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robotbob

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Everything posted by robotbob

  1. Rings

    I would say it would be easier than you may think.....considering mods have this power. It would probably just be a modification of that code. Problem. I doubt there will be an item that you can input coordinates. Given the spirit of rule 26 (1): 1. No coordinates are allowed to be given in any official channel. Players need to learn to explore and notice their surroundings. The goal is not to blindly auto-walk everywhere you go. Plus, this would make hydro runs (Ok yes rarely do people pk there, I never been attacked) perfectly safe. Able to ambush in a pk map, without risk (One guildie spying in a map, then the whole guild teles at once) Instant trips to a red dragon, spawns without ever exploring (Eventually someone would just publish a coordinate list, and eliminating exploring all together.
  2. Invasion stone

    The Rostogol already does this, invasion spawns around you, it disappears and you get magically transported to another map, albeit the Underworld
  3. Item creation change

    Interesting point, however isn't that already the case? If there were no fighters, and especially no pkers, who would buy summoning stones, essences, potions armors, weapons, etc? Also, fighters are dependent on mixers (good luck fighting without armor and weapons...). This idea would bring them more together, rather than separate them, no? Yes this true, no fighters means the purpose for most of the games items, cease to exist. However, if you read past threads, you will find mixers insist this is not the case, and the game has nothing to do with the existence of Pkers or PvEs. It has been a camp vs camp situation for a long time. It would bring them together if anything that was said had any grounding in logic, it however has long been, "This game is not just about fighting!11!". Read any thread related to pking, or PvE, and midway, it derails into a mixer vs pker debate. To answer "who would buy?" from a mixer perspective, an NPC. Here is the anti-fighter pker reply you will get: "Yeah lets give pking guilds an advantage like they already don't have enough of one. AD is already the easiest skill to level now you want to make it so they are the only ones that can mix high end items...How am I suppose to level as fast as pk guild can? I can't fight a dragon and why should I to make armor???" I could go on, but good luck with your idea, I like it.
  4. Item creation change

    While I agree, and it sounds like fun. There has been a long time division between "fighters" and "mixers" and I doubt a change to make mixers dependent on fighters will succeed. Especially anything that would make mixers dependent on pkers.
  5. PK arenas change

    The only way paying for "fun" works if the cost justifies it. Arena tickets could work, if the tickets purchased would be the 'prize' for the victor. Of course it would require some loss for combined tickets, or it will be exploited to make money. However this is another Duel Arena type suggestion, but I do think something similar to this could work, since real life experience shows, Sports & Gambling have a great appeal (and willing money pit).
  6. Problem - Map Changes/Resyncs

    I had this exact same card, and it slowly died the exact same way. Its problem was overheat, the error I got reported by the OS, was "infinite loop" everytime the error occured. It would tell me this was a driver issue and so on. It was OVERHEAT only. Check your fan, etc. iirc this card doesn't have fan or heat sensors, so its in the dark about its death.
  7. PK arenas change

    Nothing is perfect. But capping attributes will lower might and rationality (Lowers the mage alt harm from instant death to maybe something a new player can deal with) So they have a chance to learn, lower level fights should take much more time. I think its a two sided issue. Finances and one task built characters (pure pk arena pro). Limiting by nexus, sounds possibly difficult with EL's design, I don't know server internals, but how would you stop\unequip a player wielding items beyond the allowed range? I do know, a pure pk account *negged out* for dp, can be unstoppable in almost any gear. This type of account can be stopped by its equal, in the best gear (And therefore, its an unkillable character, but its a combination of both and not just the gear alone) (Edit: Yes it will also lower the restore amount, however at the DP level, failing restore kills first. Cap on magic levels too, ok the complexity levels are increasing ) But asking for too much will just derail this thread and any possible change.
  8. PK arenas change

    100% support, Vote yes, Agree, omfgbbq samwich. Yes this is the perfect idea to make those arenas real and fair, allowing everyone to compete. Since early level pk arenas should be about learning the mechanics and not getting slaughter'd by the pumped pk only account. (Caps helped this alot originally)
  9. Wipe and Cap

    Did anyone else find your statements about change and your signature funny There are ways of changing the game without alienated a dedicated player base in the process. Anyone that has played for years, would not like their dedication treated like crap, and erased so we can add 30-50 more impatient people. People that want an instant fix game, max levels in a month, get bored and make a new 'toon'. I've played those games, and I hope EL doesn't follow the same path. (Those games are packed with "im bored" kids, and els demographic is much higher.)
  10. Wipe and Cap

    Yet again: PK server is P2P, no new players start on it. It's PK-based, its still the same old game, with a 100's cap. The 'pointless wipe' is to equal the playing field (by pissing off the current player base), and (yet again) so that newbs don't have to spend 2 years catching up. $5 for life. Pk server players have offered to give accounts. Buy accounts for players, and so on. Again, your 'playing field' is about PK. (So PK based is a good thing) No PvE or mixer cares about the 'level of the field'. In this regards, there is nothing for newbs to catch up too. If a player spent 2 years reaching a level, why shouldn't it take a newb 2 years to reach it as well? So if its a not about just PKing, how does reducing (example) everyones summon level to zero, make the game instantly balanced? I certain Raz, Tigerclaw and others are excited at the prospect of starting over, just so a new player can feel good that his beginning levels are the tops? So what happens if 80 summons is deemed "too much of a grind, take more than a month to reach" should everything be altered so you can reach the max on any skill in a month? Is this fun?
  11. Wipe and Cap

    By your logic, the pk server should be packed. Its capped at 100ad, something you can reach in 3-6 months of casual play (focused on a\d leveling in that period), there is a low population count, and there are few people in pr0 armor, so most fight in 'augs\ti longs'. It allows multi-play, so you can 'try other skills' and mixing is with fruit, so leveling is much easier. Yet the #1 reason stated, and is the source of their current poll is, no one wants to start over, even with caps. (A\D caps only) Any changes that bring balance can be done without a wipe. Most players (PvE Mixers) compete with themselves and what monster they can fight, and what item they can mix. Only PKers compete with each other. So is pointless to wipe the server to make a minor player population ?happy? by making them start over?
  12. NMT idea

    Did you offer up an explanation as to how and why it would make the economy fail? Because you certainly haven't in that post, and if there is one reason for post deletion i can agree with, it's deletion of "omfg this is just ebul and bad" style posts, with no details of the "why"/"how". I explained it in former post. And it was deleted cus i was dissagree. No. more of the same. It was "omg ruin game make me sad, don't want" And 70% of it was about "pkers,cotu" with a flame against 2 players & more about "don't make game sad" Stop claiming it was because you disagreed. ----- @RalloZek It does not add gold to the game. NMT capes cannot be traded to an npc for gold coin, So they do not add gold coin to the game. They do cause an exchange of gold coin, from players able to train on the monsters that drop them, and the weaker players that want to buy one. The problem is, they never leave the game. So to keep the game from being overrun by them, the chance to find one in a monster drop is extremely rare. On NMW, replacing the NMT as an ingredient, instead using the "Degraded NMT" as an ingredient would work.
  13. Tips and Tricks

    See this >thread<
  14. NMT idea

    Its inevitable the NMT has to become breakable, just implement as you see fit, and in 3-4 months no one will remember when it was unbreakable. Case in point, I recall complaining about the new player models and now I cannot remember what the old ones looked like :/ (The red cape\perk - brod , should not have been brought into the discussion in the first place. So should not be a factor in this decision. There is always the NMT perk, 7 PPs in a good trade for time, IMHO. Which all the NMT is, and as it stands 300-400k for that much trade in time, is overpowered.) IMHO. Implement as you suggested. People are still bitching about cooldown, how many years later? Yeah, it doesn't matter. (Give them a no cooldown map, or server, and they create other reasons instead... ) (P.S. People bitched about Invisibility once, "OMFG people will spy on our convos!"...sheesh)
  15. Archery Bug

    Also reported in this thread
  16. New test server formula, please test

    In the 2 hours I tested on this change: I found I get hit much more then prior test and the main. Testing this seems to be coming from criticals, since it appears the weapons with hit critical stats (and forcing -acc to ensure misses) more often. (Im skeptic) due to criticals luck nature its hard to confirm this without a lot of data. So I hit more often as well, and took much more damage then my prior experience with no armor against feros. This is logical, if you make a global change that would increase hits, it goes both ways. It would allow weaker players to kill much stronger monsters and players, critical weapons like the rapier would be used much more. I need to test more, but any change to increase combat fun and effectiveness I'm all for
  17. I tested PvE. (2-ish hours so far) My dexterity and reaction are 4/4. (might 21, toughness 21) I tested feros\dc\fc\mcs, at first totally naked, no armor no med. Against feros I was able to comfortable train them, without armor or a med, and could probably do it without a col. Since this is my primary source of exp currently, this is short of outstanding for me. Against DCs, I noticed more dodged and increased hits, and could purely def train them, do to my low might. Prior to the change, I currently block 0/10 of the FCs hits, and now I block something like 3/10. Which is nice since normally at dex\reaction 4/4, you are a weak and easily killed. I don't have any positive perks, but I can see with this change, their 'weight' will be much more profound for the cost of the pps to buy them. (Or cape usage) (Prior to my reset I could def train MCs, without taking much damage. So I believe with additional PPs. This would be my training monster with this change. I normally train in augs, too cheap to risk anything ) In closing, I agree with Dilly, not a huge change, but this is definitely balancing to PvE. I feel an all-rounder will be able to enjoy invasions without feeling crippled. So this will help the causal player, at least IMHO. So I love it and hope this test goes live.
  18. (Ok I can be long winded, you have been warned ) Mr. Nathan Stenzel, I can assure you this is also about PvE, I now purely fight monsters, and this is a very key element to a PvE's enjoyment of this game. It is also about allowing fighters to explore over skills without massive penalties. No other skills have to make so many compromises, and the allure of negatives to play. I just want to fight monsters in invasions without my A\D amounting to nothing, since my OA is currently low. It really silly that despite having a large AD I can do nothing without high OA and negs as well. I'm 50 manu and (with nexus) I can still mix the same items with the same success level, but I cannot do the same with combat. Attributes will still have the ability to specialize and change a build from tank to hitter, and so on. Why is this such a terrible thing to ask for? Why should combat have such a dependency? And why must every post by Attack and Defense skills degrade to: "Im a peacenik and all pkers are evil, I have lost touch with reality, and will oppose any change good for the game, just to spite them" As conavar stated, 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. On the topic of els economy dependent on hydro for nexus\etc, I recall the time before this was the case. I could easily sell FEs still then, and the market was highly dynamic, I made all my early gc trading animal furs. I certain this wouldn't destroy the games econ, but just move it in other directions.
  19. Yet, none do: - Damage cap limits attack bonus for low level farming (with 120 att, you really should 1-hit black bears with a bone) Well its a might cap at 48, but what does this have to do with conavar's statement? "Yet. none do" so summoning skill levels are not a primary determining factor in the success of a summons? How is this 'none do'? True, its luck, its a chance to hit or bypass armor, but what does this have to do with conavar's statement? What does nexus have to do with "all skills should get the greatest benefit from skills"? Nexus only allows you to make a particular item but does nothing to make the chance of success better. Unlike dex\reaction in relation to Attack and Defense. what does this have to do with conavar's statement? Again, he said a skills levels should be the primary determining factor in a skills success. I don't see where it became a skill comparison? How did you arrive at "they should matter more" ? Do you mean actual levels, or the attributes Dexterity and Reaction? What does the 178 soft cap have anything to do with this? And the effect of criticals are pure luck, no were as certain as the result dexterity and reaction have on hit and dodge. Really conavars statement is a total no brainer, The skills levels should determine the success of that skill. So should other skills require attributes for success and failure?
  20. Queasy<--what it the world do you mean by that or what are you referring too? Perhaps this word does not mean what you think it does? However as it stands, attributes are far to important vs the actual skill. Yes, but why do you like the imbalance? I suspect you mean 'sentence'. Why is that a problem, to kill a monster with high AD, you would actually require levels to kill it, instead of pp points, which can be inflated with negative perks and nexus removal stones. I don't think you understand weapons and armor will still have the same result as they do now. Its a perfectly valid example and I have "read a subject pls". Do you understand that if the same relation between skills and attributes were applied to other skills, it would drastically alter the value of the skill level itself. Re-read my example. But understand that fighting is unique that it requires other attributes to function, but no other skill does (summoning charm, is a bonus)
  21. Maybe I should have said "additional stats" because that is all a 'weapon' is, a symbol that adds temporary stats. So I should need additional stats to score a hit instead of 50 attack levels (and 50% might) over the creatures defense? I should point out it takes a longer than expected to kill a lion with a ti serp as well. Isn't this a problem? (barehanded, its like fighting a feros...) Not saying that a player should wield weapon like stats with their bare hands, but attack should aid in damage when the levels are that vastly different. But yes there is nothing to really worry about toughness and might on players, because most pkers have 48 might, and some tanks pursue 48 toughness without massive imbalance. Shouldn't someone with 40 AD levels over someone, completely devastate them? Why shouldn't this be the case? I'm certain(not tested, doesn't sound fun, but from testing on cyclops) in my current reset state, a 80ad player in mediocre gear can easily kill me. Weren't we(global sense, not personally directed) complaining about fights taking too long and weaker players using a particular weapon, that is now changed, to beat someone with much higher AD. @nikodemus Why do you think this is about PK? Why should attributes should be more important than actual levels? You just said yourself "weak can beat stronger (just a bit, but still), no need 100/100 a/d to slain lenny and no need 120/120 a/d to do bethel invasions." So you don't need to actually level? Can you see why that is a problem? So "Can I kill inva fluff? Currently yes (easy), but after this change I dont think so (or it will be extremely hard)." you may be forced to level attack and defense? What if you didn't need 70 manu to make high end armor, just 40 manu and high charm. Can you see if the same system applied to other skills it would make those skill levels totally meaningless?
  22. How would it stop you doing that? The question i asked only mentions the hit and dodge combat rolls, not the damage roll. I rarely hit, therefore it takes a long time to kill anything. It takes me an shocking amount of time to kill a Lion!.. This should not be the case, if you have 40-50 attack levels over a creatures defense, it should not require attributes to kill it :/ (I have 21 might, I do 1-7? per hit, if I use a star med and bone, so might & dexterity are more important to score a hit, then Attack) So If I were hitting more often, then my monster would die much faster.
  23. I say 100% yes. Attributes have far too much effect on fighting power. This is something that recently came to the forefront in my mind recently, due to my reset. I currently have 4/4 dex\reaction and it take me quite a long time to kill anything, yet my AD is quite high (my might is ~21). I also cannot fight anything near my AD level, only things < 20 levels below my current AD level. Since there is no way to buy A\D levels, (without hijacking this thread) it would remove and overpower effect caused by ..... You could still alter your build with attributes, and it will be noticeable against players =<your AD, but not nullifying attack and defense levels themselves. However the only negative is it will remove the ability to weaken yourself down so you can fight one monster, milking exp from it for a long time without it dying. My current build is just this, but I am willing to change, fight monsters my AD for less exp, because this would be a nice change to the current system. It would allow fighters to explore more of the game, since PPs will no longer be an expensive commodity, and could help player retention, because they can fight\mix without suffering on either side. That will make it closer to "classless"game, since you can really be anything. (But perks would still allow specialization) I believe this change will make MORE strategy, because weapon etc usage would be much more profound, and reward skill leveling over finances. ---- (For those that don't recall the game pre-caps, attributes alone then dictated everything. At DPa a Phys 20, Coord 90, 39\39 ad chara was completely unstoppable. Attack and Defense levels basically meaningless, massive coordination was the only thing that mattered. (Not counting the occasional massive physique builds.)
  24. Item restrictions

    I totally agree. Its about goals, and not about creating a social status gap between various AD levels, or 'restricting' players. Now if we can only translate this to real life, you can't have a fast motorcycle until you learn to ride it
  25. creature attacking...

    Here is a suggestion. Only have the fur and on occasion bones or horns left when the one creature kills the other. The rare drops would perhaps be in the guts of the beast and alot of animals love eating guts. An animal must eat or starve, afterall. Some time in the distant future, if Radu finds it suitable, he can have creatures need to eat or die of starvation....dropping less meat than usual and being weaker than usual before they die. A creature could actually lose life points if they are starving. Imagine if that would be done to players with -30 or less food. lol Players could starve to death. First major problem I see is, the bag queue is not infinite. So as creatures attack and kill each other all over EL, the bag queue fills and starts poofing bags, The large mixing bag, you just created at a storage, just went poof (aka its disappeared along with the contents). Besides the fact you would have monsters serping spawns, its sounds like a disaster. Now, rival invasion creatures attacking each other in a invasion roleplay sounds interesting..
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