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-   -   Suggestions/Things that should be fixed imo. (https://forums.graalonline.com/forums/showthread.php?t=85354)

The411 04-28-2009 08:11 AM

Suggestions/Things that should be fixed imo.
 
Hello,

I haven't been on these forums in a while, and since the unofficial forums are gone now, I thought i'd start posting here.

Anyways, since i've come back on Era, i've seen a few things that need some fixing and quite possibly some suggestions I could offer.

Things that I think need to be fixed (small glitches)

Los Carteles levels.

1. era_cartel-elevator.nw The elevator needs to be hooked up with the sewers once agian.

2. era_tunnel3.nw The sewers of LC have a glitch. If you run to the left of those sewers you end up on some black level "era_sewersa_07-aa.nw"

3. If you drink a sewer elixer (Say you have 190HP/140HP) and then you rest in a bed, it reverses it back to 140HP. (EC wasted?!?!)

I haven't found many other small errors, but i'm sure there are more.

Anyways, I have a couple suggestions that may be good for Era.

1. Make it so that when you drop a revive on someone their 'hospital timer' resets. My reason for this is because I'm tired of dropping an expresso or a giant medpack on someone, and as they are about to click 'accept' on the revive, they get warped to the hospital. (you could possibly make the player non blocking after you drop a revive on them so that they aren't blocking anymore if that's possible)

2. Make Cappuccino's be expired in "x" number of steps. Instead of "time" that way, I don't sit in the hospital healing or at unstick me wasting my cappuccino.

3. (If two is rejected as an option) Then add a timer on your gui that shows when your cappuccino or java or latte is about to expire and end. That way a player doesn't spar half way or is in the middle of PK when the effects expire.

4. A '/cleareffect' command needs to be reinstated into Era's commands. It was there before, but it was removed. (This command takes the Java/Capp/Latte effects off you) That way you can clear effect after a few spars, and cap a new one, that way it doesn't run out during the spar.

I probably have a few more ideas, but that's what I have.

Feedback/Thoughts are greatly appreciated.

Maverick

DuBsTeRmAn 04-28-2009 11:10 AM

Sounds good to me

Tim_Rocks 04-28-2009 06:37 PM

Sounds like some good suggestions, but I can help in one way. When I get on player tonight could you pm me, I'll take a look at the problem.

:D

MontyPython 04-28-2009 07:14 PM

Only thing I don't agree with is the hospital time reset.

I don't like what revs have done in general to Era. It was better when you died you instantly got warped to the hospital. If people can reset the timer, that'll just make it that much harder to send someone to the hospital.

cbk1994 04-28-2009 09:52 PM

Quote:

Originally Posted by The411 (Post 1487339)
1. era_cartel-elevator.nw The elevator needs to be hooked up with the sewers once agian.

2. era_tunnel3.nw The sewers of LC have a glitch. If you run to the left of those sewers you end up on some black level "era_sewersa_07-aa.nw"

3. If you drink a sewer elixer (Say you have 190HP/140HP) and then you rest in a bed, it reverses it back to 140HP. (EC wasted?!?!)

I'll fix these later tonight.
Quote:

1. Make it so that when you drop a revive on someone their 'hospital timer' resets. My reason for this is because I'm tired of dropping an expresso or a giant medpack on someone, and as they are about to click 'accept' on the revive, they get warped to the hospital. (you could possibly make the player non blocking after you drop a revive on them so that they aren't blocking anymore if that's possible)
I don't like this idea, "reviving" a dead person is already a bad idea. Only reason it's still around is because players seem to like it.
Quote:

2. Make Cappuccino's be expired in "x" number of steps. Instead of "time" that way, I don't sit in the hospital healing or at unstick me wasting my cappuccino.
If this was done, you'd probably get less steps than you would assuming you had the full time. I'll see what some people think and maybe do this.
Quote:

3. (If two is rejected as an option) Then add a timer on your gui that shows when your cappuccino or java or latte is about to expire and end. That way a player doesn't spar half way or is in the middle of PK when the effects expire.
Good idea.

Quote:

4. A '/cleareffect' command needs to be reinstated into Era's commands. It was there before, but it was removed. (This command takes the Java/Capp/Latte effects off you) That way you can clear effect after a few spars, and cap a new one, that way it doesn't run out during the spar.
Not a horrible idea.

The411 04-28-2009 10:33 PM

Quote:

Originally Posted by cbk1994 (Post 1487471)
I don't like this idea, "reviving" a dead person is already a bad idea. Only reason it's still around is because players seem to like it.

Is there a chance of you at least returning the medpack/expresso back to the person who dropped it then?

cbk1994 04-28-2009 11:35 PM

Quote:

Originally Posted by The411 (Post 1487479)
Is there a chance of you at least returning the medpack/expresso back to the person who dropped it then?

I don't think that's really a good idea, but I guess I can see how others feel.

BlueMelon 04-29-2009 12:03 AM

I really like these ideas and hope to be implanted

MontyPython 04-29-2009 12:11 AM

Quote:

Originally Posted by cbk1994 (Post 1487471)
I don't like this idea, "reviving" a dead person is already a bad idea. Only reason it's still around is because players seem to like it.

Obviously people don't want to walk back from the hospital, but I suspect it's something else.

A lot of that has to do with the fact that if you get revived, it doesn't count a death.

I think that's pretty pathetic. You died, it should count. Where it wouldn't be fair is getting revived and then killed right after. Then you'd get 2 deaths for essentially the price of one...you could make a short window of time (perhaps the time while they're slowed) make a death not count.

The way Era's set up right now stats mean even less than they ever have. Stats never really proved anything, but it's hilarious how half the server has ridiculous K/D ratios. 3.0+ or more.

You'd separate the skilled from the unskilled if deaths counted right when you died, and if all deaths in events counted. But my, I've wandered off on a tangent...

cbk1994 04-29-2009 12:18 AM

Quote:

Originally Posted by MontyPython (Post 1487501)
Obviously people don't want to walk back from the hospital, but I suspect it's something else.

A lot of that has to do with the fact that if you get revived, it doesn't count a death.

I think that's pretty pathetic. You died, it should count. Where it wouldn't be fair is getting revived and then killed right after. Then you'd get 2 deaths for essentially the price of one...you could make a short window of time (perhaps the time while they're slowed) make a death not count.

The way Era's set up right now stats mean even less than they ever have. Stats never really proved anything, but it's hilarious how half the server has ridiculous K/D ratios. 3.0+ or more.

You'd separate the skilled from the unskilled if deaths counted right when you died, and if all deaths in events counted. But my, I've wandered off on a tangent...

Excellent idea, I'll fix this later.

CharlieM 04-29-2009 12:23 AM

If its going to count as a death right when a player dies, They should get more health and faster running, because people can farm kills way to easy then, I know new players when revived will click accept without thinking and just keep getting killed over and over

cbk1994 04-29-2009 12:27 AM

Quote:

Originally Posted by CharlieM (Post 1487505)
If its going to count as a death right when a player dies, They should get more health and faster running, because people can farm kills way to easy then, I know new players when revived will click accept without thinking and just keep getting killed over and over

Perhaps a limit on the number of times you can be revived per hour, or even once per five (or ten) minutes. That seems a bit extreme, though.

MontyPython 04-29-2009 02:00 AM

Quote:

Originally Posted by CharlieM (Post 1487505)
If its going to count as a death right when a player dies, They should get more health and faster running, because people can farm kills way to easy then, I know new players when revived will click accept without thinking and just keep getting killed over and over


Every time you kill someone you've revived, the kill always counts. The death doesn't. If someone wanted to farm kills, they can already do so. In fact, there's more incentive for two people to farm kills now, because their counterpart doesn't gain any deaths in the process.

However, there's a few things:
A) It's slow.
B) Revs cost money, it's not like it's free kills.
C) Free kills don't aid a player in any real way. Anytime someone who farms/lames kills gets in a real fight, you always find out who's skilled/less skilled.

There's a lot of ways you could combat that kill farming though. Note when I'm writing these down, I'm just brainstorming as I type them out, so they definitely would need to be tested/balanced, just focus on the concept.

1) Hidden timer that activates after you kill another player's account. For the next 20ish seconds, if you kill that player, it doesn't count (perhaps the death shouldn't count too), and the timer refreshes. After 20 seconds, everything becomes normal again.

2) Hidden timer on revives. Nothing huge, but let's say if someone's tried to revive you in the past minute or two, you can't be revived again. I think that kind of a system would be great for Era in general, it'd make people think more during gang raids beyond "i'll charge doesnt matter i can get rev'd again anyways". It'd slow down the chain revs and make gang warfare more interesting/tactical.

3) Chris' idea about the # of revives per hour would also be interesting, but might get annoying during raids. Definitely would have to be tested for a while.

Those are just a few ideas. It wouldn't be difficult at all to find a way to balance out revs while making deaths actually count like they should.

CharlieM 04-29-2009 02:33 AM

If revs were limited food buisness could probably sell them again? Since its not really making a difference

Aldaris 04-29-2009 07:17 PM

Since PPA weapons are now undroppable, why not make them weightless? I don't want to have my speed altered because I can't drop them off at my locker.

cbk1994 04-29-2009 09:23 PM

Quote:

Originally Posted by Aldaris (Post 1487634)
Since PPA weapons are now undroppable, why not make them weightless? I don't want to have my speed altered because I can't drop them off at my locker.

You should be able to drop undroppable items in lockers. What are the PPA weapons you're having problems with?

Also, I know I said I would get to the stuff last night, but I didn't, and I actually might not until this weekend ... trying to get battle of the bands ready ASAP so we don't have to reschedule.

Aldaris 04-29-2009 09:54 PM

You can't drop the Ravson5 or the Ap7s.

TheMaestro 04-30-2009 05:23 PM

Quote:

Originally Posted by Aldaris (Post 1487679)
You can't drop the Ravson5 or the Ap7s.

Also, anyone can use them.

Look what you did!

Frankie 04-30-2009 05:42 PM

Quote:

Originally Posted by cbk1994 (Post 1487663)
You should be able to drop undroppable items in lockers. What are the PPA weapons you're having problems with?

Also, I know I said I would get to the stuff last night, but I didn't, and I actually might not until this weekend ... trying to get battle of the bands ready ASAP so we don't have to reschedule.

Not everyone has a locker so that doesn't really solve the weight issue.

cbk1994 04-30-2009 09:58 PM

I think all gang weapons are undroppable. If that's the case, I'll lower the weight to either zero or an insignificant value Might have to wait until the weekend, though.

Frankie 04-30-2009 11:13 PM

you can change the weight but we need to drop them then pick them up for the change to register.

cbk1994 04-30-2009 11:14 PM

Quote:

Originally Posted by Frankie (Post 1487971)
you can change the weight but we need to drop them then pick them up for the change to register.

Not necessarily, I can add something to change it on login.

Frankie 04-30-2009 11:17 PM

I honestly don't see why these things are undroppable in the first place.

cbk1994 04-30-2009 11:43 PM

Quote:

Originally Posted by Frankie (Post 1487975)
I honestly don't see why these things are undroppable in the first place.

There's supposed to be only five, and it's a pain when one guy quits and then sells it, then it goes through a dozen trades. Then, we have to either reverse the trades or take the gun and compensate them somehow without spawning money.

No one is happy when this happens, hence why gangs/businesses need to contact staff for trades.

Thanatoses 05-01-2009 01:20 AM

My k/d ratio is above 4.0 and I hardly allow myself to be revived. Revives are complete worthless and takes away a portion of the entirety of Player-Killing on Era. Well, it wouldn't be the only thing. Personally, all the things Maverick listed are the steps of a centipede... there's much bigger fish to fry than those.

Frankie 05-01-2009 02:59 AM

Quote:

Originally Posted by cbk1994 (Post 1487977)
There's supposed to be only five, and it's a pain when one guy quits and then sells it, then it goes through a dozen trades. Then, we have to either reverse the trades or take the gun and compensate them somehow without spawning money.

No one is happy when this happens, hence why gangs/businesses need to contact staff for trades.

there was an idea a while back that each gang (and business in this case) would have a gun rack that had 5 guns, and the members who were allowed to take them could take them off the rack, use it, and then either put it back, or log off and it would automatically return.

it would fix any problems that you have with not wanting players to sell the gang guns.

it would also be nice because right now, only 5 people can have the gun. if this were to be implemented, more people would be able to use them. if a recruiter is offline, a lower ranked member can use it so it doesn't go to waste.

cbk1994 05-01-2009 03:22 AM

Quote:

Originally Posted by Frankie (Post 1488062)
there was an idea a while back that each gang (and business in this case) would have a gun rack that had 5 guns, and the members who were allowed to take them could take them off the rack, use it, and then either put it back, or log off and it would automatically return.

it would fix any problems that you have with not wanting players to sell the gang guns.

it would also be nice because right now, only 5 people can have the gun. if this were to be implemented, more people would be able to use them. if a recruiter is offline, a lower ranked member can use it so it doesn't go to waste.

This has been suggested dozens of times, and it's included in Sales' gang plan.

Thanatoses 05-01-2009 03:23 AM

Gun Rack was a good idea, too bad the system that went along with it was awful.
I'm curious as to why no one did it though.

Frankie 05-01-2009 03:39 AM

Quote:

Originally Posted by cbk1994 (Post 1488066)
This has been suggested dozens of times, and it's included in Sales' gang plan.

then why hasn't it been done yet? lol

cbk1994 05-01-2009 04:32 AM

Quote:

Originally Posted by Frankie (Post 1488074)
then why hasn't it been done yet? lol

Because it's included in Sales' gang plan, and will be added when that comes.

Right now I don't think it would work very well.

Frankie 05-01-2009 04:39 AM

Quote:

Originally Posted by cbk1994 (Post 1488087)
Because it's included in Sales' gang plan, and will be added when that comes.

Right now I don't think it would work very well.

yes it would.

what's the difference? right now only 5 gang guns can be released to exclusive members. the gun rack would be the same thing except they won't be permanent items in your inventory.

cbk1994 05-01-2009 04:58 AM

Quote:

Originally Posted by Frankie (Post 1488089)
yes it would.

I disagree.

Quote:

what's the difference? right now only 5 gang guns can be released to exclusive members. the gun rack would be the same thing except they won't be permanent items in your inventory.
That means there is something like 30 guns (or more for some businesses) need to be removed, and these people need to be paid.

Then, we'd have to deal with issues involving who gets gang guns, if a higher-ranked member can take a gun from someone who is using one, etc. It's not going to work very well right now, but it will in the future.

Be patient is all I can say about the gun rack.

Frankie 05-01-2009 07:07 AM

Quote:

Originally Posted by cbk1994 (Post 1488092)
I disagree.



That means there is something like 30 guns (or more for some businesses) need to be removed, and these people need to be paid.

Then, we'd have to deal with issues involving who gets gang guns, if a higher-ranked member can take a gun from someone who is using one, etc. It's not going to work very well right now, but it will in the future.

Be patient is all I can say about the gun rack.

basically wait until the reset?

typical excuse. been used for years.

cbk1994 05-01-2009 09:34 PM

Quote:

Originally Posted by Frankie (Post 1488107)
basically wait until the reset?

typical excuse. been used for years.

I never said we were going to wait until the reset to release the new gang system, and we're not.

The reset will probably bring a few new features not possible with the current overworld, though.

Thanatoses 05-02-2009 01:54 AM

The new overworld is predestined for unnecessary failure.
The gun rack would work, a 15-minute thought process can cover all that.
A new gang system is going to be an unnecessary waste of time, as to see the only thing wrong with this one is the Administration.

salesman 05-02-2009 02:31 AM

Quote:

Originally Posted by Thanatoses (Post 1488315)
The new overworld is predestined for unnecessary failure.
The gun rack would work, a 15-minute thought process can cover all that.
A new gang system is going to be an unnecessary waste of time, as to see the only thing wrong with this one is the Administration.

The current gang system has failed. Sure, a more active Gang Admin hosting gang events and monitoring gang activity could help a little bit, but it shouldn't require a babysitter for the system to work. How long would that last, anyways? Players have changed, their interests have changed...competing solely for bragging rights just isn't enough anymore. The current gang system is far too limiting. The concept is narrow, poorly thought out, and just overall boring. The only thing to do is raid eachother, and for what purpose?

cbk1994 05-02-2009 02:31 AM

Quote:

Originally Posted by Thanatoses (Post 1488315)
The new overworld is predestined for unnecessary failure.

And why is that?
Quote:

A new gang system is going to be an unnecessary waste of time, as to see the only thing wrong with this one is the Administration.
It's great how you can instantly criticize the gang system before even seeing it.

Thanatoses 05-02-2009 06:48 PM

Why'd you delete my previous message, o.O?

Aldaris 05-02-2009 07:18 PM

Why not make guns account-locked? In other words, make them exclusive to a certain account name (or names).

Currently, I don't feel like carrying around extra guns (and extra weight) that I cannot use.

cbk1994 05-02-2009 08:02 PM

Quote:

Originally Posted by Aldaris (Post 1488479)
Why not make guns account-locked? In other words, make them exclusive to a certain account name (or names).

Currently, I don't feel like carrying around extra guns (and extra weight) that I cannot use.

I don't see what you mean exactly. Why are you carrying around guns you cannot use?


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