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Messages - Thor

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106
Bugs and Suggestions / Re: The Warptex and Online Editor
« on: April 12, 2015, 05:18:07 PM »
I should point out that there is no reason why there couldn't be the ability to have levels uploaded by staff, and then be able to modify the tiles with an online editor afterwards.

Personally though I've always thought that if it were just a tile editor or house template selector, it's a lot of scripting work for player content that ends up very generic/repetitive. The old fashion route would require a lot of organisation and publishing of resources/tutorials, but if successful would produce a far better end product. Being Classic/Graal the Adventure it would mean something to try and preserve that.

107
Bugs and Suggestions / Re: Daily/Optional Quests
« on: April 07, 2015, 12:14:22 PM »
I think this intention is already kindof self-explanatory?

108
Guilds / Re: Guild Fort
« on: April 05, 2015, 04:08:56 PM »
I'd like to see being active be more important than having a huge guild. Maybe having the damage to the flag lower with more guild members so that large guilds don't have a huge advantage.

This is exactly what happens within the Fort GC Event so that it remains balanced with both a small and large number of players, as well as if someone leaves and a replacement can not be found, but I was not actually planning on having flag slashing within this system in case that was assumed.

109
Guilds / Guild Fort
« on: April 05, 2015, 02:50:06 PM »
I have created this thread in order to gather ideas for a Guild fort system, as well as outline the system I am currently leaning towards. This is ofcourse with a view to the server having an active community of players following a Facebook launch, so it does not have to seem viable at the current time.

The goals I have in mind for such a Guild Fort system are as follows:

  • Provide a form of competition which does not feel like a long grind
  • Cater to players from all of the main time zones
  • Allow successfulness to not hinge too strongly on a Guild's present number of members
  • Provide a fair method for Guilds to obtain a Guild Points currency
  • Not cause a time conflict with GC Events or special events such as a Monthly Spar tournament

With these goals in mind, this is the rough system I am currently leaning towards:

  • The fort would open at a set number of times throughout a set number of days. This could be once a day, twice a day, or four times a week, but the times would rotate to include typical times for Europe, US East Coast, US West Coast and Australia/Asia
  • The fort would remain open for a set number of minutes (for example 30), in which it would be up to guilds to try and accumulate as much "points" as possible
  • "Points" would be calculated from hits and kills within the vicinity of the fort
  • Once the set time has ended, Guild Points currency would be awarded to the Guild with the most fort "points", as well as a smaller number to runner ups
  • As this is a competitive environment, players would be restricted to 3 hearts, and also receive temporary Bow & Bomb weapons if they have not obtained them already
  • GC events would not be hosted while the fort is open

110
Hello and Goodbyes / Re: Here
« on: March 06, 2015, 01:12:50 AM »
Big news has camed.

111
Hello and Goodbyes / Re: Hiii
« on: February 05, 2014, 05:44:40 PM »
I am not banned on Graal itself (not that it would change anything anyway), just the forums, it being sparked by the posting of some threads ridiculing Stefan on April Fools.

I've still got screenshots:

http://imageshack.com/a/img801/2576/post2g.png

http://imageshack.com/a/img69/5087/post1ty.png

Note these forums are dead and the server isn't coming back.

112
Updates and Announcements / Re: Card Collecting Released
« on: December 14, 2012, 04:22:26 PM »
I'm confused, you get 1 extra MP at the start of a new turn, before you press skip. The point of skipping a turn is not necessarily to get extra MP.

113
Bugs and Suggestions / Re: Card Idea
« on: December 06, 2012, 12:07:08 PM »
That's like an entirely different game.

114
Updates and Announcements / Toxic Bread Warning & Graanch Outbreak
« on: December 02, 2012, 02:11:07 PM »

115
Guilds / Re: Guild System
« on: November 03, 2012, 06:34:21 PM »
When was the last time Kevin touched this project?
Kevin was removed and was AWOL anyway, it's not being touched at this point.

116
General Graal Discussion / Re: The New Plan for Trial Restrictions
« on: October 30, 2012, 11:31:02 AM »
He actually said pricing and subscriptions will change in some way, but did not say how. It's somewhat annoying that he's left it open-ended, as if it were positive change the level restriction might not be so bad, or if it were either a negative change or unchanged, there'd be no hope.

117
General Graal Discussion / Re: Cannot connect to Graal
« on: October 30, 2012, 11:28:39 AM »
quote author=Trip link=topic=145.msg1082#msg1082 date=1351548871]
For classic wouldn't it make more sense to put an event limit per 24hrs for trials, rather than take away a few levels?
[/quote]
This is exactly my point.
The problem is Stefan insists on forcing servers to use trial restrictions that are built-in to the client, therefore beyond the control of developers, and will not negotiate any possibility of us scripting our own trial restrictions, even if they'd be more effective.

One way to bypass the level restriction and any level count monitoring would be to use a single level filename, and then copy tiles + npcs from the true level file into the copy by script. I have told Stefan that we have discussed this possibility and would be prepared to use it, will be interesting to see what he says.

118
General Graal Discussion / Re: The New Plan for Trial Restrictions
« on: October 29, 2012, 02:33:05 AM »
I don't know about anyone else but Stefan has now replied to me so there's no need to continue sending emails.

The reply wasn't very positive but did confirm observer mode would be removed completely. It said that trials could be allowed to play some events at the expense of some overworld space, which makes the idea slightly less bad, but ultimately on a server that has a map as small as Classics and is built so predominantly around quests it completely ruins our design. The only compromise I would be willing to make is to only prevent trials from playing the last big quest, an then open it up for them whenever a new big quest is released, that way there's more of a buzz surrounding the quest, other players are playing it, and so there's more incentive to try it, plus if they've got that far, they'll more likely be interested.

The problem with only allowing trials into a few events for me is the lack of variety, this is another example of where it would be much better to allow developers to script their own trial restrictions (such as a limit on how many events a trial can join), rather than building a restriction into the client.

119
General Graal Discussion / Re: The New Plan for Trial Restrictions
« on: October 26, 2012, 05:42:02 PM »
Don't tell me someone sent it off with the brackets left like that

That is correct.

120
General Graal Discussion / Re: The New Plan for Trial Restrictions
« on: October 25, 2012, 01:52:27 PM »
Edit: <removed>

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