Jump to content
Eternal Lands Official Forums

conavar

Members
  • Content count

    1617
  • Joined

  • Last visited

Posts posted by conavar


  1. "then atleast it has been earned through leveling the relative skill and not just bought with Pickpoints"

     

    and that should count for something why? pp have been earned too, they relate to a/d, so i dont see why they should imbalance things just cause a few cant be bothered buying PP aswell

     

    I honestly hope your not asking why skill earned through leveling should count !!

     

    and PP still relate to a/d and bought PP's will still make a differance in char development, that hasnt been removed , just more emphasis has been assigned to the actual Leveled Combat skill rather than the PP's which is how it should be.

     

     

    .....oh....and I DO NOT want to have to explain the details of how to choose pickpoint placement for brand new fighters under an even more complicated system!

    Based on some statements you've made in previous posts, you shouldn't be "explaining" anything about fighting to anyone.

     

    Wait PP placement is hard ??? ermm isnt it P/C/R (how much depends on the player) then the players choice wether to go for Vit or Ins or a balance of the two.............. wow rocket science

     

    Edit: And before some smartass says he means per mob.. I know.. but thats not hard either. just dont place any pickpoint till after trying the next mob in the chain.. give a near spot on indication where the pickpoints need to go


  2. just tried it on test server, killed RD with only 2 restores, and was a one man army in kf even though i got hit by osomn couple times.

    other then that was on full mana all the time, got ganged by 2 top 10 chars and some lower lvls, only times i died was cause someone summoned 16 AC two times, third time cause i was checking #list_perks while being ganged by 2 top 10 and a couple of MC.

    didnt even bother using MD/Harm and half of the boost pots

     

    So the evil change hasnt made you weaker then ?

     

     

    this change wont change much, just opening the window to more senseless bitching and complaining.

    from those test experiences i pretty know for sure next complaints will be about orange spam weapons, other attributes (other then the 3 getting changed) and most likely summons/fighters with mage harms (someone is getting close to 50 summoning and is starting to get r/w maxed now)

     

    People have been bitching about orange spam weapons/harms and summons for years, they will continue to moan about them if this change happens or not... this change wont make ppl moan since they already have been


  3. How about people try this out before worrying about what to do with their millions of gc

     

    What !!!! Fighters have money now ?????

     

    Damn and I could have sworn most of these ppl saying they will have millions they cant spend, were the same ones Begging Radu to increase mob drops, since competative PK was to expensive and some had been "forced" to buy GC for $ to keep up :)


  4. this only make combat dependent on leveling the skill itself to increase you power, and not by so many external

    and exploitable means, sounds like a way to keep the balanced.

     

    And also the way the system is now, you can increase your Fighting power by leveling non fighting skills

     

    Train alch > OA = PP's > PP's in attributes > higher fighting power

     

    Kinda like having an increased chance to manu dragon plate by training ranging :)


  5. I voted yes to pps n nexus buying too... I think this demand comes from ppl lazy or bored to raise their char asking to have the same attribs with ppl working for too long and really hard for them..

     

    Ermmm Ermmm this isnt about PP buying and this statement ^^ contridicts (sp) why you said no to a/d holding more weight ( READ: More, not all, not most just more ) as people who havent been "lazy and bored" will have a bigger advantage than those that have.

     

    God forbid people will have to actually train their chars rather than just buy PP's (wether through stones or neg perks)


  6. #reset is a luxury, not a punishment.

     

    Never reset at high OA ? If you had you would realise that yes it is a punishment (based on how other MMO's handle resets).. Spend X amount of years developing your character and decide you want to go a differant track or change things you have the following options:

     

    A ) Spend another X amount of time earning GC to buy removal stones

    B ) Buy GC for $ and buy the stones on the market ( easiest option by far)

    C ) Reset and spend another 6 months to a year (maybe more) getting those OA levels back .

     

    Should the game be easy ? No it shouldnt, it should be fun not a lesson in hard labour.

     

    TBH Radu should just sell a soft reset service from the shop. $50 Resets all your perks and PP's while leaving OA intact.. win for the player, win for the game earning $

     

    I'm curious how many people have those enormous OA levels that didn't buy an already leveled character. Most that I have seen wouldn't be in that boat without character buying, once again rl$ falsely inflating EL standards.

     

    OA 143 Original owner and character never shared ( OA would be higher but stopped leveling 5-6 months ago)


  7. But a perfect compromise (sp) would be is to cap PP's able to be spent 178 (the max amount its possible to achieve through OA), then if a player chooses to buy PP's or get Neg perks to achieve their 178 quicker then so be it... but those who choose to level will catch them in the end when they reach 178 OA .

     

    If you reached 150 OA and with neg Perks/PP buying had reached 178 spent PP's you would still earn a new one PP per OA but be unable to spend them, they could then be saved up to remove any neg perks that player had bought to Quicken their power....

     

    sounds like a good solution, still most attributes maxed, but the example you gave about being able to remove their neg perks, they could use those PP for positive perks too, which is kinda what they are complaining about, too much pp and positive perks.

     

     

    Wasnt my intention if it came over like that :D

     

    The available to spend PP Pool would be a max 178 this would include any PP's spent on positive perks.

     

    Ie: Player A has 158 in stats and 20 in positive perks he would have reached his cap and be unable to spend anymore.

    After that point he would still earn PP's but be unable to spend them on stats or pos perks..

    If he had taken a neg perk worth 7 PP's earlier in his char development, once he had 7 spare (in the unusable pool) he could remove that perk and still be left with his 178 in stats and perks. His character would be better off for the removal of the neg perk but not nerfed Vs any others


  8. Not playing EL anymore but I had to comment on this thread :)

     

    I totally agree with everything what conavar said here:

     

    Not really aimed just at PP buying but at the whole aspect of the game:

     

    How much gc/money a person spends on their character should NEVER have more than a minimal effect on the characters strength in any MMO, the first two you listed "time and effort" are the only ones that should matter in any part of the game not just PK , and lets not fool ourselves most players know the majority of PKer's bought PP's dont come through hard work or effort, but through $ > GC.

     

    How good a player is at any part of any game should come by how good their ingame skills are, character development , Time spent leveling, etc etc and never how much gc/$ they throw about on items or PP's

     

    +1 on removing PP buying :)

     

    P.S. - hc, you need better arguments on this topic, the ones i read aren't convincing enough :D

     

    Conavar mentioned time and effort are the only ones that should matter, Gc is gained with time and effort, whether its bought with $ or not, time and efford is spended in earning that $ anyway so indirectly you spend time and effort on the Game getting it.

    saying time and effort should matter and not how much Gc you have is contradicting, see above.

     

    Its not contradicting at all.Maybe I didnt make it clear what I meant.

     

    In most MMO's the following applies

     

    A ) Time and effort spent leveling = Increases a characters levels/skills/attributes

     

    B ) Time and effort spent getting Gc = Increase the strength of items owned armour/weapons/ etc etc etc

     

    B should never have more than a minimal effect on A (This in other MMO's is normally achieved indirectly by having certain items give stat bonuses ie: Sword with +4 vit ).

     

     

    The time and effort of A should never be directly effected by B

     

    IMO this a debate both sides will never agree on, some like PP buying some dont (personally Since Im inactive Im not fussed)

     

    But a perfect compromise (sp) would be is to cap PP's able to be spent 178 (the max amount its possible to achieve through OA), then if a player chooses to buy PP's or get Neg perks to achieve their 178 quicker then so be it... but those who choose to level will catch them in the end when they reach 178 OA .

     

    If you reached 150 OA and with neg Perks/PP buying had reached 178 spent PP's you would still earn a new one PP per OA but be unable to spend them, they could then be saved up to remove any neg perks that player had bought to Quicken their power....

     

    The end result would be no matter if a player chose the quick route or the slow they would both reach the same point in the end


  9. The point lorck and Korrode are making is.. imagine this game is still about in another 5-6 years and PP buying has been kept.. How many player by then are going to have stupidily high stats ?

    So not only will "new future" players have to spend X amount of time playing to catch up to a/d they will also have to spend X amount of time/gc or $ to catch up with bought PP's

     

    PP buying inbalanced now ?.. not really.. but in the future the inbalance will grow with each passing year... so for the "long term" future its bad for the game


  10. Alot of people have stated in their opinion why removing them would be good for the game long term, but no ones has really giving any opinions about how they think "for the game long term " it would be good left in.

     

    Has anyone got any good reasons why it should be left in ?

     

     

     

     

     

    note: Just curious, doesnt bother me if they kept in or removed tbh


  11. Thats why I said a major expansion of content would be needed. If caps came in tommorrow, once you reach 100 A/D and OA , then outside of the odd invasion, 1 instance per level range (which after a few times are boring) or PKing then there is nothing to do, the game would become very stale very quick

    I think expansion of content would be good regardless of whether the caps get lowered. What did you have in mind?

     

    Idea's for content is the easy, just steal idea's from any other successful MMO out there like WoW. The hardest part and this is where I have sympathy for Radu is having the time and people to programme them


  12. You reach the cap in your chosing skill and OA then what ? "Train another skill" I hear you say..erm what if people dont like the other skills. What if a fighter doesnt like sitting in a cave all day mixing, or a mixer doesnt like Fighting ?

    You don't have to stop using a skill just because you hit level 100 in it. Feel free to keep mixing or keep fighting or whatever. That's why you trained that skill, right? So you could be good at it and make use of it, right?

     

     

    Thats why I said a major expansion of content would be needed. If caps came in tommorrow, once you reach 100 A/D and OA , then outside of the odd invasion, 1 instance per level range (which after a few times are boring) or PKing then there is nothing to do, the game would become very stale very quick


  13. should someone, who spend maybe a few months on his char, beat someone who spend 5 or more years on his char?

     

    That arguement can be used both ways...

     

    Should someone who's spent a few months on his char be able to buy PP's and beat someone who hasnt and has spent 5 years on theirs ?

     

    Which ever way you look at it the answer is no they shouldnt, but that should be because the top players have earned their levels by "training" not by spending gc or $.

     

    That is where the major fault is , being able to buy strength rather than earn it... if the system had been OA 1-120 1 pp per level then OA 121-178 2 PP's per level no one would complain, since those PP's are still earned like they should be in any MMO


  14. All the top players will be equally as strong stats wise,

     

    To put it bluntly.................. What a load of bollox.

     

    You have seem to have forgotten the major debate in another topic (which you yourself have posted in) about Pickpoint buying.

     

    If A/D and OA is capped at 100 for example, the ability to buy PP's will INCREASE the gap between those who buy and those who dont not make it any less.

     

    whatever will no longer waste their time level grinding, and just play the game to have fun.

     

    That would need a major expansion of things for people to do... You reach the cap in your chosing skill and OA then what ? "Train another skill" I hear you say..erm what if people dont like the other skills. What if a fighter doesnt like sitting in a cave all day mixing, or a mixer doesnt like Fighting ?


  15. (2)In EL, at high levels of a/d, you can buy character "power" by buying PP's in a linear (or so) fashion;

    This is definitely an issue with PP buying as it currently stands. If there were a way to increase the number of hydro bars (or other cost) for a successive "bought" pickpoint, this would implement a built-in soft cap for pickpoint buying; one which is more in line with the 5% extra exp per level (past level 89) we have now for the skills. If each successive bought pickpoint required more hydro bars, eventually each ebul pickpoint buyer would either find a breaking point, or simply channel out even more gc worth of hydro bars. Another option could be e.g. 50 hydro plus some gc per additional nexus bought from the npc. I don't know how easy it would be to program, but if the NPC (I forget the name) charged 50 hydro + 50k additional gc per successive bought pickpoint*, eventually this cost would be unbearable, or just an awesome gc sink :confused: .

     

    * Edit: I mean it would be 50 hydro for the first bought nexus, 50hydro+50k gc for #2, 50hydro+100kgc for #3, etc.

     

    Ok idea in theory, but in reality it would only increase the gap between those who have already bought PP's vs those who intend to.

     

    Imo there are only three possible solutions

     

    A ) Either leave it how it is, so everyone has the same option to buy PP's in the same way as those before them

     

    B ) Totally remove PP buying (which would include those already bought by other players)

     

    C ) Remove combat bonses from cross attributes and move them to the corresponding skill

     

    All would bring "OMGZ thats sooo unfair" .......... just glad its not my choice to have to make :whistle:

     

    Edit: Forgot C ( need more coffee this early in the morning )


  16. spend loads of time developing your char and get screwed by someone who thinks they should beat someone who spends more time, more effort and more gc/money on his char development

     

    Not really aimed just at PP buying but at the whole aspect of the game:

     

    How much gc/money a person spends on their character should NEVER have more than a minimal effect on the characters strength in any MMO, the first two you listed "time and effort" are the only ones that should matter in any part of the game not just PK , and lets not fool ourselves most players know the majority of PKer's bought PP's dont come through hard work or effort, but through $ > GC.

     

    How good a player is at any part of any game should come by how good their ingame skills are, character development , Time spent leveling, etc etc and never how much gc/$ they throw about on items or PP's


  17. Dont need to remove PP buying, just move any combat related bonuses from cross attributes to the relavent skill

     

    Cross attributes can still determine Emu, Health, Mana, Reduced research time etc but current combat bonuses would be moved

     

    Ie: Dex > Att

    Reac > Def

    Charm > summon

     

    Would also have the added bonus of skills like magic would 100% depend on the mages skill level and not the number of neg perks they have taken to place PP's into attributes


  18. Since EL has always been designed to be open and flexible, putting in required levels to be able to wear an item doesn't seen right.

     

    Hmmm EL isnt open and flexible though....... If I dont train my magic I cant cast Higher spells, If I dont train summoning I cant summon Dragons, So Why if you dont train a/d should you able to use the top tier items ?

     

    Giving items a REQ level would make the lower level capped arena's more competative aswell, since low levels players will all be equally geared


  19. Once you give your password out to anyone, even for the purpose of character sharing, you relinquish all rights to that character. Eternal Lands is not responsible for the return of your character or account, or for the actions of your character once you have disclosed your password.

     

    Rules are rules.

     

     

    Yes Rules are Rules.. good point

     

    Rule 18 : No Hacking

     

    Do not attempt to interfere with or hack into any transmission to or from the servers. Do not attempt to hack into someone else's account or convince them to give you or others their passwords

     

    So which rule does it fall under ?

×