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View Poll Results: Get rid of levels?
HECK YEAH! 14 50.00%
Nah... I like being beaten every day by people who may abuse bugs to gain levels. 14 50.00%
Voters: 28. You may not vote on this poll

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  #41  
Old 12-19-2003, 08:43 PM
zell12 zell12 is offline
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No need to limit levels on this server, however, on the new and final version, yes; limit the levels to 30~50. Mabey even lower.

I'll even re-subscribe to gold if some new things are added, and some old things are removed or changed. Alchemy system MUST be fixed. As should the big-arse weapons and items bent "evented". They are too strong. If you want super-strong weapons, then make alot more of them.

Anyway, i'm sure you guys all know what needs to be done, so do it already.
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  #42  
Old 12-19-2003, 08:46 PM
Lance Lance is offline
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I think changing the exp required to achieve the next level would solve it in large part.

Make it 2x as much exp to get the next level throughout, instead of coming down from there over time.
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  #43  
Old 12-19-2003, 10:00 PM
syltburk syltburk is offline
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If you dont like GK, just leave it, there will come servers with new RP styles and you will have more oppinions to choose.

But then you have to have patience since graal development is so slow that a worm could be faster developing then graal.
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  #44  
Old 12-19-2003, 10:53 PM
thelostviking thelostviking is offline
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new classes and reset.
perhaps lvl 50.
with brutals you can get over 30 easily (if you train good) so lvl 50.
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  #45  
Old 12-19-2003, 11:14 PM
TripleE TripleE is offline
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Quote:
Originally posted by Lance
I think changing the exp required to achieve the next level would solve it in large part.

Make it 2x as much exp to get the next level throughout, instead of coming down from there over time.
Good suggestion. I also think that high level maps such as Brutals,and Immenses should be dropped less by monsters.
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  #46  
Old 12-20-2003, 03:28 AM
Zurkiba Zurkiba is offline
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Quote:
Originally posted by Lance
I think changing the exp required to achieve the next level would solve it in large part.

Make it 2x as much exp to get the next level throughout, instead of coming down from there over time.
Negative... that would require a reset.

Otherwise newbies will be level 2 while everyone else is level 8320423423
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  #47  
Old 12-20-2003, 03:31 AM
Lance Lance is offline
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Quote:
Originally posted by Zurkiba

Negative... that would require a reset.

Otherwise newbies will be level 2 while everyone else is level 8320423423
Sigh. Read -> Understand -> Reply.

People's level of experience doesn't change, nor does how fast they gain it. The level calculation based on experience, however, does. People's levels would be much lower than they were.
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  #48  
Old 12-20-2003, 04:49 AM
TripleE TripleE is offline
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Quote:
Originally posted by Lance


Sigh. Read -> Understand -> Reply.

People's level of experience doesn't change, nor does how fast they gain it. The level calculation based on experience, however, does. People's levels would be much lower than they were.
Zurkiba thinks you mean that it would be harder for newbies to level also. After about level 15-20 the exp required should drasticaly change. But it wouldnt matter unless the server was reset because we have players reaching level 70-90
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  #49  
Old 12-20-2003, 05:09 AM
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Quote:
Originally posted by TripleE

Zurkiba thinks you mean that it would be harder for newbies to level also. After about level 15-20 the exp required should drasticaly change. But it wouldnt matter unless the server was reset because we have players reaching level 70-90
Well, from what I've seen, eventually the exp to get from, say, level 90 - 91 is a certain amount. The amount of exp to get from 91-92 is virtually the same as to get from 90-91, instead of being more. Say it was 5 million to get from 90-91, it'd be another 5.1 million maybe to get from 91-92. I am saying that it should not be 5.1 million more but 10 million more, and apply this through the whole thing. It would make levelling easy at the start and hard as time goes on, so people like Tecumseh's level would maybe be 35-45 instead of 90. It would be as much exp, just wouldn't be as ridiculously strong for the exp.
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  #50  
Old 12-20-2003, 04:30 PM
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I think Zurkiba means that you want the amount required to level raised, and leave the people's level alone. You'd have to fit people's actual levels to the new numbers to make the system work, and some would ***** about losing levels.

While we're at it, why not alter the levels required for blessing - make it one + every 5 levels, this would make the gods a little less unbalanced and actually make sense - unlike the system in use, with 4 levels for 2, 6 levels for 5 and 8 levels for 1 god, with a gap above level 20 where you suddenly need 8, 10 and so on... I don't see a point in this, specially as those with a higher requirement aren't really better than the low ones.
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  #51  
Old 12-20-2003, 07:12 PM
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Quote:
Originally posted by Satrek2000
I think Zurkiba means that you want the amount required to level raised, and leave the people's level alone. You'd have to fit people's actual levels to the new numbers to make the system work, and some would ***** about losing levels.

While we're at it, why not alter the levels required for blessing - make it one + every 5 levels, this would make the gods a little less unbalanced and actually make sense - unlike the system in use, with 4 levels for 2, 6 levels for 5 and 8 levels for 1 god, with a gap above level 20 where you suddenly need 8, 10 and so on... I don't see a point in this, specially as those with a higher requirement aren't really better than the low ones.
While we're doing this, give all gods the same stuff, and call it God. Damn man, all that stuff makes the game more fun.
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  #52  
Old 12-20-2003, 07:37 PM
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Quote:
Originally posted by GoZelda

While we're doing this, give all gods the same stuff, and call it God. Damn man, all that stuff makes the game more fun.
No. While we're at it, give all the gods the same stuff, and call it Ruatha.
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  #53  
Old 12-21-2003, 02:00 PM
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Erm... Don't feel good.. Been awake about 16 hours, but I can't take it much longer... Reading this thread took about... erm... Thirty whole minutes, and well...

The leveling system should change... I mean, from level 1 to level 2, your going twice as much expriance required. I boasted up to level 12, and then, well... I'm still going.

I'm suggesting a more dynamic way of doing, lets say:

You start at level 0, to reach level 1, you must have the level you'll reach multiplied by 1000, added by the previous... Like that:
Level 0: 1K (0 +1K)
Level 1: 3K (1K + 2K)
Level 2: 6K (3K + 3K)
Level 3: 10K (6K + 4K)
Level 4: 15K (10K + 5K)
Level 5: 21K (15K + 6K)
Level 6: 28K (21K + 7K)
Level 7: 36K (28K + 8K)
Level 8: 45K (26K + 9K)
Level 9: 55K (45K + 10K)
Level10: 66K (55K + 11K)
... And so on...
That would only work if the ammount of experiance earned diminished entirely... Hardening the harder monsters. The differance between the levels would get consideribly high when you go up, however, well... That's only my idea. Gah... My Head..

Let me think up some formula for this pattern... Think! Gah... I'm tired.

for (i=0;i<currentlevel + 1;i++)
leveltonext = leveltonext + i*1000;
... Now, in form of a line... Erm...


Anyhow... I can't think... I'm sorry, just can't.

Anyhow, for weapons, I don't think it would change much really... I'm not planning on having very much Event Items, and well, for the first few months I've been playing, I completely avoided Events because I thought the other players would just own me... Didn't go in an event yet. I mean, when you see a level 91 barbarian in the world, how the hell could a level 1 defeat him.

Anyhow, for the weapons... I say it's the currency that's really messed up. I never seen used Silver or Gold before in trades... Silver is what a commoner should be getting, not 10 plat for a bread... I'm used to that 5 silver coins was enough to feed a person for a week... Commoners would get 5 silver coins for food and all, and people who took risks would get a couple of gold coins... Now, how the hell did everything end up being worth in platium? Isn't that suppose to be the rarest, and not the most common currency? If you could diminish the currency, aswell as the ammount of weapons there is, then maybe that'd be fix... The Powerhouse would still end up being powerhouses, at a much more difficult rate... And levels would be more significant, whereas now I'm only leveling for Spell Points. Head Hurts...

Finally, a server reset wouldn't be such a bad idea... It would leave some thinking on how they could fix the problem, maybe making more event items that do less change... Whatever way, powerhouses won't like it, the newbies will, and the mild won't really care... The Role-Players would be much happier, and the non-roleplayers won't... Maybe something you could do is make a set ammount of event items, and give them all to the kings, in which pass them on as a sign of "honor", and not some item they trade for a lot of money... If you have a Pirate Shield, it would prove that you are pretty respected among the Pirates, and not that you spent a lot of cash for it. Maybe the items can go out of the Kingdom, like a gift from the Pirates to the Samurai's for thier terms of alliance, but they shouldn't be sign of powerhouses, but more of a sign of respect the kingdom give them.

Out of topic, but while my humble mind can think of it... To fix the lag, you could make that the items in which monsters drop only last a few seconds/minutes... I'm pretty sure the ammount of items laying all around the place lags up the place... And please forbid, out of all the pets, the only thing that does serve common sense is Horses... The rest are pure dedication to lag. Sure the monkey's are cute and all, but I wouldn't give much a damn if they were abolished, or at least rendered useful... Maybe when the climb the trees they drop coconuts that can then be used in some kind of redemy to a certain sickness (Not all diseases/sicknesses should be cured all that easily, for scury, a little set of words shouldn't heal you completely, as for the glok poison, those same words shouldn't also... Maybe perticular types of them).

If you are searching for more diverse role playing, make jobs much funner... I mean, you could gain skills in bread making, and then you become the kingdom's bakery... Instead of every player able to make perfect breads the first go around, they should have much more difficulty... The king should be granting rewards to well-working (RP-wise as well as effert wise) citizens, whereas shaming those whom don't know what they are (... Sadly, the majority of the people I ask what thier rank does, they say they don't know... How can you roleplay when you don't even know your assigned job?), in the end... Make items for jobs! Or at least, you could make it where the people have recipies, like a Bread of the Wise would be made by Flour and Water of the Wise... Or Bread of the Forgotten Warrior should be made of flour and con/str potion... Maybe having the player select a certain type and ammount of mixtures that the player would be able to learn new recipies.

Man, I'm tired... I think I should leave this here. Glad you read all the way! Wondering what you think about this.
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  #54  
Old 12-21-2003, 02:18 PM
Satrek2000 Satrek2000 is offline
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Quote:
Originally posted by GoZelda

While we're doing this, give all gods the same stuff, and call it God. Damn man, all that stuff makes the game more fun.
I didn't mean to make gods equal - but to balance them. I don't see a point in the different blessing requirements - I've never seen a weapon blessed to DianCecht, which makes me guess that it's not worth that much to justify his 8-level steps. Most players worship Gov and Ogma, and why? because they have the lowest blessing requirements. Do you see my point? They'd still be different, but those with few followers now might actually get an equal share.
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  #55  
Old 12-21-2003, 02:36 PM
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Erm.. Strangely enough... I'm mostly planning on going pretty high levels with my priest, and then, when I'm high enough, change god to one more worth at higher levels... The reason why they are blessed to Omga and Gov is mainly because they help the player earn more experiance fast, whereas the other might compensate that already by stronger spells... Erm... When I'm under Gov, I can kill Trexs in a Cause Critical Wounds, however, I'm right now praying Bile (I like him more...), however, it takes two cause critical wounds, and 1 light wound. I would see why it would be better off going to Gov when I want to kill the most creatures with the least ammount of spells...

There are some gods that are just better for the newbies, and the others are better for the oldbies... Like, try starting off your preist with Brigid as god. You barely have any spells, however you must kill monsters without weapons and with 2 spells given at the beginning of the game. I went to Brigid a for a second, then realized it not only took away my weapon use, but it also rendered me impossible to kill the creatures with my Cause Wounds, for that reason, I didn't stay a follower of Brigid. Bile is pretty good to me, I never eat, and he barely denies any of my spells... I have some could of spells I lost, but I didn't need them anyways (I currently have 54 spells(Mana/Grace together), and I'm still buying), I could have gotten around those.

I suppose the gods are evened up for the reasons that the newer players would take one god, and the older ones would take the other... I'm mostly going to go with Bile till I can bless + 5(level 30), and then switch to something else (Maybe that Dian guy, who's I'd be able to only bless to + 3). In all cases, I wouldn't want to lose a level because of it right now.. I love Bile enough (Although I just learnt the food spell, I shouldn't be following Bile much anymore).

You'd have to look at all the perspectives of the gods... Some gods are much better at higher levels, however the penelty of losing a level might be too much for someone (*stares at the level 91 people with sharp eyes*). But if they aren't balanced, then I guess that you should be reinstated. Anyone got some soft drinks to keep me woken up? I need some more 16 hours of being awake.
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  #56  
Old 12-21-2003, 07:23 PM
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Quote:
Originally posted by deman1171

Hm, or maybe a different level system, where it's not so-much level you want to increase, but skills.. so you can train in all kinds of different skills, such as you have skills like cooking, farming, mining, tailoring.. and something about really strong equipment to, or atleast make more entertaining items besides weapons & armour, because all you see on graal kingdoms is people trying to get better armour and weapons, and well with that taking away level and leaving that will just make it more boring.
Best would probably be to make it so that you can only be good in a few skills, so losing experience slowly in the other non-trained skills. Currently people can craft weapons, go mining for diamonds, improve the weapons with scrolls, kill big monsters, identifying the monster parts and sell them for a good price to show owners. If they could only be good in a few of those tasks then there would be more need to trade items and cooperate. To make trading more secure there must be some way of punishing people, kingdoms should be able to put people temporary in jail or something.

*will need to read more of these threads, not having a lot of time for this*
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  #57  
Old 12-21-2003, 07:30 PM
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Okay, Gov kills rexes, and we have maps full of these. Brigid kills undead, and we have exactly... 5 undead creatures on the server. Also, the requirements for blessing have nothing to do with how good a god is at a certain level, ans I think that the differences should be based on resistances, atuned and repelled, repells, relics, but not on how easy it is to bless with a god.
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  #58  
Old 12-21-2003, 08:00 PM
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Quote:
Originally posted by Stefan
Best would probably be to make it so that you can only be good in a few skills, so losing experience slowly in the other non-trained skills.
I like the idea - no restrictions as far as your possibilities are concerned, and we could even get rid of classes altogether, replacing it by selecting 2/3 starting skills. Everyone can learn everything, but you can't be good at it all at once. You can, at best, be average, but can only become good when you concentrate on a few skills.
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  #59  
Old 12-21-2003, 10:52 PM
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Ohh... Just woke up.. I'm happy! Wait'n anotther message of me, aye?


Okay... I'm thinking like, wheny you start, you randomize 7 stats, and then you get to place them in the catagory of your choice, and cancelling classes althogether. For instance, if I restarted and rolled 14, 18, 10, 8, 12, 16, and 11, then I'd be able to put that in my abilities (They shouldn't start at 20... And shouldn't be limited at 20 niether). The seven stats could go :

Str:11
Dex: 12
Con: 8
Int: 14
Wis: 16
Pow: 10
Cha: 18

In this case, I'd most likely be a merchant, whereas leveling between levels won't change much (Except that I could later increase my stats... You could make it where you can increase any stat every four levels using a Gold Key... If I am at level 16, then I could could boast any stat by 4, even my Charisma).

After that, we'd choose a starting nation, in which would breifly explain how the kingdom works, giving the player a description of the kingdom... The player would have to prove his worthyness if ever want to become... If you are pretty stupid (Take the ways of the Barbarious Journey), then you won't be able to learn much more. Or, if you were to take the way of a priest, you should have your power go up in force by each level... Persay:
A level 99 Divine Spellcaster could cast Cause Light Wounds, and kill a Trex, whereas a level 1 Divine Spellcaster wouldn't be able to do much damage to it even with a Cause Critical.... Although this would be increasing the power-house, and decreasing the actual interaction between player, however it only makes sense to me: The more you do something, the better you're at it. A level 20 and above Spellcaster should start scaring the gods, for they are reaching close enough to the god's power.

That would solve the problem of weak starting-wizards, and strong-ending-wizard. Or promote low-level barbarians, and disadvantage high-level barbarians... Along with the XP chart I did earlier, a wizard would have the hardest time kill 0-12, and a much easier time killing from 15-whenever. You could "lock" two levels, whereas you never forget them, you dedicate yourself to the pure two levels. The more levels you are in the rest would consider how fast you forget. (I like that idea ;P)

As for Power-House Barbarians, they shouldn't have much resistance to the Wizards, and for those who do, that's because they recieved it in a huge Event, something like: Amulet of resist magic. Obviously you made Reflect Spells quite expensive, but it's not up to par with hte economy it's right now. When I first started to play, I thought Gold would be used a lot more, and I thought having 120 platium was huge... Little did I know that 120 was below the average person.

As for skills... Yea, limit them or something. Barbarians should have never been able to learn Piety and Literature in the first place! That's what threw that class to the unbalanced powerhouses. They not only owned wizards at low level, but then they knew wizardry at higher ones.

To my sense, you could post some news about all the features your going to add/remvoe before doing it, and explain to everyone why your doing it, and then listen to the average response to know what to do.... If they like the ideas, you implant them into the server and reset (or correct) it.

Well, glad to see your at least reading!

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  #60  
Old 12-25-2003, 02:37 AM
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I always did say from the begining, levels ruined role-playing but everyone shrug me off as being crazy or something for even thinking that.

That improving skill thing instead doesnt sound to bad thou.
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  #61  
Old 12-25-2003, 11:31 AM
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Quote:
Originally posted by Discharge
[B]I always did say from the begining, levels ruined role-playing but everyone shrug me off as being crazy or something for even thinking that.
And I say they do not. Classic doesn't have levels, and do people there do anything else than pk? No. Neither levels, not any kind of item or skill keeps people from rping. If you want to rp, you can and will despite level and items.
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  #62  
Old 12-25-2003, 02:41 PM
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Quote:
Originally posted by Discharge
I always did say from the begining, levels ruined role-playing but everyone shrug me off as being crazy or something for even thinking that.

That improving skill thing instead doesnt sound to bad thou.
No, something which Jerome K. Jerome would call THE MAJORITY ruined roleplaying
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