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  #106  
Old 02-20-2011, 07:18 AM
Googi Googi is offline
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Quote:
Originally Posted by ffcmike View Post
I have noticed that some people do take a while to figure this out, but I don't believe it's required for there to be a hint specifically saying that you need to kill all of the rats within that level, it's really one of those things which to most people should be self explanatory as baddies are there to be killed, there was also no compass with the very first time this happened in LTTP, can't say I ever needed to look at the compass to figure out I needed to do this either.
If they did more damage or something it might encourage the player to kill them all.
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  #107  
Old 02-20-2011, 07:26 AM
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Quote:
Originally Posted by Googi View Post
If they did more damage or something it might encourage the player to kill them all.
At this stage players are at 3 hearts and these are doing 0.5 damage, reducing the necessary hits from 6 to 3 would be pretty extreme.
The one thing I had considered was forcing you to have to kill them all one time in order for the entrance + exit doors to open.
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  #108  
Old 02-21-2011, 08:19 AM
Bell Bell is offline
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Killing to open doors was also fairly common on Classic. It should also make players realize that killing those guys chasing you actually have a purpose if they think they are just level decorations.
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  #109  
Old 02-25-2011, 09:36 PM
Astram Astram is offline
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Hey, maybe a new tileset will help Classic get more players
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  #110  
Old 02-25-2011, 09:37 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Bell View Post
Killing to open doors was also fairly common on Zelda.
There ya go.
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  #111  
Old 02-25-2011, 11:08 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Astram View Post
Hey, maybe a new tileset will help Classic get more players
If you're referring to the present time there is absolutely no worries about playercount on what is an Under Construction server, if you mean going forward I wouldn't be opposed to there being specific parts of the original tileset improved, overall it is a much more appropriate tileset for the adventure theme than the modern one, an entirely new one could possibly be too drastic.
Still I wouldn't worry about it too much as it's really the gameplay itself that is going to have by far the most effect on attracting players.
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  #112  
Old 02-27-2011, 07:36 PM
MattKan MattKan is offline
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Quote:
Originally Posted by Astram View Post
Hey, maybe a new tileset will help Classic get more players
The tileset is fine...
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  #113  
Old 02-27-2011, 08:03 PM
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Originally Posted by Astram View Post
Hey, maybe a new tileset will help Classic get more players
No, but nice try.
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  #114  
Old 03-03-2011, 03:04 AM
ff7chocoboknight ff7chocoboknight is offline
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Quote:
Originally Posted by Astram View Post
Hey, maybe a new tileset will help Classic get more players
You're joking, right?
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  #115  
Old 03-03-2011, 03:10 AM
DustyPorViva DustyPorViva is offline
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A new tileset totally helped iPhone Classic. It looks awesome... now...
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  #116  
Old 03-05-2011, 02:24 AM
Astram Astram is offline
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Quote:
Originally Posted by DustyPorViva View Post
A new totally helped iPhone Classic. It looks awesome... now...
Exactly...
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  #117  
Old 03-05-2011, 02:52 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Astram View Post
Exactly...
I think he's making a joke out of the fact that Stefan took his arguably good tileset from the public tiles thread and mixed it with stuff from the New World project which several people feel looks awful or atleast conflicts with the style.

The reason Stefan decided to do this in his own words was "I don't want people saying Graal is just a Zelda ripoff", which is exactly what Classic/Original Graal was.
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