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conavar

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Posts posted by conavar


  1. I think it negates the purpose of the mini events in the first place.

    Gold farmers aren't in it for the experience, they are in it for the product.

    For that matter, I think most people who harvest are in it for the product over the experience, so I don't see how this does anything but help the gold farmers again(compared to now, not how it was).

     

    But how it is now is going to change anyway, since Radu has said he will reduce the chance of mini events ( by how much only he knows)

     

    Imo anyway the best way to stop people afk harving, is not to penalize them to much if they do, but to give them a good incentive not to go afk


  2. After thinking over the mini harvest events, Imo while it aims to tackles the problem of gold farmers and 100% afk harvesting (which I agree it should), it also hits those that dont gold farm or afk harvest.

    So I came up with this random idea , Im sure some will hate it with a passion or think it over balances the game, but feel free to post "constructive critism" :P

     

    1 ) Greatly reduce the mini harv events : Reduce them to maybe a 1/4 of what they are now, keep it low as to not to overly intrude upon those who dont afk, while still keeping it there to affect those that do

     

    2 ) Maybe add a neg mini event : ie lose 1-3 hp etc

     

    3 ) Remove the 120 xp pick limit per hour

     

    4 ) Have the Xp for harv work the same as for a/d : XP can be recieved for the whole hour, but stops after 20-25 picks (But the xp stopping doesnt stop you harvesting), to continue to recieve XP the player has to stop and restart ( ie: the same as flee training for fighters)

     

    If you stop due to a harv event this acts as a flee, so nxt time you start so does the 20-25 xp picks (Edit: The 20-25 picks is a random number so can be changed before ppl say " omg its to low" )

     

    Now if people go harv afk they lose XP, while at the same time rewarding those that dont with extra XP per hour.

     

    Note: XP per harvestable might need to be tweaked if people think to much XP is being made.

    or and Im not sure if its possible that after the first 120 XP picks per hour go towards Harv and OA level, the rest of the XP for that hour only goes towards Harv level


  3. @ Smalul

     

    To do that you would also have to make harving have the same cost and risk as fighting

     

    Ie: if you harv something above your level you take dmg per pick

     

    hmmm "you harv one dung and get crit hit for 27 dmg and it breaks your col ".... :P

    well i have an idea ..... what about:

    A cavern wall collapsed on gilhad, and hit for 34 points. If there is no cavern wall nearby, can you imagine how unlucky this person was?!
    While harvesting some dung, Mother Nature was nearby taking a dump. Unfortunately gilhad was in the way and got hit for 58 health.

    or

    Mother Nature decided to destroy gilhad's Harvester Medallion. Don't you love Mother Nature?

     

    It would be really revolutionary and unheard before ... or maybe not?

     

    lool you cant compare the small amount of dmg a harver gets at the moment to what a fighter does..

     

    which is why if harvers want the same xp as fighter then the risks should be the same (they are not even in the same league atm).... not a random chance to take dmg but a guaranteed one (per pick based on harv level vs harvestable level, so in theory they could block dmg as a fighter does), XP from harvestable granted would have to be increased, but that would decrease by 1 per harv level like a fighter does when his a/d increases

     

    note: not a serious suggestion btw, just to show harv and a/d xp cant be compared since its based on risk vs reward, very small if any risk for harvers which leads to low xp

     

    Nice idea about dropping Ing btw.. but would need to drop ings needed by fighters.. so mums and silver ore plz (then I can make my own He's who needs an alcher , better yet save me time.. just have mobs drops he's , either way alcher still loses :P )


  4. @ Smalul

     

    To do that you would also have to make harving have the same cost and risk as fighting

     

    Ie: if you harv something above your level you take dmg per pick

     

    hmmm "you harv one dung and get crit hit for 27 dmg and it breaks your col ".... :P


  5. Then theres the price side that can be scaled, along with the duration of usage. $1 for a 15 minute guarateed no mini event medallion or 10$ for a full game-day. $100 for a month. etc etc. All sorts of possibilities with this one.

     

    If only someone had thought of this sooner.

     

    Hmmm I dont think the suggestion stops you getting the mini events Pye, the medallion just increases the xp/gc got from them by 10 (as a normal medallion does now on normal events)


  6. And if you cant make profit from Mchims, then go kill something else ffs.

     

    Come I share my troll spawn with you

     

    This is where a/d differs from the other skills you have mentioned.. if a potter steps down to lower potions to make a profit he doesnt hurt anyone since ings etc are limitless. Now with there only being a limited number of spawns if player A steps down to serp fluffs for gc then he is maybe making it harder for player B to find a spawn, and despite what ppl think 99.9% of fighters are not f00kers who want to bugger up others training.

     

    You also supported the manu strike to increase item cost, so kinda weird you dont support an increase in helping people to pay for said price hikes


  7. No skill should be 100% afk possible, imo that defeats the whole point of an MMO. But that being said after reading Soldus's event list I agree that maybe the chance of events shoud be reduced, its a fine balance between stopping 100% afk harving and making the game unplayable.

     

    So maybe instead of having "random" mini events could you have guaranteed mini events ?

     

    Programming wise could these be based on emu ? ie: you have 900 emu, mini events happen when you have filled 225 emu, at 450 emu and at 675 emu

     

    or

     

    make the events level related but still random

     

    Harv 1-30: normal chance for event to happen

    Harv 31-60: Half the chance

    Harv 61+ a quarter of the chance

     

     

    This way it would hit "harv alts" more than the genuine players, since genuine players will more than likely have a higher harv level

    And would stop 100% afk harving but without being to intrusive at higher levels.


  8. GD2D has a good point about xp vs GC which would come into play IF fighters were asking for millions of GC in profit, but unless I have missed it they are not.

     

    To me anyway its not about each mob dropping 5k GC but just having creatures drop GC based on their strength would be nice ( get 3 gc from a Mcw, 10 from a Giant or 26 Gc from a Dragon and you will know what Im on about)

     

     

    Note: Best ways for fighters to make money atm is instances.. team of 6 fighters + 1 mule can make 30-50k (based on no breakage of items) each in just over an hour, but even then if we go more than once per weekend we get accused of farming :D


  9. I will only comment on Mcw since that is what I train atm (and Dcw/Fcw drop more)

     

    Imo the max amount of Gc doesnt need to be higher, what needs to be changed is the lower point, which will hopefully make a higher average Gc drop overall

     

    Im not sure what the max Gc drop for a mcw is (but its not high) but the lowest is 0 (no drop), Imo they should drop EVERY time. Now if the max drop is 50 I would suggest the lowest is 35+ (which isnt uber GC drops but atlot better than now)

     

    or

     

    Remove the special drops from mcw (Ts pots, books, Tit long) and replace that with a higher max possible GC drop Ie: a range of 50-150

     

    Edit: This should be the same for all mobs, a trade off between special drops and gc, if a higher max GC drop is wanted then the chance to find a special drop (book,armour,nmt,sword etc) should be lowered or removed

     

     

     

    Note: Before people say "serp them for money" its not worth it... serping for a 2 gc drop, people would be better off going and hogging a lower players troll or fluff (which I do sometimes and really really annoys them :( )


  10. 1. i don't not promote 1 good idea because other failings in the game, that should be corrected, effect it.

     

    Death should cost something, but not 'too much', so i support it.

    Fighters should be able to earn enough gc, in a reasonable amount of time, for regular PK'ing, so i support it.

     

    Each independent problem needs to be addressed, trying to use one to cancel out the other is a band aid solution, and doesn't address the core issues.

     

    2. if you think about it, you'll be able to figure out the 2nd reason :confused:

    (it's more selfish so i no actually post it, cause ppl say "omg whole idea just selfishly motivated", disregarding all the logical, non-selfish parts)

     

    1. But unless both problems ( in your opinion) are solved at the same time, then they solve nothing, infact changing the 1st without the 2nd would make it worse.So Imo no point changing the 1st unless you have a 100% guarantee that the 2nd would be changed as well

     

     

    note: I would rather things stay as they are, Imo Death doesnt need to cost anything, since the act of pking costs enough as it is, and increasing Gc drops "might" make the farming problem worse

     

    2. Since your very first suggestion about $1 rosts and making KF drop again, I have had a good idea of what the "selfish" reason is :P


  11. Quote taken from this thread: Click

     

     

    ok, much as I abhor being incredulous, I have to admit I am totally gobsmacked.

     

    This thread contains:-

     

    2x suggestion to alter KFs drop/nodrop policy (ffs, how many times has someone tried to alter this from one to the other and/or back again??)

    1x suggestion from korrode to bring in cheap PK rosto (like you dont know radu already KNOWS your idea?? lmao)

    1x suggestion for a PK server (which already exists)

     

    All we need is someone suggesting free/discounted gem sanding papers and we have a winner.

     

    Seriously guys, spend more time off the forums & in KF and you will find all your efforts to increase pkers in KF will actually pay off better. (no need to quote me stats for how long you spend there, this is just a dig at you guys seeming to spend MORE time posting).

    If you dont like it dont read it. Your coming on here and bitching about it contributes less than our repeated suggestions.

     

    EDIT2: and how the fuck do u expect me to goto KF?

    if i serp MCW with JS, i come back from session with like 1.5kgc of profit tops. If i use lower wep and do 1 flee i break even IF i dont break anything.

    1.5kgc gets me about 4 minutes of competitive PK, and that's the only kind any serious PK'er is interested in.

     

     

    Hmmmmm in this thread topic you wish to Increase the cost of PK by making KF drop again and forcing people to use rosto's (even at 8k its an increase in PK cost)

     

    But in the other topic you complain that PK cost's alot and how can anyone expect you to goto KF with those said costs

     

    So why suggest/make topics about increasing the cost of PK ?????

     

    :confused:


  12. 3. Rosto usage shoots up due to PK using rostos again and their cheapness making people much happier to goto situations where they'd likely lose them... plus add that the rostos usually found in-game would now all have to come from the shop.

     

     

    I dont think Rosto usage would increase due to pk, as this would be down to how much people are willing to lose for fun. Going by the poll as it stands now PK would lose nearly 50% of its already small player base, and how many deaths at 8K (imo this price would increase as GC farmers increased their gc > $ rate to make sales) would the other 50% be willing to have on top of the normal PK costs ?

     

    IMO what would happen is that most people would get fed up of 8k deaths and would only PK on ND days (as used to happen) and this would leave Radu out of pocket since rostos are now $1 instead of $4 ( @ 25 for $100)

     

    People might think pk is a "joke" atm etc but no one can deny that since certain Pk areas became no-drop PK activity is 100% better than before.

     

    Going back to the poll IMO PK should be ignored/left as is and time concentrated on the invasion side (since way more ppl attend or would attend invasions than ever PK)


  13. i was just thinking tax the GC and maybe rare ings rostos etc (but not the ones bought from the el store.).

     

    How would you tell which serp stones, efe's, bindings etc have been bought from the shop ?

     

    Would kinda suck tbh for a player saving up to buy an expensive item... saved up 300k for nmt one day, nxt day he checks its only 250k in sto.


  14. One other idea that had been well received when first brought up: selling some sort of "$ token" (could be known as an EL token, or something), sold for $1 each from the shop. These tokens could then be redeemable from an NPC for common shop items, such as rostogol stones (at a rate of 1 per 5 tokens), or binding stones (at a rate of 2 tokens each). This would allow players to easily buy items as needed, 24/7. Would any current shop users find an idea like this to be useful?

     

    For those who missed the original idea (well it was March 2008) CLICKY


  15. Personally I think there are enough ways ingame already for players to lose items, without giving every tard with a Dick Turpin complex a way to ruin others fun :mace:

     

    But for the sake of not being totally negative and not giving constructive critisism

     

     

    Chances of fail or success, based on your thief skill and perhaps their thief\perception.

    dependent on dex levels. require a build that isn't a natural pker.

     

     

    The chance of success shouldnt be just based on the thiefs abilities but include the potential targets stats aswell:

     

    Ie: Thiefs dex + level + perception Vs Targets Perception + Reaction (or w/e)

     

     

    You are tagged pk-able (red) for [insert time here] minutes.

    Suffer instant health damage. (Run! OO)

    When and if you die, character is stuck in a cage or pillory for some time in [map]

    (logging off has no effect)

     

    The risk Vs gain is to little, the thief will just go nekkid, so if he is pkable and dies then he loses nothing

     

    So maybe he should need to wear a 100k Ninja :mace: suit which he has a chance to lose (regardless of wether he carries a rost or not) upon being detected or killed

     

    Should also Remain Pkable until he has paid off the local town watch/police/cops etc, and this would be by making a substantial payment (10k or more) to an NPC

     

    EDIT : Or putting on the thief suit makes them invisible but also Pkable, so anyone who catches them with TS can defend themselves

     

    You gain the item or a percentage of the gold coins based on level.

     

    This should be totally random and in no way shape or form should the thief be able to choose what is stolen

     

     

    look at brod, everyone has someone they want to hurt badly, thats why they buy brod and use it on people. would see the same happening with thief skill, just stalk people you dislike to the point where they quit game

     

    Once a Thief has attempted to steal from a player, regardless of wether it was a success or not, he should not be able to retarget said player for X amount of RL months

     

     

    But no I dont agree with the idea in general


  16. Horses

     

    Remove horses needing creature food and make them turn back into a whistle when dismounted or attacked but make them p2p ie: $X a year for unlimited access to a horse

     

    So basically give someone double speed in half the areas, for a whole year, for a fee?

     

     

    Pretty much yes

     

    But wasnt that the intention of horses in the first place to give people double speed in half the areas ? Imo at least this way the game would get some $ and all the hard work done on the horses would be put to use.

     

    I think people's biggest issue with the horses and hence their lack of use, was the fact they were lost so easily.

     

    If double speed would unbalance the game to much then I for one wouldnt mind if that was lowered (as I see them more as a cosmetic item or pet than anything else)

     

    But If enough whistles are sold from the shop as is, then this suggestion is a moot point


  17. But seriously, dont try to stop the gc:$ sales since that will effectively reduce the chance of some of those $ from the exchanges coming back to the EL shop. Instead that side needs to be encouraged somehow, in my humble opinion.

     

    But would that money come back into the EL shop ?

     

    You yourself have said you bought two laptops from GC > $ sales, now for arguements sake lets say thats $1000.. if you havent bought $1000 worth of items from the shop then that is the problem facing the game.

     

    Even If you spent $500 of the $1000 at the shop that is potentially $500 Radu has lost out on ( I say potentially because I have no proof the GC buyers would buy from the shop if GC sellers were not about )

     

    Note: not an attack on you Pye, just pointing out the problem


  18. unique shop items would be sold in-game to people without gold membership anyway

     

    Yes they would, it would be the same as thermal serps now, they would be traded ingame and thats not a problem,since they only come from the shop Radu is getting his money regardless.

    And this idea(s) isnt ment to replace the gold membership plan but to work with it as other potential money making schemes

     

    couple of ideas.

     

    Custom clothing/uniques items:

     

    Priest/Priestess robes: These would give the wearer some benefit associated with the god inquestion

     

    Robes of mortos: Increased dmg on offensive spells

    Robes of Aluwen: Increased healing on restorative spells

    Robes of Selain: Increased strength of summoned creatures

     

    (above 3 might be used in pk but would be very handy vs big bugger invasion mobs such as the MB)

     

    Robes of Lucaa: Increased xp harv picks from 120 to 150 per hour

     

    etc for other gods

     

     

    Horses

     

    Remove horses needing creature food and make them turn back into a whistle when dismounted or attacked but make them p2p ie: $X a year for unlimited access to a horse


  19. Just a note: Custom clothing the way labrat's service works will NEVER be done in our game. The only way we would allow it is if a specific UNIQUE item is customized-not any and all like labrat's is. Reason why: it looks messy/unprofessional/very unofficial/you can no longer tell what item that player is wearing-confuses newbies.

     

    I totally agree, any and all custom clothing should keep within the "theme" of EL .. Ie: no spiderman,superman etc costumes

     

    Edit: I know EL did used to offer a custom clothing service but it was that expensive it put people off, so Im not sure what would be a fair price where boths sides are happy

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