Jump to content
Eternal Lands Official Forums

Velocet

Members
  • Content count

    22
  • Joined

  • Last visited

About Velocet

  • Rank
    Rabbit

Contact Methods

  • Website URL
    http://www.freewebs.com/velocets_fansite/index.htm
  • ICQ
    0

Profile Information

  • Location
    USA
  • Interests
    Writing, Reading, RPG's, FPS's, Astronomy, Astrophotography, Music, Fine Wines, and Import Beer
  1. Rabbits have died out?

    I see rabbits all the time on Isla Prima (newbie map 3?). Hang out by the docks and in that general area and you will see a rabbit, usually two at a time. Now white rabbits are another story, you will find them in WSC map, lakeside, etc. They are fairly rare and if you see one chase it, they are fast, and kill it Second, rabbit fur does not make leather gloves. For leather you need to buy it at the general store. Rabbit fur makes fur gloves, these you can't wear, but you can sell at general store for 80gp each, they are only good for boosting your manufacture exp, in very small increments, until you can make fox fur scarfs and hats, and you need two fur gloves, and a cape/cloak (same thing) to complete the grammy quest. Though to make a cape/cloak you need lvl 9 manufacture, which takes FOREVER. Work on other quests like the book quest while you lvl up your manufacture, kill those rabbits, and make fur gloves, lot's and lot's of fur gloves, then sell them, and buy more thread to make more gloves, lot's of gloves. hope that helps. ~Velocet
  2. Combat Exp-New Approach

    I agree with Roja. Have individual weapon skills, that can be raised with the use of each weapon. What would be even better, is to define the sword class into subgroups, like two handed, shortsword, longsword, rapier, dagger. Staff weapons like quarter staff, long staff, titanium staff, etc. And blunt weapons like axe, pickaxe, hammer, club, stick, etc. Of course this would mean we need more weapons, which imho, we should have. I mean when this game gets further along and more people join, they are going to want even a cheap weapon fairly early on. I think every newbie we get everyday freaks out when they hear how much the cheapest sword costs as of right now. I have been harvesting cactus for awhile and still haven't raised 30K, I'm lvl 7 combat and still don't own a sword. No big deal to me really, but newbies will soon bitch about raising 7 or more lvls in combat and still not own a sword.
  3. Weapons

    Ok, I don't know why we cant have more weapon and armor choices just because some people might try to rip others off. Hey, I don't want people to get ripped off, and I would never cheat someone, though I know someone else might, and that is why people just have to be careful, and if you get ripped off, then tough titty. Go cry and report that person when the karma system gets implemented.
  4. Weapons

    I like the idea. Really, a lot of mmorpgs already do this. It helps the economy of the game because people are always upgrading their weapons, and I like having more choices anyway, what makes a game expansive are choices. And, when EL gets further along and more people join, they are going to want some sort of weapon, fairly early on. Man, I hear it all the time with the newbies we get everyday, "What i can't even have a dagger, or a cheap wooden sword? A sword in this game costs how much!!" And, oh yea, just because there will be people who will try to cheat others, does not mean we shouldn't implement this. Buyer beware is something known by all, especially in mmorpgs. And, that is what the karma system will help combat anyway. Nice Idea. ~Velocet
  5. Player Owned Houses

    Yea, there will probably be a tele spell implemented and of course the are always tele rings, which we already have. But, it would be cool to have a way to beam into your guild/faction house, and/or your player house. Maybe another ring or spell. ~Velocet
  6. buy and sell quantities

    Ok, try this: If you have 2 of the same thing to sell, just click the number five. It then will take the quantity of 2, and will say "you just sold 2 ...... for .....gp" This works for other numbers too: If you have 67 cactus and click sell 500, it will just take the 67 cactus. Now if you have 3 of an item and want to sell 2 and keep one, then yea you have to click, sell 1 and again sell 1. Oh, well. I'm not in a rush when i play EL anyway, but....... ~Velocet
  7. manufacture window behavior

    I never said that. I was making a suggestion as to how to improve it. It annoys me when people complain to Ent about something in the free game that he lets them play. I'm just trying to help him out, I'm sorry if I came across as pissed off (I have no idea how you could get that impression from my post). You took that too literaly. I just meant, it must annoy you. That's all. ~Velocet
  8. torches

    Well, I think it would just look really cool, and be fun to have fire, and if we have that campfire ever ablaze, then we will most certainly want to carry some of that fire with us into the dark woods and caves. It would be fun and would look great. That's all. Also, we could have future dungeon maps that are pitch black and unless you have a few torches (they shoul ddie out) you cant go in there, plus it being so dark, makes for a nice difficult maze. Also, a torch should not take up a weapon slot, a shield slot would be a better compromise. ~Velocet
  9. Well, I still like the "save" feature. You could earn a "save" (maybe by a certain exp gained in a particular stat, like every three levels of combat raised) so when you have one save (you can only have one at a time), and you die, you go to underworld, but you don't lose your stuff. If you die without a save, then you lose your stuff just the same. By requiring say, every three levels of combat to be raised to earn a save, would keep higher lvl players from always having a save, because if they die with a save, then they have to fight without one (and they will) for three more lvls, risking losing stuff. See, this gives players more of a chance to keep their stuff at least every once in a while. And they still have to earn it, it's not a freebie, and they can't buy it. Also, I don't play video games to be reminded of the finality of death. Thanks, ~Velocet
  10. manufacture window behavior

    I think it's really no big deal; especialy at this time. The depot needs to be improved sooner than this at any rate, (which is still on the back burner), imho. Not really sure it needs to be changed, but that is just my opinion. I'm sorry that the manufacture window pisses you off so. ~Velocet
  11. ?? Gargoyles will not attack during the day outside of the maze. Just stay out of WSC at night or have an experienced player take you there at night. Simple. As for dying, here is how i see it. First off, I like the Underworld. It serves its purpose by providing the player a place to go when they die and not just respawn at the campfire, it helps add atmosphere to the game and is fine the way it is. Second, I realize that there are some games out there that have penalties for death more harsh than EL. But, I think that the way our system operates is a little misgiving for experienced and newbies alike in the way that one can be punished for exploring a new area. Yes, everyone should be smart enough to store important items, money and plats in the depot, and anything else they don't need while exploring a new area. But, if you are going to explore new places you are going to take maybe one weapon(one that you could lose if you have another), and of course you are going to wear armor in any case. Now, if you lose your armor or shield, then it is your fault because you died, no doubt. Although, I think we could have system that makes it a bit more forgiving, but not without earning it. I think we should implement a "save" feature. Players could earn one "save" for various acomplishments, or a single acomplishment (say a certain exp earned, or instead, certain quests acomplished, or instead every level of combat (overall player lvl) raised.) There would be a max number of saves that a player could carry at a time. Maybe only one "save". What the save does is, when you die, you go to underworld but you don't lose any items, like that precious medalion, or your chain mail. But, if you die again, without a save then you lose your stuff just the same. Also, if you gain a combat lvl and have one save already, then you don't get another. I know this is done in other games, like Astonia III, but that don't mean that we can't implement this feature as well, and improve upon it. Trust me, one save is plenty (Astonia allows 10! That's stupid, and yet people still blow all of them). This is not unbalanced or unfair, because newbies will blow saves just the same, and even experienced players die more than once, and they have earned the right to be allowed the chance to keep the weapons and armor they worked so hard to get, . ~Velocet
  12. Some Potential Improvements

    I was about to suggest that the storage depot be improved, and I was thinking the same thing you were; have a depot inventory window pop up, that way you can see everything you have stored at once, and just drag n drop from the player inventory into the depot inventory window. So much better and easier for us, though more work for Ent. -Velocet
  13. Ideas

    ok, ok maybe I was off a bit with the whole training on vamps idea, but hey, it was like 5:00am when i posted that after being awake for over 28 hours, cut me some slack. :lol: I really just want to see the vamps grow stronger somehow, and i'm not sure how it can be done effectively. Thing is, even if the vamps were made godlike, eventually after a long while people would grow tired of fighting them becuase they would know what to expect. The coolest part about the whole concept of them growing stronger (somehow), is that the element of suprise would always be there. Some could be much stronger than gods, though no one would know going into battle, it makes it much more risky, everytime. LMFAO, now that's scary! -Velocet
  14. Ideas

    No see, my point was that you gain a certain amount of exp for "bringing down" a vampire, and if you don't finish him/her off they get up and are stronger and now give even more exp when you put them down a second time, a third time and so on, while the vampire's combat stats, material points, and exp given increase succesivly. This way you could find one vampire, as they should be fairly scarce in population(not like the bunnies), and train on that one vampire, this makes it easier to train on them, but the catch is you better be well prepared to do this, maybe with a team of vampire hunters. As for how they are finished off it really doesnt matter to me, a stake, a spell, a medalion, garlic, etc. are all acceptable. And I think this should only apply to vampires and not other undead, like zombies, skelletons, etc. those are only minions of evil, Vampires are masters of pure evil, that evil is what makes them so much stronger and harder to kill then other undead.
  15. What if a clan had really strong gargoyles or vampires that would guard the castle for them. That way you would need an army to attack the castle, not just one opposing member attack a newbie member and take over. Just a thought.
×