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-   -   Moving Classic into a more quest-oriented direction (https://www.graalians.com/forums/showthread.php?t=23882)

twilit 03-29-2014 03:29 AM

Quote:

Posted by Dusty
But that's just history. Rewarding the player with hearts isn't difficult, it's maintaining balance. So I had an idea to split the players health. As players completed quests, they are rewarded Hera's. These Hera's are then converted into Hera Hearts(name pending). These hearts add to your health, but are only applicable outside of PvP.

Basically, as you obtain Hera Hearts, you can sustain more damage from baddies, traps, and all damage dealt that was not from another player. Damage from other players will always deplete your core, or default hearts. So PvP will still remain identical as it is now, however you will be able to sustain more damage from baddies. This means we can introduce hearts that allow players to traverse more dangerous areas, baddies, and basically introduce a sense of progression.

This is interesting. So players will have two separate HP's? Normal 3.0 for PvP and additional hearts for baddies etc. I do think there should be a way for the game to distinguish between death-by-player and death-by-baddy.

Quote:

Posted by Rufus
AP balances additional hearts!!!

I do remember Rufus saying heart questing may come to classic ~1 year ago. He said high AP would have 100% of HP; mid-AP limited to 50% HP; low AP limited to 3HP.

I wouldnt mind either way. But if its going to be by AP, then to make PvP more balanced, a) have heavier HP handicaps; or b) change AP so that it drops more per kill.

ufoburan 03-29-2014 11:09 AM

I think it would be best and easiest if there where two different or seprate types of things used to keep track of the pvp and questing life points. I know there is a shop in game current with different "skins" representing your life points. So for example: What ever "Skins" players are using now would still be used to represent there pvp or "core" lp. Then a horizontal heath meter is added with bars in it that represents your quest lp's then when you complete a quest a new life point bar would be added to your health meter. You could do the same thing using a circlular pie meter with difined sections representing your quest lp and you would get more sections when quests are completed.

This type of set up would also avoid any issues with PVP and allow for healing of lps by potions/food items with out AP being a factor. Other wise If your trying to add in or use AP then I think your making it more complex than it needs to be. So in short just make several separate boxes labeled with and containing the respective differing lp's and magic meters.

I think I might have missed something in Dusty's OP. If this was introduced would the baddies on the world map still be "dumbed down" as they are now or would they be set up to be normal for noobs and stronger to effect players who are questing?

Blueh 03-29-2014 04:08 PM

Quote:

Posted by Dusty (Post 463296)
But they're not. Like I said, it's hard to develop new content without dumbing it down for players who can only take a few hits before dying.

The question is not if there needs to be a change, but the best way to do it.

Instead of calling it extra hearts, why not label it as 'Body Armor' or if you really want to con the idea on it, name it 'Baddy Armor'. I can see why extra hearts would be really confusing to players, however, it's inevitable that it will be mistaken for actual health, but they'll learn to catch on regardless.

My personal suggestion would be that you can obtain Baddy Armor from armory stalls (where else would someone get them?), but for starters, you may only have one additional bar. Through questing, you unlock the ability to obtain more hearts, thus allowing you to take on more rigorous quests (not necessarily requiring a certain amount of hearts to enter, yet implying the benefits). After you lose it, you can easily buy more, or have a slight chance of getting it through an enemy drop, and like Twillit said, it should correspond to AP. Higher AP = More drops, such as bombs and arrows.

HON3Y BADG3R 03-29-2014 06:17 PM

Quote:

Posted by Blueh (Post 463393)
Instead of calling it extra hearts, why not label it as 'Body Armor' or if you really want to con the idea on it, name it 'Baddy Armor'. I can see why extra hearts would be really confusing to players, however, it's inevitable that it will be mistaken for actual health, but they'll learn to catch on regardless.

My personal suggestion would be that you can obtain Baddy Armor from armory stalls (where else would someone get them?), but for starters, you may only have one additional bar. Through questing, you unlock the ability to obtain more hearts, thus allowing you to take on more rigorous quests (not necessarily requiring a certain amount of hearts to enter, yet implying the benefits). After you lose it, you can easily buy more, or have a slight chance of getting it through an enemy drop, and like Twillit said, it should correspond to AP. Higher AP = More drops, such as bombs and arrows.

To add onto this, the gnomes should be a le to upgrade, but it is risky. Every level you raise the armor, there is a higher risk of it failing (breaking) this would add a balence and make it so the richest graalians dont depend on money, but luck.

Meatman204 03-29-2014 06:59 PM

Quote:

Posted by ??? (Post 463304)
I would love it if they exchanged Classic for Zodiac although it's not exactly the same kind of thing.

Would be a big flip-over for Classic, and most players would quit if did so. But Zodiac does have it's charms and cons. Have been on it for quite a while. Another point, Delteria is basically Zodiac if that's what you're looking for.

Aeko 03-29-2014 10:14 PM

One of the best devs you could hope to come up with something (and actually do it) has, and you guys argue or try to throw in your own ideas you want to see implemented... :I

He's talking about actual content for the current server, not some imaginary 'what if' server.

Stop being game designers and praise Dusty. >:O

GOAT 03-30-2014 01:04 AM

Quote:

Posted by Dusty (Post 463120)
None of this information is final. These are merely ideas, and could change at any time.
Post
So these are my ideas for expanding Classic into a more quest-oriented server. What are your thoughts?

Quote:

Posted by Aeko (Post 463449)
One of the best devs you could hope to come up with something (and actually do it) has, and you guys argue or try to throw in your own ideas you want to see implemented... :I

He's talking about actual content for the current server, not some imaginary 'what if' server.

Stop being game designers and praise Dusty. >:O

That praising sh1t might work in the old world buddy but is outlawed in the iphone worlds

Btw he asked for their opinion

Imprint 03-30-2014 01:39 AM

Quote:

Posted by Dusty (Post 463241)
You would not only gain a heart from a dungeon, of course there will be items. However, I can't balance ALL dungeons and new content around all players having just 3 hearts. It becomes stale and boring as I have to dumb it all down so I don't overwhelm players. You have to remember that a good portion of the people playing are not skilled gamers. Larger dungeons will reward items. However, there is a finite amount of possible items that can be rewarded as there are only so many ideas, so for smaller things(like hidden secrets and such) it becomes boring to reward just a hat, or other cosmetic things. This is not a "THIS WILL REPLACE ALL REWARDS EVER" idea. This is a, "What else can we offer on top of new hats, shops and so on?

The hearts would work for that purpose, but they seems like an over complicated way to achieve what checkpoints or health pots do simply.

Dusty 03-30-2014 01:42 AM

Quote:

Posted by Imprint (Post 463477)
The hearts would work for that purpose, but they seems like an over complicated way to achieve what checkpoints or health pots do simply.

Not really, throwing heart pots at players left and right will just make it easier for everyone. Allowing players to explore and expand their health at their own leisure gives players a bit more choice in their difficulty.

MattKan 03-30-2014 02:03 AM

I like the idea of implementing the magic bar from LBW.

I also like the idea of Magic in general. It could be pretty cool if you pulled it off.

5hift 03-30-2014 02:50 AM

I would definitely play iClassic more often if this were put in place.

Great ideas Dusty!

ufoburan 03-30-2014 10:59 AM

Quote:

Posted by Blueh (Post 463393)
Instead of calling it extra hearts, why not label it as 'Body Armor' or if you really want to con the idea on it, name it 'Baddy Armor'. I can see why extra hearts would be really confusing to players, however, it's inevitable that it will be mistaken for actual health, but they'll learn to catch on regardless.

My personal suggestion would be that you can obtain Baddy Armor from armory stalls (where else would someone get them?), but for starters, you may only have one additional bar. Through questing, you unlock the ability to obtain more hearts, thus allowing you to take on more rigorous quests (not necessarily requiring a certain amount of hearts to enter, yet implying the benefits). After you lose it, you can easily buy more, or have a slight chance of getting it through an enemy drop, and like Twillit said, it should correspond to AP. Higher AP = More drops, such as bombs and arrows.

This sounds similar to my idea of making a 2nd separate health system to track your life points for questing.

I still don't see why there would be a need to incorporate the AP system with the new health system. The way you describe it kinda sounds like it would be come more of a luck based system rather than how its used now.

Quote:

Posted by HON3Y BADG3R (Post 463403)
To add onto this, the gnomes should be a le to upgrade, but it is risky. Every level you raise the armor, there is a higher risk of it failing (breaking) this would add a balence and make it so the richest graalians dont depend on money, but luck.

It sounds like your trying to turn Blueh's armor system into one like Diablo or D&D with it "breaking". How exactly does this balance it? If armor or a weapon breaks on those games you have to pay a black smith to repair them. So are you saying it would be in that same sense? Because then that would give an advantage to the richer graalians,because poorer graalians wouldn't be able to afford to have their armor fixed as easily.

Eugeen 03-30-2014 01:56 PM

Pretty awesome! I'm super excited right now! Finally something more I can really do and I would love to see boss battles and stuff like that to do. Maybe we could even do battles with multiple players against bosses!
Dusty this all sounds awesome and I can't wait to see how this progresses! :D

Zoologist 03-31-2014 02:56 PM

Well, what a pleasant surprise! I've come back from such graalians inactivity, and see this! :D

But in all seriousness. All these ideas sound quite enjoyable, especially the idea of magic. I look forward to seeing what will be implemented (assuming anything will) or what won't.

Oj Fowler 03-31-2014 04:48 PM

You have to complete a dungeon to get the hera hearts (I think) surely in the first dungeon you do the item can just tell you what it is when you get it. I genuinely can't see people getting confused by the hearts, the first 3 are your core health and any additional are for NPC only hera hearts. Seems simple enough.


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