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Skyzer 03-03-2016 04:35 PM

Quote:

Posted by Vendetta (Post 680619)
A lot of the time it's about the plays leading up to that turn but I guess there is often some luck involved. I still think luck plays quite a small role in the game, some hands are easier to play than others but 90% of the time the more experienced player will win.

There's a lot of luck involved. Pretty damn unlucky when you get a hand that forces you to skip a turn.

However, if you're better than the person your playing with you should still win the majority of games played.

Warhawk 03-03-2016 07:14 PM

Thor I wish you would just use the regular hit detection, this thing you're trying is no beuno, and I mean that with all due respect.

Thor 03-03-2016 08:28 PM

Quote:

Posted by Warhawk (Post 680725)
Thor I wish you would just use the regular hit detection, this thing you're trying is no beuno, and I mean that with all due respect.

If and when someone is able to pinpoint what exactly is different about the detection, I shall gladly do everything within my power to amend it. Using the default detection simply is not an option for many technical reasons.

I recall your post in 2012 about the inability to utilize blink and combos, with the following considered:
  • Blink is lost when either a directional key has been released, an action key pressed, or 2 seconds have passed
  • You are able to receive damage the same frame blink is lost. This means that if you lose blink while within the vicinity of another player's sword on your screen, you are immediately damaged and they would not receive damage from your slash attempt (as neither yourself or others would see the sword animation)
  • Recoil movement sticks to walls as opposed to sliding along them, making it possible to trap players
  • Recoil moves at 1 tile per frame, for a total of 5 frames (0.25 seconds), the player remains frozen for a 6th frame

What may we be missing?

If anyone has any doubts about the sword detection, I'd recommend viewing this video - https://www.youtube.com/watch?v=5mBNCGL22wA

Warhawk 03-03-2016 10:40 PM

You obviously know more about this than me but why is the default HD not possible?

Thallen 03-03-2016 10:42 PM

Quote:

Posted by Thor (Post 676370)
The in-game GUI theme has been updated to appear more consistent with GtA's friend bar.

Attachment 21071

Haven't read through the thread, but based on this screenshot are you trying to port GtA to the Facebook client?

deadowl 03-04-2016 03:58 AM

Quote:

Posted by Warhawk (Post 680725)
Thor I wish you would just use the regular hit detection, this thing you're trying is no beuno, and I mean that with all due respect.

Can't tell whether default HD is serverside now, but it would make sense if it was. If anyone really wanted to implement a serverside HD in a custom system that was better than what I had implemented, you'd need to be able to test an area for players (serverside) for a specified period of time, spawn an NPC for every player, or essentially multiplex my original method across NPCs.

Flashback to my solution: When a player used their weapon, a single global NPC would essentially warp to the coordinates on a schedule and test if any player was in a hitbox. There was no way at the time to specify a duration for this kind of thing, which is probably still the case.

I don't know about the possibility of having an NPC spawn for every player, but when there is an upper limit to the number of people allowed to use weapons in a level, you could potentially accomplish this by adding NPCs to each level (e.g. 2 for every 1v1 spar room) and having them use the trigger that moves them and potentially playertouchsme events.

Multiplexing my original solution would be the same thing, but with a fixed number of global NPCs attempting to fill the time gaps depending on demand (i.e. lots of overlapping weapons usage is less reliable than if there were fewer people using weapons at the same time than there were global NPCs to handle HD).

Edit: I never moved recoil/blink off of Master Storm's systems (I assume Thor did), so if you're talking about that I don't have anything to offer. I pretty much reverse engineered everything else movement-related from the default systems, and I can't imagine Thor didn't take advantage of looking at my code when redesigning the movement system, potentially leaving recoil as something no one ever reverse engineered.

Thor 03-04-2016 08:15 AM

Due to the fact there is still a common belief that GtA's HD is serverside, I will take this opportunity to point out that both GtA's and Default hit detection are 100% clientside, and that absolutely no code remains from previous hit detection or recoil systems. In fact the amount of code that was either re-used or adapted from pre-wipe Classic (2009) is negligible.

G Fatal 03-04-2016 07:25 PM

not read through thread again, but wasn't graal the adventure coming to fb client?

deadowl 03-04-2016 07:44 PM

Here's an idea: nested hitboxes. Instead of all damage being equal, you take more damage the deeper you are into the hitbox nest. Then have sword upgrades extend the ranges of the inner-hitboxes.

Quote:

Posted by Thor (Post 680936)
Due to the fact there is still a common belief that GtA's HD is serverside, I will take this opportunity to point out that both GtA's and Default hit detection are 100% clientside, and that absolutely no code remains from previous hit detection or recoil systems. In fact the amount of code that was either re-used or adapted from pre-wipe Classic (2009) is negligible.

So did you reverse engineer everything from the default client after I already did even though there was code available for you to look at? You likely have done plenty of reverse engineering that I didn't do, as would kind of be helpful for implementing clientside HD behavior without everyone complaining that it's not Classic enough. I've also noticed a few aesthetic changes from defaults, particularly in gani handling.

Thor 03-13-2016 02:13 PM

Quote:

Posted by deadowl (Post 681067)
So did you reverse engineer everything from the default client after I already did even though there was code available for you to look at? You likely have done plenty of reverse engineering that I didn't do, as would kind of be helpful for implementing clientside HD behavior without everyone complaining that it's not Classic enough. I've also noticed a few aesthetic changes from defaults, particularly in gani handling.

Not at all, and having had a look now I can not find remnants of any clientside damage systems, only serverside ones.

And it's funny that you mention aesthetic changes, as there has actually been a very experienced sparrer who used the rate at which steps.wav sound plays as a reason to suggest that the hit detection is different to default.

deadowl 03-15-2016 01:27 AM

How about everything I did that wasn't baked in in the first place? You independently decided that there should be multiple camera modes and that the C key should toggle them? That shops should have a uniform camera/selection system? That players in narrow spaces shouldn't block other players' passage? That a player's char is in a spotlight surrounded by darkness when they die? Having stone-resembling turtles as baddies? That simply attacking another player when you're a saint should cause a loss of sainthood rather than having to kill that player? That there be PK points/ranks and Spar points/ranks? You decided that bushes grow as they respawn? You independently reverse-engineered Graal's odd pathfinding/side movement, AP system, and gani precedence? You requested that stefan add the functions findareaplayers and methods for determining player spar rating among other things?

I'm sure you've done a fine job refactoring everything to your liking, but at least some of your code uses the same constants that was originally in the code I had written. Of course I might have just misread and realized you're talking about clientside damage systems, and that's all your baby, but I get the impression that you don't want to credit me for anything I worked on.

Skyzer 03-15-2016 02:57 AM

THANK YOU FOR YOUR CONTRIBUTION MASSOKRE

YOUR STATUE WILL BE WHERE NOBODY CAN SEE IT

deadowl 03-15-2016 05:52 AM

Quote:

Posted by Skyzer (Post 684680)
THANK YOU FOR YOUR CONTRIBUTION MASSOKRE

YOUR STATUE WILL BE WHERE NOBODY CAN SEE IT

Better put it on an unlisted server then.

Skyzer 03-15-2016 09:20 AM

Quote:

Posted by deadowl (Post 684723)
Better put it on an unlisted server then.

:^)

TheFatNoob 03-16-2016 11:59 PM

This should be in the Development Section /movethread

Thor 03-17-2016 09:18 PM

Quote:

Posted by deadowl (Post 684653)
How about everything I did that wasn't baked in in the first place? You independently decided that there should be multiple camera modes and that the C key should toggle them? That shops should have a uniform camera/selection system? That players in narrow spaces shouldn't block other players' passage? That a player's char is in a spotlight surrounded by darkness when they die? Having stone-resembling turtles as baddies? That simply attacking another player when you're a saint should cause a loss of sainthood rather than having to kill that player? That there be PK points/ranks and Spar points/ranks? You decided that bushes grow as they respawn? You independently reverse-engineered Graal's odd pathfinding/side movement, AP system, and gani precedence? You requested that stefan add the functions findareaplayers and methods for determining player spar rating among other things?

I'm sure you've done a fine job refactoring everything to your liking, but at least some of your code uses the same constants that was originally in the code I had written. Of course I might have just misread and realized you're talking about clientside damage systems, and that's all your baby, but I get the impression that you don't want to credit me for anything I worked on.

Out of everyone who developed on Classic post NPC-Server and pre 2009 wipe (including myself), I would say that you are by far the one who deserves the most credit.

To answer your question however, some of these updates you mention were changes which I ended up encountering the need for naturally (such as players not blocking in tight spaces), or systems with a similar purpose that I ended up making independently of yours (such as spar/pk ranks, sainthood handling), or functionality that I could have just as easily implemented a custom algorithm for (spar rating, ap etc), or entirely irrelevant to the current systems (side movement).

These are also fairly peripheral updates which didn't revolutionise the server, aren't looked back on with fond memories by players, and don't cause visitors of the current server to salivate.

Not to discredit your efforts, particularly as they came at a bad time under difficult circumstances and systems, but it would take a lot more to convince me that you've had a significant bearing on the standard of the current server.

deadowl 03-19-2016 02:58 AM

Quote:

Posted by Thor (Post 685561)
Out of everyone who developed on Classic post NPC-Server and pre 2009 wipe (including myself), I would say that you are by far the one who deserves the most credit.

To answer your question however, some of these updates you mention were changes which I ended up encountering the need for naturally (such as players not blocking in tight spaces), or systems with a similar purpose that I ended up making independently of yours (such as spar/pk ranks, sainthood handling), or functionality that I could have just as easily implemented a custom algorithm for (spar rating, ap etc), or entirely irrelevant to the current systems (side movement).

These are also fairly peripheral updates which didn't revolutionise the server, aren't looked back on with fond memories by players, and don't cause visitors of the current server to salivate.

Not to discredit your efforts, particularly as they came at a bad time under difficult circumstances and systems, but it would take a lot more to convince me that you've had a significant bearing on the standard of the current server.

https://en.wikipedia.org/wiki/Hindsight_bias

Players not blocking in narrow spaces was since baked into the default system, at least on iClassic. Graal existed for almost a decade without systematically doing anything about idling players blocking narrow spaces. I don't see how you would have come up with the same idea naturally, specifically because there is never a player count high enough on Graal the Adventure for it to be apparent. If iClassic hadn't recycled that feature, there would be significant problems at its current player counts. It was essential in scaling from dozens of players to thousands of players. I thought blocking in narrow spaces was bad enough of an issue with fewer than 100 players. It wasn't even the best implementation, but it certainly helped a lot. For a cleaner implementation, it shouldn't have required sending additional information over the network, which would prevent lag from being an issue. It was just convenient to tack onto other nonblocking states that needed to be communicated over the network. If I were to have implemented clientside hit detection, I would have used pretty much the same approach.

Spar/PK Ranks: Apparently this was another concept that was good enough to be borrowed by multiple servers. I wouldn't find it necessary for anyone to implement it the same way I did. I'm guessing by stating that you implemented it independently, you moved away from logarithmic ranking? That wasn't even unique. I was looking for something well-established, and the particular parameters of a logarithmic ranking system looked good. The concept was what was the most important. Meanwhile, I have no idea what differentiates your ranking system. Competitive ranking was a new concept to Classic, but it certainly wasn't a new concept outside of Graal.

I probably would have skipped spar ratings if the sparring community wasn't adamant about having the old system back. There were also complaints about losing sainthood after hitting another player once instead of only losing it when killing another player.

Quote:

don't cause visitors of the current server to salivate.
I would counter that by pointing out that you removed all of the quests I added, never followed through with the quests that were ready for release once global milestones were reached (e.g. baddies), and wiped the server in its entirety. But what do you mean by visitors of the current server? You mean the people that popped in that one time when UN was down?

Thor 03-20-2016 07:09 PM

Quote:

Posted by deadowl (Post 685952)
Players not blocking in narrow spaces was since baked into the default system, at least on iClassic. Graal existed for almost a decade without systematically doing anything about idling players blocking narrow spaces. I don't see how you would have come up with the same idea naturally, specifically because there is never a player count high enough on Graal the Adventure for it to be apparent. If iClassic hadn't recycled that feature, there would be significant problems at its current player counts. It was essential in scaling from dozens of players to thousands of players. I thought blocking in narrow spaces was bad enough of an issue with fewer than 100 players. It wasn't even the best implementation, but it certainly helped a lot. For a cleaner implementation, it shouldn't have required sending additional information over the network, which would prevent lag from being an issue. It was just convenient to tack onto other nonblocking states that needed to be communicated over the network. If I were to have implemented clientside hit detection, I would have used pretty much the same approach.

I don't see how any of this is relevant as this feature was implemented within our movement system before iClassic even existed. The reason why this went so long without being addressed elsewhere on Graal is that (to my knowledge) every other server uses/used default functions for detecting wall/blocks, and the functionality of default movement went ages without being updated. When you consider that GtA has its own scripted conditions for determining whether a player should block, it shouldn't be surprising that this condition would be considered naturally.

Quote:

Posted by deadowl (Post 685952)
Competitive ranking was a new concept to Classic, but it certainly wasn't a new concept outside of Graal.

My point entirely.

Quote:

Posted by deadowl (Post 685952)
I would counter that by pointing out that you removed all of the quests I added, never followed through with the quests that were ready for release once global milestones were reached (e.g. baddies), and wiped the server in its entirety.

Every quest was removed, yours, mine, the one DC & Kevin added. There is no conspiracy here to undermine your efforts, it was a total server wipe and these have since been replaced by quests that numerous respectable community members have said are the best Graal has ever seen.

There were no unreleased quests which were near ready for release with baddies provided, there was a quest supposedly for Avalon which had a key/lock system and a neat leaf-on-water ride, but even with baddies would still have fallen somewhat short of being releasable. There are several assets such as graphics/ganis which were salvaged such as the Stone Turtles you mentioned, but other than that it is mostly empty shell levels.

Quote:

Posted by deadowl (Post 685952)
But what do you mean by visitors of the current server? You mean the people that popped in that one time when UN was down?

13644 unique accounts have logged in since we began storing accounts within a database in 2010. This is probably not a lot compared to active servers but significant nonetheless.

There are 504 unique accounts that have at least 1 GC ticket.

Our first dungeon style quest was Zol's Toilet, which has been completed by 1023 unique accounts.

This has not required UN to go down either, for a couple of months throughout the previous summer we had between 10 - 25 players online with events hosted regularly while remaining un-listed. Is it really worth making snide comments over what are ultimately peripheral features when I have tried to give you reasonable credit?

deadowl 03-21-2016 12:29 AM

Quote:

Posted by Thor (Post 686468)
There were no unreleased quests which were near ready for release with baddies provided, there was a quest supposedly for Avalon which had a key/lock system and a neat leaf-on-water ride, but even with baddies would still have fallen somewhat short of being releasable. There are several assets such as graphics/ganis which were salvaged such as the Stone Turtles you mentioned, but other than that it is mostly empty shell levels.

How about these two?

Edit: Now that I think about it, there was also that awesome cavern maze to Kull's that maximus_asinus made.

Edit 2: Also, I believe Sardon's Tower had been rescripted with the sole exception of baddies. I believe the first set of quests I wanted to release consisted of the Castle Quest, Gnome Caves, Kull's Castle, and Sardon's Tower.

Quote:

Is it really worth making snide comments over what are ultimately peripheral features when I have tried to give you reasonable credit?

Skyzer 03-21-2016 01:17 AM

lol

Thor 03-29-2016 12:04 AM

Quote:

Posted by deadowl (Post 686580)

I would agree that there's a better case for this than any other quest project from pre-wipe in terms of having unique resources scripted.

My issue with this is that while it may have been an improvement on the Castle quest back in 2006, it doesn't really fit in with either the standard or style compared to what we've aimed for post 2009. Let's say we converted the GS1 and carried out all the necessary re-works, it would fall some way short of the type of quest I'd want for a Blue Graal temple for example. Though that probably isn't helped by there already being a couple of existing and planned quests which involve water/fluid elements.

Quote:

Posted by deadowl (Post 686580)

What Skyzer said above, for many different reasons.

Quote:

Posted by deadowl (Post 686580)
Edit: Now that I think about it, there was also that awesome cavern maze to Kull's that maximus_asinus made.

Not to discredit Maximus, but I doubt a standalone quest is what he had in mind when tiling those caverns. The purpose of these caverns was to be a path to Kull's Castle, which is one of those many empty skeleton level sets I was referring to.

Quote:

Posted by deadowl (Post 686580)
Edit 2: Also, I believe Sardon's Tower had been rescripted with the sole exception of baddies.

Incorrect, Sardon's Tower was remade and released by myself in 2008 with no prior work being done to it. I'll hold my hands up and admit that it wasn't a very good idea or execution however, if I were to bring back Onett/Sylphia then I would also want to give Sardon's Tower an upheaval.

Quote:

Posted by deadowl (Post 686580)
I believe the first set of quests I wanted to release consisted of the Castle Quest, Gnome Caves, Kull's Castle, and Sardon's Tower.

What I said about Kull's applies to the Gnome Caves as well. There are also lots of other projects from before and after (Hell Raven) your tenure which never amounted to much more than an outline of a quest.

Kevin Azite 03-29-2016 01:17 AM

are these grievances really coming up in 2016

are you looking to list graalonline on your resume or something

Distorted_P2P 03-29-2016 01:33 AM

Quote:

Posted by Kevin Azite (Post 689085)
are these grievances really coming up in 2016

are you looking to list graalonline on your resume or something

people have actually done that before g

Thor 03-29-2016 01:40 AM

Quote:

Posted by Kevin Azite (Post 689085)
are these grievances really coming up in 2016

are you looking to list graalonline on your resume or something

Quote:

Posted by Distorted_P2P (Post 689091)
people have actually done that before g

An ex member of staff who has posted within this thread once asked me whether I'd be willing to provide a personal reference for their resume. I won't name who :quiet:.

Distorted_P2P 03-29-2016 01:44 AM

Quote:

Posted by Thor (Post 689097)
An ex member of staff who has posted within this thread once asked me whether I'd be willing to provide a personal reference for their resume. I won't name who :quiet:.

I remember way back when someone showed some hacking program they made for Graal to their professor.

Failed

Kevin Azite 03-29-2016 02:34 AM

Quote:

Posted by Thor (Post 689097)
An ex member of staff who has posted within this thread once asked me whether I'd be willing to provide a personal reference for their resume. I won't name who :quiet:.

I did not you liar :angry:

Skyzer 03-29-2016 02:41 AM

Maybe he's talking about Luda. :D

Kevin Azite 03-29-2016 02:45 AM

what is massokre's end game here anyway

are you expecting to force thor into submission and he just relinquishes classic/gta and gives you control or something

even if you were going through the right avenues i doubt you have the political clout to accomplish anything

http://www.graalonline.com/guilds/vi...0&view=members

do you even know anyone on this list besides xor

I sure don't and I was communicating with the pwa daily for a ****ty stretch of lifespan as recently as 2-3 years or some **** ago?

deadowl 03-29-2016 02:48 AM

Kevin did some good things. He also did a lot of bad things. Meanwhile, I'm not going to judge someone in 2016 for being immature in 2006.

Thor has done an excellent job in quest building. I think he should push for Classic to be relisted again. At the same time, I'm disappointed a lot of what I and others worked on was left out, and I don't like seeing good content go to waste after having attempted to rebuild the server after the first wipe. I'm free to my opinion... as is Thor... and Kevin... and everyone else.

Kevin Azite 03-29-2016 02:49 AM

Quote:

Posted by deadowl (Post 689136)
Kevin did some good things. He also did a lot of bad things. Meanwhile, I'm not going to judge someone in 2016 for being a teenager in 2006.

???????

Skyzer 03-29-2016 02:50 AM

Damn son.

Kevin Azite 03-29-2016 02:53 AM

I'm baffled as to what that has to do w/ literally anything

the year is 2016, I've been separated from graal for ~3 years and it's beyond bizarre to see someone show up again 6-7+ years later and start demanding credit and whatever else from someone who has stuck with the project consistently

hasn't thor had control of the server for nearly as long as gta existed pre npc-server by now

deadowl 03-29-2016 03:07 AM

Quote:

Posted by Thor (Post 689055)
Not to discredit Maximus, but I doubt a standalone quest is what he had in mind when tiling those caverns. The purpose of these caverns was to be a path to Kull's Castle, which is one of those many empty skeleton level sets I was referring to.

I was stating that it was at least 30% of what I'd expect of the Kull's Quest.


Quote:

Incorrect, Sardon's Tower was remade and released by myself in 2008 with no prior work being done to it. I'll hold my hands up and admit that it wasn't a very good idea or execution however, if I were to bring back Onett/Sylphia then I would also want to give Sardon's Tower an upheaval.
You are correct. Thought maybe I had corrected myself already, but either way you're right here.


Quote:

What I said about Kull's applies to the Gnome Caves as well. There are also lots of other projects from before and after (Hell Raven) your tenure which never amounted to much more than an outline of a quest.
I've stated many times that the Gnome Caves seemed to be cursed, and they continue to be the most frustrating project failure I ever managed.

Quote:

Posted by Kevin Azite (Post 689147)
I'm baffled as to what that has to do w/ literally anything

the year is 2016, I've been separated from graal for ~3 years and it's beyond bizarre to see someone show up again 6-7+ years later and start demanding credit and whatever else from someone who has stuck with the project consistently

hasn't thor had control of the server for nearly as long as gta existed pre npc-server by now

Thor has done a great job in terms of quest building, especially with the limited resources available to do that. I'm not trying to deny that. I find it frustrating that I spent a significant amount of time and effort to have it painted as a marginal contribution.

Skyzer 03-29-2016 03:11 AM

Because it was marginal.

Kevin Azite 03-29-2016 03:15 AM

As recently as yesterday i've seen code I wrote with all references removed still in heavy use on UN but tbh I'm happier not being associated with it

Considering the evolving standards of GTA (devolving standards of UN) it seems naive to expect a large share of credit this far removed in time

deadowl 03-29-2016 03:16 AM

Quote:

Posted by Skyzer (Post 689153)
Because it was marginal.

What I worked on was literally what future development of the server depended on. Otherwise, I would have spent my time on other things.

Skyzer 03-29-2016 03:25 AM

Quote:

Posted by deadowl (Post 689159)
What I worked on was literally what future development of the server depended on. Otherwise, I would have spent my time on other things.

If you say so.

Kevin Azite 03-29-2016 03:49 AM

Quote:

Posted by deadowl (Post 689159)
What I worked on was literally what future development of the server depended on. Otherwise, I would have spent my time on other things.

Like what

I don't think any graal server has a very long memory and I'd rate my contributions to content on servers at less than 0 tbh at this point

Why is this a point of contention anyway? Were you forced out? Everything about it is that unmemorable

deadowl 03-29-2016 03:58 AM

Quote:

Posted by Kevin Azite (Post 689165)
Like what

I don't think any graal server has a very long memory and I'd rate my contributions to content on servers at less than 0 tbh at this point

Why is this a point of contention anyway? Were you forced out? Everything about it is that unmemorable



I couldn't continue to take care of Classic because I had to start taking care of myself.

Kevin Azite 03-29-2016 08:03 PM

http://i.imgur.com/Wj5JQhe.png

GOAT 03-29-2016 11:43 PM

Plot twist:
Thor=Antago on medication


Where the hell is Antago? Why did you permaban him derpy :cries:

Thor 03-30-2016 12:02 AM

Quote:

Posted by GOAT (Post 689448)
Plot twist:
Thor=Antago on medication


Where the hell is Antago? Why did you permaban him derpy :cries:

MysticalDragon = Carlito Santiago

Delteria plan to launch on iOS

Place the i in front of the S:

Carlito IsAntago

Luda 03-30-2016 12:31 AM

is thors fisher price version of graal the adventure done yet

deadowl 03-30-2016 02:18 AM

Quote:

Posted by Luda (Post 689473)
is thors fisher price version of graal the adventure done yet

There's a handful of very well-executed quests. It's somewhat like a very high density version of the light world in aLttP. I believe the present level of high density sacrifices immersion more than it should, but that's just my opinion. It is very much a walled garden compared to the patchwork of what was developed, redeveloped, and re-redeveloped by many different people with many different ideas that was old GtA. Maybe that could come off as fisherprice-esque? The lack of that patchworking very much hurts in regard nostalgia. Unfortunately, I don't have a pair of fresh eyes to say whether the walled garden is better from a neutral point of view.

The present gameplay value could multiply if you could replay quests on the same account for stats (completions at 100%/Any%, fastest times at 100%/Any%, etc). Otherwise, the only other single-player things to do are archery, gralat hunting (limited), and some trading card hunting (also limited). Events could potentially be improved at this point if any player could host certain events structured enough to not require administrative priveleges, but whether that would have any ROI is questionable.

Usually when I decide to log on, there aren't many players aside from idlers. If a solid player base ever happens, there's the custom guild system/MoD fort (haven't seen), the card game, pking, sparring, and events. Meanwhile, in regard to sparring/PKing, I'm not sold on clientside HD at the iClassic scale aspirations (considering iClassic), but I imagine it would still be fine at 2001/2002 GtA scale.

Crono 03-30-2016 09:46 AM

Quote:

Posted by Luda (Post 689473)
is thors fisher price version of graal the adventure done yet

:shock:

Thor 03-30-2016 06:55 PM

Quote:

Posted by Luda (Post 689473)
is thors fisher price version of graal the adventure done yet

http://i.imgur.com/3D3TCDI.jpg

I can kindof see why one might associate GtA with Fisher Price.

Sir 03-30-2016 10:16 PM

>ages 4-9

Thallen 03-30-2016 11:46 PM

Thor, just work for iClassic bro
Let's get this show on the road

Fanta 03-31-2016 12:27 AM

just hire me

Thor 03-31-2016 12:33 AM

Quote:

Posted by Thallen (Post 689760)
Thor, just work for iClassic bro
Let's get this show on the road

I fairly recently offered to develop a couple cross-over quests, where the player would encounter a villain who opens a portal to a parallel dimension aka the other Classic server (and vice versa) where they must then be defeated. Apparently there is functionality within the list server that can support this type of content.

However Xor did not dignify it with a response.


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