Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Graal Kingdoms (https://forums.graalonline.com/forums/forumdisplay.php?f=58)
-   -   New Game Mechanics How? (https://forums.graalonline.com/forums/showthread.php?t=134265974)

Tashkin 03-13-2012 08:55 AM

New Game Mechanics How?
 
New Game Mechanics

I am making this thread to ask of your opinions on what we can to do to add some new concepts to GK. I am looking for serious inquiries on this topic and I ask that you all stay on topic. I will be taking the top 3 favored ideas into consideration and the most favored will be developed. I will be taking ideas over the next week or so.

Example

A new instance that required team work (Party) to finish the instance. This could consist of a multilevel dungeon that had a boss on each level. The boss per level would get more complicated as you got farther down in the dungeon. Possibly multiple bosses per level. During the instance you would have a chance at obtaining at gaining different items or an item that you could turn in for some type of award.

Remember

I am looking to hear your ideas and also your opinions on other players ideas. Please keep on topic while you are in this thread. Thanks and have fun. I can't wait to see what you all come up with.

Obs311 03-13-2012 09:02 AM

Shrink the kingdoms down to 2, Dustari and Samurai.

Make the rest Guilds.

Give equipment for people in the guilds, based on the guild type:
Pirates = Mercenaries
Zormite = Thieves
Forest = Mages

Example: Zormite would have an item that would provide REAL stealth for a short time.

Tricxta 03-13-2012 09:07 AM

Perhaps you could have some kind of hunter feature, which is affected by some sort of skill like intelligence. The more rarer animals require more elaborate traps in order to catch them and are far less abundant although this boosts the value of the loot given. To make it even more interesting the spawn location of animals could change after x amount have been captured.

The loot being raw animal hides and such could then be used for such things as smithing and other sorts of crafting. Along with this there could well be a few new sets of armour introduced that are light weight and boost stats of your player. Eg:speed,disease immunity etc..

Andre2006 03-13-2012 09:09 AM

Monsters needs to have different behaviors. It IS way too easy to get away from every monster and 98% of them aren't strong enough to kill you anyway if you carry a +12 enchanted item.

Instances with the current behaviors of monsters sucks. The crypt is all just stand by the walls and let the guy who follows Brigid do all the work.

However the Brigid followers are even more worthless now when you've got the "Stickthrower of the Messiah" only reason to bring a Brigid follower now is if you can't kill Kvasir on your own.

Tashkin 03-13-2012 09:12 AM

Quote:

Originally Posted by Andre2006 (Post 1688320)
Monsters needs to have different actions. It IS way too easy to get away from every monster and 98% of them aren't strong enough to kill you anyway if you carry a +12 enchanted item.

Instances with the current behavior of monsters sucks, the crypt is all just stand by the walls and let the guy who follows Brigid do all the work.

However the Brigid followers are even more worthless now when you've got the "Stickthrower of the Messiah" only reason to bring a Brigid follower now is if you can't kill Kvasir on your own.

Say this was fixed, what ideas would you have?

killer_dog10 03-13-2012 12:16 PM

Well I guess I'll give it a shot here are some things you might be able to work with I have nothing else to do since I lag to much to do the Christmas dungeon so I all I can do for now is read while buying scrolls Dx

How about automatic hourly events so you can give more people a chance to get items instead of only at prime time.... Or at least a another way for people to get items such as the Christmas token shop.

Better level design.... No need to have a tiny bit of lag only to be destroyed when you jump down to the next level in the Christmas dungeon.

Maybe more types of blessings per god. Such as if you follow bile you can go up the the alter and player for different types of blessing like ghosthit or acid. Maybe even have different types of blessings that can bless things like wands for extra pray or magic regen or even blessings that lower food depletion.
Don't make new gods just give them more options. Maybe even blessings for armor pieces like magic resists or other types of non damage dealing blessings. More to this ideal is more non-damage dealing weapon blessings that can span across different types of resists.


A way to look up any item would be nice. Like a GUI interface that allows to to click on a weapons selection and you can just browse though to see the different stuff.

No traps in front of bomb trade.... It's just annoying when people do it and it lags the server.

For new players maybe more permanent level dungeons (or a better ideal have stronger monsters deeper in the main GK dungeon)but I guess that's it was treasure maps are for even though i cant seem to get them to work where there was snow on the ground.

Also for new players maybe it would be wise to have easier to get armor/weapons. Reason being I have notice new players get into the game they get discouraged when they find out it only from events and that the events hosted are nowhere close to their timezone and they literately can't do anything unless someone gives them the skills and stuff just to kill monsters. At least like maybe a main dungeon shop and sells weaker/somewhat decent armor but still gives new players a goal to collect the main dungeon tokens to gain armors and weapons so they have more time to ween into the event stuff. Really anything that gives new players a goal to work forward to instead of having to play the game and learning the odd things like alchemy or buying scrolls in shops to make money.

More muli-magic resist gear...Like maybe new rings that give 10 to all resist or something because it's silly that some people can fight vamp guards with melee but then some weak monster casts some magic and shreds them apart.

Maybe a way to we can trade gelats? So that people who can't afford RL money can buy game time with game money.

Felix_Xenophobe 03-13-2012 01:15 PM

Removing ac from players. Make shield blocking actally work and put a cooldown on it so it has to be timed (could elaborate on that and make successful blocks lower the cd, punishing bad play).
Step 2 release crazy dungeons with hard ass bosses that require teamwork. Hell yea son you know it

Also having shields that are better for blocking (hsod comes to mind) would make for some interesting pve and pvp

Also johns idea is ****in killer. Vouch

garglius1 03-13-2012 03:41 PM

Quote:

Originally Posted by killer_dog10 (Post 1688337)

Maybe a way to we can trade gelats? So that people who can't afford RL money can buy game time with game money.


This is essentially USD-ing in other words.

I have two ideas, one which is easy to explain so i'll post it here, the other i'll elaborate further once I have the time to.

Essentially it goes like this. When you start the game for the very first time, you do not belong to any god until you pray on an altar for the first time, henceforth gaining the advantages (and disadvantages) of the god which which you chose to pray.

My suggestion would be an altar that removes your choice of god, making you essentially neutral to resistances. The message when you convert to 'godless' could be something along the lines of 'You renounce your faith in the gods of the kingdom and believe in the power of yourself' or something like that. As for blessing, since there would be no god, the weapons would juste get a + on it like 'Ice Dagger +8' and since the weapons wouldn't get a slaying type and an extra damage type, perhaps make the maximum higher than the current (+15 or so).

So that's my first idea, I' ll probably post my other one whithin a day or two.

Felix_Xenophobe 03-13-2012 05:12 PM

I'd like to see a MASSIVE questline for each type of class (most likely melee, offensive caster, defensive caster) that would last throughout the entire leveling experience. Basic **** like killing 10 t-rexes to collecting materials to craft quest rewards (class based) etc.

Would be nice to see the exp curve made a little less steep with some nice exp rewards n such. And it would give us a chance to expand on lore as well as getting new players interested in the server.

Stephen 03-13-2012 05:27 PM

Quote:

Originally Posted by Felix_Xenophobe (Post 1688338)
Step 2 release crazy dungeons with hard ass bosses that require teamwork. Hell yea son you know it

This was the goal with Crypt but it never seemed to be used as intended. If you were going to make a crypt v2.0, how would you fix it to act like this?

Felix_Xenophobe 03-13-2012 05:53 PM

Quote:

Originally Posted by Stephen (Post 1688374)
This was the goal with Crypt but it never seemed to be used as intended. If you were going to make a crypt v2.0, how would you fix it to act like this?

Dynamic boss fights that aren't "QUICK RUN AROUND AND HEAL BEFORE YOU GET ONE SHOT"

Have bosses auto attacks deal moderate dmg and have em use special abilities throughout the battle that do significantly more dmg (think any mmo boss really). Have the boss charge up a massive hit with his fat ass sledge hammer or channel some large ass meteor that you gotta dodge. People don't wanna kite around for 30 mins and get the occasional hit in (crypt). People want to have a tank and spank fight with special events you have to react to.

Crypt would have been awesome if you could tank it with a healer behind you. Instead you would get one shot by kvasir or even just the vamp guards if you attempted to tank them for even 3 seconds.

Anything to promote team play and party composition really

Stephen 03-13-2012 05:57 PM

Quote:

Originally Posted by Felix_Xenophobe (Post 1688379)
Crypt would have been awesome if you could tank it with a healer behind you. Instead you would get one shot by kvasir or even just the vamp guards if you attempted to tank them for even 3 seconds.

Anything to promote team play and party composition really

That's exactly what I had intended but it didn't work out. This is a really good suggestion - I'll look into it.

Felix_Xenophobe 03-13-2012 06:00 PM

Quote:

Originally Posted by Stephen (Post 1688380)
That's exactly what I had intended but it didn't work out. This is a really good suggestion - I'll look into it.

Thanks. The main issue with kvasir is the fact that you can't have a designated tank since he warps to random players when he takes damage and there is no way to force him back on a player. Without a taunt-like spell it's gonna be difficult to balance a mechanic like warping bosses n stuff.

As for the vamp guards it's more an issue of having to much damage and attackspeed on top of super high resistances.

Seeya 03-13-2012 07:47 PM

well another huge thing is the new death system. Death's should knock down item drop chances, and it'd of course increase overall time spent training. Brigid should be able to /cast revive, and if they can't they should have an easier verison of Diancheht's revive.

I think that it'd be interesting to see larger instances like Crypt. Something that made it really easy for me to lame crypt as a Brigid mage was the waves all in the same, very small area, as you can see i never need to really make new directors. I can basically lame them because I know where they walk... there's nothing exciting or surprising. Same old thing.



as you can see, there's little for anyone to do besides one person running through it flawlessly.

I'd really like to see a more random mob/boss system aswell, where you weren't sure if you'd get two priests two vamp guards this round, you may get 6 vamp priests 0 guards or 5 guards 1 priest. It makes it more exciting not expecting the same every round.

This also goes for the boss. Kvasir is known to be VERY easily done by Brigid, what if there was a 50/50 chance on what boss you'd get that trip? You'd either face Kvasir (Very weak to holy damage, resistant to physical) or Fjalar and Galar, Dwarf Brother Warriors who are incredibly resistant to fire/holy/spells and quite weak and killable with swords with a decent healer.

Conqueror 03-13-2012 07:59 PM

I'll make it short, as I know many people will be contributing to this, possibly multiple times!

1- As stated, more daily instances (Possibly a ghost ship that roams the map?) The thing that was wrong about drops with kvasir was it's basically first to grab the loot wins. It'd be nice to see a dice roll or some sort for the outcome of the prize.

2- Class specialization. From something as simple as just a few extra abilities to whatever class you are-- to something more elaborate like Barbarian >> Gladiator (Dual Wielding). Idk, something like that.

Nuke_for_you 03-13-2012 10:06 PM

Well if there is any changes to classes there needs to be a way to change class

Seeya 03-13-2012 10:28 PM

/restart

in my opinion, if skills can be created, like on Maloria how you couldn't do much as a warrior, but you had small things like where you'd run until you hit a wall... small stuff like that makes you feel like a warrior.

imo, fix mages by just fixing damage scaling

allow thieves to max at 31 dex and start with 21

barbarians start at 21 con and dex 18

warrior should be able to max at 31 31 30 and starts at 19 19 19

priest should start with a reasonable wisdom level (10)

sorceror should have the ability to instant cast 1/5 chance to skip "casting time" from your wand, but not skip the actual animation of the spell

alchemist should start with knowledge of 10 random alchemy spells, they should also skip ALL casting time in casting alchemy and be able to make two alchemy recipes at once (and if this is impossible, have a 1/5 chance to keep one secondary ingredient in any alchemy recipe created.)

in my opinion, if skills cant be created some serious buffs would be nice.
__________________________________________________ ________

Quote:

Originally Posted by Obs311 (Post 1688317)
Shrink the kingdoms down to 2, Dustari and Samurai.

Make the rest Guilds.

Give equipment for people in the guilds, based on the guild type:
Pirates = Mercenaries
Zormite = Thieves
Forest = Mages

Example: Zormite would have an item that would provide REAL stealth for a short time.


dont **** with Zormite, if any kingdoms are being removed let us have one on one wars to see who is being removed. I'm absolutely positive that Zormite would reign superior to any other Kingdom.

Stephen 03-13-2012 10:31 PM

Quote:

Originally Posted by Seeya (Post 1688415)
text

I'm only looking for event or dungeon oriented mechanics in this thread, which is outlined in the first post. x_x

roboman43 03-14-2012 12:05 AM

Bring balance to this gambling economy >.> like an events dungeon that you can play mini-games and could win prizes for winning ( most of it time being plat, or gems. Occasionally an EC or 2, or rarely a decent item). Or perhaps a shop that you could buy weapons from with plat. Anything to bring some sort of balance to this crappy economy where the rich get richer x.x

killer_dog10 03-14-2012 01:00 AM

Quote:

Originally Posted by Tashkin (Post 1688316)
New Game Mechanics

I am making this thread to ask of your opinions on what we can to do to add some new concepts to GK. I am looking for serious inquiries on this topic and I ask that you all stay on topic. I will be taking the top 3 favored ideas into consideration and the most favored will be developed. I will be taking ideas over the next week or so.

Example

A new instance that required team work (Party) to finish the instance. This could consist of a multilevel dungeon that had a boss on each level. The boss per level would get more complicated as you got farther down in the dungeon. Possibly multiple bosses per level. During the instance you would have a chance at obtaining at gaining different items or an item that you could turn in for some type of award.

Remember

I am looking to hear your ideas and also your opinions on other players ideas. Please keep on topic while you are in this thread. Thanks and have fun. I can't wait to see what you all come up with.

Quote:

Originally Posted by Stephen (Post 1688416)
I'm only looking for event or dungeon oriented mechanics in this thread, which is outlined in the first post. x_x

No it just gives an example that happened to be dungeon oriented, I thought it meant any new game mechanic in general.

There is barely a player base to even have large complex party dungeons and most games I played usually turns into the most elite will run dungeons and everyone else just attempts to do it and fail.
Really though when I started playing GK if it wasn't for people I already knew from other player worlds and people like scama I wouldn't even played GK for more then 10 minutes because you start the game and have no ideal what to do or what to kill, very limited online resources. Fact that unless you know the game it is almost impossible to learn the ropes before most people just give up and play zodiac or era.
At least in zodiac you didn't need event you just kill monsters and they will drop the armor that matched the level of the players that should be training on them(nice little rewards that make you want to get more drops)... In GK you kill bomys and get food or you go in the hunted house and get a flaming sword and chest and helmet that don't do much so shortlyafter that you already need ECs to buy any other gear from players unless they want diamonds so then your stuck trying to figure out how to make money only to be forced to go to the shops and buying scrolls in hoping to find EAs or IWDs to make any real profit to buy better gear. Or if your lucky and your playing time matched prime time event time then you can just do the events and get decent stuff.

Conqueror 03-14-2012 01:08 AM

Quote:

Originally Posted by Stephen (Post 1688416)
I'm only looking for event or dungeon oriented mechanics in this thread, which is outlined in the first post. x_x

Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).

Stephen 03-14-2012 01:25 AM

Quote:

Originally Posted by Conqueror (Post 1688426)
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).

Reading my mind? I was discussing this the other day. Another good suggestion ;)

Tashkin 03-14-2012 01:34 AM

Quote:

Originally Posted by Conqueror (Post 1688426)
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).

I really like this idea and can see a lot of positive things come from it.

sEaNxfLo 03-14-2012 03:29 AM

I'd say make use of the mechanics we have right now. Such as Gold Keys. Maybe we can add a dungeon level system or some sort where gold chests spawn randomly and the only way to open them is through gold keys. Items could be ranging from anything that is obtainable within the Christmas boxes, or could be limited also. Could even have chests that require a certain amount of ECs to open, hence creating another use for ECs. All of this can be within a new instance of Kvasir-style dungeons where defeating a boss monster gives a chance for one of those chests spawning after. OR have that ghost-ship coming once in a while with said chests roaming around ANY island with a first-come first-serve limited amount of chests. OR what i really want is a Castle in the Sky! aha jk

Make use of the Dice somehow... roll against npc to see if you get a combat multiplier for dungeon or colosseum? or roll to see what kind of monsters you fight? Just ideas.

Fulg0reSama 03-14-2012 04:56 AM

Quote:

Originally Posted by Conqueror (Post 1688426)
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).

I remember another server doing something similar towards this.
It was a very fun game at the time. Go for it imo.

Tricxta 03-14-2012 05:17 AM

Quote:

Originally Posted by Conqueror (Post 1688426)
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).

I'm all for this idea, it wouldn't be too hard to create and uses existing systems. Nice thinking, rep+

Knux 03-14-2012 06:29 AM

What I think should be added with dungeon mechanics would be something where when you drop down into instances or levels or whatever you want to call them, you need to drop in a wider spot than somewhere you can just get boxed in. It sucks when you drop down and the monster is spawned right in front of you and just closes you in. There is nothing you can do besides die, or leave. That needs to be taken into account with any future dungeons. Also, instead of just one big open area.. Maybe have obstacles inside of the area you're walking around in? Can get boring seeing just one solid tile. Another thing that I think would be cool on GK is if there was a loot button for your sacks and cauldrons. I don't think this would ever get implemented, but being able to loot everything out of your cauldron at once would be nice.

Messiah 03-14-2012 06:37 AM

selling all items in a sack to shopkeep

Tashkin 03-14-2012 08:08 AM

Quote:

Originally Posted by Messiah (Post 1688465)
selling all items in a sack to shopkeep

This isn't what we are asking. Idea's on new events like the one in the example is more of what we are looking for.

Seeya 03-14-2012 09:29 AM

Quote:

Originally Posted by Messiah (Post 1688465)
selling all items in a sack to shopkeep

this is already on debug made by Chris, it's not in the game now because of chances that you'd sell a valuable bag. Needs a second accept screen I think.

Felix_Xenophobe 03-14-2012 10:18 AM

Would it be possible to make a dungeon that has monsters, bosses and drops that scale with the player's level? I'm designing this dungeon atm and I think it would be really neat to have monsters scale with say, highest leveled player in the dungeon.

If your party members are like level 1-30 chests spawn every few floors with appropriate equipment to take on the monsters. Mid levels like 31-60 you get chests with mid tier equipment. 61-109 you have a shot at items that aren't quite end game but still strong (think pmop/fhom/dex cape). 110 chests and bosses would have a chance of dropping the real end game items like gof, bord etc. I think something like that could really promote the server and get new people hooked.

Obviously new items should be dropped but they should have stats equivalent to those i suggested.

Seeya 03-14-2012 10:35 AM

Quote:

Originally Posted by Felix_Xenophobe (Post 1688473)
Would it be possible to make a dungeon that has monsters, bosses and drops that scale with the player's level? I'm designing this dungeon atm and I think it would be really neat to have monsters scale with say, highest leveled player in the dungeon.

If your party members are like level 1-30 chests spawn every few floors with appropriate equipment to take on the monsters. Mid levels like 31-60 you get chests with mid tier equipment. 61-109 you have a shot at items that aren't quite end game but still strong (think pmop/fhom/dex cape). 110 chests and bosses would have a chance of dropping the real end game items like gof, bord etc. I think something like that could really promote the server and get new people hooked.

Obviously new items should be dropped but they should have stats equivalent to those i suggested.

would be epic to see something as large as samurai dungeon designed randomly just for you, filled with bosses and stuff that'll kill/reward you.

Felix_Xenophobe 03-14-2012 10:44 AM

Ya I'm thinking something like diablo 1 where you have this epic adventure all the way down hell with tons of different environments.

The storyline is equally important which is what I'm working on as well.

Andre2006 03-14-2012 03:45 PM

Quote:

Originally Posted by Felix_Xenophobe (Post 1688473)
Would it be possible to make a dungeon that has monsters, bosses and drops that scale with the player's level? I'm designing this dungeon atm and I think it would be really neat to have monsters scale with say, highest leveled player in the dungeon.

If your party members are like level 1-30 chests spawn every few floors with appropriate equipment to take on the monsters. Mid levels like 31-60 you get chests with mid tier equipment. 61-109 you have a shot at items that aren't quite end game but still strong (think pmop/fhom/dex cape). 110 chests and bosses would have a chance of dropping the real end game items like gof, bord etc. I think something like that could really promote the server and get new people hooked.

Obviously new items should be dropped but they should have stats equivalent to those i suggested.

Yes this. I would reset my level and level all over again for this.

Nuke_for_you 03-14-2012 04:14 PM

Quote:

Originally Posted by Seeya (Post 1688475)
would be epic to see something as large as samurai dungeon designed randomly just for you, filled with bosses and stuff that'll kill/reward you.

I know its been stated before but we really need better boss AI, having a boss that just randomly walks around and you pray he doesn't 1 hit you is annoying. We need to somehow incorporate strategy while still making it a boss fight.

Tashkin 03-15-2012 10:26 PM

Don't be afraid to post your ideas everyone. We want to hear your ideas for new events or dungeons, please discuss the details openly!

Andre2006 03-15-2012 11:26 PM

More kart tracks would be much appreciated. This has been mentioned before as well. It should be fairly easy to implement.

NicoX 03-16-2012 02:46 AM

We need a CTF Event

Conqueror 03-16-2012 07:35 AM

Just another idea. Possibly a daily instance on each kingdom island that goes along with its theme?

Pirates - A ghost ship, with a crew full of ghost-like pirates that are protecting some sort of "treasure".

Samurai - A group of ninja bandits who've been stealing all imported goods.

Dustari - A group of hooded figures who conspire to overthrow the current King.

Zormite - A tyrannical wizard whose unlocked an ancient Zormitian power becomes political threat.

*shrugs*

Seeya 03-16-2012 08:03 AM

how about making more maps for waterglass and kart race, and updating the musical chair rooms so that you can't block in the top area as a short term goal? :)


All times are GMT +2. The time now is 02:14 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.