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Every gang can have it's own set of guns. |
there's so much drama with gang guns because the whole concept is retarded. it's just an excuse to give a select few players an overpowered weapon. then there are issues with balancing these weapons and one gang might be at a disadvantage because their gang gun isn't as good as the others.
gang guns should be removed. in my opinion, they cause more problems than good. |
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What's stopping you guys from being logical and giving each gang's guns identical stats?
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noob protection or no PK mode
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You are right, because if Black Holst has a 25 damage gun, Blazian Bandits either want a 25 damage gun or a rigged 20 damage gun. Here is what I was thinking for gang guns: Say Black Holst has the Adv. Black Holster Damage: 25 Fire Rate: .20 (Semi-Auto) Freeze: .14 Spread: 0 Clip: 8 or 12. Say Blazian Bandits has a 20 damage rifle Damage: 20 Fire Rate: .25 (Auto) Freeze: .08-.10 Spread: .08 Clip: 32 These seem fairly close to even, it really just depends upon player preference. If you change 1 gun (buff or nerf) you should do the same to the other gang weapons. A lot of times people *****ed about how the BHer or the Colt6 were rigged, but that's because players learned how to use the weapon. Players actually learned the strengths and weaknesses of the weapon. Another thing, you can't bring back gang guns and give them the same stats. If you're going to bring them back, they need to be different from each other. There would be no point to give a gang the same exact gun as another gang with the only difference being in the image and name. |
leave the stats to someone who actually knows how the numbers work
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Gun stats should not be what makes a gang unique... Edit: and I'm not saying that they should be the same because I believe that they can be balanced effectively without being identical. I'm just saying that if they were, it wouldn't really be a bad thing (it certainly wouldn't make them "pointless") |
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I can see what you're saying. I think that's partially why the gave the Morano Thompson its violin case, or the Adv. Black Holster its flip gani. Those things did make the guns unique, but even then the gang guns were different. |
Add the gun racks...they'll be fun as hell to use and it's something new. Alot of you guys always worry about what could go wrong, and how unfair/rigged things might be...and maybe you're right but when you think like that NOTHING ever gets done and Era loses it's players.
p.s chris could just trade the gun racks between the two gangs every few weeks nubs. |
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One of the biggest problems in my opinion is that a majority of the guns cannot be bought in the stores which is daunting to new players who realize how much it cost to buy them from other players. I'm constantly getting PM asking where to buy guns that are currently unobtainable through shops. I'm not saying all guns should be in shops but a majority of them should be available to the players.
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On Era, using an uzi is a more than acceptable way to PK as well. |
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You also have to think that Kingdoms entire allure is trading rare items which are obtained from either thousands of hours of strenuous grinding, USD, scamming or cross server trading. The rich stay rich and the poor stay poor which is partially how era currently is. With more items available it would even out the gap between the poor and the rich players as the items would not be worth as much while also keeping players around. Pat, I know you know how much time I have put into GK so I hope you know that this is just not an observation but more of something I have experienced first hand. |
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my point is that you're defending a certain group of players, the rich players who had to work for a good gun. These are the same players who will be using the gun racks anyway because they are in gangs!!!! you're being a negative nauncccy frankie-crankie-spanky, when has Era ever been 100% fair? This update will make Era a little bit better but here you are on the forums saying NOOOOOO NOOOOOO NOOOOOO!! |
I want to see more nooby support. If a new player logs on, they should be able to choose one of the basic weapons for free (with ammo).
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First impressions are huge. |
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Gang guns, give them average stats, make their stats identical. Don't make them the best guns on the server. You guys, including you, are just trying to cater to everybody. Stop it. You're never going to succeed in making a competitive game fair. |
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it was so fun to PK on trials to the point where that's all everybody did for awhile...you got free ammo, cash, and uzi/ak
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Has anything changed [for the good] since 10-17-2009 when this was brought up?
O.o.. seriously, I have no clue what goes on anymore =| |
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Well gratz on the improvement, wish I still played =( Keep up the good work. |
Era needs quests that are more intense and costly. You should make some quests that require you to buy thousands of dollars worth of cloaking potions, many healing items, robotic cars, bomb snipping kits, lock picking guns, etc. Then the prizes can be some of the new things people have suggested that wouldn't become huge monetary assets (IE the ability to shoot out the side of a car, something that reduces both damage taken and speed, etc).
I also think Era should consider a much larger playerworld with more internal politics. I think if the playerworld gets to the size where it can support more players and have more things to do, then more people will be apt to play. You should try to things ready for a player count never seen on graal, and then aim for it through advertisement to other games. I think its possible. It would be cool to take the idea that was floating around about a different theme in each corner of a playerworld. Each could have a little 'government' of sorts, some of which would be more mob run and others of which would be more democratic. You can earn "trust" in each of the sectors by killing people from other sectors and completing quests. You can work your way up and gang access to better guns, restricted areas, faster healing, recruiting power, etc. I think we should see some boats in Era. I haven't been on in a while, but last I heard, the idea was pretty abandoned. Imagine the potential of fishing, plus maybe even piracy, and if gangs are expanded, they could have outposts in the water that would have to be defended. I believe Sales' gang system incorporates pretty much everything I'd have to say about that. I used to want a system where each gang would have many buildings, each with a different vantage point, that can be over-run and taken over like a party base. One might have an underground tunnel into the main base, another might have access to all the doors, another might have security monitors. By taking over these areas, raiding gangs will get advantages. For businesses, I think there needs to be a function for a player to sell their business. People will often go extremely inactive trying to reap the last profits they can before being kicked out of a business, whereas it'd be better for the whole server if they just sold it and took that money instead. Also, stocking should be more than just grabbing boxes. The ammo businesses should be at least converted to something more like dairy hut, speedy pizza, and dippin donuts. Maybe you grab a piece of lead, take it to a forge, smash it into pieces with a hammer, then pull out a tray to stick it in a fire for however many seconds, and that magically makes handgun ammo. Idk, it'd be an idea. I think that if Era could pull off a larger player count, the potential for PKing would be amazing. You could set up larger arenas for people to fight in, both inside and outside, and accommodate for more action. If the iPod version of graal can have thousands of people on at any given moment, so can Era. |
Yeah, quests that are more rewarding.
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Amsel: We all want that, the increase in gameplay, and all that jazz. But right now they're concentrating on fixing what we have in order to reset without further bugs/duping so we don't end up in the same position like previous resets. After which I highly doubt they could produce such things in any given period of time. (How long since they said were going to reset and how long until we will actually do it..?)
But yeah, everything you said sounds awesome. |
I support all of your ideas, just one problem.
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1) It costs almost nothing, 2 bucks for membership (I think, I never bought it) 2) It's for the iPod. I'm pretty sure there isn't too much competition with online mmorpgs for the iPod, I'm sure theres a couple big ones but there isn't near as many as there are for the computer. I have a feeling it's going to be the same cycle they had for the early PC graal. 3) The computer has sooo much more to offer than a crappy 2d game that costs 30 bucks to play for 8 months. People figure, why pay 30 dollars to play Graal when I can go play <Insert Amazing-Graphic/Gameplay mmorpg here>. Graal is out-to date and even the player count now isn't stable and many of the players are on the verge to quitting. |
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Small update,
I'm speaking with Stefan now and will have the gelat shop up soon with observer mode taken down. The gelat shop will sell:
Purchasing any of these will give you the item in-game. The items cannot be traded/dropped. You can purchase 10 vitality potions at once, for example, but you will only be able to use one at once. Similarly, you could purchase a "worker's potion" today and wait until tomorrow to use it. I don't think any of these are going to provide major advantages against players who do not wish to pay for them, but if anyone has any objections now is the best time to give me them, as well as any other ideas. As much as I don't want how much a person is willing to spend to determine their success on Era, a gelat shop is necessary to get rid of observer mode. The items I've laid out shouldn't make a huge difference in the way Era works. Also, frag grenades have been released. You can purchase them from Fort Knox. http://img689.imageshack.us/img689/5606/fragout.png The shrapnel both causes damage and can wound players. |
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I have a couple suggestions on what to do about cookies;
They've become a pretty big problem for both gangs exploiting how quickly you can heal and how you can eat one right before death and come back to life when someone kills you. Suggestions; -Put a timer on when you can use them (similar to the timer of being revived after you've already been revived recently). Maybe make it so you can only consume 1 cookie every 5 minutes? -Disable them in gang bases. Although this isn't very favorable, it at least makes the player leave their base in order to consume the cookie. -Disable them on gang-tag. This, of course, would be the worst option, but it also requires the person to go off gang-tag in order to use them. I prefer the first option, honestly. |
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