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Messages - Thor

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91
General Graal Discussion / Re: Bomber's Cave
« on: July 03, 2015, 12:19:17 PM »
Making fun of iClassic. I thought this was pretty funny, but are hats going to be sold in the future?

More making fun of Stefan aka Bomber. There are no plans to sell hats.

92
Updates and Announcements / Re: Smaller Updates
« on: June 28, 2015, 04:16:14 PM »
Any player who has not logged on for over 6 months will now have the option to reset Quest progress (obtaining sword can also be skipped on intro which could be more convenient for some).

93
Bugs and Suggestions / Re: Minimize
« on: June 27, 2015, 11:49:14 AM »
Is there a way to get it so that I can hear sounds again when i have Graal minimized?

Afraid not, I complained to Stefan about this multiple times suggesting that it should at least be an option but he ignored it.

94
Bugs and Suggestions / Re: Minimize
« on: June 27, 2015, 09:57:41 AM »
Minimization button is actually a default on GUI controls which has to be explicitly disabled.

In the case of Guild CP there are times where it is not ideal for Guild CP to be usable (for example a player inside of a Guild Fort), where being possible to minimize would require extra scripted checks to prevent usage.

95
Updates and Announcements / Re: Graal the Adventure: Facebook
« on: June 27, 2015, 08:27:46 AM »
I didn't have Graal back when this server was in its glory days, so reviving anything excites me. I'm all for guild prizes and hosting nights   ;D

It's always an odd feeling when the project is referred to as purely a revival, as while it is ofcourse based on the original server we do try to develop features which are cutting-edge relative to other servers.

96
Updates and Announcements / Graal the Adventure: Facebook
« on: June 23, 2015, 04:38:43 PM »
For those who are not yet aware, approximately 4 months ago Classic/Graal the Adventure gained approval from both Carlito and Unixmad to eventually become launched on Facebook/Flash, -officially under the name of Graal the Adventure-, and this approval has since been re-iterated to me on multiple occasions.

First I would like to apologise for the delay in providing an explanation as to what exactly is going on. The reason for the delay is simply that I am still yet to receive development access to the flash app, and therefore can not guarantee 100% that this shall go ahead, as I can not be sure how much fixes will be necessary.

Last I heard there is a delay in upgrading the Facebook API to v2, which by pure coincidence of the result of my profession the PHP package for which is something I have recently become familiar with. Although I had taken about one hour to get the hang of it, I am not aware of the extent this requires re-working for Graal and I did find the documentation to be highly fragmented.

Moving forward, my previous thread concerning guild prizes may demonstrate that our current primary development focus is towards bolstering the server's options for in-game transactions. I am however keen to bring some life back to the server throughout its ongoing downtime, and therefore propose the return of scheduled event hosting nights.

When carried out beforehand, our event hosting nights yielded between 12 - 30 players. Although is is fair to say the server no longer has the advantage of hype and freshness, GC Tickets can once again be rewarded in order to obtain prizes, and Graal is now without the dreaded observer mode :fro:. It may also be good to carry out some test runs of the new fort system where successful participants can receive Guild Points.

It would be great if interested players could state their interest.

97
Guilds / Re: Guild Fort
« on: June 06, 2015, 04:22:54 AM »
Slight preview of the Guild Logo Upload prize.

So there's a reward for us to upload out custom logos so when we take a fort it'll show up on the fort?

On the fort, on the points interface, and within Guild Information inside of Control Panel. Possibly the map as well but I wouldn't want to implement that until later.

98
Guilds / Re: Guild Fort
« on: June 03, 2015, 02:19:27 PM »
Slight preview of the Guild Logo Upload prize.

99
Guilds / Re: Guild Fort
« on: May 23, 2015, 06:44:32 AM »
sounds great
when will this be ready?
what do these guild points serve?
are they a form of pride for guilds or will we have a shop with items that sell for that curency.?

The function of Guild Points is outlined both within the Guild Control Panel as well as a couple of posts above.

As far as when it will all be ready there isn't much left to do compared to what has been done, but it won't be able to launch as a 24/7 feature until there is a stable playercount.


100
Guilds / Re: Guild Fort
« on: May 10, 2015, 04:51:51 PM »
Why don't you make it so that you have to acquire enough currency to have a guild house put in place instead of having one made already and just getting someone to add it and then you can add perks into the guild house with these points e.g. guild statues, spar rooms etc.

Essentially the same belief as when it comes to player houses:

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.

Do we really want something generic that is no different and no better than existing Facebook/Flash servers?

-------------------------------

On a side note, I propose that the Fort will be open for 30 minutes, once a day, at 7 PM alternating between the following 4 time zones:
  • US Eastern Time, UTC - 5
  • US Western Time, UTC - 8
  • Australian Central Time, UTC + 13
  • UK Time, UTC

(The exact hour may fluctuate according to daylight saving or server time deviations)

A lot of this depends on the playercount and demand which is of course a complete unknown at this point in time. Should this schedule be too demanding maybe it could be applied to weekends & holidays only. Should this schedule not satisfy demands it can always be set for the Fort to open more than once per day.

101
Guilds / Re: Guild Fort
« on: April 27, 2015, 03:39:28 PM »
The system development has now been underway for about a week, so it's likely to be only minor suggestions that could be incorporated. Attached are some screenshots of the current interior and exterior of Mod Fort.

Suggestions for perks that can be purchased with a Guild Currency would also be welcome, currently what I have in mind is as follows:

  • Custom Guild nickname colour
  • Ability to upload a Guild logo
  • Ability to upload Guild-Only character graphics
  • Ability to form alliances with Family Guilds

102
Guilds / Re: Guild Fort
« on: April 15, 2015, 05:46:42 PM »
Will there be a limit for the amount of people allowed to enter for a guild? I have a bad feeling that there will be a guild that will just try and recruit everyone which will ruin the fun out of it.

I anticipate this will not be simple to accomplish as players are limited to only 1 competitive guild and only competitive guilds will be able to participate. If the system is also PK based then recruiting purely for numbers sake rather than skill could potentially backfire.

If MoD is anything like it originally looked as far as I can remember it is quite easy to block in there so people can just stand in one position and spam, much skill isn't required in this.

It's now bigger and with more open space.

103
Guilds / Re: Guild Fort
« on: April 14, 2015, 04:00:51 PM »
Will there be a limit for the amount of people allowed to enter for a guild? I have a bad feeling that there will be a guild that will just try and recruit everyone which will ruin the fun out of it.

I anticipate this will not be simple to accomplish as players are limited to only 1 competitive guild and only competitive guilds will be able to participate. If the system is also PK based then recruiting purely for numbers sake rather than skill could potentially backfire.

104
Bugs and Suggestions / Re: The Warptex and Online Editor
« on: April 13, 2015, 11:40:22 AM »
Just out of curiosity, are you going to have playerhouses/playerworlds of some sort on Classic again at some point?

It's one of those things I'd want to implement if Classic was ever in a position where there was always plenty of activities for players to do.

105
Guilds / Re: Guild Fort
« on: April 13, 2015, 11:37:47 AM »
Was thinking just a count down yes.

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