively completed the game. There needs to be a reason for players to keep logging on and to compete against each other; besides just collecting items.

I'll probably post more later if any progress actually gets made, this is tl;dr.
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Last edited by Supaman771; 01-12-2015 at 01:41 AM..
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  #2  
Old 01-12-2015, 02:26 AM
Raelyn Raelyn is offline
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Originally Posted by Supaman771 View Post
-Scores/Points/Collectables... really add some systems or competition that people can work on after experience. Right now, once a player reaches level 110 (and 107 in like 2/6 categories) they've effectively completed the game. There needs to be a reason for players to keep logging on and to compete against each other; besides just collecting items.
Many, many good points made here. I'd just like to touch on this last one.

Even something as simple as quests for "reputation" could be done here, or "achievements". As you stated before, this is 2015...

Honestly, quests shouldn't be that hard of a thing to implement, yet would add replay value to the game. For instance, "daily" quests, or "kingdom" quests, in which players were asked to complete a task, IE. "Kill 25 Smokys", or "Collect 10 cyclops arms" in exchange for some sort of reward, kingdom RP, or NC/EC/Plats/Diamonds etc.

The problem I see with the current "quest" system is that the only actual reward involved is, ultimately, gold keys. Players who are level 110 with max stats don't need gold keys, and the keys don't carry any real value currently, as there aren't enough "new" players to even make them significantly trade-able.
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  #3  
Old 01-12-2015, 04:41 AM
Teacher90 Teacher90 is offline
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(*Funeedude15218)Master Sailor Van Dascar (Dustari) (Mon Jan 12 02:01:08 2015):
theres no wonder left in this place. even if you are new, how do you ever begin to live up to some of the items people have had for 10+ years.
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  #4  
Old 01-12-2015, 10:51 PM
super_matt89 super_matt89 is offline
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(*Funeedude15218)Master Sailor Van Dascar (Dustari) (Mon Jan 12 02:01:08 2015):
theres no wonder left in this place. even if you are new, how do you ever begin to live up to some of the items people have had for 10+ years.
I believe a good solution is to allow the combining of weapons/gear to create a next tier up weapon/gear etc.
e.g. Combining 3x = 1x
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  #5  
Old 01-13-2015, 05:29 AM
Toshihiro Toshihiro is offline
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Originally Posted by super_matt89 View Post
3x = 1x
Where can I craft the flaming sword for it?
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  #6  
Old 01-13-2015, 03:58 PM
Raelyn Raelyn is offline
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Where can I craft the flaming sword for it?
Flaming Swords can't be crafted, and can only be generated via west Haunted House treasure spawns. Though I am assuming that you already knew that, and were simply making a point.

The idea of combining existing items in order to turn them into, again, existing items is sort of a pointless one. What would make more sense is to focus on the items that already exist within the source, but simply don't exist yet within the game.

The reality is that the only thing monsters currently drop is body parts, apart from very few exceptions. Of the items currently "lootable" (skulls swords), they are being allowed to accept suffixes, but the only ones typically found are;

of Mass
of Great Mass
of Woe
of Ilrya

3 of these are cursed, and virtually useless to own, and the latter of the four is a positive enchantment, but does absolutely nothing except for slightly reduce the weight of the weapon, and prevents it from being enchanted any further, due to the removal of "double suffix". Which again, makes it a virtually useless item to own.

The lack of a wider item base should be an embarrassment to GK, considering that the source game it was modeled after has a huge item library, and a large pool of possible suffixes and enchantments, allowing for players to actually have a purpose to go through dungeons, IE. searching for that rare artifact or item/enchantment combination of their dreams.
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  #7  
Old 01-14-2015, 12:39 AM
Toshihiro Toshihiro is offline
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Originally Posted by Raelyn View Post
Flaming Swords can't be crafted, and can only be generated via west Haunted House treasure spawns. Though I am assuming that you already knew that, and were simply making a point.

The idea of combining existing items in order to turn them into, again, existing items is sort of a pointless one. What would make more sense is to focus on the items that already exist within the source, but simply don't exist yet within the game.

The reality is that the only thing monsters currently drop is body parts, apart from very few exceptions. Of the items currently "lootable" (skulls swords), they are being allowed to accept suffixes, but the only ones typically found are;

of Mass
of Great Mass
of Woe
of Ilrya

3 of these are cursed, and virtually useless to own, and the latter of the four is a positive enchantment, but does absolutely nothing except for slightly reduce the weight of the weapon, and prevents it from being enchanted any further, due to the removal of "double suffix". Which again, makes it a virtually useless item to own.

The lack of a wider item base should be an embarrassment to GK, considering that the source game it was modeled after has a huge item library, and a large pool of possible suffixes and enchantments, allowing for players to actually have a purpose to go through dungeons, IE. searching for that rare artifact or item/enchantment combination of their dreams.
Thanks for the specific details
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  #8  
Old 01-12-2015, 05:13 AM
Raelyn Raelyn is offline
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Originally Posted by Supaman771 View Post
...the map is ****ing huge.
It's actually not. That's part of the problem.
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  #9  
Old 01-14-2015, 10:14 PM
MysticalDragon MysticalDragon is offline
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Quote:
Originally Posted by Supaman771 View Post
Do it right f**king now (game play requirements):
-Stop changing our font on log-in.
-Stop changing our GUI window preferences whenever we use internal windows.
-Make players '/save' automatically at specific points (changing respawn, logging off, changing islands?). Nobody should have to deal with this feature on their own.
-Put speed back; randomly capping it when people already have past that cap is pure retardation. This is a huge negative; especially when every item has Speed+ and the map is ****ing huge. You want people to leave trade not promote standing still.
-Have players always on Kingdom Tag as default... guilds/staff/stuff would override this for RP purposes, but if you want Kingdoms to mean something then a player shouldn't be a member of the Zormite kingdom and not be recognizable/representing whenever they're online. Outlaws should be easily recognized to be recruited and whatnot.

Do it soon (simple improvements):
-Make Kingdoms/unique guilds have recognizable AP colors. There is no more trial/notrial/vip difference... use this simple system for something constructive. ETs should be easily differentiated from Samurai and Forest alike (especially when they're not bmode).
-Add a day/night/creature spawn timer of some sort... could be as simple as a changing sun/moon icon so players know the difference between bomys and reapers without having to kill them and wait.
-Overhead HP display needs numerical values and/or incremental dashes of some sort.
-Elemental/attack-type effects need to be visible on players in some way when applied and for the duration. Could be as simple as an over-head icon. 'Poisoned!' when they get hit, tint them green for the duration. This is all up for debate but it is simple as pie to do and since PvM/PvP is supposed to be the entire goal of the server, having zero distinction actually makes me feel disgusted. Overall PvM/P clarity with these ideas.
-Message Log needs to be traverse-able with mouse scroll or contained in its own window with a scroll-bar. Seriously; it's 2015... we're getting spammed with messages every-time we touch something or someone logs on/dies/respawns/sends a message/prays from 2003... let us filter and view this.

All the above should be doable within 24-48 hours honestly. Most of it is pre-existing points of reference that are just not clarified/visible to players.

Long Term Do-Age (stuff to work on):
-Kingdom competition. Give rewards for the most RP every month; make some more events for kingdoms (kingdom spar; make a water level with boat spawners, etc.) give kingdoms a reason to promote/add players and war each-other... add objectives (Samurais have captured a golden Dustarian chicken, will they go to war to reclaim the sacred egg-layer?? +5000rp if dusty gets it back (but goes to war!), -5000rp if they refuse). I don't know... just do something, get a Kingdom Admin.
-Dungeons/Monsters.. obviously. Make more HH's with different creatures/rewards. Add caves with different level creatures, I'm sure you could randomize some of the regular dungeon/labyrinth monsters to be less boring. Any monkey can make levels, and having messed with the creatures b4, there's no reason someone can't make a new dungeon in a matter of a couple work-hours (a few days of graal-time). Not everything needs to be super special effects and scripted up like the Crypt (which in-itself isn't even that complex).
-Gear/Items... this is kinda simple and most people do this first; I mean it takes from 2-30 mins to make a item depending if you need on-player animations for it or not. But it's not all just newplz.. someone could go make 40 different recolored ring/scroll icons in an hour and make this stuff more recognizable and professional.
-Scores/Points/Collectables... really add some systems or competition that people can work on after experience. Right now, once a player reaches level 110 (and 107 in like 2/6 categories) they've effectively completed the game. There needs to be a reason for players to keep logging on and to compete against each other; besides just collecting items.

I'll probably post more later if any progress actually gets made, this is tl;dr.
Are these demands or suggestions? I hear a lot of STOPS!

However your not even clear on your objectives enough.

-Is the font always changed every time you log in? Even after you change it? (or is it annoy because it changes your default graal font until you reconnect?
-"Stop changing our GUI window preference..?" What preferences are being changed, what GUIs are even you even speaking about.
-Players data is saved automatically, the /save function is just a extra precaution for you in-case the DB is somehow corrupted. Maybe we can possible change it so when a player is logged out its automatically saved, oppose to forcing the /save command on them.
-Put speed back; Uhm nah, although that most of you disagree I think a speed cap is for the overall betterment of the server. How it was before was like the entire server had staff boots. By balancing/capping the speed it brings other interesting objects forced into play, mounts etc.
-"Have players always on Kingdom Tag as default...". This isn't Era... Wearing a Kingdom tag should be that players preference. I don't think forcing the tag on the player will achieve us anything.
-"Make Kingdoms/unique guilds have recognizable AP colors". This is heading into a better direction then your previous "demands". Although i feel manipulating AP colors is sooo graal1992. Maybe we should start adding Unique kingdom icons above or below the player representing there kingdoms. This also allows them to be recognized 24/7 plus have the ability to not be bonded by a tag 24/7.
No comment on the long term goals as there to far ahead.

My suggestion
-work on gear Organization
-Try to create different tier types of gear.
-try to make gear purchasable from vendors, with certain marks rewarded from dungeons in that area.
-Add Item Levels to all Items, So that way you would be required to reach a certain item level before you can purchase the next tier.

~Kingdoms~
We just need to do something with kingdoms.. With a server named Kingdoms, we don't involve the kingdoms that much. I feel this needs to change. Maybe add weekly auto events that allow kingdoms to enter each lands and vandalize burn them to possible set war with another kingdom, gaining kingdom honor points that can be used to enchant your gear weapons.
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Last edited by MysticalDragon; 01-14-2015 at 10:36 PM..
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  #10  
Old 01-14-2015, 11:18 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by MysticalDragon View Post
Are these demands or suggestions?
Game play requirements (or more in this case, requirements for me to be willing to play the game) are often not quite... suggestions.

Quote:
Originally Posted by MysticalDragon View Post
-"Is the font always changed every time you log in?". Even after you change it? (or is it annoy because it changes your default graal font until you reconnect?
-"Stop changing our GUI window preference..?" What preferences are being changed, what GUIs are even you even speaking about.
My font is changed every time I manually log into the server. Changing it then reconnecting will not change it back; logging off (or onto another server) then back onto GK changes it again. (Nico did this)

Internal windows are changed from default to vplusblue when using the Kingdoms button or Shop on GK. (This is fairly old; only really matters if you're leading a Kingdom).

Both of these are player settings and shouldn't be changed; which is why these were requirements.

Quote:
Originally Posted by MysticalDragon View Post
-Players data is saved automatically, the /save function is just a extra precaution for you in-case the DB is somehow corrupted. Maybe we can possible change it so when a player is logged out its automatically saved, oppose to forcing the /save command on them.
There was an entire thread on this and it sparked my interest as to why players should ever be held responsible for such a feature; thus the suggestion. Ya, do it auto.

Quote:
Originally Posted by MysticalDragon View Post
-Put speed back; Uhm nah, although that most of you disagree I think a speed cap is for the overall betterment of the server. How it was before was like the entire server had staff boots. By balancing/capping the speed it brings other interesting objects forced into play, mounts etc.
You have effectively provided a single example. An example which presents more issues than it solves; since you can't take mounts through all the dungeons, you have to actually forcibly glitch them to get them across the seas (usually involving staff powers), and they are incredibly slow through water which forces you to go around. This also requires carrying a set of 'special items' for mounts... slowing you further (saddles are fkin heavy, peg, food) and requiring their application every-time you want to use (probably 30s every-time you want to grab your peg and mount up.).

When you provide multiple 'simple and effective' methods for increasing speed then perhaps I would reconsider the cap as an effective policy. As of now; nothing of the sort has been provided and our item statistics are simply being disregarded to make travel more difficult... when one glaring issue of the server is that players aren't moving/active enough.

Quote:
Originally Posted by MysticalDragon View Post
-"Have players always on Kingdom Tag as default...". This isn't Era... Wearing a Kingdom tag should be that players preference. I don't think forcing the tag on the player will achieve us anything.
This is not an Erian practice.
Having our personal Graal settings changed should be a players preference.
Joining a kingdom is their preference; but as-long as they have pledged their self to that kingdom they should be recognized as such. You said it yourself; the server is named Kingdoms... represent it.

Quote:
Originally Posted by MysticalDragon View Post
-"Make Kingdoms/unique guilds have recognizable AP colors". This is heading into a better direction then your previous "demands". Although i feel manipulating AP colors is sooo graal1992. Maybe we should start adding Unique kingdom icons above or below the player representing there kingdoms. This also allows them to be recognized 24/7 plus have the ability to not be bonded by a tag 24/7.
Have you even played this server; logged on maybe? I'm actually laughing with this reply, you've effectively shown zero knowledge of the game.

Players already have kingdom icons... they represent players who are in Battle Mode. You wouldn't simply double this icon or dismantle this preexisting and functioning system; my suggestion was a workaround using another preexisting system that currently has no function.

Quote:
Originally Posted by MysticalDragon View Post
No comment on the long term goals as there to far ahead.
Still skipped a half-dozen 'soon' points. But after your single reply to this section I can see why.

Quote:
Originally Posted by MysticalDragon View Post
My suggestion
-work on gear Organization
-Try to create different tier types of gear.
-try to make gear purchasable from vendors, with certain marks rewarded from dungeons in that area.
-Add Item Levels to all Items, So that whay you would be required to reach a certain item level before you can purchase the next tier.
Gear organizaton?
Tier types of gear?
Purchasable okay maybe.. but marks from dungeons in the area?
However your not even clear on your objectives enough right?

I somewhat agree with item levels; but it doesn't answer any problems until the levels themselves have a value. Players overall level should actually be an overall level, and based on the average of all their skill levels. 140m and 700m experience should not both be level 110.

Quote:
Originally Posted by MysticalDragon View Post
~Kingdoms~
We just need to do something with kingdoms..
I know right?
All following statements were generic; had to tl;dr something.
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