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Old 06-15-2006, 05:30 PM
Kuza Kuza is offline
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Quote:
The King used to act as unifying force behind the kingdom, an event organizer, and a roleplaying facilitator. While you can argue that there were some bad kings, the fact that there were good kings who made the game so good...
With the right amount of NPC programming this could properly be done. Tell me what the difference between an NPC king and a player king is?

For me, it's the fact an NPC king is pre-programmed to make certain decisions and the player king can make any decision... even the wrong ones. (e.g. the destruction of the old kingdoms)

Quote:
Really I'm not 100% sure it will work myself. But I feel that it's worth a shot, or else I'd play it safe and not change anything. But obviously I'm changing many things with the server to try and improve them, so it's not surprising that I'd take a risk with kingdoms.
Kingdoms are not vital to the success of Graal2001. It's merely a fun option. Being able to trade, earn gralats and collectibles is. That's what brought people back. Competition amongst other players.

Maybe it's just me thinking this... but kingdoms sort of coincides with the economy-based Graal2001. Whilst roleplaying is very fun... metaphorically speaking , it's sort of like looking at a plate of food; scrambled eggs, bacon, gravy and tater tots. It's there but it doesn't fit.

If kingdoms are implemented it should be done right. I think everyone would agree with that statement. And with a little time and tinkering I am sure it will fit perfectly into the server.

Edit: I am not Konidias. The views and opinions in this thread do not reflect those of everyone in this thread.
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Last edited by Kuza; 06-16-2006 at 12:46 AM..
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