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-   -   My idea's for improving GK... (https://forums.graalonline.com/forums/showthread.php?t=76285)

MajinDragon 08-15-2007 02:31 PM

My idea's for improving GK...
 
Ok, i'll post new ideas from time to time, i just started recording my idea's so thats about 9 essay's length i haven't included about Maloria, Zodiac and GK.

List of improvements for Gk(01-08-2007):

Increase the maximum general level cap to 252. Increase each individual skill level cap to 207.
The levels 247 - 252 can only be gained by fully levelling one of the individual skills. E.g.
having 200 of each individual skill would only get you to level 246 at most. Only until you master
one skill can you move up a level.

Create level requirements for most weapons/armor/accessories. Level req's will be realistically based,
and based on the individual skill levels, e.g. Ring of War requires 95phys, RoE requires 95magic.

Create many new weapons and armour, including armor groups (not sets, bonuses ruin everything). Axes, Polearms
and maces will be worked on more.

Create level caps on maps and create two new types of maps. Level 1 = 0-10, Level 2 = 0-15, Level 3 = 7-20,
Level 4 = 12 - 25, Immense Maps = 20 - 40, Brutal Maps = 35 - 65, Mystic Maps = 50 - 80, Judgement Maps = 75 - 130.
Maps will not detect base level, only individual skill levels. You require atleast one individual skill to reach the
required level to enter, and once one individual skill exceeds that level, you are denied entry. This may seem unfair for people wanting to branch out into many skills, but it will also increase diversity and ensure that people become one type of fighter, e.g. no fighter mages, just fighters with small magical talents, or great mages with weak physical skills. Note: Only the combat individual skills will be scanned, Phys, Magic and wisdom. Agility, Mental and person will not be scanned.

As i mentioned already, we need sub-islands with vast variety's of new mobs, some with different rankings in each race, e.g. Grunt > Orc Warrior > Orc Legionaire, Orc Archer etc...
Each sub-island will have a unique terrain, e.g. Dessert, Rainforest, Savanna...

There will be new instances (only one group allowed in each instance at a time). Instances will have level req's/caps and require x number of people. Instances (yea, like wow) will have much stronger monsters that require team work to overcome, and instance bosses will be quest linked (some of them) and drop much better items, and they will require group work and stamina to overcome.

Monster drops will be controlled. Monsters will never (unless they are unique bosses for quests) drop items 5 or more levels above their set level, and they will not drop items more than 20 levels lower than theirs. This does not include bodyparts/organs.

GK will become entirely bmode, but people of under base level 25 can toggle to be bmode/pmode. If they toggle bmode, they cannot toggle off for 20mins. Safe zones will include, Trade centres, Shops, Event levels and others.

Summoning will be restricted to 20 monsters summoned at one time.
Summoning will require talents in both Magic and Wisdom. Mostly magic though.
The highest level summon will be of a level 170 monster and will require item sacrifices for the higher level summons.

Blessings will remain as noraml, but new gods will be introduced on the sub-islands.

Sub-islands restricted to V.I.P's only. Many will argue against that, but it might encourage players to spend slightly more on graal and test the popularity of GK.

A new individual skill to be released, Ranged, it will focus on melee distance fighting, this will restrict many fighters from being able to use high powered bows as well as melee weapons.

Dex will no longer focus on speed. It will focus on range damage and accuracy
The seed formula will be changed to make up for the dex change. Players will gain a speed bonus every base level.
Phys level will give a slight max weight cap increase every level.

Once you are dead, you must wait 2minutes for your spirit to recover and a new body spawned for you. This should make multiple killings harder.

Healing spells will be alot more advanced and we shall delve into higher levels of rune magic. You purchase a blank tablet from special magic shops in the sub-islands. You can charge these tablets with magic spells (not just healing) for later use. Each tablet will be limited to one type of spell and the amount of that type of spell you may place on it will also be limited depending on the strength of that spell. The current healing spells effectiveness will be altered so that 'Heal' and 'Regenerate' are limited to healing 300 hp. 'Restoration' will be a much higher level prayer and heal food levels once more. The stronger spell will be 'Soul Restore'.
There will be a cooldown between the use of each type of rune so that high damage/effect ones aren't spammed.

Walls will be instant cast with a 5 second cooldown between each wall spawn. The maximum number of walls spawnable by each player will be 4.

This is only a few of my ideas. Tune in for more.

pooper200000 08-15-2007 02:35 PM

I like some of these ideas :)

MajinDragon 08-15-2007 02:37 PM

I've having trouble posting the next bulk of ideas i thought of a few days ago... keeps saying my browser doesn't understand what i'm trying to do, and on IE it just won't post...

Edit: There we go...

List of Improvements for GK(13-08-2007):

Reffering to the issue already raised about new maps for levelling and also the agility course map dungeons:

*As the current brutal maps currently serve the purpose for medium/high level levelling, generally 40-60 for physical is not too difficult to achieve, i suggest new maps for the level groups 61 - 75, 76 - 94 and 95 - 107.
The names can be argued about, but please don't make them too cheasy. I vote for the 95 - 107 map to be named Epic Map. These maps will serve the purpose of levelling the main 3 fighting skills, wisdom, magic and physical, but mainly physical.

*As for the Agility dungeons, is suggest the same approach, but seeing as Agility is already easily levelled with current methods, i suggest adding great benefits to agility maps, and also Agility level caps. Agility dungeons would be filled with many obsticles to overcome, monsters to battle and humanoids to steal from. To make the higher level agility maps more attractive, i also suggest there be a % chance for a very good item reward upon completetion of the dungeon, my first thoughts were Gloves of the Bandit and a new speed+dex+stealth boot (the chance of getting both from 1 high level map is roughly 1/40000) as they just fit the part of an agility prize, i know many will not welcome it and say things along the likes of "Roflcopter the economy is too fragile for that" but look at it like this. The highest level agility map would be rare to come across, unlike the current brutal maps which can easily be obtained, the chance of getting the gloves or boots would be 1/200 so the chance of a) getting a map to begin with is rare b) getting a rare item drop from these maps is extremely rare. This would keep things balanced for a long time as the gloves/boots won't be found often, or at all.

*I had the same thought of an item prize for the high level dungeon maps. For the 76-94 maps i would make Ac/Wc havoks to be dropped, but of three kinds, Ac+2 Wc+2, Ac+1 Wc+2 and some new havoks ac+2 wc+5. Each of the gloves, except for the wc+5 havok would have a 1/145 chance to drop while the wc+5 would have a 1/175 chance. These drop chances combined with the chance of finding these maps will, like the agility map, keep the items rare and serve it's main purpose. With the level 95-107 map dungeon i'd allow for Giants and spiked shield. The chance of dropping with these items will be the same as the bandits in the agility dungeon, 1/200.

*The new monsters in the dungeons of 76+ should be all non-bileable, and only the *new monsters in the level 61-75 dungeon should be non-bileable as it would contain evil's.

*The level caps should be enforced, if you are more than 2 levels below the advised level, you cannot dig/enter the dungeon, and if you are more than 5 levels higher than the advised level you will again, not be able to dig/enter the dungeon. Note: This does mean that the max level dungeons will be redo-able to all level 107 players, this is to make sure the item rewards don't just become rumour and are eventually found, and like all items should be, made more common as the game ages, but this would obviously take a long time as the drop rates are very low.

Again, my ideas are controversial, might have more later on, depends on what i think of.

Crimson2005 08-15-2007 02:49 PM

oooo I like the Agility dungeon ideas, I'll finally have something to do with my level 86 Agility.

MajinDragon 08-15-2007 03:01 PM

Yea, somebody thought of it and i thought i'd work on it in my mind, having item rewards is just the next step to making GK for friendly to newer players and older ones who have played on GK for a long time but haven't found it easy to get richer withought usding *cough* morgan *cough*, if they level up, they might be able to get something valueable.

Felix_Xenophobe 08-15-2007 03:16 PM

Decent ideas but the thing is... What you're asking for is probably as much trouble as making a NEW server in the eyes of our awesome devs.
The sad truth

MajinDragon 08-15-2007 03:49 PM

Quote:

Originally Posted by Felix_Xenophobe (Post 1340220)
Decent ideas but the thing is... What you're asking for is probably as much trouble as making a NEW server in the eyes of our awesome devs.
The sad truth

I know and thats what makes me sad, it's not just me who has idea's to improve GK, but those of us who do will prolly never have those ideas realised :cry:

Ravenblade1979 08-15-2007 05:25 PM

Oh yeah Leon raising everyone skill and level cap is really going to help new people out *sarcasm*

Crimson2005 08-15-2007 05:29 PM

He never said that raising the level cap would. He said Item rewards would be more newb friendly.

Googi 08-15-2007 05:44 PM

Raising the level caps doesn't make sense unless you have a bunch of people quitting because they've maxed out their levels and have nothing to do. Which we don't have.

Ziro_of_the_Turks 08-15-2007 05:54 PM

Remove all limited items from GK, unless they only differ by aesthetic value.

Butz 08-15-2007 06:07 PM

Quote:

Originally Posted by MajinDragon (Post 1340210)
Increase the maximum general level cap to 252. Increase each individual skill level cap to 207.
The levels 247 - 252 can only be gained by fully levelling one of the individual skills. E.g.
having 200 of each individual skill would only get you to level 246 at most. Only until you master
one skill can you move up a level.

Why? Half the server isn't even at the current level cap.
Quote:

Create level requirements for most weapons/armor/accessories. Level req's will be realistically based,
and based on the individual skill levels, e.g. Ring of War requires 95phys, RoE requires 95magic.
That's your idea of realistic?
Quote:

Create level caps on maps and create two new types of maps.
New maps? Fine. But why the level cap? It seems kind of dumb to have some Mystical Force (tm) that prevents weaker people from getting in. The fact that they will die upon entry should be a deterrent enough. Similarly, diminishing XP returns will be the reason for higher levels to move on.
Quote:

As i mentioned already, we need sub-islands with vast variety's of new mobs...
New monsters, fine. But we have enough empty space that needs filling, new islands are unnecessary.
Quote:


GK will become entirely bmode, but people of under base level 25 can toggle to be bmode/pmode. If they toggle bmode, they cannot toggle off for 20mins. Safe zones will include, Trade centres, Shops, Event levels and others.
Why? Some people do like to play a game without getting killed every five minutes by jerks. That's WHY there's a peaceful mode in the first place.
Quote:

Summoning will be restricted to 20 monsters summoned at one time.
Summoning will require talents in both Magic and Wisdom. Mostly magic though.
The highest level summon will be of a level 170 monster and will require item sacrifices for the higher level summons.
Congratulations. You need talent as a Priest to use your Sorcerer skills. Consequently, you need talent as a farmer in order to swing your sword.
Quote:

Blessings will remain as noraml, but new gods will be introduced on the sub-islands.
Why not fix the gods that nobody uses first?
Quote:

Sub-islands restricted to V.I.P's only. Many will argue against that, but it might encourage players to spend slightly more on graal and test the popularity of GK.
No. Players are already paying for access to the server. Now you're asking them to pay more for access to new things?
Quote:

Once you are dead, you must wait 2minutes for your spirit to recover and a new body spawned for you. This should make multiple killings harder.
So, you know how much fun it is to sit there and wait for 2 minutes while you can't do anything? Yeah, not much fun at all. If you really want to prevent spam killings, give respawned players 10 seconds of invulnerability or something.


Although you have a lot of ideas, I'd say they would best be used in a new server of your own creation, rather than trying to shoehorn them into GK.

cyan3 08-15-2007 06:19 PM

Quote:

Originally Posted by Butz (Post 1340257)
Although you have a lot of ideas, I'd say they would best be used in a new server of your own creation, rather than trying to shoehorn them into GK.

I agree, the idea's will create too much of a change.

Googi 08-15-2007 06:20 PM

Also, you can't buy VIP subscriptions anymore.

cyan3 08-15-2007 06:20 PM

Quote:

Originally Posted by Googi (Post 1340259)
Also, you can't buy VIP subscriptions anymore.

I was going to point that out myself.

MajinDragon 08-15-2007 07:53 PM

Quote:

Originally Posted by Butz (Post 1340257)
Why? Half the server isn't even at the current level cap.


That's your idea of realistic?

New maps? Fine. But why the level cap? It seems kind of dumb to have some Mystical Force (tm) that prevents weaker people from getting in. The fact that they will die upon entry should be a deterrent enough. Similarly, diminishing XP returns will be the reason for higher levels to move on.

New monsters, fine. But we have enough empty space that needs filling, new islands are unnecessary.

Why? Some people do like to play a game without getting killed every five minutes by jerks. That's WHY there's a peaceful mode in the first place.

Congratulations. You need talent as a Priest to use your Sorcerer skills. Consequently, you need talent as a farmer in order to swing your sword.

Why not fix the gods that nobody uses first?

No. Players are already paying for access to the server. Now you're asking them to pay more for access to new things?

So, you know how much fun it is to sit there and wait for 2 minutes while you can't do anything? Yeah, not much fun at all. If you really want to prevent spam killings, give respawned players 10 seconds of invulnerability or something.


Although you have a lot of ideas, I'd say they would best be used in a new server of your own creation, rather than trying to shoehorn them into GK.

1. The level cap doesn't have to be raised immediately, once there are alot more methods of levelling and many players are almost maxed on all skills, then it would be a suitable time to raise the level cap.

2.Yes, why would it require high level of wisdom to wear a ring that gives physical benefits?

3.The level caps were mainly for people who have exceeded the recommended levels, as my other post talked about item rewards, those items would grow common if many people above the level req just went through them in bulk.

4.Hmm, agreed, but everything will just end up being placed in a dungeon somewhere...

5.Most players in bmode are too bored and want to kill, sure there would be massacred in the first few weeks but we'd get tired of it sooner or later.

6.I never said anything about farming... Summoning would become more advanced and actually be useful in battle and not just for laming newbs inside bomb trade or in newbville.

7.Yea, but then i'd like to see some new gods introduced.

8.I forgot to check the subscription methods so ignore that section

9.2 minutes might have been too extreme.

Quote:

Originally Posted by cyan3 (Post 1340258)
I agree, the idea's will create too much of a change.

A change from the current boring atmosphere of GK, where the only time your not truely bored is when there is either war or an exciting event taking place? I'd like change...

SayianOozaru 08-15-2007 08:14 PM

So basically you want to change Kingdoms to Zodiac? x_x

anubis_wing 08-15-2007 08:19 PM

I'd play GK if leveling was easier, and you didn't need to rely so heavily on food and being able to have someone else help you get *decent* items to kill things.

MajinDragon 08-15-2007 11:36 PM

Quote:

Originally Posted by SayianOozaru (Post 1340302)
So basically you want to change Kingdoms to Zodiac? x_x

Zodiac's got nothing on GK... You can get to max level in a week on zod, and thats besides the point, the two servers are completely different in many aspects.

Quote:

Originally Posted by anubis_wing (Post 1340303)
I'd play GK if leveling was easier, and you didn't need to rely so heavily on food and being able to have someone else help you get *decent* items to kill things.

The fact that levelling is hard is what makes GK great imo, no newbish 1week grinding to get to max level... the food system is ok, and if you lose too much food, you can always pray to bile which makes you need such little food, or you can get sus + items

cyan3 08-15-2007 11:41 PM

Quote:

Originally Posted by MajinDragon (Post 1340294)
A change from the current boring atmosphere of GK, where the only time your not truely bored is when there is either war or an exciting event taking place? I'd like change...

Yes we need change but most of your idea's will create too much of a change, nothing is wrong with what GK is we don't need to change it we just need to add to it.

Butz 08-16-2007 06:09 AM

1 Attachment(s)
Quote:

Originally Posted by MajinDragon (Post 1340346)
Zodiac's got nothing on GK... You can get to max level in a week on zod, and thats besides the point, the two servers are completely different in many aspects.



The fact that levelling is hard is what makes GK great imo, no newbish 1week grinding to get to max level... the food system is ok, and if you lose too much food, you can always pray to bile which makes you need such little food, or you can get sus + items


There's a difference between making leveling hard, and making leveling a complete chore.

On the left of the diagram below is a typical experience curve, gradually rising as levels do.
On the right is a rough sketch of GK's experience curve, shooting up quickly (since the first few levels double needed XP to a certain point), and staying ridiculously high until the end.

When it takes 2 million XP to raise a level, and enemy kills grant 15,000 at best (Based on base lv 42, phys lv 19) , there is no need to be raising the level cap.

FIX THE EXPERIENCE CURVE FIRST

kenyonandelliot 08-16-2007 07:51 AM

The only ideas I like was the new maps (not restrictions) and the new monsters..

MajinDragon 08-16-2007 11:27 AM

Quote:

Originally Posted by Butz (Post 1340425)
There's a difference between making leveling hard, and making leveling a complete chore.

On the left of the diagram below is a typical experience curve, gradually rising as levels do.
On the right is a rough sketch of GK's experience curve, shooting up quickly (since the first few levels double needed XP to a certain point), and staying ridiculously high until the end.

When it takes 2 million XP to raise a level, and enemy kills grant 15,000 at best (Based on base lv 42, phys lv 19) , there is no need to be raising the level cap.

FIX THE EXPERIENCE CURVE FIRST

Levelling isn't that difficult really, all it requires is tons of maps, the only time levelling becomes extremely tedious is at the levels of 15 - 25 when lords are the best source of exp (I still found maps better), but from level 25 - 70 phys, brutal and immense maps serve their purpose well, but the problem is that from 70 onwards, it's almost impossible to level... unless you have ALOT of time or funding. Alright, i'll agree with you, theres no need to raise the level cap. But new methods of levelling are much needed.

Seeya 08-16-2007 06:28 PM

Quote:

Originally Posted by Ziro_of_the_Turks (Post 1340255)
Remove all limited items from GK, unless they only differ by aesthetic value.

Thats a joke, right?:noob::noob::noob::noob::noob:


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