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Originally Posted by Kuza
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?
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An NPC king cannot be anywhere near as dynamic as a player king can.
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Originally Posted by Kuza
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)
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Eh, you are willing to throw away, again, more gameplay just because of a couple of mistakes?
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Originally Posted by Kuza
Kingdoms are not vital to the success of Graal2001.
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Why not? They were a part of the gameplay and the environment.
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Originally Posted by Kuza
It's merely a fun option.
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Originally Posted by Kuza
Being able to trade, earn gralats and collectibles is. That's what brought people back. Competition amongst other players.
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Joining a kingdom is also competition.
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Originally Posted by Kuza
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.
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Most of Graal does not 'fit', but that does not stop it being successful.
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Originally Posted by Kuza
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.
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But your idea of 'right' is having NPCs make decisions! That is ruling out half of the idea of having kingdoms. Note 'king' in the word 'kingdom'.