Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   Classic Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=26)
-   -   Minor Tweaks and Updates (https://www.graalians.com/forums/showthread.php?t=21733)

Aguzo 01-23-2017 10:03 PM

Quote:

Posted by ethacon (Post 759206)
We can do that?

Yes, and you can drop it on rails, get on your draisine, and go over the box to pick it up.
If you want to go into caves for bandits, bats, black blobs, etc

Rogers 01-24-2017 06:11 AM

Quote:

Posted by Dusty (Post 759148)
  • There is a news post about the respawner, however I should note that it does favor guild-based respawning. Guilds members will always respawn to the same respawner if there is more than one, for team-based activities. Otherwise non-guild players will respawn to a random respawner.
  • Switch furniture can now be triggered by thrown items, such as bushes and vases.


This game will be interesting again, thank you so much Dusty and to all your team, congrats

Dusty 01-25-2017 04:00 PM

  • The grab[A] button now serves as a context-sensitive button. You can now use the grab button to dive/loot without needing flippers equipped.

4-Lom 01-25-2017 04:40 PM

Quote:

Posted by Dusty (Post 759863)
  • The grab[A] button now serves as a context-sensitive button. You can now use the grab button to dive/loot without needing flippers equipped.

This is glorious. Hoping we can see a lantern or draisine quality of life along the same lines? :)

KristenGW 01-25-2017 05:02 PM

Quote:

Posted by Dusty (Post 759863)
  • The grab[A] button now serves as a context-sensitive button. You can now use the grab button to dive/loot without needing flippers equipped.

Love this idea

Pr0m4N V.14 01-25-2017 08:22 PM

Quote:

Posted by Dusty (Post 759863)
  • The grab[A] button now serves as a context-sensitive button. You can now use the grab button to dive/loot without needing flippers equipped.

Can this be used for the coin flipping thingy at the door?

Dusty 01-25-2017 08:50 PM

Quote:

Posted by 4-Lom (Post 759869)
This is glorious. Hoping we can see a lantern or draisine quality of life along the same lines? :)

Was already working on it, at least for the draisine. Don't know how I'd implement the lantern.
  • Added draisine to context-sensitive button.

Tricxta 01-25-2017 09:29 PM

Quote:

Posted by Dusty (Post 759898)
Was already working on it, at least for the draisine. Don't know how I'd implement the lantern.
  • Added draisine to context-sensitive button.

When you enter a darkened area, the first x seconds would serve as the context for the lantern to be activated? Probably would be annoying though in some case I'm failing to consider. Seems silly either way.

4-Lom 01-26-2017 11:28 AM

1 Attachment(s)
Quote:

Posted by Dusty (Post 759898)
Was already working on it, at least for the draisine. Don't know how I'd implement the lantern.
  • Added draisine to context-sensitive button.

I kind of felt that it was a 'one or the other' thing. Cheers :)

Also, the formatting here could use a touch up.

Attachment 23252

Dusty 01-26-2017 11:12 PM

  • Fake Coin Flip has been added to the context-sensitive button when in front of the Owl's Nest.
  • Bats and crabs have been rescripted and should be much more stable now. Crabs have been re-added to the bounty queue and following testing so will the bats.

Ethacon 01-27-2017 02:20 PM

Quote:

Posted by Dusty (Post 760157)
  • Fake Coin Flip has been added to the context-sensitive button when in front of the Owl's Nest.
  • Bats and crabs have been rescripted and should be much more stable now. Crabs have been re-added to the bounty queue and following testing so will the bats.

Will this mean more areas for those two baddies be added now?

Dusty 01-27-2017 03:24 PM

Quote:

Posted by ethacon (Post 760324)
Will this mean more areas for those two baddies be added now?

There's already plenty of bat spawns, though crabs may get more.

Areo 01-27-2017 03:27 PM

Quote:

Posted by Dusty (Post 760338)
There's already plenty of bat spawns, though crabs may get more.

They probably need more... Or to have the bounty to ask for less. 75 crabs took me 35 minutes last night, which is a lot in comparison to the other quests.

At first it asked me to collect "0" crabs, then reverted to 75 once I got the box

Ethacon 01-27-2017 03:34 PM

Quote:

Posted by Dusty (Post 760338)
There's already plenty of bat spawns, though crabs may get more.

Maybe bats could get an extra cave or two, idk. For crabs it could be some kind of underwater cavern or something cool like that.

Dusty 01-27-2017 06:50 PM

Two new islands for crabs have been added off the shores of Destiny.

Ethacon 01-27-2017 08:09 PM

Quote:

Posted by Dusty (Post 760373)
Two new islands for crabs have been added off the shores of Destiny.

cool.

Maybe when your done with all the new areas you could finally update the gmaps?

TeK 01-27-2017 09:26 PM

Quote:

Posted by ethacon (Post 760383)
cool.

Maybe when your done with all the new areas you could finally update the gmaps?

Please

Yog 01-27-2017 10:15 PM

Quote:

Posted by ethacon (Post 760383)
cool.

Maybe when your done with all the new areas you could finally update the gmaps?

wots wrong with the gmaps?

Ivy 01-27-2017 10:57 PM

Quote:

Posted by Yog (Post 760395)
wots wrong with the gmaps?

He's talking about the map image

4-Lom 01-29-2017 03:38 AM

Is it possible to get the spike floor furniture to 'hit' the switch furniture? This would create a nifty timed switch effect.

ZedFox 01-29-2017 08:31 AM

Quote:

Posted by 4-Lom (Post 760713)
Is it possible to get the spike floor furniture to 'hit' the switch furniture? This would create a nifty timed switch effect.

You can do this by at the moment by surrounding a switch with 4 attacker blocks, walls around it of course. Your suggestion would be much better and less costly, so I second it.

Dusty 01-29-2017 03:51 PM

Quote:

Posted by 4-Lom (Post 760713)
Is it possible to get the spike floor furniture to 'hit' the switch furniture? This would create a nifty timed switch effect.

Nope. Spikes work client-side so they can be properly synced up with other spikes.

Jose Papp 01-30-2017 01:20 PM

I think maps ain't updated because they are screenshots from up taken and clustered together, or one big screenshot. So we'd need spring to Hit the overworld again?

Ethacon 01-30-2017 02:41 PM

Quote:

Posted by Jose Papp (Post 761100)
I think maps ain't updated because they are screenshots from up taken and clustered together, or one big screenshot. So we'd need spring to Hit the overworld again?

The way maps work in playerworlds is an image of the gmap, they probably take the image, and add the neccesary clouds, then they add it?

Dusty 01-30-2017 02:45 PM

Map is generated but it's getting a bit of a revamp alongside the new image.

Ethacon 01-30-2017 02:47 PM

Quote:

Posted by Dusty (Post 761121)
Map is generated but it's getting a bit of a revamp alongside the new image.

ooh nice.

Thallen 01-31-2017 12:14 AM

When did you guys add the "Continue Tutorial" button? Never noticed it until now

McCullough 01-31-2017 12:47 PM

Now, I went to the location of this map. It's the top right corner of castle. I tried digging it up, but it doesn't look like this map site works now that castle has been updated. Hmm. (Yes, I took the screenshot in a different area than where castle is, but I traveled there after.)http://i.imgur.com/wiOdbTM.jpg

4-Lom 02-02-2017 03:18 PM

The 'invisible people' area in the banquet hall of castle could be removed?

Also, is there any intention to make plates (or any other objects) function on the conveyor belt? Thanks :)

Dusty 02-02-2017 03:46 PM

Quote:

Posted by McCullough (Post 761481)
Now, I went to the location of this map. It's the top right corner of castle. I tried digging it up, but it doesn't look like this map site works now that castle has been updated. Hmm. (Yes, I took the screenshot in a different area than where castle is, but I traveled there after.)http://i.imgur.com/wiOdbTM.jpg

They'll be fixed soon.

4-Lom 02-04-2017 02:26 AM

The crabs at destiny, from time to time, can be hit 2 or 3 times before burrowing into the ground. Might not be intended.

Raeven 02-04-2017 09:19 AM

Unable being killed by own bombs?

Tricxta 02-04-2017 10:45 AM

Please tweek the ambush/swamp(contractor says swamp, box says ambush) soldier bounty. 70 takes way too long compared to pirates and it's a complete troll task with the base amount of soldiers being scarce, then they get placed in positions like this...
http://i.imgur.com/im4Z5TV.png
Is this some underdog tactic to keep people playing for longer?*glares*

4-Lom 02-04-2017 11:09 AM

Quote:

Posted by Tricxta (Post 762411)
some underdog tactic to keep people playing for longer?*glares*

I actually don't mind the variety in challenge. Rats were super hard. Same with black slimes... that's just punishment.

Crabs took a long time too.

I haven't gotten ambush soldier yet, but I know the rebel soldier one is a breeze, as is Pyrats now.

Tricxta 02-04-2017 09:46 PM

Quote:

Posted by 4-Lom (Post 762413)
I actually don't mind the variety in challenge. Rats were super hard. Same with black slimes... that's just punishment.

Crabs took a long time too.

I haven't gotten ambush soldier yet, but I know the rebel soldier one is a breeze, as is Pyrats now.

Agreed, but bounties should be about time vs reward. This is clearly not the case at the moment, thus a rebalance would be nice asap.

Dusty 02-04-2017 10:11 PM

Quote:

Posted by Tricxta (Post 762498)
Agreed, but bounties should be about time vs reward. This is clearly not the case at the moment, thus a rebalance would be nice asap.

They have constantly been tweaked since it was released. Crabs and bats have only just been rescripted so needed to be observed before being adjusted more. Not sure why you're acting as though we're punishing players when it's pretty obvious that they are constantly being tweaked and attempted to be balanced with each other.

Quote:

Posted by 4-Lom (Post 762342)
The crabs at destiny, from time to time, can be hit 2 or 3 times before burrowing into the ground. Might not be intended.

It's intended now, they were a bit annoying in their previous iteration.

Dusty 02-04-2017 10:18 PM

  • You will now find labels on Oasis, Balamb, Big City and railsystem maps.
  • Players now load on maps other than the main map.
  • Big City and Balamb now have higher quality and larger maps.

Tricxta 02-05-2017 01:40 AM

Quote:

Posted by Dusty;762504Not sure why you're acting as though we're punishing players when it's pretty obvious that they are constantly being tweaked and [i
attempted[/i] to be balanced with each other.

Apologies in how this came across, the frustration is real when you have to give up 2 hours + 100 ap to complete a bounty to
Spoiler

finally acquire the shovel and bomb cosmetics

versus getting a relatively easy task(i.e. rebel soldiers, pyrats), where mechanics are very simple and competition amongst other players is almost non-existent.

Areo 02-05-2017 02:23 AM

70 ambush baddies is frustrating; the other good place is near the body shop... And it still took for 30~ minutes.

Thanks for those changes to crabs, too. Hunting them before was a huge pain, now it's much better

4-Lom 02-05-2017 06:04 AM

Quote:

Posted by Dusty (Post 762505)
  • Players now load on maps other than the main map.

What's this mean?

Quote:

Posted by Dusty (Post 762505)
  • You will now find labels on Oasis, Balamb, Big City and railsystem maps.

It would be REALLY COOL if the labels on the Big City map were related to the quest... like where you have to dig to get the necklace?

Galen Verge 02-05-2017 06:20 AM

Quote:

Posted by 4-Lom (Post 762581)
What's this mean?



It would be REALLY COOL if the labels on the Big City map were related to the quest... like where you have to dig to get the necklace?

It means that people load on the big city maps and such.

twilit 02-05-2017 07:30 PM

Quote:

Posted by 4-Lom (Post 762581)
What's this mean?



It would be REALLY COOL if the labels on the Big City map were related to the quest... like where you have to dig to get the necklace?

But that would ruin the point of having to find it?

4-Lom 02-07-2017 09:27 AM

Quote:

Posted by twilit (Post 762686)
But that would ruin the point of having to find it?

I mean like 'Sand filled tree' or 'broken bridge'

Not "NECKLACE HERE NOOBS"

Dusty 02-07-2017 04:13 PM

  • Character slots now support accessories.

4-Lom 02-07-2017 05:41 PM

Quote:

Posted by Dusty (Post 763054)
  • Character slots now support accessories.

Would it be possible to get a list of in-game chat commands at the information kiosk in Graal city?

I forget the "setslot" command, for instance... and there are many that go unused.

Dusty 02-07-2017 05:56 PM

Quote:

Posted by 4-Lom (Post 763063)
Would it be possible to get a list of in-game chat commands at the information kiosk in Graal city?

I forget the "setslot" command, for instance... and there are many that go unused.

I'll add a /getcommands command :D

4-Lom 02-07-2017 06:09 PM

Quote:

Posted by Dusty (Post 763065)
I'll add a /getcommands command :D

One command to rule them all... and in the darkness bind them.

Dusty 02-10-2017 10:27 PM

  • All baddies should now give the bounty to whomever does the most damage to them, assuming said person is close enough when the baddy dies.
  • Drops from baddies(such as treasure maps) should now only be able to be picked up by the player who did the most damage.
  • Lizardons got a small health nerf and now only one will chase a player at a time.
  • Green blobs now instantly die instead of splitting if the killer has a current bounty on them.

Ethacon 02-11-2017 01:10 AM

Quote:

Posted by Dusty (Post 763814)
  • All baddies should now give the bounty to whomever does the most damage to them, assuming said person is close enough when the baddy dies.
  • Drops from baddies(such as treasure maps) should now only be able to be picked up by the player who did the most damage.
  • Lizardons got a small health nerf and now only one will chase a player at a time.
  • Green blobs now instantly die instead of splitting if the killer has a current bounty on them.

the other stuff is awesome but nooo now the green blob bounty is technicaly twice as hard because you could get two kills for each blob.

4-Lom 02-11-2017 03:59 AM

Quote:

Posted by Dusty (Post 763814)
  • Green blobs now instantly die instead of splitting if the killer has a current bounty on them.

Is that supposed to make it easier... or harder?

It definitely makes it harder, regardless of intention :(


All times are GMT. The time now is 05:26 AM.

Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.