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-   -   SuperNicks in Depth (https://forums.graalonline.com/forums/showthread.php?t=84861)

maximus_asinus 04-22-2009 11:13 PM

Quote:

Originally Posted by Luda (Post 1486069)
Yes this is a great idea! We could also add a Time Attack!

what an excellent idea Luda!

Luda 04-22-2009 11:17 PM

Quote:

Originally Posted by maximus_asinus (Post 1486100)
what an excellent idea Luda!

Superb! Extraordinary! MARVELOUS!!!!!

ffcmike 04-23-2009 11:34 AM

One potential issue with time attack is the possibility of staff either using powers themself or in order to help another player, this already seems to occur too much without any further objective than to complete the Quest.

I think it would be better for any Quest to contain some type of fast-paced Clientside based mini game challenge inwhich it is hard to manipulate the outcome via staff powers,
the type of challenges i have in mind are the minigames from Mario RPG where while it was necessary for them to be completed in order to progress you were able to play again to achieve highscores and earn currency/prizes for doing so, like the waterfall game.

Remaking the Ninji Barrel ride would be a perfect example of this, aswell as some Hermit Crab challenge that was intended to be part of a new set of Quests which is mostly done, ofcourse these would require the option of disabling summoning/custom health or no healing in order to be staff-proof, the same could be said about time-attacks aswell but disabling summoning for Quests in their entirety could probably cause more problems than it would solve.

maximus_asinus 04-23-2009 02:10 PM

is it not possible to have some sort of detection for players ontag/warping/being warped/etc?

ffcmike 04-23-2009 02:21 PM

There is,
Staff Warping is custom rather than built-in but it's an old and somewhat messy system, adding controls + restrictions would be alot more complicated and time consuming than it ought to be, it would be better to just redo it entirely, but would that be seen as progress?

DutchGuy 04-23-2009 03:27 PM

Quote:

Originally Posted by ffcmike (Post 1486209)
One potential issue with time attack is the possibility of staff either using powers themself or in order to help another player, this already seems to occur too much without any further objective than to complete the Quest.

I think it would be better for any Quest to contain some type of fast-paced Clientside based mini game challenge inwhich it is hard to manipulate the outcome via staff powers,
the type of challenges i have in mind are the minigames from Mario RPG where while it was necessary for them to be completed in order to progress you were able to play again to achieve highscores and earn currency/prizes for doing so, like the waterfall game.


Remaking the Ninji Barrel ride would be a perfect example of this, aswell as some Hermit Crab challenge that was intended to be part of a new set of Quests which is mostly done, ofcourse these would require the option of disabling summoning/custom health or no healing in order to be staff-proof, the same could be said about time-attacks aswell but disabling summoning for Quests in their entirety could probably cause more problems than it would solve.

Time limit quests i have not seen yet, but I would like to have quests on classic that contain assignments.
I remember back in the days, you had to meet the chancellor and the king to get assignments. You could have the king say" you have 2 minutes to get to Avalon to meet up with "crystal", if you are not there in time she will take the last boat out and u have to wait 1 day to get a chance to see her again.

Crystal would be a girl who's seeing things others dont see, (like in silent hill) and you would have to solve mini quests in order to reveal what crystals big secret is (all time-wise) in the end, crystal who at first is a hot meat hubby, changes to a fat bastard monster who's taking over graal!!!

ffcmike 04-23-2009 03:46 PM

Currently you do have to speak to the King in order to start further Quests.
It could be a good idea to impose time requirements on activities but preventing Quests from being played for such a length of time would likely cause players to simply lose interest and log off, there might be something else for them to do within this time which wouldn't be a problem for regular players but it's unlikely that new players would have full knowledge of such content.

Rufus 04-23-2009 04:00 PM

Quote:

Originally Posted by ffcmike (Post 1486227)
It could be a good idea to impose time requirements on activities but preventing Quests from being played for such a length of time would likely cause players to simply lose interest and log off, there might be something else for them to do within this time which wouldn't be a problem for regular players but it's unlikely that new players would have full knowledge of such content.

As opposed to..?

Shadow87 04-23-2009 07:14 PM

Rufus i love how you never have anything more to say than a couple of words. Acting like you know everything, You already proved yourself to be a little less stupid than a monkey. So why don't you take your own advice to me, and say something productive for once.


Thor I like the idea of using mini games similar to those of Mario RPG, we can even use mini games similar to those from Zelda, like the archery mini game, bomb mini games, anything along those lines but with your Dev teams own touch to it.

Also maybe adding mini games to certain towns to get more use out of them. Like snowtown, or onet, or any of those towns now, even graal city now, Mini game buildings could be added to those cities, gralat prizes and such could be in there, I don't know with that, but you get the idea.

Rufus 04-23-2009 08:01 PM

Quote:

Originally Posted by Shadow87 (Post 1486251)
Rufus i love how you never have anything more to say than a couple of words. Acting like you know everything, You already proved yourself to be a little less stupid than a monkey. So why don't you take your own advice to me, and say something productive for once.

I guess when someone asks a question, most people do automatically assume that they think they know everything. That makes perfect sense.

jacob_bald6225 04-23-2009 08:47 PM

Quote:

Originally Posted by ffcmike (Post 1486209)
One potential issue with time attack is the possibility of staff either using powers themself or in order to help another player, this already seems to occur too much without any further objective than to complete the Quest.

I think it would be better for any Quest to contain some type of fast-paced Clientside based mini game challenge inwhich it is hard to manipulate the outcome via staff powers,
the type of challenges i have in mind are the minigames from Mario RPG where while it was necessary for them to be completed in order to progress you were able to play again to achieve highscores and earn currency/prizes for doing so, like the waterfall game.

Remaking the Ninji Barrel ride would be a perfect example of this, aswell as some Hermit Crab challenge that was intended to be part of a new set of Quests which is mostly done, ofcourse these would require the option of disabling summoning/custom health or no healing in order to be staff-proof, the same could be said about time-attacks aswell but disabling summoning for Quests in their entirety could probably cause more problems than it would solve.

Why not make it so someone could remove disputed times... and fire staff for abusing their moving/warping powers?

Remonq 04-23-2009 09:12 PM

Quote:

Originally Posted by Shadow87 (Post 1486251)
Thor I like the idea of using mini games similar to those of Mario RPG, we can even use mini games similar to those from Zelda, like the archery mini game, bomb mini games, anything along those lines but with your Dev teams own touch to it.

bring back the MoD dunk tank >_<

contego 05-03-2009 06:02 AM

Good ol' Super Nicks. -.- I remember when they had the big demolition/event. It was very laggy and sad :( I'd like to see SuperNicks back! :)


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