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  #31  
Old 02-06-2010, 06:26 PM
Venom_Fish Venom_Fish is offline
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Quote:
Originally Posted by cbk1994 View Post
Everything will be rescripted, yes. We will be reusing lots of levels, and also making new ones and improving olds ones.

The current GMAP has a lot of wasted space and isn't organized in any way. For example, the instrument shop currently resides in a former box factory.

We only plan to add one job (fishing?), if that. The other jobs will just be rescripted or maybe changed to be more interactive/fun.

The organization of the GMAP hasn't really been an issue. Players have been comfortable and functioning on this "disorganized" GMAP. I'm simply asking you do whats necessary at certain aspects of your development.

Solution to Instrument Shop: Move it to a location which you just deemed "Wasted Space". <- o.O? Clean up the gmap, re-making one is going to take you all an unnecessary waste of time.


In other words, new job. Core function to jobs is their scripting, if you're going to entirely alter theit scripting or "change" them. You're basically removing and adding a new job, hence my point; is that necessary?
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  #32  
Old 02-07-2010, 07:51 AM
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  #33  
Old 02-20-2010, 05:37 AM
jkldogg jkldogg is offline
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Quote:
Originally Posted by salesman View Post
I have a pretty decent amount done for a new gang system, but due to school and other things taking up most of my time, I haven't been able to work on it much, if at all, lately. I apologize for that. As of now, there is definitely more to it than there is with the current gang system, but I still have a lot of features I plan to add.

I've focused all of my attention on competition and creating incentives to participate. As of now, the plan is to let anyone create a gang (for a small price), but once you lead a gang, you have to meet certain requirements to maintain it. There will be a weekly point quota, and if you miss that quota too many times, your gang will be destroyed. It won't be too much, but enough to make sure you're active.

Gangs will be able to unlock new things the better they do and the longer they survive. Unlocks include custom outfits, nickname formatting, gang hats, gang guns, more member slots, etc. The more things you unlock though, the harder it becomes to maintain your gang. Gang leaders will be able to decide how big they want their gang to be...it can be small like a party, or bigger than what most gangs are now.

There is a very in-depth GUI which displays detailed information about members (there's even a bar graph to compare kills, deaths, etc) so you can see who is contributing and who needs to be removed. There will be leaderboards for gangs in general, but also individual members. Perhaps bonuses can be awarded to the top gangs and members each week?

I plan to also remake bases so that they are more interactive. For example, you could hack into a computer to gain control of the doors, destroy barricades to create new entrances, or kill the power to disable certain things, etc -- so that raiding can be a little more than just breaking a chest. Might also be able include some kind of event notification whenever a raid is occurring and give point bonuses for every kill inside the base.
100% support this, 10x better era
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  #34  
Old 02-20-2010, 05:41 AM
jkldogg jkldogg is offline
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Quote:
Originally Posted by Andre2006 View Post
The problem is that you're always limiting the amount of items to a certain number why is that? If you do that the item "may" go up in price and it's not like we come here to spend hours and hours making money.

If lets say an item is limited to 5, then someone will come up with the thought "ah I will buy all 5 of them and destroy 4 this way It will be worth A LOT", well if someone does this, that only means you're losing items, items are being destroyed and will never be seen again. Which leaves you without no choice but to put some more in of that item in. You should just have every item to an unlimited amount, most of them anyways.
Why aren't people like Zoo Manager? This is pure genius. Don't limit items.
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  #35  
Old 02-22-2010, 08:34 AM
warp2ukew warp2ukew is offline
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Quote:
Originally Posted by Venom_Fish View Post
Gangs are currently dying due to a lack of focus on them, either that or a lack of ability. Meaning, the administration either doesn't want to fix them, or they do not know how to; can't fix them. I'd have my bet on the second one.

Thats just how I look at though, aside from that; I'm interested as to know what everyone's opinions are about the current state of Gangs. Also, be kind enough to include reasons behind your statements. As well as, what you all think should be done.

Note: I'm not a firm believer in the concept that "no idea is stupid", so speak wisely.

Lets hear it; gents.

Simple explanation:

Graal (as a whole) > Playerworlds (such as Era) > Guilds/Gangs (in this case gangs on Era)


Graal is dying > Playerworlds are dying (people quit, new people play but never experienced gangs as they were so don't know how to bring them back) > Therefore the gangs die

That's why guilds aren't as fun anymore either


Same formula can be applied to just about every used-to-be-fun aspect of most playerworlds.




EDIT:

I like the idea salesman hopefully the players will renew interest in gangs with that, but I think the steadily decreasing playercount of graal / era in general makes it less likely for something like that to succeed in the long run.
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  #36  
Old 02-22-2010, 10:46 AM
Andre2006 Andre2006 is offline
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It is not going to come any new people here since they have to PAY for this. Who wants to pay for THIS?
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