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Might as well leave everything the way it is. |
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I feel as if respawns would give Graal Classic more of an MMO feel. It would easily fix many of the lag problems in Swamp Town, and make PK'ing a lot more competitive.
One thing I would want though, is instead of being spawned inside buidings, have spawn points at the center of towns that is are non-PK zones. That way someone cannot just wait outside of a building spamming their sword. |
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>>Classic PK thought process "Oh this guy/gal hit me, I am going to hit him back." By the point that the person actually kills him/her, about 5 other people are involved. Pretty sure this is how mobs are started, correct me if I am incorrect. (Minus the blob. That is a monster of its own. I am mainly talking about the Mod and Swamp mobs.) |
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Last time I mentioned respawns everyone lost their **** and said it was the worst thing ever, but now that there's leaderboards though... Anyways, random respawn locations would be infuriating as a player. Yeah, if you're just mob-PKing it discourages you from going back but if you're just another player who was in the middle of something like baddy-killing or going to a shop it's going to be annoying. I can hear the players already having an aneurysm and screaming losing their voice as they whine about the misfortune of dying while fighting the giant blob. There was a respawn system being worked on a while ago and it used doors to houses as a way to find the nearest safe respawn for you. We of course know that isn't really a resolution though since you could just keep respawning in the same house so we could also implement a random warp after x amount of deaths. Read the above statement by Dusty |
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As an example, for Pyrate Bay, the respawn could be in the guard tower place (not sure what it is called) just above. It is a non-pk zone, so it would be fine. While disabling the respawn in the cave in pyrate, so you could just get up. |
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It wouldn't be a problem if it didn't ruin leaderboards lol the whole idea of replacing all time with this leaderboard was to "increase competition". It has failed to do so as someone can run away with it 2 weeks in who has less skill than the other 49 behind them. That's why something should change. Go for respawns pls.
A lot of you don't seem to understand that some of us actually want some skill to be involved in this new system |
towering gets you a hat
mob pking gets you a lot of kills why are we measuring skill based on two entirely different activities just shut up about this topic already, it's so cringey how you all want to dictate how people play the game. |
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i went there today, admins did their best to prevent mob from forming. they added that invisible effect in the previous mob area and warped away the new mob that was gathered. i didn't go back after that, but i assume they do it until it stopped. |
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http://puu.sh/peuDf/b409ddca2d.png To a few inches southeast: http://puu.sh/peuFP/390416811f.png Add the respawn thing and they'll move from there to 1 step inside of MoD or Swamp |
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It's kind of like bridging host, then kicking people from the match, and fighting against bots to boost your stats. You get #1 in a few months, while others took years to get there. |
If you're towering to get on the PK leaderboards then you're doing the wrong activity.
http://i.imgur.com/D1VqIUb.png?1 |
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Regardless of mobs you're going to have to 'no-life'/spend tons of time to get #1 on PKing boards no matter what changes are made anyways. I don't think anyone looks at PK/Spar/BK leaderboards for 'skill'. I do feel like there could be better solutions than spawn points, just haven't seen any mentioned yet/can't think of any myself
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They just have to make it so you can't boost kills by mobbing. Why did they stop counting house kills towards stats? Why do people get banned from winning spars against the same person repeatedly? If they change the point system for pking, then you can mob pk all you want. They'd have to do this for the pk scores: Quote:
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Just because you dont like the new system doesnt translate it to being the sole issue. Blaming the scoreboard isnt gonna get you anywhere. Like I said before in my previous post, its due to the proximity of the players of how the pks work on Classic. Players on Era do the exact same thing. They get one really powerful gun that requires no skill whatsoever. They are boosting too but its not as apparent because of how much further they all are. Classic players are using swords. They are a lot closer to each other. Thus, a huge pk crowd in one corner seems overwhelming. Players are free to play the game however they like. Let them do so. Why do you care how someone else plays? You're not their parent or owner. Leave the pks as they are. Play the game your way. Dont try to change how others chose to play. On the other hand, creating respawning area seems like a good idea. So long as players are truly free to exit a building without some player blocking the exits. It could work. Quote:
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Things ruined by this respawn system that some of you are asking for:
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Creating respawn areas is a terrible idea. Set and/or random respawn points won't fix mob pking, it will just make the game annoying. That is just one of the many aspects I hate about the other Graal servers.
Why won't it fix it? Because they can just create the mobs inside towers and won't be affected by the random respawns. |
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Right? Just leave the system as it is. End result will be that there will be complaints either way. |
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next to the starter park, there's bad guys with pbp shooting bullets 24/7 and they all come from directions. i hate getting warped in the hospital. i was just trying to collect trash for a better gun. same with digging. crabs kill ya, u don't revive there unless u buy a potion/VIP(?) and i am not a guy who does digging 24/7. so very discouraging. Quote:
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Completely of topic. Very really off topic
But does toonslab actually make real money when someone uses gralats to buy an item or do they only make the money off of people buying gralats to afford the item they want? |
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Because I don't like the way people boost their way to #1 from mobbing, I can't share my opinion? This is a discussion thread after all, isn't it? Mob pking is the equivalent of boosting wins, at least in my eyes. Quote:
I don't care if you want to boost your personal stats, just as long as it doesn't affect the leaderboard as well. This is the only solution I have seen thus far: Quote:
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Not having respawns from the beginning was a mistake, it has spoiled players and from a gameplay and development point of view makes no sense.
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Pk quest/Pyrat quest? Anyone? Anyone? No? Fiiine |
"I want PKing to be what I want it to mean, so I suggest we add all of these arbitrary changes because I have defined mob PKing as boosting, and it has been happening on iclassic since the beginning of time."
and despite popular belief there is a method to maximize your kills while mob pking. If you're brainlessly spamming arrows and stuff, then ya youll get some kills but not nearly as much as if you're playing smart. Wait till a crowd gets to 1.5, drop a lot of bombs, wait till people get to 1 then spam arrows, work your way around the outer edges of the mob and scope out .5s It's definitely not as skill-based as sparring or towering, but you're not sitting there pressing a button and getting "1k kills an hour" like someone stupidly suggested earlier. |
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Yes it has spoiled players. My friend who used to play quit because "how stupid it is" and that it's not a real game. Another thing he does not like is you don't actually die because you get right back up. |
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I feel like the PKing community has to go through the same type of realization that the sparring community needs. In sparring, we have the side rooms at the arena. No good sparrers want to use them because the community sentiment is that it's lame, a form of boosting, and just shameful in general. The only reason it's like that is because we're causing them to be that way. If good sparrers would cave in and spar in these rooms, they'd be looked at differently. However, good sparrers don't like to use them because they're slow for us. In the main room, you're able to streak and get wins really quickly if you're good enough. So, the "pro sparrer" dislike of the side rooms has created a negative image of them. Now, they're used by sparrers a tier under the "pro" level to get easy wins off of really bad players. It's the same with mob PKing. Everyone can do it, but people don't want to. People don't enjoy it or they've created this excuse that it's lame or boosting if they do it. Most "pro PKers" seem to PK at towers by personal preference. It's the tier below these players that go to the mobs and make use of them. Both of these examples are problems created by the behavior and perception of the community, not the gameplay itself. |
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You are entitled to your opinion. I'm just curious as to why you care so much how someone else plays the game? I play the game to have fun. I really could careless how anyone else plays. I'm not looking to be rewarded. The game is rewarding on its own to play. I dont want to be recognized as being special. Being #1 on game? Really? |
Only way to change the perception of the side rooms is to make them streak rooms as well.
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I like the way that baddy points were changed, a few months ago. You either fight easy mobs for fast baddy kills, but less points or fight boring mobs for more points, but less amount of baddy kills. It gives you flexibility on whether you want to get lots of baddy kills, or lots of points. Gives me incentive to switch around areas, and makes it less boring/repetitive. |
btw aguzo did u succeed in getting all 3 plaques from last season or nah?
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mob pk = pk i think david already said this... funniest part, ive seen mob pk haters in mob pk.. back when ppl pked in front of graal city gate 24/7 |
"Crowd boosting" (or whatever you want to call it. I don't consider it "boosting") has been going on for the entirety of my time playing Graal. It's already been nerfed with the changes to bombs/arrows that make them unspammable.
What happened to the diminishing returns suggestion? Seems very simple to me. If you kill x player y times within z seconds, you don't get credit for killing that player for the next certain amount of minutes. That's the absolute simplest way of putting it. Either way, I don't care in the least. I just wanted to stop talk of the possibility of warp-on-death even being considered. I don't pk. I find PK in classic very boring. Towers, sparring, all of it. I'm just not interested and I never will be. I also don't think fairness really matters when it comes to the scoreboards because the people on top are those who will always find that grey area between fair gameplay and poorly-thought-out-mechanic abuse, also these are the people that play 8 hours a day to begin with. So does it really matter? Do these "exploitations" really matter? Quote:
I stand by my idea of giving the next area to open less "friendly" pk mechanics. Ability to find additional heart pieces, spawn-on-death, drop gralats-on-death, progressive weapons, weapon upgrades, spells, more weapons! Just keep it in its own reserved area (which would continually be added to), and everybody wins. That is my solution. Add the stuff a large sector of the player-base wants, just keep it separate from the current stuff. |
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It's not boosting, yet staff turn the areas into non-pk zones? Hmmmm, how strange. Don't see why staff won't just let me pk in a house with some friends who want to get 100k, since it's obviously not boosting. |
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That seems to be the better way to go instead of warping players. Kinda goes along with my idea of limiting the number of pks a player can get daily. Quote:
Oh and by all means, invite the whole family, if you like. |
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Lmao |
back in the day when it was 5 people mob pking , they would get warped , warned , or reset when it went too far because it was an unfair advantage that tainted the leaderboards. Same with gh pking , same with Bush pking , people didn't like it so it was dealt with. The only difference here is this one is more public and because people just come across it and join in , admins can't just warp/ban/reset people anyways if they wanted to.
I'm pretty sure if mob pking was complained about since it started then staff would feel compelled to do something about it. But back then it didn't really affect all time that much , so people didn't complain as much. Now it is affecting the leaderboards and people have started complaining , but it's so far along and has become the norm so it is now just accepted? If this new leaderboard started a few seasons before mob Pking , and one season mob Pking just took over , everyone would be complaining as it ruins the leaderboard and something would be done about it. It's just gone on too long. What hAppens when it grows and people are getting 20k in a day? I can guarantee they would do something about it then. And why? Because I'm sure the developers would much rather people earn there stats and not have them handed to them because some form of boosting has became the norm. |
A simple solution for the leaderboard aspect would be rather than
having one whole PK leaderboard, dividing it into a Mob Pk leaderboard and a Tower Pk leaderboard. I understand this wouldn't solve the whole issue, but it would deal with the seasonal/rewards side of things. It would definitely separate the two forms of pkers. I have seen a lot of good and thoughtful suggestions, soon enough there will be an efficient solution pieced together. |
10 pages and hijacking this thread for this one "problem" and still the only explanations for why it's so bad is that some people don't want to do it or because some people think it's boosting (which it isn't, because no one is getting banned for it)...
I think the honest root of this issue lies within anger and disappointment of people that have PKed for years. Didn't you guys ever consider that PKing would become exponentially easier and faster as the game grows? I get the vibe that some of you got 100k, 200k, 300k before the playercount got this huge and now you're upset that others are able to do it so much easier. Well, that's how it goes when a game begins to grow. |
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