Jump to content
Eternal Lands Official Forums

DemonCowboy

Members
  • Content count

    279
  • Joined

  • Last visited

Everything posted by DemonCowboy

  1. Fixing some of the economy

    actually, my suggestions i've stated that there is no quick-fix. it's going to b alot of work, for the devs to create, and for the players to adjust. there is no 1 simple solution that will fix all. there were mistakes made in the design of the economy. not because of anything lacking on the dev's efforts, but just because of the ppl factor. there was no way the devs could anticipate how players would behave. but i think alot of the suggestions here done in steps will fix the situation, judging solely on current behavior. all i'm saying now is that there is no single fool-proof solution, nor can it b done all at 1ce, but will have to b done in stages.
  2. because social interaction doesn't always work. when some1 creates a guild - sometimes they have speciffic views of what that guild should be and recruits ppl that think on the same end as that. so there will be suggestions from newer recruits that don't coincide w/ the direction the guild is meant to go in. therefore, in even more guilds that i've been in have made mini-governments where councils talk over suggestions mede by everybody and come to decisions in policy, that way while everybody's voice counts it won't necessarily change the direction of policy. could u imagine how the development of this game would go if every suggestion that ppl liked was implimented whether it fit w/ the game or not? or even a company that new hires could set policy because other ppl liked it? it would lead to complete chaos. so structures are created in the guilds to keep some form of order to keep things running smoothly. otherwise guilds would never get bigger than a few ppl that are friends or would be just high numbers of random ppl of which those ppl were doing whatever they wanted, most likely to the ruin of the guild.
  3. Fixing some of the economy

    I Guess that the NPCs buying the finished products for gold coins AND NOT buying the raw materials would push ppl to sell their harvestables to PC/produce something with their harvestables. Still i think the things that are needed to help the economy are: 1)NPC that buys finished products at the raw material cost. 2)finished products should be combined to make the next product in the 'chain' Example: iron sword --> 10 iron bars, 1 steel bar, 1 FE - 100 XP iron broad sword --> iron sword, 1 steel bar, 2 FE - 150 XP Steel long sword --> iron broad sword, 2 steel bars, 4 FE - 200 XP Two Edged Steel --> Steel long sword, 4 steel bars, 8 FE - 250 XP Titanium Short --> Iron Sword, 2 Titanium Bars, 1 Leather, 2 FE - 125 XP Titanium long sword --> Titanium Short, 4 Titanium Bars, 2 leather, 4FE - 250 XP Titanium Serpent Sword --> Titanium Long, 8 Titanium Bars, 4 leather, Serpent Stone, EFE - 750XP The same Procedure could be used on Armors (from leather to Plate, i guess). it's much harder to make something like that on Crafting, i guess. 3)top items should need let's say 1 hour to be made (like researching a book, with the option to stop the manufacturing and continue later to avoid boredom due to looking the screen doing nothing for that time). Cheers. these will all help too. but i think the very first step is to get rid of the "free" money from harvestables. and those added in can only help imo Edit: actually, it is the first step, because that's the need for all the other money sinks. after the harvesting money is gone, you can raise the prices of the NPCs for created items to cost. giving a place to dump them for the GC instead of just harvesting for the money. plus setting minimum prices on the made items an not anything on harvestables will keep the economy in tact. so ppl can still make money, they just have to work for it. besides that would just be the FIRST STEP. i think u'r failing to realize that there is no quick and easy fix to the economy. it's going to be alot of work, any such way that u go about it. and doing it in steps is going to sting a bit, but otherwise it would take a massive fix all at 1ce that i believe has been daunting the devs from making the fixes needed. we have to look for the end result, not what it's going do do for or to us right now that's inconcequential. like i said i'll bet money that when the game is out of beta most of us will get wiped neway.
  4. Fixing some of the economy

    well i agree to a point, there should be ways that millionaires can show off but if it's in a skill, it should be a rather that's designed for the sole purpose to blow money. one that doesn't take a whole lot of effort to get good in, just time. i saw fishing in the possible to do list. spend money on tackle, bait, just for the biggest fish that serves no real purpose other than something relatively minor so that they're not worth much, but can produce bragging rights at spending the money and the time to get the very best one. maybe higher lvls can produce chances at finding some sort of rare treasure or something giving even more to brag about. plus when roja gets the time and ambition maybe she could create custom nobleman's clothes to don like armor that provide no real protections exept maybe from certain days like solar flares, or acid rain or whatnot. that they would buy just to have and walk around in. maybe even jewed weapons that have a VERY HIGH breakage rate so that they're kept just for show - i'd like to have an emerald serp in my hands for photos myself...lol sorry, the future isn't what this thread is about, it's for the right now - my apologies ent.
  5. Fixing some of the economy

    i've always said that it will b ALOT of work to fix the economy, that there is no simple fix. and i don't think ppl will become too poor, they'll just have to start actually making items like FEs to start with. then the next step would be balancing those prices and formulas according to skill in them. to balance out the g/c between the lvls . new people should not have as much GC as ppl who have been playing awhile to EARN it. yes, when it's all said and done there will probably be millionaires, but only the 1s that worked their tails off to get there. plus, they'll be VERY high lvl and have EARNED it. that's who should be getting the new expensive items neway, not any new player that can sit idle for long periods of time just doing 1 thing. edit: typos
  6. Fixing some of the economy

    it's only like that because harvesting is a skill and ppl will harvest to get the exp. that's y i said that harvesting SHOULD NOT b a skill then ppl will only bother to get these items to either sell to other players for money or to get them to actually make something out of them. there is absolutely no reason that harvesting should be a skill who cares who's the best at sitting doing nothing neway?!? that's about all harvesting as a skill accomplishes. leaving the prices of harvestables to the players would at least give a true balance to work from. to see how bad harvesting is ruining the economy. right now w/ most harvesting efforts going to NPCs we can't even track how bad harvesting is ruining the economy, just any1 who's talked to other ppl in the game know that it is. how many ppl have u heard saying they were going to "the PL money tree"? as long as GC is that quickly and easily gotten, the economy will never get fixed. besides, even w/ no floor if harvestables get too low in price no1 will bother gathering them to sell meaning there might be free bags here and there of 120 of an item, but i know, especially w/ essences just for myself, ( i can sell but i usually dont because i use them,) that i make them in the several hundreds. so either way that GC will not b introduced into the game making GCs worth more. then having the NPC prices on items that took work having a floor those prices will never get below a certain ammount. still keeping things in tact, WITHOUT the exess money entering the game from harvesting. that will ultimately force prices HIGHER because u have to make money to buy that next book. to advance further.
  7. Fixing some of the economy

    I really think he has a good point here. Resources sell for way too much, and the resulting inflation means that as you increase the complexity and number of ingredients you lose more and more potential profits. Harvesting should be used in place of spending GC, not to generate it. let's consider this: If silver is at, let's say, 1gc and chrysanthemum is at 0.1 gc then HEs would probably be sold at 2.5gcs each without an NPC that sets the lower price barrier. While lowering the value of harvestables could be a good idea (that still needs a complete redrawing of the economy imho) it needs also a price barrier for the finished products or it will just let the prices fall more. a complete revamp of the economy is what it's going to take. there is no patch that is going to fix this. patchwork to the NPC prices are what lead to where we are now. it's going to take a complete and total remake of the economy. that's also part of y, when i first started posting about the economy in the dev suggestion threads, i offered any assistance i could give to help. because it's not going to be an easy thing to fix the economy i suggested it this way because ent asked for ONLY price, formula, exp change suggestions when the fact of the matter is that harvestables SHOULD NOT b bought by NPCs at all. it's half of the problem w/ the economy. y bother actually playing the game for the coins you need when u can just go to PL and harvest lupines? that's just what MANY people are doing. there should not be an easy outlet for harvestables, it should be left to the player market to decide values since the players need them, not NPCs. currently, that's where the first problem resulted from, that created the changes, that put the economy where it is today. harvesting and selling to NPCs is currently where i'm guessing >75% of the money comming into the game is comming from, and that should not be so. for that matter, since this is off of the 411 that ent is looking for neway, harvesting shouldn't b a skill. the items are already needed to increase other skills so the reason to acquire them is already there. i think that inorganic nexus and knowledge for the higher items, (the way it basically is now,) would be sufficient to detail what harvestables one can gather, and gathering speeds should be decided mainly by the item, not any sort of experience or level. i agree w/ this totally, though unfortunately it's not what ent was asking for from what i've read. drops of manufactured items just bring more of them into the game. fighters should b given enough coinage to buy the items they need from other players and NPCs, NOT be given these items in drops. exept maybe in certain circumstances for the realistic issue - like armed gobs, armored skellies, and the like that show to carry such items - even then, only in rare situations. because from a RP view, u just broke that armor most of the time to kill that armed skelly) drops could be harvestables or maybe even rare special items that could ONLY be gotten from fighting like furs and stuff that can't b harvested, maybe other items that could be used in manu and the like that only monsters can make/get whatever. this would keep the gc comming in for them so they can buy the stuff they want/need. Well then we all start over, or newcomers are weaker longer. Either way, it has to be fixed and somebody's going to get hurt and pissed. *shrugs* People forget they are actually testers in a beta game. i agree w/ this - i mean after the game is completely functioning i suspect we're all going to get wiped neway . after major changes, like a possible revamp of the economy, we probably should have to start over. to see the changes from the beginning, so as beta testers, we can see the full effect of the changes. ------- EDIT: that's the problem, we don't need to create more money sinks we need to eliminate the easy harvesting money, that's where most of the problem is. as long as u can harvest free money all day long in PL , y would u do anything else for money? that's where the overflow of money that started the need for these sinks is comming from - summoning should be profitable, just like any other skill u have to actually work at. harvesting u don't have to work at so u shouln't get that much money from. ESPECIALLY not in unlimited quantities from NPCs leave it to the hard earned money of the players not the unlimited money from the NPCs.
  8. Fixing some of the economy

    i apologize ent, i would be able to give u the speciffics u'r asking for, but i'm antisocial, so gathering all NPC buy/sell prices would be difficult for me. if you could supply a list to me i could be of more help, and would be happy to since u know from the suggestion forum, this is 1 of my things i'd LOVE to see changed. basically though: first off, all harvestables should have little to no value. flowers should probably be (if bought by an NPC at all, flower shops could just sell) bought for <.01gc and the higher harvestables under 1gc ea. (varying according to reccomended harvesting lvl and/or nexus requirements.) people should not consider harvesting as a source of income. even a brand new player can get the stuff to make FEs when they start exploring the world, and untill then even when you first start the game it suggests selling rabbit furs. items difficulty to get the ingredients for items, the exp for them, and the price the NPCs should buy/sell for should based on the reccomended lvl to make the item. FEs for example are almost the first things anyone makes, therefore they should be worth very little maybe bought from an NPC for 3gc with the NPC buying them from players for 1gc. higer lvl items should go for more w/ respect to the lvl that it's reccomended that they're made. water essences either have a formula problem or a lvl problem depending on how u want to look at it. i see it as a formula problem, because the lvl and the experience seem to compliment eachother. therefore, you shouldn't need sapphires to make them, because higher lvl ppl aren't going to waste their time selling sapphires to new pp. so from my point of view that should be changed to a more accessable item to that lvl, maybe a flower (or those new blue mushrooms, mushrooms are good for retaining water neway) also as the example i given w/ the FE, NPCs should sell items for 3x what they buy them for. giving a nice medium inbetween for the player market, letting it be as cut-throat as it can possibly be. while still giving alternative options in most cases and bargaining tools. (plus the NPCs have to buy thier PoFs to make this stuff too!!!) handling the market this way will lead to a more balanced economy because: 1) people wont harvest for money as much because it won't b viable eliminating some of the money from the game. 2) low lvl characters will buy low lvl items or just above their lvl because it's all they will be able to afford w/o saving up and getting closer to the other lvl anyway, giving value again to the lower lvl items. 3) it would be alot more intuitive to the players and it would just flat out make sense to them yet would keep it challenging (plus would straighten out mira, for that exploit of selling PoRs for free PoFs bringing up the value of PoFs - the price change would even make that current formula more feasable in terms of cost effectiveness) on a side note harvy's vials are WAY too expensive in terms of quartz that much quartz (judging by the size suggested by the picture in the inventory would make a vial that u'd need both arms to carry) maybe 1-2 quartz and 3gc would seem to me to make alittle more sense. like i said, i don't have a list of NPC buy/sell prices. if ent, a dev or any1 can supply me w/ such a list, i could search the encyc for the formulas and exp, and such and i could give a full and complete list of SPECIFFIC suggestions in a week or less. EDIT: oh, i just realized, that w/ cooldown, under this system some food costs would probably need some adjusting as well but nothing major. because PoFs would become more valuable meaning some of the lower lvls wouldn't b able to afford them. but only minor reductions in some of the lower items, because that could help combat overproduction to an extent too.
  9. grr. grr, I say. I already said that this should be dealt with in that other thread, and you should know better. (plus... 15+? there's more spare room in the 6-14 range. although a leader's version that one 18+ can see or send may be handy. and no, I don't want commentary on either point) ok ttl w/ that i see u'r point and apologize... ...ok back on track i think #change_rank should be pry closer to rank 17 imo. in the few guild's i've been in - including the guild i own now - that's the rank that starts to have REAL say in the decisions, and know most of the inner workings of the guild that most of the lower ranks don't even have much interest in yet. maybe ranks 17/18 could be able to use #change_rank to be able to change up to rank 15, letting the higher ranks choose who becomes part of the guild's decision makers. also i think other commands related to that should b changed as well, even 1 directly related to that but i won't bring that up here. (them being the 1 from b4 and the directly related 1 being #rank for reasons that again, i will not put here.)
  10. so you'd rather bog down one idea with the other and get it forgotten than attack one at a time?seriously, it had its thread. however right it may be, this isn't the thread about it actually, by my limited understanding of programming languages, if the code is anywhere near clean the guild commands and ranks should b close together. therefore while editing 1, it would be more efficient to edit the other as well instead of asking it to be redone again and again. it would be better to get a list of changes needing to b done so that they can b implimented at 1ce. that way, instead of ppl arguing w/ eachother over which change is which, they should be discussing all desired changes in order to create a list that can b done all at 1ce. btw, as for my limited experience, cell definitions in lotus, or excel (that's code similar to basic), VB applications, even HTML and javascript can't be scattered all over the place. meaning that you can't have "if such and such" here then go on to a totally unrelated function for awhile, then later go back to to that event and b able to find it at another time easily(at least w/ lotus/excel, or JS) , even if by some fluke, u can get it to work like that. (just like HTML u can't put a table in the middle of a frame souce page or CSS stylesheet expecting it to be seen.) they BOTH are changes the guild system could use, (needs imo) so getting a list together and pushing for the whole list so it can be done at 1ce saving a small bit of time and headache for the 1 who codes it, instead of having them go in and do 1 thing, just to turn around and go BACK IN to the same part to change it again unnecessarily, when a list of things can be done right then.
  11. Thats another issue and if u want to discuss that you can search for the thread about it and coment on that there. so it can CONTINUE to get ignored right? - and it's not really another issue, it's guild permisions at certain ranks and this falls into the same category - BOTH need to b implimented and ignoring 1 to talk about another isn't going to help
  12. PK Arenas and the Map

    i think that's just u, my blue X works fine
  13. Should there be two Ant colonies?

    i WHOLE HEARTEDLY agree, w/ Gen_Axis, aap, and benjamin on this1. if u want ants to fight players, make them PKable so any players that WANT TO can attack THEM. i know some ppl that like the ants and even heal them, u'd never catch me healing an ant though. but if the ants start attacking even the players that like them that will hurt the opinion of them by the ppl that like them too. they still need to b taken off of the top players list. this has been said before and there's not been objection by other players. i do think they should have their own board to compare to though - that could b interesting. and y aren't u working more on the 1's u have? you could still add stuff like making them talk and being somewhat diplomatic. from a RP aspect the ants are useless, so u want to add yet ANOTHER useless element? read the #ig's in their logs learner i'm sure not only my guild TRIES to have fun w/ them.
  14. well my guild doesn't use #gm for general chat but i would like to see a couple more ranks have the #change_rank ability, maybe include 18's and maybe 17's. i think it could help out with promotions and the like. since we're on guild functions, i would like to bring back the idea of bringing #ig up a bit so low lvl disgruntled's cant cause trouble like i saw in the past maybe at least 4 if not 5 that way depending on the way a guild operates it could make it a priviledge to use. and can b taken away from - i would at least like to see it raised to rank 1 at least, that way people can be muted from using it if need be.
  15. Formal Proposal to Buy Eternal lands

    actually, if that was the case he would have to sue over 50% of his customers. and everybody using linux, or mcintosh systems. i use winblows (yes, i spelled it how i want and have spelled it this way for yrs) doesn't mean that it's not crap, i just get my products second hand so i don't have to pay the outrageous prices. I also know plenty of ppl who do the same thing and feel the same way. Gates is a marketing genius, proven by the quality of his product. Even he knows he can do a better job, and he does a SLIGHTLY better job every yr or so, w/ every new version. it's not new technology that inspires his new versions it's what he could have and should have done better the yr b4. further proving his marketing genius by suckering people to pay for these fixes like it's a completely new product. if he was going to sue anyone for defamation of any kind he would have to prove that the statements being said are not true. plus would have to prove that they were being stated as facts and not opinions, such as the opinions i stated in this post.
  16. More storage slots

    actually, compared to the other games i've played, EL has the LARGEST storage capacity at 200 slots and for all intents and purposes unlimited in each slot. (well i've not reached the limit neway) most other games offer FAR less storage area, i just beg that they don't drop it.
  17. monster idea

    Do you mean Morcarven marsh? But anyhow, it would be interesting to fight an enemy that could fight any soldiers attacking. no, i mean naralik - it's a multi-combat map but the highest thing on there is a phantom warrior, it needs a big monster or 2 that it'd take about 3-6ppl in their 20's-40's a/d to bring down. that would be fun imo, and could be great exp under the right circumstances. edit: maybe also more of a variety of monsters, a good multi- monster would have balanced a/d for the area, but LOTS of material points making it hard to take down, but w/ enough ppl most-all could theoretically survive. just like i've been shown and taught other ppl how they can cheap out chims risking no dammage to themselves done right in a group effort. its expensive, but good exp for the ppl able to do the attacking w/ magic.
  18. monster idea

    i for 1 would like to see more monsters WORTH multi-ing against, especially in naralik.
  19. New summoning creatures idea

    This arguement can not hold water. There is NOTHING in the process of making the swords that actually costs money except for vials. It is only a matter of time. By my calculations, an iron sword costs me about 1gc, and I can sell it for 125. That is not a bad profit margin for spending a bit of time getting resources and making things. actually, you don't even have to buy vials. you can make Potions of Reasoning, sell them to Mira for 15gc each and buy Potions of Feasting for 11gc. so you can not only get free PoFs, by being able to buy more PoFs than you sold PoRs, but in the process you get more vials too. and can even come away with money if you like. This arguement can not hold water. There is NOTHING in the process of making the swords that actually costs money except for vials. It is only a matter of time. By my calculations, an iron sword costs me about 1gc, and I can sell it for 125. That is not a bad profit margin for spending a bit of time getting resources and making things. The manufacturer shouldn't be doing all the harvesting and alching, it should be possible to buy in supplies, make a sword, sell at a profit. In the real world does the guy you buy t-shirts from spend a few days picking cotton before making it? In real life we can't summon animals/monster (Read as: this isn't real life) but your character doesn't value his time?!?!? if their time is worth so little, that they can do everything in the world themself, then why do they bother doing anything at all? In real life we can't summon animals/monster (Read as: this isn't real life)doesn't make the point any less valid; but it's an issue that has come up in several discussions about the problems (or lack thereof to some people) in EL's economy. i'm sure it will come up several times in the future untill a good solution can be found
  20. Random Event ideas

    i've searched and haven't found nething w/ this idea (though i did find alot on anti- macroing w/ random events) about a week ago i reset my char. and after i got back to where i could mine i started making bars and for the last 4 DAYS RL i've finally been killed mining because i would only mine a tiny bit alch a bar mine a tiny bit alch a bar eat repeat hardly getting any random events at all and there are times i've spent time making 5k ESS eating meat just a clickfest while watching TV same w/ pots too - and manu/alch/pot do have random events but only positive 1's and only on certain items - i think for more fun and alittle more realism (accidents happen) that there should b negative randoms (and maybe make the positive 1's alittle easier in trade for adding risk) i think this could be balanced by skill lvl: ALCH low level stuff like essences - FEs for example could give sulphur burns on u'r hands during creation taking a few dammage enough to make u nurse it but hardly enough to kill u other essences essences could become adidic in the mixing smarting more all the way to mercury poisoning (DEs) which could kill you if ur not careful higher lvl stuff like bars - lets face anything using FEs COULD explode causing serious dammage and even death if u'r not careful/ lucky/ very high lvl POTS pots could have varying effects through the realization of bad items that not only ruin the potion (lost ingredients) could also create gasses (go poof) that could have varying effects from a sneezing fit (low lvl) to completely noxious gas that could kill u (magic pots and/or other high lvl pots) MANU low lvl (clothes & leather that requires needle) could prick your finger - it smarts but would in no way kill you mid lvl (things requiring a hammer or FEs) could smash your hand w/ ur hammer by accident or could burn urself while working w/ metal (more serious) but both would stop and make u tend to u'r wounds and stop and think a min about how that hurt high lvl (things made w/ EFEs) lets face it EFEs are inriched are hotter and more volitile - they could very well explode possibly killing you and i don't know are serp stones poisonous? i haven't thought of any for crafting because i have no experience at all in crafting (not intersted) but i'm sure positive and negative perks could be made for these as well like maybe u didn't use as much of a metal for a positive random (keeping half of the bars or whatnot - never even read up on it) and lets face it hot metal burns if u'r not careful even gold i think this would add a good bit of exitement to the game - maybe slow down the mass producers and maybe even help the economy (god knows if i risked my life to make a serp or something i'd want to be paid WELL for it especially if i died 1ce and lost my stuff) but i think in exchange for this risk the special items (extra healing, mana, whatever pots, modable weapons and enriched essences) should have a greater chance of being made - maybe double current and double that for artificer - and could add a clumsy neg perk increasing the chance of the bad randoms happening as a player who does many things in the game i think this would make things more exiting and fun for mass producers and the like i already know they won't like it but all in all it would help create more inclusive gameplay other than just a clickfest and would add more challenge to the manufacturable skills it'd definately make me pay more attention thats what i have thought of so far - let the bashing/ changes begin
  21. New summoning creatures idea

    sounds like a great idea, though there were some good points about the sword, meat and essence issues. maybe change the weapons alittle bit higher since iron swords are already used in bulk. and concerning the meat and bones issues and the lack of life ess, maybe we could put some other ess in the place of those. maybe even bring some of the other essences in them maube something like: iron broad sword + 1 water essence + 2 earth essence + 2-3 life essences = goblin steel sword + 2 water essence + 4 earth essence + 3-4 life essence = female orc just a thought to include some of the other essences that aren't used, or used in anything any kind of magical. also, give the other essences more reason to be made. i for 1 would really like to see more use put to some things. but then again, what do i know? i just play here...lol
  22. Rules Quiz

    if u were starting ur very first character and were getting interrupted every 15min, what impression would that give u?, would you want to stay? i think alot of ppl would get sick of that fast. i believe that if a quiz was implimented, it would have to be right after u supposedly read the rules, and then maybe again on a RANDOM logon - or when a minor infraction is made. maybe another option is when you click that you agree to the rules have a confirmation window that states there will be no excuses of ignorance, and no warnings given. then asking "are you SURE you know the rules and agree to them?". then, when they click yes, it's confirmed that they have no right to complain if they break a rule. because they knew and agreed not only 1ce but TWICE.
  23. PK: Rules of Engagement

    i merely suggested that all the "lawless" PK maps that weren't lvl coded would be multi. that way ppl might still trian there in decent size groups, and when 1 person goes in there attacking trainers the rest could, (and probably would) jump on the attacker, making them think 2ice about doing it again. as far as the "civilized" pk maps and arenas, make only 1 of those MAPS (not arenas) multi combat for the "civilized" wars. i hope that cleared that idea up a tiny bit more. well any good fight that's going to give u any decent experience is going to cost u in ESS, BRs, SRs, etc. whether ur training on monsters, or ppl. i choose monsters that sometimes kill me when my dialup lags too much, or i'm just being stupid and not paying attention. and i use alot of stuff and it is expensive, (well not too expensive for me i make my own pots/ess and sell some to others for the armor i need) but i also get VERY good exp per creature. in PvP situations, whether to the death or not, if you want good exp then its going to be expensive. a 50/50 a/d fighter could make 10k exp fighting 100 ppl their own lvl, or can fight 1000, ppl w/ an a/d of 10/10. ( numbers were just made up on the spot to show the point, no math was applied) imo it's alot easier to find 100 ppl that would be more willing to fight, than having to trick 1000 ppl into it against their will.
  24. PK: Rules of Engagement

    I don't like the idea of hard coding limits, we still need villains Also i'd like to be able to take revenge on scammers/bagjumpers or people who attack in pvp u won't hear me AGREE w/ those for villians often, but here i do. i don't think people should be sujected to classes globally. i think there maybe should be certain areas like certain "civilized" arenas that impose classes but they should still have a bit of difference between them so there is some challenge. possibly 1-2 of the less populated PK maps as well (would help them become populated) which would be great for "civilized" wars. the rest of the arenas, and MOST of the PK maps should no only NOT have this feature but should ALWAYS be multi-combat that way even several weaker players can take a few stronger players down to even give the top fighters some sort of challenge to where they don't have to pick on just 1 weaker player they can actually challenge themselves. at least then we would know the difference between the civilized and the villanous that deserve anything that any1 can impose on them. btw, in my guild, our policy is to only choose fights w/ those w/ no less than 3/4 of our own Material Points, since w/ the privacy feature it's the only guage we can reliably go by. exept if the combat system gets fixed, or if there is any other way we can find a situation of a general melee, because then we won't have time to choose our targets.
  25. [RP] Tag

    i like this idea, i play both ways, depending on how some1 speaks to me. having a color for RPers would be nice so i could greet them saying "Hail" instead of hi or hey, and i wouldn't have to make myself known when i choose to say something RP in local by my idea of saying RP: (whatever here) i don't think it should be name restricted, when i first started this game i had no clue how many players were playing or how many would b on at any given time. so instead of possibly going through a list of possible RP names, i chose simply to use the identity i've been known by on the net for several years, so i could get in and start trying out the game. lol.. add insult to injury - i like it!! i vote we change the PKable name color to pink!!!! as far as the RP color though, if some1 decides to use it for astetic reasons, then they should know to expect the response they'll get by using it. if they don't like it, and don't like that they get told off for not RPing in teturn, they can simply discontinue using it. imo, if they choose to have the RP color on and not RP,they have no reason what-so-ever to complain about the responses they get for not RPing
×