Quote:
Originally Posted by exeduz
6 hours a week really is nothing for any pserver project... more realistic would be around 30-40 hours a week minimum
most kal coding is pretty basic and you can teach urself from reading in to it with a little developing experience. also check out r4g3z0n3 kal forums for a lot of stuff.
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I'd rather say 30 to 40 hours a week is unrealistic at least for most people. I work 40 hours already and so do most people unless they are freelancers.
I will teach myself aswell, but it I need someone to set me up with a small stable core with just the assests needed for this project as fast as possible. Since some of you are skilled and should know this game like their own pocket by now, I thought 6 hours per week would be enough to progress at a good pace.
I guess I'll just have to wait for the skilled one to show up here.
Quote:
Originally Posted by katana00
Question is , is there even people that want to play anymore? Will your server bring old kal feeling? Or just random shit rush 70 and then afk shiny till server dies.
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This is what has been happening since the first private server arrived. It it is no wonder because a copy of a broken game will always be a broken copy.
I feel like no private server was ever balled enough to mess with the mechanics of the game. Those mechanics that were the only reason we played the game after all.
Besides bringing back 'the old feeling', I want to go further and add a new expierience which focuses heavily on pvp elements. This expierence will also feature changes in character progression and in how a character is rewarded throughout the game. This way there will be no rush, no limitation and no death of a server. Unless of course no one bothers to play this game anymore, but as of right now I feel like there are at least a 1000 people who would love to try out something new, but more importantly stable.
The following is a rough scetch of this project. Feel free to judge, but keep hate aside please.
This project contains the following content and mechanics :
Narootuh as a trading station, most known for it's fish and medicine.
Geum Oh mine, most known for it's blacksmiths.
Pub of the Giant Bird, most known for it's illegal duelling scene.
City of priest, as the highly religious capital.
The destroyed Geum Ohee Castle near the temporary fort was rebuilt and is now a wealthy city with an oppsing king to the one of City of Priest.
Dungeon I - V remain for the purpose of main quests, but can be visteted afterwards in different difficulty modes. Picture of Hell remains as part of the main story and comes in different variations and difficulty modes. All other zones are used as battlefield between players and environmental enemies such as the Doggebi, the Spirits and the Traitors. These have their own goals, enemies and story twists. Interaction besides violance is possible to unlock secrets.
The reward system differs a lot. What matters now are attribute points, honor points and skill ponits. The way players earn those are no longer leveling up by experience only. Actually, players do only gain a small amount of those when leveling up.
Attribute points will be rewarded by two when leveling up. One more point can be acquired when being successful in officially duelling another player.
Honor points will be rewarded by quests and the choices players take while following these. Other than that players can acquire honor points by killing players in guild vs guild battle, duelling and by completing quests. Honor points can be lost when taking wrong action while questing or when dying in either guild vs guild or duel. Honor points will not be rewarded by leveling up a character.
Skills are no longer bound to a players level. Players earn them by completing main quests, side quests, hunting boss and sub-boss monsters. Some skills are only to be used by a players class and job, while others can be used by anyone who is willing to learn it. Further more some skills will only be used by one player only as they're unique and bound to quests that also can only be completed only one time. Skill points will not be rewarded by leveling up a character. Instead players can acquire skill points by completing different levels of difficulty modes in dungeons.
Armors and weapons are no longer on the drop list as they're being crafted by players or rewarded by important quests. The requirement to use armor and weapons are bound to attribute points, sometimes honor points aswell.
As for the mechanics of guild vs guild, players fight for one* of three cities. Narootuh, Geum Oh Mine and Pub of Giant Bird. Each city produces it's own goods which have different use and value. Only the owning guild benefits from those goods and sets the price of it. Fish and medicine from Narootuh is the best medicine around and everybody needs it, so it's a steady source of income. The materials of Geum Oh Mine are the source of armor and weapons, a little gold and other metals. Maybe not a steady income, but one that comes from quality material and skilled blacksmiths. Pub of the Giant bird is a gamblers heaven, no need to explain more. * One guild can own two cities at once, but no more. Guilds may fight for those cities once a week, twice if important stations have been infiltrated during another event held once a week.
Environmental enemies will attack two or three times a week. It will hit either player owned cities or NPC cities. This may result in either winning power over the enemy or losing the territory of the battlefield and therefore some of the profits made of it.
To be continued ..
For all the scepticals who are able to create this, please let's try and work together. You will enjoy the outcome of this and will be rewarded higher once this thing is running.