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Its not good cause i think there are still health hacks and something like! theres still a horsehack!!
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I don't know if it has been mentioned before, but this would be a good idea only if unlike the current quests the new ones wouldn't have unlimited respawns at the battle. Once you die you should restart from the beginning.
Also besides hearts you could reward people with parts of something new, so while you're making new dungeons and making items you need parts for, people could already start collecting. Then when you have all the parts you could go to like a gnome cave where someone will make it for a price. Additional to this, you could make the main quest about collecting one or two parts for a new heart or big item and make hidden rooms in the dungeon and all around graal where you can find parts for smaller less important things like a hat, a piece of furniture or even a mount. This way you can keep graal busy with smaller things while you're working on the bigger things which may take awhile. |
For these smaller parts ofcourse we could besides searching for them also make mini games for a few. You can make small ones like an NPC that tells you to play RPS for the part or an archer at the archery range telling you to get for example 3000pts for the part. But we could also make something like an NPC saying he lost his very dear diving glasses while he was swimming around york town. Find the glasses around york town and get the part.
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I liked how it used to be on Classic back in the days. Seeing players being stronger and dealing more damage was an incentive for me to play the quests to gain same strength.
Okay, you want balance so kids won't QQ. But if you gain an item to gain access to a new area, why not limit these power ups to areas that requires you to do quests? That way you can enjoy fighting with more hearts and power ups and battle about it in these unlocked areas. In Sweden we have a saying "Den som ger sig in i leken f?r leken t?la" which basically means: If you take part in the game, deal with it! |
Honestly I agree. To me at least it isn't that big of a deal if somebody with 5 hearts for instance is fighting somebody else with 3 hearts (as long as you can go do the quest to get 5 hearts without USDing).
But some many people would certainly complain about that, lol. |
I am of the same opinion. When the game was first released a lot of players and reviewers were asking 'What's the point??? Where's the purpose???' and the excuse has been 'pick up and play'.
PKing is the only game activity that doesn't require any level of investment or maintenance. This would be no different, it wouldn't be frequent and it's really not as though people are not going to do the quests. Rather, the biggest issue is that they'll all try to speed run them within a few minutes of release and complain they have nothing to do afterwards. I don't think it will create a massive imbalance to approach quests traditonally. To me, it'd just add layers of things (hopefully enjoyable) to do before the end game content. |
NUKESHOTS AND MEGABOMBS FOR EVERYONE! :D
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OK how about equipment items (as in the 'hera hearts') that allow you to gain extra HP in place of having an item equipped like bow/bomb/horse what have you? This way, the gain would be palpable, it would give a certain type of edge for players, but then they would not be able to use another item while it was in use? or at least have it take up a slot?
What I have been waiting on, well, forever, is the hammer. There are places to use the hammer (and strength glove) in game already, but nowhere to find said items? Ultimately I feel that the world needs expanding, and not necessarily more items/features in doing so immediately... just more places with things to do/explore... AFTER completing the stuff we already can see (crane game, zorbi cave, banon's crypt, swamp tunnel) :) |
About people rushing it in one day, that problem is easy to solve. All you have to make is like iBubble said an end boss in a dungeon you have to kill alone ot with a few people. Then you make different drops every end boss can have. Make some very rare items, which will rarely drop and make people do the dungeon over and over untill they get it. You can also add a few smaller drops and some guaranteed money drops like 100g.
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OT: Personally, I would agree that a dungeon would be a better route for classic. The problem with questing is that it only works when there?s constant content being released and no graal server has the resources to accomplish that. A dungeon would add another thing for players to do. Questing should just be used to unlock new content |
Please add a giant baddy spawn in some rooms like so:
http://lparchive.org/Pokemon-Mystery.../5-Image27.gif |
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Maybe you could beat a boss baddy and save the princess then when you return her to the king he lets you choose a chest from his royal treasury. There would be several chest's with random items (gralats,hat,mount,morph,ect.) and once you select a chest you get the item,but you loose all of your Hera hearts and the quest is reset so you can start again. I am also hopefull there could be some branching paths that could be taken where the outcome differs depending on the choices you make during the quest. Which could result in receiving different items depending on what you do. That alone would make ppl replay the quest several times. Either way I think this is an avenue worth exploring IMO it would be far better to make it so you can do the quests again instead of just being able to go through once and be done with it. That's where ppl end up running through it getting the stuff,and saying well that was nice I'm bored there's nothing to do. Quote:
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I think that it might be a balanced way to create some interest in tower battles, as well...! |
Just wanted to clarify something. Dusty said. Would the new magic system be linked to items we all ready have,but if we used them it would drain our magic? For instance if we decide to use a morph while morphed would it drain the magic meter? maybe the same could be done with lanterns and other items we use?
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Dungeons would also be a great idea. Perhaps in snowtown, adding a "Yeti" dungeon would attract more players? They could have special attacks and drop loot/gralats, and very rarely hats.
Weapons that deal higher damage to baddies can also be an option. |
What if we create special challenge arenas spread out throughout the map that are unlockables through quests or dungeons? Simply put, if you've ever played Riddler's Revenge on any of the Batman Arkham games you should have an idea what I'm talking about. Time trial arenas, mini bosses, survival against hoardes of waves, etc. We can create the same effect by making challenge arenas for players to take on enemies in a given area. Ex: Swamptown Arena = Slimes, Railroad Arena = Bandits, York Town = Pyrats, etc. To make things fun, we can also take the Pokemon Gym approach where you must conquer one arena in order to move onto the next. Each one gets progressively harder and you will need to rely more on skill and advanced weaponry in order to advance. The final arena would be placed in a new area on the map, impossible to even venture to until you've completed all other challenge arenas. It'll contain a mixture of all enemies throughout the game and you'll really have to have all the tools and techniques by then and apply everything you've learned from the previous arenas to conquer this one. After you've completed it, you're free to go back to any other arena you like and replay all the challenges and you're also given the option to customize the arena. You can set assets and limitations on your battles such as health, certain weapons, enemy advantages, etc. And you're also able to play with your guild and fight until the last man standing and see how long you can all hold out. It'll be fun.
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I wouldn't mind seeing quests for items we don't normally get. Like you could get a new body to wear or head. Maybe a new player house layout. What about having it so a dungeon door pops up at random times in random places? And I mean anywhere on the world map at anytime. Basically it would be the same as an event warper,but there would be no global message announcing it to keep the lag away. And it would close after a set number of ppl entered it. But it wouldn't be an event it would be a dungeon with a boss baddie at the end and you would get a random prize from it that would come in a random color just like the blob boss. If you wanted to make it more interesting you could give players a higher set number of (hera) hearts upon entering and a timer in which to complete the dungeon. If you die you warp to the begging and would have to start again if you cant complete it before time runs out you just get warped out. PVP would obviously have to be turned off inside this area so players wouldn't be able to pk or effect each other. |
*cough* FISHING *cough*
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I like the idea of mini games... especially if they are with multiple players (or guilds?) in a queue style set up, where you co-operate to succeed?
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Dusty's ideas + Blueh's ideas = yes please
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I would like to see boss baddies that you would have to get special items to battle them with Like something that can only be damaged by bombs or arrows,or even be able to make "parties" and quest as a group.
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I think the Zorbi cave should leave to a Zorbi boss. It could spawn Zorbi and shoot water 'n stuff. I also like what Blueh said and I think the "final" boss area could be reached through the gold teleporter.
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Dusty are copying the idea from graal the adventure in graal Reborn server?
Sounds to me the same as reborn |
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Which is the original graal classic server, how it's supposed to be. |
I'm seriously In love with the idea of more quest and rewards for the quests on iClassic :blush:
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Just checked OP, didn't read the whole thread but I really like those ideas. Even though "quests" would be done pretty fast, it's still some sort of major update which would change iClassic in a lot of ways.
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Dusty, are you coping the idea from Graal the Adventure on Graal Reborn, which is a copy of Graal the Adventure from the official Graal, which is a copy of Graal Classic, which is exactly what iClassic is, except in a mobile form? |
****, I've been found out.
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lol
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I know I have kind of all ready suggested this,but would it be easier to set up quests if it was in a whole new separate area?
So for example: The npc by the Golden portal is set up so he gives you access to enter the portal but only after you reach a minimum stat requirement so noobs don't just wander in. Like 100 hours,100 bks,and 100 pks. Then when you enter its like another dimension or universe or something and your life switches to hera hearts or whatever and it would be basically a world for questing. It would be completely set apart from the main map and when you go back through you would go back to your normal LP system. I just thought it might be easier that way instead of trying to intergrate it with the current map/system. |
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I wanted to bump this thread because I love these ideas and I'm curious if you've given more thought to them and if we can expect to see anything like this in the future of Graal Classic. (Also, I never got to reply to this thread) I love the Hera hearts idea (especially needing to collect more each time to get additional hearts). However, I think the extra hearts should branch out to at least a section of pvp. Towers and sparring would stick with the standard 3 heart system, but everywhere else, you get to utilize your extra hearts. And there would be specific areas dedicated to the "classic" 3 heart pvp (I'm thinking of places like the pk area in snowtown no one uses). If this is too much, we can flip it around. There can be specific pk areas for people who want to utilize all their hearts, and the outside pvp would keep the same "everyone's equal" mentality. I think the latter would work better, especially at first. That way players who want to make use of all the extra hearts they've collected (and increased attack ability that will no doubt go with it) in a pvp setting can do so. Perhaps there could be additional incentive to pk in these "anything goes" pk areas. Like specific leaderboards and "pk streaks". This way players who put in the time and effort can be rewarded for it. I think another addition that would work well with the extra hearts would be some sort of "weapon upgrades" for your sword, bombs, and arrows. If players are able to obtain more hearts, naturally they'll need to be able to output more damage or it would take forever to kill eachother (this can work for non-pk elements as well). Maybe you'd have to have a certain number of PKs/baddy kills and/or a certain number of hearts. Then you'd have to get a certain amount of, let's say, steel (which could be obtained through questing or even as random drops from certain enemies) and bring it to the blacksmith in snowtown. You'd give him the steel and a (fairly large) amount of gralats to upgrade the damage done by your sword by a quarter heart (I think hearts should split into quarters). You could do this multiple times but each time would cost a lot more steel and gralats than the time before. Bows and bombs would have to scale in damage too, but I haven't really thought out any ideas for how that would work. Those are just a few small ideas. The main point is that I would like these things to apply to pvp in some way as well. But I think adding these "heart heras" would be a great excuse to open more areas, add more quests, and actually increase the difficulty of baddies and traps to the point where you'd need said extra hearts to even get past them. This would allow for so much potential content. Hell, you could have a whole new landmass where you'd need at least 10 hearts just to survive (perhaps there'd be some really tough baddies guarding the entrance to this new land, and it would be instanced, so no one could kill them for you). Maybe this "landmass" I speak of could be Babard? And perhaps any and all pk zones in this new area could utilize the additional hearts, since people with only 3 hearts wouldn't be able to get to this area, anyway. Don't get me wrong, I love the cosmetic stuff, but there's just something missing from Graal Classic that would bring it all together. And I think this is it. Edit - I wanted to add something. I think it should be difficult to obtain these heart heras. It should take time and effort. I'm not thinking of someone being able to get 20 hearts in a week. I'm thinking this would be a very long term goal. Like, 3 months for even the most hardcore player who collects them as fast a rate as is possible. I'm thinking some would be obtained doing daily quests, and some would be obtained in secret chests, or even rare drops from certain baddies (or common drops in the case of rare spawns, which I would love to see more of). I would also love to see new items (or even just more improved versions of current items) utilizing some sort of cooldown effect to maintain balance. I truly love all of it, and I really hope some of these things will be a reality one day. (I know the post is long, but just read it. I always put thought into my ideas, and I appreciate any kind of feedback) |
Although I can't contribute much idea wise, I love your ideas Dusty. The idea of classic moving towards a more quest game is amazing. However, I don't think quests should be put out in a huge bulk. Like someone had mentioned, piece by piece. Like the scarf could be used to open up that one cave where the guard is moving his head around in a lot. Maybe he is cold and he wants the scarf. But then when you go through that dungeon, you find another item. You'll use this to open the next dungeon, which will be released at a later date. The Hera Hearts idea I love. The fact you'll have to get more hearts to survive the traps in the dungeon using those extra hearts is awesome. This still maintains the balance since we cannot use those hearts in PvP (unless someone changed your mind on it, I only read the first page.).
There is still one idea I've had in my head for a long time. No one really gets it, but I'll try to explain it. Basically have the sword act like the items in your inventory (Flippers, bombs, arrows, etc.) Giving you the ability to switch around where you want to have it. Giving you a total of three buttons to freely put anything on. This gives you the option to not have a sword active. But when you do spar it comes back. Every time I try to explain this to people they say it's like Era but it is NOT. I simply want to be able to have three buttons to choose what I want in them, NOT have to have the sword active, and be able to freely place the sword anywhere within the three buttons. |
b...but... you need a sword... don't you?
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That's not to say I wouldn't like to have this option myself. I would love to be able to equip my mount, net, and flippers all at the same time. |
I was thinking of replacing air asia with a type of dungeon where players team together to kill monsters,and get gralats,hats,or furniture. For new items,you could make a action from each boss.maybe for quests,it would have quests real people might do without phones or anything like technology or anything to make them lazy.like for example mail a letter to someone,but it would be to easy..maybe u could make it the size of graal so people would be more interested.the rest of graal would be for social and stuff,and in the social world it would show your level.you should also be able to make groups with people too and it shouldn't disband the group for going in the social world.For levels,there should be a option to be reborn and there should be even more islands for each level and has a level requirement and also for special days like halloween they can open an island and get rid of it after.
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Just read me through the tread and I have to say, I really like the idea moving iClassic into a more quest based game.
I think a great idea would be to add more options for guilds i.E. doing some quests together like the dungeons with an endboss. The golden gate would be a great entrance to a room/world where u can start any different quests, some by yourself, some with your guild members or friends. Maybe there could be an option that u can only start a quest if u have a certain count of kills or baddy kills, so you first have to kill enough players and collect some experience to start the quest. |
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I'd like to say one more thing, and I'd rather make a new post than edit my previous long post (both because it'll bump the thread and actually get noticed this way).
I love the hidden bandit cave. It was challenging to find, and it was fun getting the goggle and the custom bombs, as well as all the chests. This is honestly one of my favourite areas in the game. And I do like the fact that you put incentive for players to come back there by having the loot chests respawn on a daily basis. But loot is just too easy to find, and even the rarest loot items aren't worth much. So I don't go back there nearly as often as I do the pyrat daily, for example. Again, I know this thread is from more than a few months ago, but it's clear that you want to (or at least you did want to) do more with Classic, Dusty. That you want to design dungeon-esque areas, introduce more questing, and add more items. One thing you mentioned is that it's difficult because Graal Classic is already a fully developed game (for the most part), so adding completely new mechanics like more heart containers and new items/weapons would not be an easy task. I have an idea that may seem radical at first, but could potentially allow you the freedom to add any and all new mechanics/quests/items you want without affecting the current state of Graal Classic in any significant way. What if you did add quests, heras/additional heart containers, "dungeons" of sorts with baddies/traps of increasing difficulty, and new items that have practical use (hammer, boomerang, etc), but kept all of it solely in a newly opened part of the map (I'm thinking Babord to start). Let's say you start a quest with the gnomes that rewards you a specific item (just, like, a quest item) that allows you access to Babord. Then, once in Babord, you can have quests, dungeons, heras which would give you more heart containers, and all that stuff. There'd be pk areas too, but these particular gameplay elements would only exist in Babord and any new areas added on to it. There would only be one path to get to and from Babord, and there would be some kind of rp reason why you can't keep your extra heart containers and whatever items you've obtained when you return to swamptown (I'm just assuming that the path would be in that locked door in the southwest region of swamptown). Maybe there's some kind of force field that doesn't let certain items through, or maybe the gnomes "confiscate" your stuff when returning from Babord (for whatever reason). The point is, no matter how many additional heart containers or special new items you collect, they would not remain with you when you go anywhere else on the map. The idea here is to allow players to have a taste of GTA (Graal the Adventure) and feel like they're making progress and advancing their characters, while also giving you (Dusty) and the other devs the freedom to go "all out" when it comes to designing new areas, quests, item rewards that would allow further advancement, and dungeons of increasing difficulty levels, in which more hearts (and new items or more powerful versions of current items) would be a necessity. And by keeping it completely separate, you wouldn't have to worry about compromising any current game mechanics. And then maybe as time goes by, you can sort of "combine" this new area with the rest of the map in certain ways. Sorry, I know this turned into another pretty long post. I never intend for that to happen. I'm just full of ideas and I like to explain them in as much detail as possible. I would love to hear from you, Dusty, about the few ideas I've proposed, and also where you currently stand on this whole topic, given that it's been a while since you've posted on this thread, and when I revived it I was especially hoping for some input from you. |
All for this. There's not enough quests, would like to see more of the old PC classic style quests integrated with the server.
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Give me kill streaks
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Bump
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