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conavar

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Everything posted by conavar

  1. Kusamura Jungle

    I would say even then the PV boat is to close to storage, maybe moving that further away from sto could be an option, like to near the bridge ?
  2. Kusamura Jungle

    No bet We will have to wait and see what you can and cant do from horseback and the cost
  3. Kusamura Jungle

    maybe the slow map walking problem will be solved in the update with the inclusions of the #speed hax and horses Note: From trying the horses on the test server, the speed they move makes some of the maps seem alot smaller, so IMO I wouldnt be surprised if in the future more harv spots/ npcs etc are moved further away from storages to compensate for this, and to artificially make the maps seem larger again
  4. Kusamura Jungle

    Pfft whats the point in moving them somewhere where no one complains
  5. Yes OR NO to PKI?

    People abused the PKi system when it ment nothing but bragging rights, and a place on a league table, giving any kind of benifit would just make the problem 100% worse
  6. Yes OR NO to PKI?

    Persoanally I like how it is now The #PKI command still works so I can check my score,win/loss ratio and its a nice personal record, I dont need to compare myself to others so for me a table is not needed, and as shown to easy to abuse. But maybe if the table was re-introduced it and everyones pk scores should be reset to zero every few months
  7. Instances, first public test

    100% correct Imo people seem to be missing the point, the instance is NOT ment to be able to be finished by EVERY group that goes in Note: The team that finished it last night wasnt Nine uber pr0s , yes there was Aesop, Asgnny, Ambro , Sia and Jaclaw but the other 4 were myself, Ozmon, Hatch and alberich. So its more about getting the right balance and working as a team than having the Top 10
  8. Instances, first public test

    Will Hyperbags be that usefull though ? Since the instance maybe will have an Min number of players allowed in at once, unless you find the same amount of like minded people to place hyperbags, you might aswell just carry the Inv for the group. Now in theory a group of 5 (depending on the min number allowed) could all enter and place hyperbags for guildies/friends who follow or for themselves, but since atm (according to the NPC) you will only be allowed in the instance once per 6 RL days is it really going to be worth the hassle just to try and beat the instance ? Myself I will just be going for the fun
  9. green dragon

    Well the Dragons we have atm have been done to death, as soon as they have there own spawn or are used in masses for invasions they lose the "Legendary" status, and become just another mob in the same vain as Goblins But like Ace said, keep an eye on updates forum
  10. Instances, first public test

    If thats how it works, then great
  11. Instances, first public test

    What happens if you get Dc'ed from the server ? Are you removed from the Instance with no way back, Sent to the start again or removed but with a time limit to rejoin ? (either of the last two be nice for those with dodgy nets) note: one thing I do like is the time limit allowed between visits, should make for a fair rotation system and give everyone a fair crack at it
  12. Instances, first public test

    Be a bad idea IMO but thats just me I admit I agree with Ace, Teamwork should be used to help with the EMU problem. If there's a team of 8 , why not agree to have one of them as a carrier for extra he's/srs etc, if agreed before hand that he will still get a share of the pot, then cant see a problem or maybe Mages will come into their own as Remote healers for the party
  13. Instances, first public test

    I haven't gotten over to the test server to check out the instances for myself as yet, so i'm just wondering; is this the amount and type of monsters that are on the map initially? or did you guys work your way up to this after killing hordes of less devastating critters? Since over 100 a/d is a large spread to balance the map for ( whats hard for 10 100 a/d's might be a walk in the park for the top 10 ). Would it be possible to have the waves auto adjust to the party's CL level ? Removing or adding monsters etc as needed
  14. Hyperspace Bag Spell

    Needs to be a counter spell that anyone can use to open your bag, it needs the risk of being bagjumped or its just a 100% safe movable sto
  15. Capture the (KF)Flag

    How about just a simple league table of who has held the flag for the longest combined times ? (this table should ignore any privacy settings or it defeats the object of the table) Also there would need to be a time limit set for how long a player can be offline before the flag is removed from them
  16. Wouldnt it just cause a mass of players just to log off for 6 hours ? And I think we have all seen that having rosto's not work in a drop map doesnt work for increased PK action .. TD ftl \o/
  17. Capture the (KF)Flag

    Nice idea Gerbil Optional ideas: Personally I would prefer any flags to be static, it allows for much more strategy and tactics. Each KF fort could have a flag that when "traded" with is captured, the flag could then change to show the capturers guild tag (or name if guildless), then anyone within the fort compound with the same guild tag as the flag would recieve a slight bonus. Each fort could have a differant bonus. ie: one has +5 att, one has +5 def etc etc etc but would only work if (prays it happens) teleport to range spell was disabled in KF, then rangers would have a use in protecting the forts, and players cant just *poof* over the walls bypassing the defences Edit: maybe only having one fort with a flag would be better, since im not sure if there is enough pker's to fight over 3
  18. Leo-like NPC thief

    Umm it seems we both play a different game You and few others somehow don't see the possibility to add some limitations to the thief (c'mon do you really think Ent would make it completely without limitations ??) I think you will find we are posting on the idea as is in your first post and not what it might be with a few limitations added, so dont sue us for not liking the idea as originally posted As Gerbil said taking only gold might be an option, and as its some sly thief surely it will target ppl who the server has put into afk mode before anyone else True ... but a turd is still a turd no matter how much you polish it (not aimed at this suggestion in particular btw)
  19. Leo-like NPC thief

    The differance is with the "thief" idea there is no way to protect yourself, at least with Leo you can train your a/d or if not afk diss/tele from him, this idea takes away all control from the players, which is bad Imo. Edit: But like I said, how many ways for players to lose their items are needed ?, correct me if im wrong but people play this game for fun not to spend half the time replacing broken/lost/stolen items Edit2: Does Leo take items though ? I personally have never heard of anyone who has had items stolen by him
  20. Leo-like NPC thief

    O sorry I didnt think if we hated the idea we had to be constructive but ok : The cost of the items stolen is irrelavant, 5k is nothing to some players but to alot to others, this game gives enough chances for players to lose their items ( death bags, breakages) so IMO there isnt any need to add anymore, unless you want to take away a little more fun from the game
  21. Leo-like NPC thief

    Whats up ? Now Rayla has retired players havent got anything to bitch about, so we have to invent an ingame thief ? Rayla stole = Evil Daughter of Satan Npc thief stole = pr0 idea and lmao at maybe able to steal a thermal serp etc from your inv Yes I think its a pr0 idea ..... A pr0 stupid one
  22. Make bethel cave single combat.

    TinF perk isnt the overriding problem though, even if it was removed from the game, people would still quite easily multi feros/fluffs/dc's etc, maybe not for as long as they do now, but still very easy to do and even worse if guildies re-supply them. And its not about the uber xp they get per hour (other might have issues with it but I dont), to me its about 1 or 2 ppl monopoligising (sp) the spawns that are ment for everyone, not just them.
  23. Make bethel cave single combat.

    Maybe each mob above one, should increase the chances for items to break Tit Plate : 1/1000 chance to break with 1 mob...... 1/250 with 5 mobs
  24. Make bethel cave single combat.

    I know Radu isnt a fan of the feros in Bethel, now wether thats because of the huge amount of Xp they give, or the arguements they cause or a totally differant reason only he can answer Taken From Topic in Abuse section:
  25. Make bethel cave single combat.

    you are wrong - with 12i + tinf i block good dcw - and you know what ? this is simple maths : to block as good as me get 36i mini : 12+7 = 19 & 19<36. 36-19 = 17 pp saved. Lol you miss understood me TK (and ignored the end of the sentence), I know Tinf makes a big differance for training I ment Tinf doesnt make a differance to me in this thread, there are plenty of people without the perk who still take multiple spawns, so just pointing the finger at players with Tinf and the Xp they get is wrong. Its players attitudes (both those with and without Tinf) thats the problem not the perk
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