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-   -   Stop it! (https://forums.graalonline.com/forums/showthread.php?t=85313)

Shadow87 04-25-2009 08:45 PM

Stop it!
 
Okay, it can't be any clearer now than it already is. Some of the development team even agrees.

Quests are a must for classic, it was the basis of the server, its the basis of Zelda, and any adventure game out there. So do not tell me they are not important, or that they are a newb hook and thats bad.

A Newb hook is not bad for one, it will help us. I think Thor, you need to put together some of your best Development staff and have them work strictly on quests. I know your good ones are scarce, but somethings gotta happen, make it work or something.
Nothing you guys are doing is working by the way in case you have not noticed yet. And it seems like storm stopped giving a **** again.

And i know i'm right. Classic is not a full game, it has no good quests, story of it isn't complete, it might as well be under construction. You need to structure the story together, then creating quests shouldn't be hard to create, you just got to get them made.

ffcmike 04-25-2009 10:43 PM

I don't think any Development Staff see Quests as unimportant,
most if not all of us feel that the server should be predominantly based around Quests,
I don't recall anybody referring to Quests as being a Noob Hook in a negative light,
currently there is a Quest planned for short-term release being worked on, and if they can be completed then great, but otherwise the feeling is that they are not the priority, for all the time and effort required to make them decent they don't go very far towards stabilizing playercount, we need more content to occupy current players before trying to attract entirely new ones.

fa12 04-26-2009 12:19 AM

To bad there isn't a "motivation speaker" staff tag, i'm sure Tats, Rufus, and those who keep pushing for more releases and work to be done on Classic would like to help out by calling out the staff and giving them the motivation to work.

BlackSolider 04-26-2009 01:25 AM

The one thing I dislike is when people act like they know exactly how to fix everything, but they absolutely refuse to help out because, according to them, it's the job of the unpaid people who volunteered to be on the dev team.

Now I understand its their job and all, but when they A)volunteered and B)don't get paid, I can't imagine they have too much motivation to work all the time, especially when it seems like people are never satisfied with what they do.

I believe that if you can help, then you need to do so. If you're going to talk the talk, you need to walk the walk. Don't just say "I alone know how to fix classic, so do X, Y, and Z and everything will be better. Good luck and don't screw up." Don't be an armchair developer. If you got ideas AND have the ability to help, then get off your ass and do it.

I know you have some good idea tats (and rufus,) but if you're not going to help realize your ideas, then classic isn't going to improve. For too long we've simply talked about improving classic; we haven't spent enough time actually improving classic. Instead, we've sat on our asses and hoped someone else would do it. Obviously our 'guardian angel' hasn't come through, so we, as a community, need to start doing rather than just talking.

Shadow87 04-26-2009 02:08 AM

I disagree, players such as my self were asked for suggestions, we give em. I don't have to help.

And quests should be top priority. You just need a lot of them first.

Pelikano 04-26-2009 10:05 AM

Quote:

Originally Posted by Shadow87 (Post 1486862)
I disagree, players such as my self were asked for suggestions, we give em. I don't have to help.

And quests should be top priority. You just need a lot of them first.

What kind of quests are you talking about?
WoW-like quests?

Talk to XY... bring XY this item etc?

Shadow87 04-26-2009 01:43 PM

Well the event triggered type quests is really what graal always has done. For instance bring Tom the Blacksmith the heaviest piece of metal known to man. You find that, you bring it to him, he crafts you a sword. Many games have used that exact concept but have used variations of it.

But who says we cant use WoW type quests, ive never played that much but still. Neverwinter Nights had good stuff in it to. Group quests could always be made, along with time attack quests. Even an All in one quest.

You could also make a quest that has nice replay to it. Here's the idea, you make a pretty large quest, levels could always stay the same, but the story could always change, and the order of the levels you journey to or have to complete change. I know its big, but you could make 6 different stories/concepts. Kinda like shorts though, nothing to crazy, but at the end of each is a different prize, you could collect all of those, they could even prove to only have one use depending on how you want to do it. You could have to collect them all to complete an even larger quest/objective. Or they could all prove a use to complete 6 other quests. One item to complete one quest. It has a dozen possibilities. Now this would keep people occupied if you made right.

EclipsedAngel 04-26-2009 07:32 PM

Some of these new things coming up are going to last 6 days - 1 month.

acaremon02 04-28-2009 08:15 AM

People actually enjoy the quests we already have.

Minor problems I see...
The lizardons are already hardcore that our level 2 swords are no match for it without dying a few billion times.
Makes me wonder WHY we have a leveled sword in the first place.
Shouldn't our first few quests have easier foes until we get our next level sword in a future quest?
I think each quest should give something extremely important, like a new level sword or a new level heart, along with a side NPC so that people will want to finish a quest instead of quitting half-way through or relying on an FAQ to help them every step of the way.
I think we should have had a shield as one of our prizes in the previous quests, because in the Sardon's quest, there is a room with a bunch of arrows and another with pelting stones.. It's impossible to repel them without pausing, but the idea of pausing in a MMORPG game to avoid attack is kinda ridiculous.

xnervNATx 04-28-2009 02:39 PM

lizardons hit detection is a joke

Shadow87 04-28-2009 04:39 PM

You say people enjoy the quests we already have.

I say you are full of ****

DutchGuy 04-28-2009 05:41 PM

Why is there not a middle person between players and staff.
Let;s say PR.Player Relations.
I think classic needs a person who can negociate between what players want, and what staff can achieve.

Shadow87 04-28-2009 05:46 PM

*Insert Gladius*

BlackSolider 04-28-2009 06:29 PM

Hey, that doesn't belong in there!

Oh wait, now I see what you mean.

Remonq 04-28-2009 07:21 PM

gross

MysticX2X 04-28-2009 07:45 PM

Quote:

Originally Posted by DutchGuy (Post 1487405)
Why is there not a middle person between players and staff.
Let;s say PR.Player Relations.
I think classic needs a person who can negociate between what players want, and what staff can achieve.

Because thats's a manager's and Staff Admin's Job. I did however suggest something like a mayoral system where players could be elected like that.

StrykerTFFD 04-28-2009 07:50 PM

Quote:

Originally Posted by DutchGuy (Post 1487405)
Why is there not a middle person between players and staff.
Let;s say PR.Player Relations.
I think classic needs a person who can negociate between what players want, and what staff can achieve.

Because PRs tend to be fake, trying to please both sides and end up outcasts more often than not.

Quote:

Originally Posted by acaremon02 (Post 1487340)
I think each quest should give something extremely important, like a new level sword or a new level heart, along with a side NPC so that people will want to finish a quest instead of quitting half-way through or relying on an FAQ to help them every step of the way.
I think we should have had a shield as one of our prizes in the previous quests, because in the Sardon's quest, there is a room with a bunch of arrows and another with pelting stones.. It's impossible to repel them without pausing, but the idea of pausing in a MMORPG game to avoid attack is kinda ridiculous.

Really? Who here remembers the first thing anyone did back in the day on a new character? You went right to Master Li, got yourself a level 2 sword for just touching him, and you were ready to PK.

Why do we need to have big quests to release things?

I'm one to argue that it's stupid people log on and tada you have a level 2 sword. Going to Master Li's for it was just part of seeing the server. It's way better than what we have now, a system that rewards people with hand outs and poor planning. Oh you have some tickets to burn? Have a fireball lolololol. Give me a break.

The next level of shield should be like Master Li used to be. Make a NPC that you have to travel to and give it out. Some things should be effortless, but not handed to the player. I think that's a huge problem with our Development right now. Things are either handed or given in big failures. There's no middle ground. No reason to explore. You aren't rewarded for exploring, at all.

acaremon02 04-29-2009 05:46 AM

Quote:

Originally Posted by Shadow87 (Post 1487391)
You say people enjoy the quests we already have.

I say you are full of ****

Obviously we don't have enough to keep people entertained,
but the newbies I take through quests enjoy it as long as I'm there to help kill some lizardons and make sure they don't die a billion times.
Many of them enjoy the simple puzzles.
Only few liked the jigsaw of Sardon.
Castle quest was okay but the whole push/pull stone to drain water thing was confusing and time consuming for many, which wore their patience down. It was especially unpopular compared to the other quests because even if you do it with a friend, you sort of end up in different levels whenever you drain/fill the water, which means they can't do their quests together.

You can say I'm full of ****, but I'm only stating what I've been told by the people doing the quest.

BlackSolider 04-29-2009 05:53 AM

Oh snaps.

Well if anyone's interested in my opinion, however unlikely, I've always found quests as simply something you do to get it over with and claim the treasure from. Can they be fun sometimes to? Of course. But most of them are simply something you need to get done to claim a valuable item, at least in my eyes. I'd much rather enjoy a good ctf game or a guild-war (not the pk till you drop thing; more like fighting over important locations.) Team aspects interest me the most, as does (military) strategy. Maybe thats just me, idk. But I'd take a team-oriented activity over a solo or paired quest any day.

Crono 04-29-2009 06:01 AM

Since when did quests make a server good and popular?

Shaded Legend was quest based and had a storyline, yet it was dead for most of it's lifetime.


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