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-   -   Changes/additions being discussed for Kingdoms (https://forums.graalonline.com/forums/showthread.php?t=45208)

Soul-Blade 06-02-2003 01:43 AM

Changes/additions being discussed for Kingdoms
 
I have created a list of ideas which I believe should be adjusted. If you, the players, agree, they will most likely be integrated. So give your comments on them.

It is kind of long, so get ready.

-Each kingdom should have a unique dungeon, filled with unique monsters. They will have several differences, but all around give them same experience. They will be able to deal different damage, so people who are strong against one, but weak against another will only go to where they are strong. Also, each island's monsters have different treasure they drop. A VERY LOW chance of getting a good rare item, but each island will have different ones.

-Expanding on the above idea of monsters dropping rare items. Instead of having massively powerful event items, super rare items must be added to monster drops. A EXTREMELY small chance (like 1 in 1,000,000 kills) will be allowed to get each item. Some will be hugely powerful normal equipment (even rings and ammulets) while others will be stat increasers. Maybe even spell books and such could be dropped. Of course, I must emphasize how small the chances for these to fall are.

-Each kingdom needs there own shops. Some will sell unique items, like those old mana crystals. They need there own mines as well, and new minerals for each mine (different for each kingdom), some rare but worth a ton. They can be used to craft items in other kingdoms, hence giving a economy to each kingdom, and dependencies on others, just like real life. Items crafted in one kingdom should be worth more in another kingdom, so players can make some money that way (though only worth a little more, so players don't get extremely rich). This will allow for transport ships, and true pirates taking others ships for goods.

-Everything one main island must be added to kingdom islands, and more for each kingdom, spreading the players out.

-Unstick must have penalties. Each time you unstick, you loose some money, just like from dying. This will prevent people from using unstick me for transport purposes.

-Event items must be worth more to sell, and to have as trophies,but SHOULD NOT be so strong. Items should be earned, not won in a event.

-Benefits for kingdom members. For instance, Dustari could get a war hammer of glory, while samurai a shining katana. This weapons can be recalled at any time by the king, and also can only be used by the player if he has a kingdom tag on. On top of that, the stats of it could be effected by the rank of the player. Also, each kingdom gets stat bonuses, depending on the prosperity of the kingdom. The highest kingdom gets massive benefits, and it makes a huge jump to second, then third, then fourth, and finally no benefits for last. The benefits are spread throughout the kingdom, meaning the more members the less benefits per member. So, powerful kingdoms will be reluctant to allow more members, and if they do they may weaken themselves...while if they don't, another kingdom will get enough members to overthrow them. This will cause a forever loop, allowing players to have fun continuesly, and give them something to strive for.

-Damage on weapons above 10 damage must be reduced. So a weapon with 96 damage would only do like 15-25 damage, and a weapon with like 30 damage only like 13-18. This will allow for a more balanced power. Possibly make IWDs only add about 2 damage rather then 5.

-Bonuses when around other kingdom members. This will give players a advantage to venturing with other kingdom members, allowing more player interaction, which will form a better community.

SmokeyX 06-02-2003 03:29 AM

I love all of your ideas but about unstick maybe like 2 or 3 plat like the price for a ride on the faerie or how ever you spell it hehe

Ghost Pirate 06-02-2003 03:40 AM

Make unstick me warp you back to your last spot 1 or 2 minutes
before hand.

SmokeyX 06-02-2003 03:48 AM

I seriosly love all the things that you said most of us usually just copy what another person says but we put it in different words =o your stuff is new...*smells* I really like all the ideas

Locke_boy 06-02-2003 04:20 AM

I sat here, reading over every idea, repeatedly saying "Yes, yes .. yes ... yes .."

Soo .. YES.

YES TO ALL OF THEM.

Puh-leeeze. Adding these things would be so-oo great for GK.

Soul-Blade 06-02-2003 05:21 AM

Hehe, glad you like the ideas. Also, if you have any comments/additions/questions/concerns, be sure to make them known. :)

Locke_boy 06-02-2003 11:50 AM

Quote:

Originally posted by Soul-Blade
Hehe, glad you like the ideas. Also, if you have any comments/additions/questions/concerns, be sure to make them known. :)
I did just think of something, and I do think it's fair.

Player-to-player theft using the "stealing" skill.

Rules to PvP stealing -

1. Both players must be in battle mode.
2. The victim will see "Player is looking shifty" (already happens) as a warning. They can run or attack (if you are too far you can't be stolen from, and if you attack them you can prevent them from using the skill - not implemented but seems logical).
3. The thief will have to successfully use the skill to steal from the player. Rules of stealing from a player will be different than that of stealing from a monster (or at least different from what they are now - they can be global if added). To steal, use the skill near another player (or drag the skill icon onto the player you want to steal from). Your level, obviously, will affect your chances of success. The base level of your opponent (and perhaps his AC) will also affect your success rate. If you fail to steal, you will not be able to try again for a certain amount of time. The time is determined by base level and agility level. If you'd like I can figure a formula for it, or it can just be some basic thing, like a certain amount of seconds per level are taken off. Anyway, once the time is up, you may try again. If you succeed in stealing ..
4. You can ONLY steal items that are NOT equipped and are NOT in a sack/pouch/keyring etc. Period. End of story. NO WAY AROUND IT! This way, people can keep their valuables safe from thieves by keeping them in bags. If they are stolen from, it's their own fault.

Lastly, stealing, perhaps, should have a gani of some sort .. it would be like casting a spell. However, the higher your level, the less time it takes (there could be more than one gani - one for each level up to a point where you can no longer improve your speed, say level 10 - from that point only chances of success increase).

I think that PvP stealing should be added. The thief class is, otherwise, rather dull. Oh, and, I also think that the "bowery" skill should improve damage while using bows, and that thieves should start with it. That's my opinion.

Okay, I'm done!

Locke_boy 06-02-2003 11:55 AM

OH!

One last very important thing!

When you party with other players, you cannot hurt them with physical attacks. However, you can still kill them with magic ..

.. this should be changed. I think that you should not be able to hurt or kill your party members. It's just logical (and would help team tournaments a lot as well). Okay, really, I'm done now. I think.

graaliholic 06-02-2003 05:45 PM

Re: Changes/additions being discussed for Kingdoms
 
Quote:

Originally posted by Soul-Blade
A VERY LOW chance of getting a good rare item, but each island will have different ones.
Just as long as you don't keep it if you're kicked out of your kingdom or something, otherwise people will just go from dungeon to dungeon, slaughtering everything until they find what they want, then move on to the next.

Satrek2000 06-02-2003 06:45 PM

Re: Changes/additions being discussed for Kingdoms
 
I agree with the monsters - like plant-beings for forest, ghosts for pirates, serpents for zormite, walking armors for dustari and dragons for <samurai>. I also agree with rare and different droppings, and even the mines - although I think they should give normal ores more rare than those mines on main. Also, I agree that each kingdom needs unique stuff, but I think they should rather be crafted then bought - agreed on the idea to use other kingdom's stuff for that.
Transport and piratism would be nice - but I think for this ships should be improved, like making real docks to tie a ship to like pegs for horses, so someone could found a trading company or something. Then again, there should be a way to prevent rare items be carried on a ferry to make that worth playing.
The unstick-penalty should have a small fee, agreed, but sometimes it's necessary, so it shouldn't be too high - 10 plat max I'd say...
Stats bonuses for kingdoms sounds okay, but I wonder whether that'd work - how do you define strong for a kingdom? Sum of all the member's level? I think that kingdom members should get something, something so one can see they're member of a certain kingdom above the tag, but not making them stronger, apart from any stats. I was thinking of some flag to carry, then have the weapons craftable but only useable for members while on tag.

[EDIT]Have rare drops only for kingdom members, and make similar drops for each kingdom - that is, a Dustari can get platemail X only in the Dustari dungeon, but a Forest member can get an armor with the same stats in his dungeon.

--Chris-- 06-02-2003 10:22 PM

I don't like the unsticking idea, the main purpose of unsticking is to get you out of an area that you're "stuck" or possibly glitched in.

No to the damage thing ._.

No to the recall weapons thing ._.

No to the tournament thing although some items could be slightly reduced strenght wise.

-Albus 06-02-2003 11:56 PM

I'd have to say yes to all of this. I like the ideas :).

SmokeyX 06-03-2003 12:08 AM

I love his ideas

MKSLAYER 06-03-2003 01:16 AM

hmmm this is funny if rahz still went on the forums he would be really pissed cause he's been badgering about those things for 5 months XP XP

Soul-Blade 06-03-2003 01:19 AM

Quote:

Originally posted by --Chris--
I don't like the unsticking idea, the main purpose of unsticking is to get you out of an area that you're "stuck" or possibly glitched in.

No to the damage thing ._.

No to the recall weapons thing ._.

No to the tournament thing although some items could be slightly reduced strenght wise.

Haha...someone is a little bias ;) "I have a 8/15 improved weapon"

The unsticking thing is abused, I should know, I did it all the time. It should take 10% of plat, I think.

Soul-Blade 06-03-2003 05:22 AM

Quote:

Originally posted by Locke_boy


I did just think of something, and I do think it's fair.

Player-to-player theft using the "stealing" skill.

Rules to PvP stealing -

1. Both players must be in battle mode.
2. The victim will see "Player is looking shifty" (already happens) as a warning. They can run or attack (if you are too far you can't be stolen from, and if you attack them you can prevent them from using the skill - not implemented but seems logical).
3. The thief will have to successfully use the skill to steal from the player. Rules of stealing from a player will be different than that of stealing from a monster (or at least different from what they are now - they can be global if added). To steal, use the skill near another player (or drag the skill icon onto the player you want to steal from). Your level, obviously, will affect your chances of success. The base level of your opponent (and perhaps his AC) will also affect your success rate. If you fail to steal, you will not be able to try again for a certain amount of time. The time is determined by base level and agility level. If you'd like I can figure a formula for it, or it can just be some basic thing, like a certain amount of seconds per level are taken off. Anyway, once the time is up, you may try again. If you succeed in stealing ..
4. You can ONLY steal items that are NOT equipped and are NOT in a sack/pouch/keyring etc. Period. End of story. NO WAY AROUND IT! This way, people can keep their valuables safe from thieves by keeping them in bags. If they are stolen from, it's their own fault.

Lastly, stealing, perhaps, should have a gani of some sort .. it would be like casting a spell. However, the higher your level, the less time it takes (there could be more than one gani - one for each level up to a point where you can no longer improve your speed, say level 10 - from that point only chances of success increase).

I think that PvP stealing should be added. The thief class is, otherwise, rather dull. Oh, and, I also think that the "bowery" skill should improve damage while using bows, and that thieves should start with it. That's my opinion.

Okay, I'm done!

Good idea...would need to be changed alot to be applicable, though.

Admins 06-03-2003 05:23 AM

The 'copying everything from main island to kingdom islands' is not an option though. We should make the kingdoms interesting, but not copy things. Some people say that they want mines and house dungeons on kingdom islands, but then you would always be alone there, playing separately from the other people which is not really good for an online game. But things that are really meant to be separated can be done on kingdom islands too, like the treasure maps, quests, farming.

The damage thing and some other little things are already up

Soul-Blade 06-03-2003 05:31 AM

Quote:

Originally posted by Stefan
The 'copying everything from main island to kingdom islands' is not an option though. We should make the kingdoms interesting, but not copy things. Some people say that they want mines and house dungeons on kingdom islands, but then you would always be alone there, playing separately from the other people which is not really good for an online game. But things that are really meant to be separated can be done on kingdom islands too, like the treasure maps, quests, farming.

The damage thing and some other little things are already up

Oh, well you misunderstand. That basicly means give as much, or more worth, to kingdoms then to main island. Make kingdom islands worth working on, and make seperation of kingdoms more noticeable.

As for the damage and such...very good to see that has been added.

SmokeyX 06-03-2003 11:56 PM

I love the idea about having like a special kind of monster on the islands.. Like maybe once in a while you get a rare weapon and a big while for a super rare.. But to make things even better add stronger monsters on main that give more exp then the lords then people would want to be on main and other kingdom islands..

Satrek2000 06-04-2003 12:56 AM

I'd rather say add lords to the kingdoms - they should keep a little distance to houses though - all giving less exp than the main lords, the same for kingdom members, and if possible a bit more if killed by a mixed party.

MKSLAYER 06-04-2003 02:52 AM

stefan i can see why you say this but i think that mines deffinetly should be on kingdom isle's because that way you can have 1 specific item that can be mined on each isle. each kingdom mine can be like a castle open only to kingdom members. the kingdom people could mine and put it in a special store so that they can get trade going. also it could be used in kingdom weapons.

Locke_boy 06-04-2003 07:13 AM

Quote:

Originally posted by MKSLAYER
stefan i can see why you say this but i think that mines deffinetly should be on kingdom isle's because that way you can have 1 specific item that can be mined on each isle. each kingdom mine can be like a castle open only to kingdom members. the kingdom people could mine and put it in a special store so that they can get trade going. also it could be used in kingdom weapons.
Agreed.

This special ore could be used in making certain things, and the Kingdom, of course, would have a monopoly on it .. and that would greatly aid the Kingdom in raising funds.

SmokeyX 06-07-2003 01:50 AM

the item we craft should be chosen
like

a sword
dagger
poking thing
a wand..
a special wand ( requires more of something)

something that we could all have..so that a sorcerer doesnt end up with a useless sword..

or a warrior with a wand

Gravis2k 06-07-2003 12:10 PM

EQ ideas in graal
 
Alot of stuff :)

I played everquest for the longest time and these two game share alot of things and i thought something from eq would be really usefull in graal.

The safe trade tables are great but i think they should be deleted all together.
Ive heard of glitches and magic causing items to disappear from these tabls. In EQ when you want to trade something with some1 be it money or items safe trade is done in a window where both ppl can see whats being exchanged and hit a accept or decline button ( also makes it eaiser to show stuff off)


Also i think we should add no drop items
No drop basically means you cant sell trade or drop these items to player nor merchant (you can only destroy it)
Make items like very hard to reach weapons and armor no drop so ppl just cant sell it off after wards make ppl work for it.(plz not all items though)

Enemies should drop more items rare and un rare


More quest monsters

more jobs would be nice and the ability to make more then one charecter per account so i can try diffrent classes without restarting

A banking system to hold cash and items not just store them in your house

teleport spells with single and group abilities as they lvl up ( great money maker)

Easier boats i made a boat today then just trashed it. i couldnt dock and get off if my life depended on it way to picky of the docks should be able to land it and jump off side only at land not in sea

a auction channel or auction color bubble (orange?) where if you want to auction something you use like /auction WTB Piety something like that instead of mass msgs


i will think of more just alittle tired right now :)

zell12 06-08-2003 08:54 PM

I'd watch out. Unixmad might delete your account for saying that name without being paid by EQ.

GoZelda 06-19-2003 09:01 PM

No penalty for unstick me!

About the kingdoms, make it that each kingdom has it's own handy things.

Zormite - Zormite has a mine with iron, gold, and a special ore, i.e. mythril. Also are Zormite's ships harder destroyed.

Dustari - Dustari has weapon forgerys were you can craft multiple weapons in one time and for a bit less materials, i.e. 10 diamond blades for 8 diamonds and 16 gold. The dustari houses also are better.

Forest - There are forests in Forest and you can also find trees that gives you the wood for special magic wands. Forest fortifications are better

Samurai - Katana's and Naginata's and Bamboo rods crafted in Samurai hurt more. Also special fortifications can be crafted in Samurai

Crescent Pirates - Crescent Pirates get more cannonballs and also have less costs for ships.


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