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  #31  
Old 02-25-2013, 06:40 PM
xXKajalXx xXKajalXx is offline
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Quote:
Originally Posted by Andre2006 View Post
I had 3 items of choice restored from my fallen house, I just had to remember the level name and said items.
Funny how different the results are when asking for something. Stefan said no to me, and you got some stuff back. This has been very long time ago. I saved that levelname but not until yet. I still have the key though, if that would help anything. Meh
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  #32  
Old 02-25-2013, 07:00 PM
shrimps shrimps is offline
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Could just change the house system to something different to where you're basically in an instance "mini island?" or something and you keep your house level forever. With abilities to invite other players or give access or what not.
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  #33  
Old 02-25-2013, 07:07 PM
NicoX NicoX is offline
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Quote:
Originally Posted by xXKajalXx View Post
Funny how different the results are when asking for something. Stefan said no to me, and you got some stuff back. This has been very long time ago. I saved that levelname but not until yet. I still have the key though, if that would help anything. Meh
Give me the level name please. PM it me or whatever.
Now back to the topic. More Ideas please.
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Clash: Nico, I'm going to give you an example of good management.
Clash: One of my staff removed my RC and banned me.
Clash: I didn't ban or remove their RC after I got another one to fix me.
Clash: Do you know why?
Björn: Because you IP banned him ?

Stefan logged on.
(npcserver) has reset the attributes of Stefan
*Stefan: ah my client crashed








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  #34  
Old 02-26-2013, 12:14 PM
StormYs StormYs is offline
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What I said on a previous thread, GK is way to broken.

Though to make GK somewhat more fun I would like to see the following:

-more alchemy recipes (in form of equipments or potions) and new monster drops (for example skeleton bone or whatever), including rare drops to justify farming. I would also like to see some difficult recipes, for example: to make item C you first need to gather rare monster drop item x and y + alch item a and b and then combine them all together to make C.

-don't let baddies drop gems, make it so that you actually need to put some effort into gaining them. What was suggested before was that you need to go to different locations to gather coal or iron etc, do the same with gems.

-more crafting which was said before, though I would like to add some restrictions to crafting to justify leveling. For example, to craft item A you need to be lvl 20 in this and lvl 40 in that. The same would also be nice for alchemy.

-pking is way to hard, revamp the system.

-make spells do something useful, like 80% of them are useless or broken.

-make simple quest to obtain certain items which are then needed for alchemy or crafting, these can be trading quest such as give the npc 20x item b to get 1x item a. This would establish a base for a economy where monster parts can play a part in.

-fix the item effects such as repell bullets and stuff to make pking more fun.

-do something with classes that specialization in a certain class is required.
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  #35  
Old 02-26-2013, 12:19 PM
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Quote:
Originally Posted by xXKajalXx View Post
Correct me if I'm wrong, but that's what I've been told plenty times, when we asked to get that stuff restored.
Multiple people have had their entire house restore previously. I know it happened quite often when Bjorn was manager.
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  #36  
Old 02-26-2013, 02:29 PM
Rave_J Rave_J is offline
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Graal Kingdom now has been removed...
Graal 3d now has been uploaded

thank you
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  #37  
Old 02-26-2013, 05:12 PM
Felix_Xenophobe Felix_Xenophobe is offline
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Graal Kingdom now has been removed...
Graal 3d now has been uploaded

thank you
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  #38  
Old 02-26-2013, 10:13 PM
NicoX NicoX is offline
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Quote:
Originally Posted by StormYs View Post
What I said on a previous thread, GK is way to broken.

Though to make GK somewhat more fun I would like to see the following:

-more alchemy recipes (in form of equipments or potions) and new monster drops (for example skeleton bone or whatever), including rare drops to justify farming. I would also like to see some difficult recipes, for example: to make item C you first need to gather rare monster drop item x and y + alch item a and b and then combine them all together to make C.

-don't let baddies drop gems, make it so that you actually need to put some effort into gaining them. What was suggested before was that you need to go to different locations to gather coal or iron etc, do the same with gems.

-more crafting which was said before, though I would like to add some restrictions to crafting to justify leveling. For example, to craft item A you need to be lvl 20 in this and lvl 40 in that. The same would also be nice for alchemy.

-pking is way to hard, revamp the system.

-make spells do something useful, like 80% of them are useless or broken.

-make simple quest to obtain certain items which are then needed for alchemy or crafting, these can be trading quest such as give the npc 20x item b to get 1x item a. This would establish a base for a economy where monster parts can play a part in.

-fix the item effects such as repell bullets and stuff to make pking more fun.

-do something with classes that specialization in a certain class is required.
Thanks for your ideas! Some of them are already in progress
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Yours Sincerely,

-Nico
(GK Management)

Clash: Nico, I'm going to give you an example of good management.
Clash: One of my staff removed my RC and banned me.
Clash: I didn't ban or remove their RC after I got another one to fix me.
Clash: Do you know why?
Björn: Because you IP banned him ?

Stefan logged on.
(npcserver) has reset the attributes of Stefan
*Stefan: ah my client crashed








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  #39  
Old 02-27-2013, 07:48 AM
BigBear3 BigBear3 is offline
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If classes are going to be made meaningful, does everyone get a chance to change theirs?
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  #40  
Old 02-27-2013, 08:29 AM
Tashkin Tashkin is offline
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Originally Posted by BigBear3 View Post
If classes are going to be made meaningful, does everyone get a chance to change theirs?
IF we are able to change classes we would allow players to change their class if they chose to.
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  #41  
Old 02-27-2013, 05:15 PM
MajinDragon MajinDragon is offline
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Could work it in a way similar to what happens when you decide you want to change gods, you'd incur penalties in relevant experience area's and have to earn those levels back if you want them. No consequences would lead to people just being every class as it is like now, and I'm not positive GK is ready for a system of multiple characters belonging to 1 account since the hoarding + item attainability problems are still out of control.
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  #42  
Old 02-28-2013, 01:25 AM
Draenin Draenin is offline
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Quote:
Originally Posted by Tashkin View Post
IF we are able to change classes we would allow players to change their class if they chose to.
That's a big if.
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  #43  
Old 02-28-2013, 01:33 AM
Tashkin Tashkin is offline
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That's a big if.
Well the "if" is simply because I believe that all the classes are done in C++. That is the only reason for the big IF.
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  #44  
Old 02-28-2013, 03:12 AM
roboman43 roboman43 is offline
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-Definitely more quests. I saw on page 1 that this is all ready being done.

-Less grindy. Skills should definitely have many ways of raising them. I always resented how the only efficient way of getting a high wisdom was to just spend hours making dov or dopv, w/e it was.

-More lore-friendly. What happened to the faeries and dwarves and such that we read about in the lore books?
-More weapons available to average players. It's always been a big issue for me how 1% of the population (.. so 1 person basically) has most of the extremely rare items and can make hundreds of USD just because he either used USD himself, or has played for years and hoarded items. This issue has been partially fixed with the new tigbot, but i definitely believe that new ways of getting weapons, as well as a server-wide reset, should be issued.

-more fun , rewarding jobs. Currently fishing is only good for a bit of food, mining only if you're building a house, etc. I saw on the first page that this was all being revamped, but it's definitely something to be carefully looked into and revamped.

I know a lot of these points (if not all) has been brought up already, but they are just what i feel needs to be done for the future of GK. There are some obvious ones like more staff, classic, etc., but those are all ready being planned for
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  #45  
Old 02-28-2013, 02:24 PM
scriptless scriptless is offline
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It was DoV (visibility) and that was for Mental EXP not Wisdom. DoPV was the recipe for dust that you sold for insane money. I am probably the #1 supporting fan for more questing. Things like Crypt, and Holiday Dungeons IMO are not quests. Usually with quests it progresses the storyline. EX: you obtain new items that you can use to aquire even more new items. (ex: a quest for coper mineral, to make a copy version of that item instead of iron) ect.
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