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  #31  
Old 08-05-2014, 02:51 PM
Draenin Draenin is offline
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Originally Posted by Raelyn View Post
Disable parties. Force new players to LEARN to play the game. I can't even log on without a level 30-50 player PMing me to ask me to come "run them through" xmas dungeon... something which is unheard of. Most of them are still trying to figure out how to play the game, and are level 50ish just because of the success of their begging and leeching in a party.
That's because the game kind of screws them otherwise. I dunno if you remember this, but you only start out with like 8-12 health or so, (Maybe a bit more than that, but still.) and the tutorial island only tells you a little bit about the professions, but not where to find everything you need to stand a chance against most of the monsters in the world.

Also, we should probably stay on topic here. Save all these suggestions for other threads.
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  #32  
Old 08-05-2014, 03:03 PM
Stephen Stephen is offline
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Originally Posted by Raelyn View Post
Disable parties. Force new players to LEARN to play the game. I can't even log on without a level 30-50 player PMing me to ask me to come "run them through" xmas dungeon... something which is unheard of. Most of them are still trying to figure out how to play the game, and are level 50ish just because of the success of their begging and leeching in a party.
This is a "small community" problem, right now I'm designing with the expectation that we'll eventually release to Facebook. That being said, I firmly believe it's very important that parties are encouraged -- kingdoms are weak right now and a close social network is a key element to success on GK (with the exception of Dennis, R.I.P.).

The Plat-Nihil exchange NPC is in bomboria trade on the table, behind the tig-bots.
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  #33  
Old 08-05-2014, 03:07 PM
Raelyn Raelyn is offline
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That's kind of the point, though. You're supposed to work on getting stronger so you can be more evenly matched with other players. Even if everyone playing were maxed out right now, the combat system will still ensure that one person will come out on top based on their skill, rather than stats.
I fully agree, look at maintstream staple MMOs. Everyone strives to get to max level, and then, once they get their, they proceed into a whole new area of end-game content, and PVP competition.

And if I am not mistaken, this was the point of GK having the Kingdoms themselves, to drive open PVP, and tie people to a faction for competition.

There has been virtually no end-game content added to the game, no new dungeons, no end-game quests, and certainly no end-game items.

There is still a lot of room for higher tier content.

For one idea, start putting out MORE items, literally flood the market with items of different qualities. I mean, look at Crossfire, the game has a massive library of items and mob types, and virtually any mob has a chance of dropping an unidentified version of an item from it's item table. The game wasn't designed and balanced to be so item-poor.



As it stands now, the only creatures that drop items are skeletons, and they drop an item that virtually only the newest players would bother to wield for any reason.
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  #34  
Old 08-05-2014, 03:22 PM
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A recent update to the craft system included a variety of new entry-level items. These items can be manufactured based on parts collected from baddies. It should be possible to add more items to the craft tables.

There is a point of correction which is being overlooked; there are no longer end game items. Why? Because a majority complained that the end-game items were too hard to get so a weak administration made them more accessible.

Now we face a common problem; it's very hard to undo what has been done. With all options considered, the most effective solution is to slowly make end-game items more scarce in an effort to normalize for our hard-coded cap. It won't happen over night. We're not doing a reset. I'm designing for the next generation.
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  #35  
Old 08-05-2014, 03:37 PM
Draenin Draenin is offline
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So what's the plan for when all the new players supposedly come in to replace the old ones and start wondering why it's so hard to improve their equipment and level up without others there to assist them?
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  #36  
Old 08-05-2014, 03:39 PM
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A recent update to the craft system included a variety of new entry-level items. These items can be manufactured based on parts collected from baddies. It should be possible to add more items to the craft tables.
Why are you so opposed to making baddies drop more varied item types and qualities? Why would it be strange to kill a zombie and find a belt, or a pair of shoes, etc. ? If you are really planning for a new generation, don't you think new players coming into GK who are accustomed to playing other types of MMOs are going to be wondering why none of the baddies are dropping anything?

Quote:
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There is a point of correction which is being overlooked; there are no longer end game items. Why? Because a majority complained that the end-game items were too hard to get so a weak administration made them more accessible.

Now we face a common problem; it's very hard to undo what has been done. With all options considered, the most effective solution is to slowly make end-game items more scarce in an effort to normalize for our hard-coded cap. It won't happen over night. We're not doing a reset. I'm designing for the next generation.
This is false, anyway. There is nothing preventing you from making newer items, with comparable stat bonuses to the ones we have now, but with higher/more resistance types, magic+ and regeneration+, etc, or weapons with higher base damage values.

This would allow more diversity in the end-game, which would have a trickle effect as the currently accepted top tier equipment gets traded down to newer players.
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  #37  
Old 08-05-2014, 03:40 PM
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So what's the plan for when all the new players supposedly come in to replace the old ones and start wondering why it's so hard to improve their equipment and level up without others there to assist them?
We're going to revise Kingdoms to encourage better leadership and as a trickle down benefit, encourage membership. There will be communities to support new players like there was when Graal Kingdoms was younger.
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  #38  
Old 08-05-2014, 03:41 PM
Draenin Draenin is offline
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We're going to revise Kingdoms to encourage better leadership and as a trickle down benefit, encourage membership. There will be communities to support new players like there was when Graal Kingdoms was younger.
Assuming that community still exists by that time.
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  #39  
Old 08-05-2014, 04:10 PM
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Quote:
Originally Posted by Raelyn View Post
Why are you so opposed to making baddies drop more varied item types and qualities? Why would it be strange to kill a zombie and find a belt, or a pair of shoes, etc. ? If you are really planning for a new generation, don't you think new players coming into GK who are accustomed to playing other types of MMOs are going to be wondering why none of the baddies are dropping anything?



This is false, anyway. There is nothing preventing you from making newer items, with comparable stat bonuses to the ones we have now, but with higher/more resistance types, magic+ and regeneration+, etc, or weapons with higher base damage values.

This would allow more diversity in the end-game, which would have a trickle effect as the currently accepted top tier equipment gets traded down to newer players.
Uhm. They already flooded with new items. And more people complain they flooded to many then they haven't added enough. Also skeletons are not the only ones.

The new maps added bows and other swords when you kill monsters.

You guys complain we need a bank or exchange system.. then months later you will want another exchange to lower the weight even more. Ect ect. You will honestly only be happy if it weightless.
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  #40  
Old 08-06-2014, 01:45 PM
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This is false, anyway. There is nothing preventing you from making newer items, with comparable stat bonuses to the ones we have now, but with higher/more resistance types, magic+ and regeneration+, etc, or weapons with higher base damage values.
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