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-   -   Delteria PC Beta Open - 2 weeks (https://www.graalians.com/forums/showthread.php?t=39874)

Az'roth Azay Z. 11-09-2017 06:17 PM

Quest : Pvt. Gunthur

You should indicate how to collect onion and corn. (For new players)

In that fact, you can add a screen help, or an Npc with an "Speech balloons" describing each steps to collect the ingredients needed for the quest.

Same with the use of River pan. At least in the future, write in the description for what it is designed and especially how to use it.

Kometa 11-09-2017 06:51 PM

I’ve seen a few reported bugs fixed which is good, so I’d like to add a few more bugs I found, and more thoughts (:

Reconnecting from the server with a hat or item equipped removes the hat from view on your character, even though it may show that the hat is still equipped. Worn Mage Hat shows as Gold Helmet, or needs its proper player menu icon

Would eventually like an attribute to the amount of weight the player is holding to be shown in the player menu under “speed”. The attributes for some weapons on next page are missing values on weapons such as Hunter Bow, Moon Cannon

I like the idea of seeing random but rare chests on the ground, would like a suitable chest image eventually as i didn’t notice what it was at first. the random award wheel doesn’t disappear sometimes after being used and should be centered above players head

Eventually consider a greater rarity for drops and items with bushes, possibly even red/blueberries, the new blackberry bushes could also offer a chance of no drops with a percentage rarity, maybe even a chance of a slightly stronger variety of the monster bushes

Just started trying enchantment and would like gems to be a part of one of the rare drops/quest rewards, instead of directly having to buy them from store. Enchanted blueberry could be recolored into a golden or shiny berry considering it’s godly attributes ;) would also better show type of berry player has eaten

Berry farm could use more random npc’s to fend off while picking, would allow for a quest from nearby farmer to kill x amount of pests, rats even

Berry picking while standing from either the left/right side of a bush, directly between two berry bushes will prompt two bars to show. although it does prevent berries from being picked

Typing “lol” “rofl” etc. in chat will make your message disappear after a second, i’m guessing it’s supposed to prompt an emote that shows in it’s place, but no emote pops up currently

The underwater dungeon by the docks is impressive and very well done and hopefully future dungeons become as fun and challenging :) Sounds effects for the stepping stone switches could be considered, might help with confusion or those with smaller devices that can’t see other players, possibly also another flooding/draining sound effect when the lever inside is pulled, though idk if that’s its purpose

Underwater dungeon, i’m not sure if it’s a technical strategy or not, but in the last room of the boss battle, you’re able to hang outside of the ring on the bridge without the npc’s inside the ring being alerted or attacking you. this makes defeating him easy but long, using a bow to attack on the right/left sides of the bridge as he shows up. after he’s dead, the gem that pops with the notice showing how many npc’s are left to kill shouldn’t show that notice

With the more items I start to carry or pile on, especially in the “weapons” tab, it does seem a little more exhausting scrolling through that first tab in player menu. Would like to eventually see a new tab added, separating weapons/tools/, and food/potions/jars/recipe books. Even a possible tab for wearables, to quickly find and equip a wearable by double clicking on one

BboyEatsbacon 11-09-2017 07:01 PM

Quote:

Posted by Vladamir Blackthorne (Post 800630)
Yeah, I've noticed the bridge issue a few times now.

Also, quick thought about balancing. Mage perks give lots of controlling abilities like snares and creation of hazards that affect positioning, I think rangers need some kind of edge like a perk that gives some bonus magic damage resistance.

Y'all didn't know that mushrooms and zombies can scale the sides of bridges? Come on now, that's like World War Z 101.

Az'roth Azay Z. 11-09-2017 07:48 PM

The quest: A Pigs feast

— The location of the Lobik Soldier ins't indicated on the map.

The quest: Lazy Day

— The indication in the map is erroneous
And whatever I kill all the goblin, the quest doesn't end.

The Quest: A pig feast II

— Do not shows on the map the location of the quest solving.

Az'roth Azay Z. 11-09-2017 09:33 PM

It could be interesting if there was an delimitation for the spell range.
Check this video:

Az'roth Azay Z. 11-09-2017 10:37 PM

In The Desert dungeon:

(For the beginners)

There should be an indication (NPC, or an help screen) telling them, that they must take rocks and put them in the waterfall.

Kometa 11-09-2017 11:04 PM

Quote:

Posted by Az'roth Azay Z. (Post 800678)
In The Desert dungeon:

(For the beginners)

There should be an indication (NPC, or an help screen) telling them, that they must take rocks and put them in the waterfall.

I think the stones laying around is pretty self-explanatory enough, we figured it out right away you just have to make sure not to 'throw', but place them inside the holes. With a party of three lvl 10's, we managed to get to the last stone, but the second wave of archers is pretty brutal. Lots of trial and error and definitely not a quest for lvl 10's without armor lol. Think we would've been better with 2 mages because the archers stay grouped together.
Still have to reserve my thoughts on this dungeon since we haven't finished it, but i really like it so far it's definitely challenging. which is good! would've liked to play it again without the npc's walking through the walls in the first S-shaped corridor. The first set of three spikes in that same section could be tweaked to have the spikes retracted all the way before coming out, or slightly more concealed similar to the small ones, as it looks a little odd to walk through them halfway up.

A Road to Big City, after completing the tasks of the elite guards this quest comes up, but the objective for Traveling to Kaljun has already been previously done. Unable to speak to Captain, so doesn't offer reward/completion

Sitting on chairs will falsely show the berry basket equipped on back, if basket was previously used

I don’t know how hard it would be to fix, but some birds will occasionally get stuck when flying in front of certain cliffs

Probably already work in progress, but after using canteens filled with water to cook a recipe (pies), canteen disappears. Also unable to refill empty canteens, shows not near water source even when still able to be filled

Fully grown cactus under big windmill with rune doors doesn’t hurt player :p

Kometa 11-10-2017 03:52 AM

Butterflies don’t fly away like they should when you miss, they flee only when you don’t have an appropriate jar and are unable to capture it. Maybe tweak and refine whichever hitboxes on the butterflies just a little

While walking through some levels in the overworld, particularly outside east entrance past the bridge, different tilesets will appear or replace the original tiles of certain objects (bridge pillars, etc) for a split second until walking fully or partially out of view from that level (only me?) I seem to be able to reproduce this bug a lot, but if it’s only me I can provide a screenshot

When the name of an item in an npc’s store is so long that it reaches 2 lines, the words “Sell Price” overlaps with the item’s name (Bug Store in docks)

Possibly increase diving helmet from required level 5 to level 10 because of difficulty with its corresponding dungeon

Consider a PK indicator for pk-zones somewhere in the UI, prompt that appears at the bottom of the screen has similar wording that players may miss with a quick glance or eventually choose to ignore

Would like to capture honey from bee hives eventually and being able to use the honey, maybe make it possible to capture a tiny queen bee npc as bug when its hive gets destroyed, using honey to make sugar for recipes, wax as candles/torches

Introduce campfire with wood planks? Ability to cook on fire instead of the stove gui, maybe meats can be looted as uncooked and then cooked with fire/stove. Campfire can offer a small minimal area of invincibility for its owner or small non-pk area for players

RECIPES
Most of the hardwork from cooking foods seems to come from getting the ingredients. Maybe complicate/expand the recipes a little more by creating Pie Fillings (apples/berries/meat, honey sugar?, water)
Pie Crusts (flour, egg, butter, corn?, hammer?) then using those two ingredients together on the stove

Stews! Meat Stews, allow meat to be collected from npc’s such as wolves, ik but maybe more carnivous npc’s later on :p
Meat Stew (meat, mushrooms, onion, tomato, water)
Could just be one meat stew, or different varieties of meat stew (human, wolf) with hp attributes as little as +1 or +2 difference, with certain meat together something like +5

Soups (mushrooms/tomato/meat, water, onions?)
Muffins (berries, flour, egg, milk)
Different types of Pizza w/ meat, vegetables, just cheese

Certain holiday events can allow for limited recipes to be discovered, bought (limited ed. food! hah)

Perhaps introduce wheat as a crop from seeds and have noodles, cereal, bread. maybe make flour from wheat haha, introduce butter by doing something by the cow farm? Milk from cows? Maybe a roller tool could benefit, be used in place of hammer, for pizzas, used to make other ingredients on a table, stove.
Would also like a quest(s) associated with cooking/gathering, eventually when most recipes are done.

Would be neat if there was a way of distinguishing a rooster by it’s crown, color. Picking up a rooster chicken, then a hen chicken, and throwing them both into a pen or coop until they either fight and die if they hate each other/run away, and have them produce eggs that the original owner may pick up (:

Kometa 11-10-2017 05:50 PM

https://i.imgur.com/5BKCcid.png
An occasional bug I sometimes see, but hard to reproduce, is with the shop’s inventory appearing in top left corner a few seconds after leaving shop. (May need to enter shop after a reconnect, scroll around, click on an item?)

https://i.imgur.com/1iKuef3.png
Quoting my previous post, I’m able to reproduce this minor bug with some tiles rendering differently, particularly with this pillar tile (and a diff one in dessert) everytime I move past this point in the level. Surrounding tiles around the bridge also start to seem affected for just a split second during this same time too, producing random black/red tiles, but disappears and fixes itself eventually (hard to screenshot) and it only leaves the bridge’s pillars/shading to be noticeably affected when standing still in this spot. Walking past a few steps ahead fixes the problem. Same issue with the pillar tiles used in front of Main Stables shop (also only after a reconnect). Possibly only issue with pc(mac) client and doesn’t appear on iOS?

Avatar in player menu upon login sometimes shows a shield1.png image as an equipped shield, instead of no-shield with nothing visual equipped (haven’t tried to reproduce bug)

Chat texts while typing on smaller fox mount or similar mounts can be made to appear higher and more even with the mount

When I first saw the current “Friends” icon at top, I was only expecting to click on that button if I wanted to add new friends. I’m sure players will likely end up using the Friends button as much as they interact with their inventory. Since the purpose of the button is more intended to viewing friends online/pm’s, it should better suit its current function if the button’s graphic was that of multiple character heads, possibly showing them conversing w/ each other (w/ a chatbox, face expression) or just arranged together (noob head, mermaid, rc head etc :p)

‘PM Messenger’ might sound a little redundant instead of Private Messages, PM History, Message History, Personal Messages, Messenger, or just Messages, hahah jk ^_^
In PM Messenger tab of Friends, you need to press the enter button twice for your message to send, or physically press the green send button instead of messages sending right after you click enter on keyboard (intended?)
Also inside Friends gui, the close “X” doesn’t have its close button image when pressed on, like the similar “X” image used for inventory. Mass Message and Refresh buttons inside Playerlist tab also do not have their own close button images. Similar minor gui fixes to buttons with Item Crafting stove, highlight buy/sell buttons inside Berry shop
Would LOVE the character limit to increase for PM’s, it always cuts me off when I want to say something long ;p Or also keep the player from typing any further inside chatbox once the character limit has been reached, possibly also a character limit script? (0/200)

On the Pie Fillings idea, if pie crusts were to be added, jams can already take the place of fillings or be renamed. More compound ingredients for recipes should lead to selling for far more rewarding prices for pies, stew, following ingredients, etc (:

Consider separating crafting from cooking (if not already).
With experience gained from cooking (crafting exp), would like the ability to learn new recipes. The Speed of cooking/crafting food can also be dependent on either cooking/crafting experience level, type of food, or on the number of ingredients needed to craft food (Slower/faster for a low/high cooking level, value of the food, or number of ingredients used)

Would like day/night/rain cycles to play some role in the server, maybe with future quests or even jobs. (A water mechanic can be added to growing seeds, and the rain could negate the need for players to water the seeds with pot tool/canteen from a nearby cow pond/faucet in farm area.)
More zombies or certain mushrooms that spawn during the night in place of other common baddies? When attacked at night, random zombies come out of ground and try to team against you? Or possibly zombies that only come out of the ground during night :o and how would this affect players that have weather disabled? (Weather/cycle bar or something similar for iOS can still show at the top for everyone)

To elaborate a little more on ways to make the eggs idea work:
1. The current chicken graphics can be kept (not knowing which is Rooster/male, Hen/female) and players having to choose 2 chicken npcs at random to pick up above head and throw into pen/coop, with a chance to have them lay eggs, or fight/kill/run away
2. Also consider to set whichever % chance it is until 2 of the same chicken npcs are ‘inside’ the pen. This negates having to make separate chicken npc genders
3. The third alternative would be to have the Rooster and Hen tweaked to look more distinguished and different from each other, taking out the factor of a chance, and making it easier for the player (:
Once both inside, maybe a gani or emote above the chickens heads with a heart/egg above them could be indicators for a right match, or an angry emote/alert, have them fight, flee, whichever hahah!
Also, chickens can also jump from your head possibly, but not far, if you hold them for too long? :P Forcing the player to ‘catch’ them again until it’s placed inside the pen

Ethacon 11-10-2017 07:26 PM

three walls of texts in a row by the same person hue hue

Az'roth Azay Z. 11-10-2017 09:22 PM

Quote:

Posted by Kometa (Post 800679)
I think the stones laying around is pretty self-explanatory enough, we figured it out right away you just have to make sure not to 'throw', but place them inside the holes. With a party of three lvl 10's, we managed to get to the last stone, but the second wave of archers is pretty brutal. Lots of trial and error and definitely not a quest for lvl 10's without armor lol. Think we would've been better with 2 mages because the archers stay grouped together.
Still have to reserve my thoughts on this dungeon since we haven't finished it, but i really like it so far it's definitely challenging. which is good! would've liked to play it again without the npc's walking through the walls in the first S-shaped corridor. The first set of three spikes in that same section could be tweaked to have the spikes retracted all the way before coming out, or slightly more concealed similar to the small ones, as it looks a little odd to walk through them halfway up.


I disagree with you.

When we were doing this dungeon, the party, was composed, for most peole, by players who had already played Graal games (So they have already knowledge and intuitions about of to do things in graal games.)

Don't get me wrong, I do not saying that this dungeon was too diffucult, Im here just to improve game experience for beginners.
(I knew since the beginning, that we would never finish this dungeon being that weak. It was already hard with four person level 25, full equiped, before Beta)

Im here referring to neophytes without any experience of graal gamesstarting this game from zero. Thereby, all my comments here trying to prevent what mostly games nowadays have tendencies to do — let the new players without any guidance. So there must be "some tips" (like an NPC or help screen) for news players to better introduce them into this new world.
(I think personnaly that Delteria have a great potential to attract alot of new players who never played Graal games before.)

In fact, I was watching you (without any interventions from my part) just to see how long would you take to understand the mecanics of this rooms.

(You have taken 45 mins-1h10 to understand theses mecanics.):

-Put the rock in the water — very fast, 1 mins because most of the (old) players knew what to do because of their Graal intuitions, by extension — their experience. In that fact, think now a person who had never played this game, how long he would take realize that? (including a party)
-Dont be near to the traps ( the one firing arrows) to let the holder stone put this one in the waterfallafter : 20-30 mins ( I told you finally to how to do it)
-Be ready next to the archers to kill them before they destroy the stone in the waterfallafter : 30mins-40mins (I've also told you that after 30 mins.)

But as you stated we were too weak to get rid of the monsters.

(By the way, sorry if I do mistakes, english isn't my native language)

Vulcan Blaze 11-10-2017 09:56 PM

Quote:

Posted by Az'roth Azay Z. (Post 800770)
I disagree with you.

When we were doing this dungeon, the party, was composed, for most peole, by players who had already played Graal games (So they have already knowledge and intuitions about of to do things in graal games.)

Don't get me wrong, I do not saying that this dungeon was too diffucult, Im here just to improve game experience for beginners.
(I knew since the beginning, that we would never finish this dungeon being that weak.)

Im here referring to neophytes without any experience of graal gamesstarting this game from zero. Thereby, all my comments here trying to prevent what mostly games nowadays have tendencies to do — let the new players without any guidance. So there must be "some tips" (like an NPC or help screen) for news players to better introduce them into this new world.
(I think personnaly that Delteria have a great potential to attract alot of new players who never played Graal games before.)

In fact, I was watching you (without any interventions from my part) just to see how long would you take to understand the mecanics of this rooms.

(You have taken 45 mins-1h10 to understand theses mecanics.):

-Put the rock in the water — very fast, 1 mins because most of the (old) players knew what to do because of their Graal intuitions, by extension their experience.
-Dont be near to the traps ( the one firing arrows) to let the holder stone put this one in the waterfallafter 20-30 mins ( I told you finally to how to do it)
-Be ready next to the archers to kill them before they destroy the stone in the waterfallafter 30mins-40mins (I've also told you that after 30 mins.)

But as you stated we were too weak to get rid of the monsters.

(By the way, sorry if I do mistakes, english isn't my native language)

My opinion:

Dungeons are not supposed to be easy. They have puzzle rooms for a reason, to attempt to make players work together to find out how to get to the next room.

No new players who have never played graal before will be able to complete that dungeon. That is because they would need to have played Delteria for awhile to get enough XP to even attempt the dungeon. After they are a decent level, they will attempt the dungeon with their friends, and then they will need to work together to find out how to complete the dungeon.

We worked out how to do the dungeon with team work, and we were unlucky that people left before we could get through.

I've played all graal games, but this gave me no advantage over someone who has never played a graal game before. It was just trial and error, until we worked out together how to get through to the next room. That for me is the purpose of a dungeon.

Az'roth Azay Z. 11-10-2017 10:05 PM

Quote:

Posted by Vulcan Blaze (Post 800773)
My opinion:

Dungeons are not supposed to be easy. They have puzzle rooms for a reason, to attempt to make players work together to find out how to get to the next room.

No new players who have never played graal before will be able to complete that dungeon. That is because they would need to have played Delteria for awhile to get enough XP to even attempt the dungeon. After they are a decent level, they will attempt the dungeon with their friends, and then they will need to work together to find out how to complete the dungeon.

We worked out how to do the dungeon with team work, and we were unlucky that people left before we could get through.

"Dungeons are not supposed to be easy."
I do totally agree with you. I'm just saying that there should be some "tips". Each enigms have it's own hints.

"That is because they would need to have played Delteria for awhile to get enough XP to even attempt the dungeon."
You can rapidly get enough XP to get level 25, (By my own experience, I did that within 1-2 weeks maximum, considering the time I played)

"We worked out how to do the dungeon with team work, and we were unlucky that people left before we could get through."
I disagree (partially), without my intervention, (without any egocentrism) you would take - much more time to understand the mecanics. I told you how to do it step by step(except the first part). (Of course, I after a long time of playing and acquiring good stuff, when you would be able to beat those monsters with one hit, there's will be no difficulties to get rid of them). Effectively, I don't deny the aspect of the teamwork.

Quote:

Posted by Vulcan Blaze (Post 800773)
My opinion:
I've played all graal games, but this gave me no advantage over someone who has never played a graal game before.

Here, I also disagree, but it's my own opinion.


Cordially A.Z.

Ximithie 11-11-2017 12:28 AM

In this picture i can see a line when the clouds move a see that maybe you guys did a mistake? https://imgur.com/a/ksxTa

Az'roth Azay Z. 11-11-2017 01:51 AM

There's a glitch here:

https://giphy.com/gifs/xT0xesttpHHo6akksE/html5

Spells: "Tanglement"

I would be more interesting if "Tanglement" was also slowing monsters - and not only opponents. (As it was before)
It would make it more useful in PvM.

Vladamir Blackthorne 11-11-2017 02:06 AM

Quote:

Posted by Az'roth Azay Z. (Post 800789)
There's a glitch here:

https://giphy.com/gifs/xT0xesttpHHo6akksE/html5

Spells: "Tanglement"

I would be more interesting if "Tanglement" was also slowing monsters - and not only opponents. (As it was before)
It would make it more useful in PvM.

I agree that we shouldn't have spells that only work in PvP... also, speaking of that sort of thing, stuns should really have reduced duration in PvP. Stunlocking like maybe one baddie at a time while reduced duration on players seems more balanced than right now.

Kometa 11-11-2017 02:42 AM

Quote:

Posted by Az'roth Azay Z. (Post 800770)
I disagree with you.

When we were doing this dungeon, the party, was composed, for most peole, by players who had already played Graal games (So they have already knowledge and intuitions about of to do things in graal games.)

Don't get me wrong, I do not saying that this dungeon was too diffucult, Im here just to improve game experience for beginners.
(I knew since the beginning, that we would never finish this dungeon being that weak. It was already hard with four person level 25, full equiped, before Beta)

Im here referring to neophytes without any experience of graal gamesstarting this game from zero. Thereby, all my comments here trying to prevent what mostly games nowadays have tendencies to do — let the new players without any guidance. So there must be "some tips" (like an NPC or help screen) for news players to better introduce them into this new world.
(I think personnaly that Delteria have a great potential to attract alot of new players who never played Graal games before.)

I think the concept of playing a Graal game or server is really not that hard to pick up and learn or as one might believe, credit in part those servers with tutorials, but the controls should be familiar to most people right away. The social aspect is what i think sucks most people in, as you may even have tons of players playing the server casually just to chat with friends or even role-play. I’m hopeful most newer players will be expecting more of an RPG-styled server when they first step into Delteria, or at least have an understanding from the beginning of why and how the server might be different than what they were previously playing on. Also of course, those who have played any pc/console/mobile game from the RPG genre, excluding Graal, will already have a better understanding of the server’s mechanics.
You also do bring up some honest concerns regarding new players, and I also think some of the earlier quests and tutorials can use some refinements to teach those players. (How to move, message players/admins, more in depth tutorials etc?)

Quote:

Posted by Az'roth Azay Z. (Post 800770)
In fact, I was watching you (without any interventions from my part) just to see how long would you take to understand the mecanics of this rooms.

(You have taken 45 mins-1h10 to understand theses mecanics.):

-Put the rock in the water — very fast, 1 mins because most of the (old) players knew what to do because of their Graal intuitions, by extension — their experience. In that fact, think now a person who had never played this game, how long he would take realize that? (including a party)
-Dont be near to the traps ( the one firing arrows) to let the holder stone put this one in the waterfallafter : 20-30 mins ( I told you finally to how to do it)
-Be ready next to the archers to kill them before they destroy the stone in the waterfallafter : 30mins-40mins (I've also told you that after 30 mins.)

But as you stated we were too weak to get rid of the monsters.
(By the way, sorry if I do mistakes, english isn't my native language)

First, I think you need to put into perspective that we were all randomly warped and put into this dungeon, regardless of our levels (which became obvious right away), that we were too low to undertake this dungeon. With our random hand-picked group, we already struggled in the first corridor, which could also be attributed to current npc mechanics (can’t really run from npc in tight S-shaped corridor, especially if they can walk through the wall), and again lack of levels. This section probably took 15-20 mins and the range members eventually took out the npc’s without alerting them (by design or bug?).

I was the first to pick up a stone and attempt to place it in the hole, but players in a group will instantly notice an ally pick up a stone, and follow along with their concepts of what to do with it. In regard to you concern with new players of Graal, consider that by the time players choose to tackle this dungeon, they will have played on the server for a considerable amount of time (I’m sure there will be thousands of instances of running around and observing other players picking up bushes). Also, please consider word of mouth, playing in party with an experienced player, and always the option to PM/ask an admin for advice (Assuming this would’ve been addressed/seen upon a tutorial or arrival, and if not can also be added)

The traps were always visible to us when you get near, but again, this section has npc’s when you first enter the room, party members also kept dying which could’ve also attributed in part to time spent on this section that you noted, and the chaos at the time would’ve delayed any planning of any real strategy. When it was down to just the 3 of us, we did eventually come up with a strategy we thought would best get us finally through (a member luring the beatles away, with fire and bombs also used for the archers) but our member luring them away eventually got caught or died by the time the second wave of archers appeared, with my lack of dmg to kill both sets of archers in time). I actually really enjoyed the trial and error and our strategy, especially when it was just me and Vulcan after everyone left, and it wasn’t exactly impossible, but the conditions had to be perfect for us to get through and we eventually ran out of time; with difficulty or any rage associated not all that different from attempting something in an RPG like Dark Souls hahah :D It was fun and maybe any concerns you had with time would’ve been solved if we had more damage and higher levels, as I realized you couldn’t really damage the baddies and wanted to to place the rocks, so I would definitely love revisit it again with you soon! :)

I also do share your opinion on Tips, but also again consider this is a dungeon to be attempted with higher leveled players, probably near the end of their skills trees, Delteria currently open has three dungeons open atm and i’d assume this would be the hardest so far so if tips were to be implemented for this dungeon, they would have to be done carefully without it being too blatant. However, it would make sense to add any tips in the first dungeon as it’s the first one that players encounter.

Consider a quest(s) early game for players to come back to a Class Master after their choice of first perk to classify them into which Npc Class Master/whatevername they’d be assigned to (Warrior, Mage, Cleric, Hunter). There’s already particular quest early game pertaining to choosing your first perk, which this can be added onto. Then perhaps get rid of the “Get More” button inside perks tab, and instead have players visit their assigned Class npc/could be same npc for everyone, in order to upgrade perks in your tree with points?
Maybe even a little tutorial on how to use whichever perks/how to use hotkeys sword/shield, mage/cleric spell, bow. Then eventually how to attack with item, or only teach how to equip (I know this would certainly takes a lot of time and it’s just a suggestion:))
A more simpler suggestion is to show the class of player in player’s Profile. Perhaps the ring around player’s avatar could be different, diff revolving runes, diff color, an icon, etc. having some unique characteristic and depending on a player’s class

Az'roth Azay Z. 11-11-2017 11:50 AM

Quote:

Posted by Kometa (Post 800795)
I think the concept of playing a Graal game or server is really not that hard to pick up and learn or as one might believe, credit in part those servers with tutorials, but the controls should be familiar to most people right away. The social aspect is what i think sucks most people in, as you may even have tons of players playing the server casually just to chat with friends or even role-play. I’m hopeful most newer players will be expecting more of an RPG-styled server when they first step into Delteria, or at least have an understanding from the beginning of why and how the server might be different than what they were previously playing on. Also of course, those who have played any pc/console/mobile game from the RPG genre, excluding Graal, will already have a better understanding of the server’s mechanics.
You also do bring up some honest concerns regarding new players, and I also think some of the earlier quests and tutorials can use some refinements to teach those players. (How to move, message players/admins, more in depth tutorials etc?)


First, I think you need to put into perspective that we were all randomly warped and put into this dungeon, regardless of our levels (which became obvious right away), that we were too low to undertake this dungeon. With our random hand-picked group, we already struggled in the first corridor,
"which could also be attributed to current npc mechanics"
(can’t really run from npc in tight S-shaped corridor," especially if they can walk through the wall)", and again lack of levels. This section probably took 15-20 mins and the range members eventually took out the npc’s without alerting them (by design or bug?).


- In fact, I find also that Npc's mechanics should be completly overhauled.

I was the first to pick up a stone and attempt to place it in the hole, but players in a group will instantly notice an ally pick up a stone, and follow along with their concepts of what to do with it. In regard to you concern with new players of Graal, consider that by the time players choose to tackle this dungeon, they will have played on the server for a considerable amount of time (I’m sure there will be thousands of instances of running around and observing other players picking up bushes). Also, please consider word of mouth, playing in party with an experienced player, and always the option to PM/ask an admin for advice (Assuming this would’ve been addressed/seen upon a tutorial or arrival, and if not can also be added)

-Sorry, I did not understood this part.

The traps were always visible to us when you get near, but again, this section has npc’s when you first enter the room, party members also kept dying which could’ve also attributed in part to time spent on this section that you noted, and the chaos at the time would’ve delayed any planning of any real strategy. "When it was down to just the 3 of us, we did eventually come up with a strategy we thought would best get us finally through" (a member luring the beatles away, with fire and bombs also used for the archers) but our member luring them away eventually got caught or died by the time the second wave of archers appeared, with my lack of dmg to kill both sets of archers in time). I actually really enjoyed the trial and error and our strategy, especially when it was just me and Vulcan after everyone left, and it wasn’t exactly impossible, but the conditions had to be perfect for us to get through and we eventually ran out of time; with difficulty or any rage associated not all that different from attempting something in an RPG like Dark Souls hahah :D It was fun and maybe any concerns you had with time would’ve been solved if we had more damage and higher levels, as I realized you couldn’t really damage the baddies and wanted to to place the rocks, so I would definitely love revisit it again with you soon! :)

-Indeed, as I stated before, we were too weak (especially me), resulting by being blocked in that room. I don't deny our cooperation, everyone made a contribution to the whole.

I also do share your opinion on Tips, but also again consider this is a dungeon to be attempted with higher leveled players, probably near the end of their skills trees, Delteria currently open has three dungeons open atm and i’d assume this would be the hardest so far so if tips were to be implemented for this dungeon, they would have to be done carefully without it being too blatant. However, it would make sense to add any tips in the first dungeon as it’s the first one that players encounter.

- In that point, I do totally agree with you. In fact, add some tips in the first dungeon would be a better idea.


Consider a quest(s) early game for players to come back to a Class Master after their choice of first perk to classify them into which Npc Class Master/whatevername they’d be assigned to (Warrior, Mage, Cleric, Hunter). There’s already particular quest early game pertaining to choosing your first perk, which this can be added onto. Then perhaps get rid of the “Get More” button inside perks tab, and instead have players visit their assigned Class npc/could be same npc for everyone, in order to upgrade perks in your tree with points?
Maybe even a little tutorial on how to use whichever perks/how to use hotkeys sword/shield, mage/cleric spell, bow. Then eventually how to attack with item, or only teach how to equip (I know this would certainly takes a lot of time and it’s just a suggestion:))
A more simpler suggestion is to show the class of player in player’s Profile. Perhaps the ring around player’s avatar could be different, diff revolving runes, diff color, an icon, etc. having some unique characteristic and depending on a player’s class

-Nice ideas, especially, the little tutorial could really helpful for neophytes.


Cordially A.Z.

Quest: Goblin Killer

Missing indactions
about the location of the current Npcs:
Kill 0/2 goblin_base(s)
Kill 0/1 goblin_healer(s)
Kill 0/1 goblin_hob(s)

Quote:

Posted by Vladamir Blackthorne (Post 800793)
I agree that we shouldn't have spells that only work in PvP... also, speaking of that sort of thing, stuns should really have reduced duration in PvP. Stunlocking like maybe one baddie at a time while reduced duration on players seems more balanced than right now.

I can only agree.

Basil 11-11-2017 12:04 PM

the apothecary's endorsement and the bartender's sponsorship quests broken (the quest draco and his mounts too.. i think)

& what happened to the climbing perk?? so many places i cant reach..

Vladamir Blackthorne 11-11-2017 12:48 PM

Quote:

Posted by Basil (Post 800821)
the apothecary's endorsement and the bartender's sponsorship quests broken (the quest draco and his mounts too.. i think)

& what happened to the climbing perk?? so many places i cant reach..

You don't need the perk, just equip any boots better than leather.

Az'roth Azay Z. 11-11-2017 12:51 PM

1 Attachment(s)
Quest: Goblin Killer

Missing indactions
about the location of the current Npcs:
Kill 0/2 goblin_base(s)
Kill 0/1 goblin_healer(s)
Kill 0/1 goblin_hob(s)

Quote:

Posted by Vladamir Blackthorne (Post 800793)
I agree that we shouldn't have spells that only work in PvP... also, speaking of that sort of thing, stuns should really have reduced duration in PvP. Stunlocking like maybe one baddie at a time while reduced duration on players seems more balanced than right now.

I can only agree.

Stairs problem:

When you go through stairs you can not move without being slow down. (open the thumbnail)

Vladamir Blackthorne 11-11-2017 04:11 PM

Quote:

Posted by Az'roth Azay Z. (Post 800823)
Quest: Goblin Killer

Missing indactions
about the location of the current Npcs:
Kill 0/2 goblin_base(s)
Kill 0/1 goblin_healer(s)
Kill 0/1 goblin_hob(s)



I can only agree.

Stairs problem:

When you go through stairs you can not move without being slow down. (open the thumbnail)

There are no locations. goblin_healer are the mage goblins, goblin_hob are hobgoblins (blue ones without hair, much tougher than other goblins) and idk what goblin_base are but apparently I've killed one in total.

MysticalDragon 11-11-2017 05:47 PM

Quote:

Posted by Az'roth Azay Z. (Post 800678)
In The Desert dungeon:

(For the beginners)

There should be an indication (NPC, or an help screen) telling them, that they must take rocks and put them in the waterfall.

there doesn't need to be noob indications on everything you do. Some dungeons should be figured out by the player on what to do.

Quote:

Posted by Vladamir Blackthorne (Post 800829)
There are no locations. goblin_healer are the mage goblins, goblin_hob are hobgoblins (blue ones without hair, much tougher than other goblins) and idk what goblin_base are but apparently I've killed one in total.

i need to change them to world_healer, since we redid the baddies since then. Quest ID?

Ximithie 11-11-2017 05:52 PM

Attacked Mushroom and doesn't wanna attack back.
 
1 Attachment(s)
MysticalDragon i think this is another bug i was attacking a mushroom and it attacked back at first for like 20 seconds then i attacked it again, and it was just standing there for 10 seconds then came at me again. Attachment 24834

Az'roth Azay Z. 11-11-2017 06:50 PM

1 Attachment(s)
Quote:

Posted by Vladamir Blackthorne (Post 800829)
There are no locations. goblin_healer are the mage goblins, goblin_hob are hobgoblins (blue ones without hair, much tougher than other goblins) and idk what goblin_base are but apparently I've killed one in total.


Did you succeed to finish this quest? (I have killed all of them, but the number stay at zero for each goblins (hobgoblins, mage goblins...)

Quote:

Posted by MysticalDragon (Post 800835)
there doesn't need to be noob indications on everything you do. Some dungeons should be figured out by the player on what to do.

i need to change them to world_healer, since we redid the baddies since then. Quest ID?


I've reconsidered my view on this point, by discussing with kometa, as I answered him "- In that point, I do totally agree with you. In fact, add some tips in the first dungeon would be a better idea."(Don't exagerate my words, of course not everywhere but as Deltlite is now erased from Delteria, the game start at Kaijun. Therefore, you have to consider the fact that people need alot of help in their first steps into this game.)

Quest: (named)Goblin Killer, located in the hospital. (Where General Talon is standing)


The spell "Thunder Bolt" doesn't work on Npc's.
(Check the Thumbnail)

The quest: Lazy Day
Had been corrected, now can be completed.

Kometa 11-12-2017 01:04 AM

Would eventually like current or new baddies to have their own characteristics/be more distinct in the way they approach you, attack, jump at you, etc.
Love the wolves, but I wish they could be buffed up a tad (maybe particular colored wolves, with more hp, etc?) as they’ve become too easy to kill when not close (Makes them more cuter than mean)
Maged baddies could be more powerful and buffed too, with diff mage baddies only in different areas, maybe even using different spells on you or staying in their place/running from you and using spells from afar.
Higher levels of the Mushroom baddies can jump towards you/at you (and cover a larger distance than they would from walking)?
When certain baddies get alerted to you, maybe that's what can enable an initial speed boost to reach up to you (and at least have a chance to hit you once)? Once baddy hits you, that initial speed boost can disappear and they go back to the speed they were set to have
Certain baddies like Wolves can have their own distinct/special perk, making players bleed (lose (2) hp per sec, etc. similar to the way bees attack you without its slow), at % chance of bleeding happening if they do catch up and bite you; bleeding can stop once the wolf dies?
Spells with fire could also burn players, frost can slow or freeze after hit too many times with spell, etc. A corresponding icon (fire, snowflake for frost dmg, ice when frozen, etc) can also show above player’s character in place of where heart icon is currently (health). I'm hopeful elemental effects can be implemented, considering the display of different colors canons just outside the desert area (:

It feels like Ranged classes have the advantage against baddies when attacking them (baddies spawned outside without being grouped being too slow atm). When there’s a same species of baddies together, have them be alerted from a greater distance when one of them is attacked by player, or have same species of baddies better work together to attack targeted player(s) /enemies when near
When 2 grouped baddies of the same class are able to both damage player, these 2 baddies are now able to use a different/stronger/spell/diff distinguished color spell/perk that they weren’t allowed to use before from only attacking you “individually”(without any particular baddy around) hahah

Revisting Dungeons a second time or after (x) amount of times (Until you either finish the same dungeon unchanged 5 times, either obtain all particular rare quest items from boss drops at random chance, either collect all 5 different gems from boss, or even get special gem/rune since it already feels like there could be a future emphasis with gems in the future, etc).
After defeating the final version of a boss from the Upgraded dungeon, you can use the gem/key/water type item to later unlock a door. (Diff keys can also be obtained from defeating final versions of Dungeons around the map)
Levels inside the (updated) dungeons can either be slightly altered/modified, or only have the Boss’ level as different

One example of a ‘level 2’ dungeon: the next/last time you see the boss for the Underwater Dungeon, he can make the water come up from the floor every so often, forcing players to swim and dodge his attacks, and temporarily disabling players from attacking him because they’re in a swim gani. This whole level/floor can either be completed flooded, or have spots where you can still attack the boss, corners of room etc. Making animations/script of water rising might also be avoided by having screen turn black, possibly even warping player to mirrored, but changed flooded level?

PM Messenger’s button for what I think is add/remove? doesn’t work, I also think the button next to it the noob head with (?) question mark should light up in a diff graphic or in its place state in text if player is online/when last online. Profile cards that can be viewed, including offline friends, should also show time when player was last online

Entering inside the door of the Spar Area at Docks slowly, will always kick you out

Jars of captured green (Emperor) butterflies will occasionally disappear/not appear from player’s inventory without ever selling the bottle. Some minimal issues but “Yellow butterflies” isn’t yet named (clouded), proper names of butterflies once caught in bottles change into names of their colors instead (maybe from issue with text being too large?) Would also like to call them Jars instead of bottles (I associate bottles with water, etc ahah), Jars of Clouded Butterflies or just Clouded Butterflies, instead of Bottles of Butterflys (White)

Maybe also replacing those poor butterflies of more than x20 stuffed inside a jar (can you imagine?!) with a proper butterfly cage! Yup, these exist and they’re made of white netting, and it’s obviously more humane :P Fairies can use whatever magic they have and live inside jars, though cx ahah) If not, maybe i can just start to believe my captured butterflies are magical too \: hahah

Lightning bugs probably shouldn’t be flying around during day?
NPC’s (diff butterflies, birds, baddies, etc) could be made to only appear/spawn/be contained around different areas of the map

When a player has drowned in water, have a little water related sound effect when player drowns. Also, a corresponding gani of player lying faceup on the ground, having appeared just drowned (maybe consider a small delay?) until player starts moving again

I tried to be as detailed as I could with those topics, just let me know if you need me to clarify on anything more! :)

Vladamir Blackthorne 11-12-2017 11:34 AM

Weapons need base critical chances imo, at least weapons like daggers, guns, bows and katanas. Maybe lower chance/critical damage modifiers on long/shortswords (not broadswords) and blunt/heavy melees don't crit at all unless you socket the appropriate rune into them.

Az'roth Azay Z. 11-13-2017 06:46 PM

You are changing the fort's facade. I find that design very interesting, which is fitting more with phone games spirit.

Az'roth Azay Z. 11-14-2017 07:24 PM

The Quest Goblin killer

The quest now can be completed. (by killing goblins which are located in the hidden cave)

Ximithie 11-15-2017 12:58 AM

I like the air balloons even tho its not really a far distance to walk but there cheap and worth the price.

Kometa 11-17-2017 12:13 AM

Ability to catch different types of fish depending on area or region (Pier, East ocean of Desert, starting West Dock, rivers, ponds, etc)
Fishing with Rivers can bring the additions for new freshwater fish such as types of trout, catfish, salmon, bass, etc which can possibly differ with their own characteristics from saltwater fish, such as being higher in Mana attributes opposed to saltwater (higher in HP) also, bear npcs :p
Higher level rods can be used to catch the deeper sea fish commonly found in deep waters (only darker deep water tiles), would also initiate one necessity for buying a boat

A specific key can be added/obtained from an NPC quest to unlock the room of the house in Docks leading to that dungeon, would also prevent simultaneous number of players attempting dungeon at once

Some thoughts to make the mechanics of climbing more interesting (atm you can buy bronze boots or higher to climb any climbing wall)
With boots, players can be able to kick other players off the cliff/ledge while climbing/receiving damage (% chance depending on type of boots) there’s already an instance where one of the unfinished forts contains a section of climbing walls in the front that can be refined later on, also players raiding the fort in the Desert would be able to bypass one of the levels or two (instead of going through one of the caves) if there was a climbing wall not being covered by those defending. Climbing perk can also be reintroduced with different levels of upgradable tiers if this mechanic were to be added
Or have climbing walls more differentiated by shades of color, and can only be climbed with certain levels of boots

There are already some mushroom items in the game, that can give minimal hp attributes when eaten. There’s also a variety of mushrooms ’grouped-together’ that can already be found sparingly throughout the map. These grouped-mushrooms can possibly be used by players to pick up a single random colored mushroom depending on chance. Higher farming or crafting exp/levels can be used to raise the chance of picking up more than one mushroom, other colors, etc. These mushrooms can also be looted by other players, maybe in limited quantity before they’re fully looted until able to be picked again (15 mins, etc). Climbing walls placed in areas across the map, such as the one already under Lighthouse, can also lead to one of these grouped-mushrooms, even bee hive. Picked mushrooms can be used to make certain potions, tonic, elixers, etc

Hopeful daily challenges are being thought of that would entice players to keep coming back to server (random jobs based on crops farmed, number of butterflies to be caught, specific baddies to be killed, even the amount of time a Fort has been captured, etc)

I like the placement of the Desert, but the town associated with it could also be refined some to be more simple to find its shops
With the way the shops are placed now, some shops/stalls become hidden, and it almost feels like one of those underground malls that you never knew existed in your city or just always dreaded going into. In particular, the layout of the shops/buildings could be made to look more linear to each other, more side by side or across from each other, in a style recognized in the Old West or similar period, maybe even additional tiles created for buildings made of stucco Ala in Mexico side of 1900s
Buildings can also have more characteristic to them for example, the gun shop/blacksmith/armor shops can both be placed separately nearby together, maybe with the outside of the blacksmith’s building acquiring a more welcoming outside presence, with images of blacksmith tools/anvil laying outside etc
Almost essential for every Western town, an opportunity for a western-styled church can also be built with its appropriate building tiles, and can house where the Rune Mage would be, with him and his companion devil relocated inside one of the caves or seperate building on the eastern side of the Desert, a white bearded priest in his place, and stairs/elevator leading underneath the church to a room with modern cloning equipment referencing some pop culture from a popular tv show :D
Separated General Store/Grocery/Diner with the area for cooking in nearby room surrounded by barrels of food
Separate housing that sells Hats/Boots(to use climbing)/Apparel together, potential for water tank tower, and of course the ticket booth for blimp
Saloon could be in the center of the town, made larger to support a piano and separate tables for players to sit down/start and Queue for the card game until someone else grabs/clicks table without need to click on player profile/send inv, upstairs floor with curtained doors ;) also with upstair fenced porch outside
Possibly even include a styled Bank/Inventory or Hotel in this town as well?
Perhaps the addition of a Sheriff npc and associated Jail, with potential quest/bounty for particular baddies in Desert, possibly the capability to place a bounty on a playing-character’s head for (x) money, only daily? randomly chosen by Sheriff npc, etc

Market shaped as a boat under Docks could also be turned into a fish-speciality restaurant, split up at the top for cooking or have the stove and table placed inside where the restaurant’s kitchen would be
The dock could be made to extend out a little further into sea, be longer to give more space for people fishing, would also like appropriate fishing quest associated here

When inside of the Castle/city, it’d be better and more visually appealing, for mobile players especially, to be able to see from outside of the castle; or at least have some resemblance of outside, instead of having the levels end at the castle wall
Would also eventually like to see a Royal/King’s palace with a King and its associated rooms and guards inside the city somewhere (could possibly better link quests/starting tutorials together)
Minor addition, under spar arena in City, there are drains with metal bars that make the water seem like it’s in a static state, a gani or graphic for the bars or a water graphic also to be used outside, can fix that and show the water animated or seem as if its moving

Spiders can be made more common as they spawn quite rarely from picked up bushes/pots. In one of the Elite Guard’s quest to kill rats/mushrooms in basement, it might make sense if this sole room can spawn rats/spiders at a higher rate than usual/ or same, then have the player ‘find’ (x) number of rats to kill after picking up pots inside room from the ‘infestation’. Having the player retrieve the rope from this room seems almost unnecessary unless the rope would’ve either: appeared after all the baddies were killed, or if a rope-type item were to be implemented later in the game for players to escape a dungeon, water well, etc. ALA pokemon, stranger things :p

Picking up a bush/pot regardless of the player’s gender will use the female ‘grunt’ sfx (intended?)
Walking with a bush/pot above your head makes you silent when you walk, without the walking sound effect (intended?)

“Getting Information” quest doesn’t show an exclamation on map of where to find Daisy to talk to her (also don’t know if intended)
“The Apothecary’s Endorsement” should either state which specific potion to equip into hotkey to be able to finish quest, or allow player to equip any potion/elixer/drink/food

Would like the hotkeys to show the quantity of potions available in inventory where useful for certain items where like Potions, food, etc

Would like a coin-like or similar sound effect when selling item, another sound effect for buying

Would like a gani for drinking potions, similar items

Possibly have rare items drop very rarely from apple/fruit trees with other players able to pick them up? (bird eggs for potential quest, golden/enchanted fruit/fruit of knowledge from Wisdom Tree, etc) could entice determined players to keep whacking those never-lonely things :p

After dismounting and getting off from mount, using a sword/gun by pressing a hotkey will still swing the sword, but the player’s avatar won’t appear to be wielding or view a sword as equipped (hidden without it’s wield gani)
Equipping a weapon, etc from hotkey while on a mount will still act like the mount is still “equipped” or being used as the active item
Could also add the ability to dismount from using the associated Hotkey (if set to a mount), clicking s/d keys on pc, in addition to the existing dismount button on top left
Maybe the ability to literally tie a mount to a mount/horse rack where available, system to only carry around one mount at a time with a house/stables, possibly with multiple rooms for players to house their unused mounts

Consider a Bakery or similar with needed grinder inside, for Wheat to be made into Flour (pie crusts for berry/human pies, bread, cornbread etc.) introduction of wheat also brings addition of new foods like cereal/oatmeal, cookies, noodles/pasta? Flour can also be made without a new tool, just wheat + water + hammer?
Maybe even an Ice Cream shop, also containing its own specialized tools to make cream/butter after gathering Milk from cows, something to make sugar from honey unless involving the use of an oven or the Bee Keeper’s house, and something to make ice from water or to chill all the ingredients (or second use of the fridge?)
Ingredients such as pepper, chocolate, vanilla, etc. can be chosen to be made rare/only attainable from stealing from fridge, behind counter/broken crates from rooms inside rat holes, or bought at market

A tropical-like island can be considered to be home to more exotic fruit like bananas already in the game, etc. with possibility of catching crabs and lobsters
Since the server seems to have some emphasis with Glubs, water, and possibly their own special story with Delteria, it brings a potential opportunity to create a city inhabited by Glubs, or similar npcs (perhaps their enemies?) to an Atlantis-like place, possibly underwater, or an advanced city resembling what Atlantis would be like :p

Levels of farming that can raise the max number of berries/related that player is able to pick up (1-5) depending on level? Players with a high farming level can still pick up x1 berry, but will now have a chance to pick up x5 berry, or higher chance to get x5, etc berry when level keeps rising?
I’ve also been able to accumulate over 900 blackberries from just casually slashing bushes over a period of a few days, a similar system to farming can limit that, or have wild black berry bushes only having to drop berries at a chance (or when sparkling)

I’ve been trying to catch every butterfly i’ve run across in the server, and Blue Butterflies are definitely more common than White Butterflies (labeled Common) 52 blues to 32 white butterflies
Bombs (300) are also commonly found (intended?) and Human meat (207) to Goblin meat (34) (human/goblin share the same attributes, disregarding their monetary value that i haven’t checked, also intended?)

Would obviously like more refined bases with their own characteristics eventually
Possibly an elite Guard/Statue/etc. npc can appear during guild forts to either defend/attack every so often. Or this npc can also be made to rarely spawn (or every x hours), and separately take a role as a ’Boss’, attacking both defenders and attackers while dropping a quest gem from earlier post or similar quest/loot item for everyone attacking it.
Reason for the npc, being either a hindrance if it only attacks certain players, or annoyance if it drops something rare, experience points, would be one way to make a fort seem more dynamic and can possibly also balance out whatever odds from a guild taking control of a fort for too long

One potential area for particular water-based baddies, glubs, etc is the area under the Lighthouse made accessible by swimming there, isles of shallow water like this can be expanded horizontal to lighthouse or similar area if baddies were to be added
With the first two goblin quests that sends the player to kill goblins in particular cave, consider raising the quantity of goblins needed to be killed, the goblin caves could also be revised to look less like a generic cave
Would like more areas like this eventually possibly with multiple floors inside, with as special sites to find particular baddies

Some bee hives are located in areas where water isn’t accessible for players to hide in once a hive is attacked, maybe consider a bug spray item

When viewing headstones in the graveyard/cemetery by the church above Docks, the prompt displayed for that npc doesn’t disappear right away when leaving the stone and doesn’t disappear until you walk far from it. Npc’s displayed could also be dressed accordingly in time :p

When a card game has finished, the prompt of Victory/defeat doesn’t disappear right away until player clicks on it (intended?)

Consider an acceptable cooldown system for guns, with different guns having different cooldown/reload times, as Spells costs players Mana and could balance the classes, might also better distinguish guns from bows, any future bows
Maybe a stamina bar or system that shows solely for mounts, bows, guns, etc

Would eventually like a experience bar to show you how close you are to leveling up in UI unless one already exists that i’m not aware of, tutorial quests can also better explain this and other UI elements for new players at the start of the server

Having played the server for a full week now, I’ve been slower to find newer bugs that i’ve come across, but I think we listed most of the bugs commonly encountered from a normal playthrough. If i’ve yet to discover an area or try something, just let me know, and obviously testing the server on a touch device will also be different. Development is obviously still ongoing every single day, with newer things being added and changes being made. some or most of the bugs or concerns being posted haven’t been addressed yet, and it wouldn’t upset me as long as those whom are part in dev do look through these lists with free time, to see what can be fixed or which ideas can be explored or should be debated internally on, eventually :smile: My posts aren’t meant to resemble any type of negative criticism btw! <3 , these usually come out of boredom or any positive thoughts i have with this server the more i play and realize it's potential, or how large it could become when tons more start playing, especially with more help or hours put in from devs (: i’ll still be coming up with lists and bugs or any ideas i encounter, not sure if i should be editing my other posts to show which things have already been addressed or fixed. feel free again to discuss any points brought up :)

Vladamir Blackthorne 11-17-2017 12:17 PM

Uh... I'm stuck in this new starting instance...

Vladamir Blackthorne 11-17-2017 02:06 PM

Just realized, today is the last day in the closed beta period isn't it :(

Ximithie 11-17-2017 03:29 PM

Quote:

Posted by Vladamir Blackthorne (Post 801499)
Just realized, today is the last day in the closed beta period isn't it :(

Sadly yes it's supposed to close today so only staff will be able to log on but i heard that there also doing mobile beta testing i might try that out if I'm not busy.

Vladamir Blackthorne 11-17-2017 05:02 PM

Quote:

Posted by Ximithie (Post 801500)
Sadly yes it's supposed to close today so only staff will be able to log on but i heard that there also doing mobile beta testing i might try that out if I'm not busy.

Hopefully they will test on both iOS and Android. In fact if nobody on the mobile testing team has an Android device, I demand to test on mobile, because I am not getting no iPhone to avoid bugs and all that nonsense on Delteria so I NEED to get at least some testing done on Android devices.

Eugeen 11-17-2017 05:09 PM

Android testing is easier either way.
There's android emulators for pc aswell.

Az'roth Azay Z. 11-17-2017 07:51 PM

Thank you for this trial, it was a good experience, I wish you all the best in the future.



Cordially A.Z.

YernuMaster 11-18-2017 03:40 AM

Quote:

Posted by Vladamir Blackthorne (Post 801507)
Hopefully they will test on both iOS and Android. In fact if nobody on the mobile testing team has an Android device, I demand to test on mobile, because I am not getting no iPhone to avoid bugs and all that nonsense on Delteria so I NEED to get at least some testing done on Android devices.

I actually tested Delt on my Android some time ago and I remember it working pretty flawlessly, other than a few bugs, which I can't specifically remember what they were. Mind you.. this was awhile back, so I'd imagine that with all the improvements that it's alot less buggy now.

Skyzer 11-18-2017 09:51 PM

Looks like the city that was made before the old Delteria map was replaced.

Az'roth Azay Z. 11-18-2017 10:41 PM

I'm very glad to see that Delteria's staff members had listened to me and set up help indications.

Skyzer 11-18-2017 10:46 PM

I doubt that they have done all that much. I guarantee that they found content from another source to incorporate into the server to make it look like they've done a lot of work.

Az'roth Azay Z. 11-18-2017 11:01 PM

Quote:

Posted by Skyzer (Post 801600)
"I doubt" that they have done all that much. "I guarantee" that they found content from another source to incorporate into the server to make it look like they've done a lot of work.

Don't talk about something, unless you're sure about it...
By the way, they've made alot of work, what are you saying now, is kinda disgraceful toward them and very irritant.
Be kind, don't denigrate the work of others.
(A friend of mine worked many years as a Gani Artist with devotion and above all freely)

Ximithie 11-18-2017 11:33 PM

Delteria is prob gonna be the only graal game where staff actually listen to there supporters and accept feedback

Ethacon 11-19-2017 05:44 AM

Quote:

Posted by Ximithie (Post 801609)
Delteria is prob gonna be the only graal game where staff actually listen to there supporters and accept feedback

iClassic uses ideas from players a lot of times actually...

Elk 11-19-2017 08:49 AM

Quote:

Posted by Ximithie (Post 801609)
Delteria is prob gonna be the only graal game where staff actually listen to there supporters and accept feedback

In most cases, this isn't good though

G Fatal 11-19-2017 10:30 AM

Quote:

Posted by Skyzer (Post 801600)
I doubt that they have done all that much. I guarantee that they found content from another source to incorporate into the server to make it look like they've done a lot of work.

Unix: what is graal the adventure this is delteria :giggle:

Ximithie 11-19-2017 04:19 PM

Quote:

Posted by ethacon (Post 801663)
iClassic uses ideas from players a lot of times actually...

They do but it takes months and months sometimes a year till they actually add it what the players what i mean how long have players wanted another tower? since york and snow towers have vanished and they only brought us a temporary test tower in delta island which has now been removed.

Quote:

Posted by Elk (Post 801668)
In most cases, this isn't good though

depends

Skyzer 11-20-2017 03:23 AM

Quote:

Posted by Az'roth Azay Z. (Post 801607)
Don't talk about something, unless you're sure about it...

No.

Quote:

Posted by Az'roth Azay Z. (Post 801607)
By the way, they've made alot of work

See my previous post.

Quote:

Posted by Az'roth Azay Z. (Post 801607)
Be kind, don't denigrate the work of others.

No.

Quote:

Posted by Az'roth Azay Z. (Post 801607)
(A friend of mine worked [I]many years as a Gani Artist with devotion and above all freely)

I don't care.

GOAT 11-20-2017 06:22 AM

Not many players out there that can exploit developmental flaws like SamBot. 1 week playing and I will easily discover 20+.

Like when you added "wait 10 seconds to unstick" to the mines followed by "you can't enter your house" Took me about 2 seconds to figure out I could bypass all that by sending my alt account a house invite :D

What you think CeCe? :blush: That or some super hacker trick

Kiri 11-20-2017 07:22 AM

https://i.imgur.com/VT13J7D.gif


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