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jus u
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And StormY, you and I both know what the true answer to this dilemna is. "Come play my lord." |
Graal just doesn't have the appeal it used to have. In the last five years, MMORPGs have become increasingly popular. GK and the other Graal servers are just outdated. It is hard to bring in new people. It is really hard to be optimistic, when criticism is simply shut down. There are MMORPGs out there that are doing a much better job than Graal is, and instead of using their ideas (not talking about stealing) we are simply forbidden to talk about them /rant
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I am da king.
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Release a "classic" version of GK where everyone is reset.
In 3 months after everyone gets a start, make it gold, offer some sort of incentive to current players to retain something (so all there hard work doesnt go in vein). draws in players. gg. oasa 4 the count, and thats 3. I win. |
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A reset would pretty much whipe out the majority of the small playercount we have as it is. I think one thing that is up to us to do, as players and kingdom leaders and kingdom developers is make Kingdoms more apealing, give kingdoms more purpose. More wars, more joint-kingdom events. Kingdoms are boring nowadays. They used to be amazing, events all the time. If we give noobs more of an insentive to join kingdoms. i.e help leveling, advice, events for standard equipment that they could use.
Tig, or the Events Master Admin could give Kingdom Leaders a monthly allowance of basic armour, weapons etc. Like Marks, FHoMs, GE's and so on. Use these to plan regular events within the Kingdom to give all the noobies a good chance to get ahead in the game. |
but we ARE lacking content, seriously, unless your real into collecting and doing nothing, getting armor is near pointless
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I would absolutely love a reset. A chance for new players to come and be on par with everyone else, and to see just who really knows what they're doing on GK, and to piss off everyone who spent so much usd'ing items.
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GK needs investment. Advertising and hired developers. That's all there is to it. |
For the thousandth time, resets don't solve anything. Majin is correct in saying the past will repeat itself. Nothing about the actual game would change by resetting the stats of all players.
You can't strengthen the weak by weakening the strong. |
A new quest every 2-3 months might get in more players.
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perhaps updates
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-Obviously- The Quarterly updates are whatever Tig could think of changing the day beforehand. The only -new- content I've seen happens on holidays (2x a year?) and are usually things that if Tig -tried- to do he could do in a day or so. The overall problem is a lack of new players on Graal thus a lack of new developers on Graal. But seeing as how it got all of us addicted despite the few yearly updates, crappy graphics, and 90% idiotic playerbase all they really need to do is advertise and get the players to log in. And maybe when there's a steady higher player count, Stefan can lower his prices (opposite of what'd happen, but lets hope?) Thus GK (and Graal) go ^.
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Reset reset reset reset
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I'm loving the lack of input and comments from administration.
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USDing on kingdoms should have never happened at all, i read posts stating that it was not allowed, but i read plenty of messages years ago that people were selling USD, and to contact them on AIM or another instant messangers, those folks should have gotten permabanned and had their accounts stripped of items and money for events.
Now however Stefan and Unixmad have the right idea of an ingame shop you spend real money in, hopefully they expand on that to include much more, and that could possibly lower the cost of subscriptions overall. |
GK has been **** for years man. It's not like this is a new development. Although, it's getting progressively worse.
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A reset will fix everything.
Everyone will be at a steady playing field, remove bugs like leveling to 110 off alchemy and reading scrolls. I can bet that 90% of the players who start playing STOP PLAYING because everyone is 900x better then them and whats the point if all I can get is this flaming sword? |
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If there was a weapons/armor SHOP where I could just BUY weapons and armor for platinum coins I would probably play GK. There's no excuse for the lack of content. It wouldn't be hard to create one new item every day. At that rate the available items would be doubled in basically one quarterly update cycle. Monsters are a lot harder to make but it wouldn't be unreasonable to expect one new mob every month. But even if there was only one new monster added every quarter by now there would have been 32 more things to kill on GK and levelling to 110 at a reasonable pace could by possible legitimately. |
Its hard to say how an item can just be released daily though.
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I'd actually rather an experience reset than an item reset. That's not to say I wouldn't want both. |
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Are you forgetting that RoWs are buyable rings? They're rare, sure, but that just means that you actually need to work at obtaining them. You might not be able to just buy a shield and sword and go out swinging at kingdom leaders, but at least if you can actually buy items that aren't just glok lord belt and lucky rabbit boots it'll be worth your while to get diamonds and improve your items so that eventually you can compete. You can't just log onto WoW and start swinging at level 80s either. But GK at the moment is like WoW if you took out all the items between level 10 and level 79. |
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You're also putting too much faith in items, which mean nothing. A flaming sword is just as functional as an inferno sword, and a glok belt is one of the more high tier belts. The only items that "make a difference" are too common among older/USDing players, and they pushed the necessary stats of pking too high. Being able to get "better" items easier wouldn't make a single difference. If anything, it would make it worse, because now you've got even more items worth nothing in the player market. |
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Putting faith in items isn't a wrong thought. The more items craftable the funner GK can get, for crafting work is needed and for work online hours are needed to collect the materials. These materials can be obtained through trading or working. This will keep the playercount up, giving people something to do and by doing this it might even make people from other servers curious and draw them into gk. Then again there must be a difference between rares and craftable items to keep the market ongoing. So not everything should be craftable. |
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Someone mentioned an experience reset? Yes, that would be good, many of us have hit maximum level in one day (not of overall playing time) through mental or even agility. Maximum level shouldn't be that easy to obtain, especially in 1 specific skill. Mental, Agility should both be as hard as phys is to level. But there needs to be changes made before an experience reset should occur. Changes like more leveling options apposed to the limited lords to maps to zombies we have now. More alchemy recipes, make alchemy very important for crafting actually useful stuff and it be both time consuming and financially strenuous to level it since the profits at high levels would be great. I think dennis suggested tweaking the base level experience curve so that level 110 would be practically impossible to achieve as you'd need to reach near 107 on every skill. This could be done easily and give a truer representation of someones experience than the current system. |
The problem with most players not sticking around is because they find it too hard to level up. Making it even harder would just push more people away.
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I need to kill something like 400 shell bomies to get my physical level from 1-2 because I already gained 5 mental levels which decreased the amount of experience I get. But after that once you can kill T-rexes and skeletons leveling isn't that bad until about level 20. Then you get slapped in the face by an overwhelming lack of leveling content. Where you suddenly need to spend a few weeks getting diamonds to improve your gear so that you can kill lords. And then you hit a wall again and then you need to spend all your time getting immense/brutal maps. It has been mentioned before, but if exp didn't get decreased leveling would be be much more linear instead of completely dipping off every few levels. And then you would need fewer mobs to fill in those leveling gaps. |
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Hey, was it your --fake-- birthday the other day? o-o |
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i kind of disagree... mainly because i dont see trials sticking around and they get to their highest level fairly fast :P The problem with leveling is there isnt much point appart from pvp as you get higher you kill everything and then its just zombies that kill you, so 1 place that even when u get higher isnt so much chalenging but anoying because i would be able to kill them alot easier if i didnt get knocked back every punch they throw. Personally i think there are no challenging dungeons getting harder as you level, there is when people start "its to hard" then as they level "its easy and tedious" I think some creative dungeons even using resized and or recoloured monsters not just for high level but going up levels i would say the HH's are good enougth for people lvl 5 - 15? Make a new dungeon in the mountain using the mine tileset with things that would be a bit more chalenging, iguadons or something. Add something hard at the end of them like lords when they are at the end of the HH just add something that stays there and respawns every hour and is a bit harder then the monsters in that dungeon. The Labyrinth has a nice limited sight effect make a dungeon in the "dungeon" with that to give it that ooo dark feeling and fill it with recoloured monsters that are dark so it feel like they are just popping out at you. Make the dungeons a bit longer, and make sure that a very basic and simple ice storm doesnt let you open every locked door... add a chest like the ones for stat pots but allow them to give mana crystals and health pots and have the key an uncommon drop from the monsters in the dungeon, a basic looking key like in the HH just recolour it gold to make it stand out from the other keys. Add other area's in these dungeons that require more then one person maybe 2 - 3 (not something saying "you need this many people") something like one steps on a tile that opens a door the other goes through and steps on the tile behind the door to keep it open while the other gets in type things. Puzzles to get rid of the mind numbing kill everything grab loot, the only thing that really makes people interact together in the game (appart from the event when one is held, but thats more competing) is the crypt, and thats only because it make you, really im sure if you could go in just yourself everyone that could, would... Most can kill everyone but kasvir so if no one that can kill him is on, they get anyone and just kill the other guys for exp and if it didnt force you to have 3 or more people most people that are on know how to run until they stick to the wall and use a high level elemental scroll to kill them... Think recolours are bad? as long as they arnt like alchemy recolours and keep the detail of the first graphic with a different colour it better then months of no new content in my opinion. Apparently people hate long posts so i'll stop while its short... lol :) |
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