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Dugur

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Everything posted by Dugur

  1. On test I did notice a slightly better performance blockwise when having char with no reaction and a/d above monster. So to me it seems that you can fight better the monsters you're supposed to be able to fight with. That is for mid level stuff like feros dcw etc. What does worry a bit is the top level performance change. I hear of eternal fights where you only burn essence. Killing red dragon 2 restores doesn't sound so much different, atm they are killed by some with ~4 restores(?) and they have the a/d to have them for breakfast. What comes to ice dragon, now that sounds a bit funny I don't mind the top being able to kill them in team. But overall opinion of mine... what the idea is and what this would bring - doesn't seem worth it. It's eternal lands, or eternal grinds, and eventually the char base will be stronger (if the game stays addictive/fun to play) Looking at PK the current system makes it possible for anyone to kill anyone if the player knows what they're doing. With a year of playing you can take out anyone (not necessarily one on one melee fight and repeatedly, but with sneakyness it's still doable) PP buying is not a problem in eternal game. Those that are against it often see the game optimum situation when you have trained a/d up, have nice oa and spend pps to match your fighting strategy and go fighting. Get beaten, train more, earn cash, spend cash, go fight. Constant competition where many can take part quite conveniently. For this view a person with +20 your a/d is ok, and obviously they'll have heap of oas more too np, but that they have additional 16-40 and + pps against you is a bit too much. The freshly trained 120's char with clean no reset oa has no chance, and is likely to get beaten by everyone else. This thinking is also getting stuck in the past (some would say the glory days of PK) because now there's helluvalot more things to kill with (sorry, looking at it only on PK side atm) If someone tanks I can do constant 40-50 DPS with ranging and land fatal harm if they drop MI. Engineering will bring careless opponent to knees or just blow them to the skies. It costs a bit, but so do the swords and summoning. So in modern battlefield the PP buying makes no difference if looking at it with ability to kill. It just makes other chars, those that have ambitious gamer, able to have maximum effectiveness in all areas. Atm they just happen to enjoy it the melee way. Eternal Lands as the name seems, well, endless. In unlimited time everyone will have maxed out char, just like a bunch of monkeys with typewriters will do all Shakespeare books eventually. What is needed is accepting the new face of battlefield and creating new strategies and most of all enhance the goddamn community general attitude towards eachother and PK. This change on test does not work in my opinion (based on what I hear of pvp situations with top chars and assuming the change made on test is planned solution and not a in your face whiners ownage) There are more things to look at in the game. I still like the idea of a/d being more valuable in combat, but if it leads to a situation where you fight 15 minutes and run out of ings? To win you need to come in as a mule, unmule and equip fast and then enjoy the glorious victory of opponent having no HE left Or flee to a hyperbag?
  2. Someone who says the economy is fucked when current PP buyers stop buying PPs is wrong. There are plenty of ppl that will be buying PPs.
  3. Reduction Potions

    TS pot fail effect was removed, which also reduced exp/hour for many trainers. We have the potions of attack and defence reduction, but to me it seems they haven't been tested due to their price (red/black dragon scale gives 12 pots.) This is why I start this topic, to gather your experience on using the potions in training. Please post whatever you have to say about them from empiric study. What would be the price you'd actually consider using them, exp change etc. Whatever you think others might find useful bits of info. In addition to this I give 18 attack reduction potions to 10 trainers I have picked. They will share what there is to say and hopefully we come to a conclusion on the pots.
  4. Tbh, I don't care how you train or what you train. It has nothing to do with this and I honestly think I never mentioned an example as you training or referred to your training in any way. But now that you mentioned it, looking at your stats and knowing you do ogres... You have 58/66 a/d with 22/24 p/c with 8 reason. On ogres you hit ~95% of time atm, mhm? Blocking is often enough to call it training. You don't really _have to_ flee because with bone might is enough to kill it ~15 hits, but fleeing adds some more def and is better oa exp on single spawn. Your future in a/d training is about 10 more def levels on ogres, congratulations. Now "Would you like to see the weight of att and def increased?" can be done two ways: increase weight of a/d or decrease weight of dext/reason. I looked into it with example of reducing attributes weight, ofc it can be done other way round. I offered you something easy to look into so it's more convenient to think of possible changes. You already have reaction higher than that of ogres, this is why you manage to block it so convenient. If your current reaction of 14 is valued with 0,8 multiplier instead of 1, you have it 11. In practise 3 def levels. Got astro? Notice how astro works for you? See how huge difference it is atm there? And going with the calculations of giving +20% or something to the a and d instead... Ogre ad becomes 84/60 value in rolls (but is still 70/50). You become ~70/79. Without tweak you had 4 difference in ogre a vs your d, now it'd be 5. You still get that blocking help from your cross attributes and still train like normally. Astro is worse. This has got to look terrible change. Real percentages to be decided by development team. I can't help it if you can't/won't see what is and what is not valid. Oh, and I didn't create the combat system, I'm just a consumer and offer simplified way to look into it. If I have given some specualtions that are heavily out of reality, give me some time out of forums with a ban.
  5. You won't kill monster faster or slower, that is what might does. If your hitting / dodging chance is altered by reducing the effect of rection/dexterity, no change in damage. Yes, attack gives more damage. Yes, defence reduces damage. Atm they play minor part comparing to attributes, but we talk of increasing value of a/d in hitting/blocking. A/D exp / hit is as before. Only your rationality gives bonus to exp, rection and dexterity have nothing to do with exp but the hitting / dodging. Atm 1 reaction / dexterity = 1 def / attack. If you change this, for example, to 1 : 0,8 - what happens? Do the math and imagine how drastically it will ruin everything. It's different to think side effects and imagine side effects. The speed at which you kill a monster would have to do with A. how often you manage to hit and B. how much damage dealt. Were you assuming I was referring to a combat situation where you can almost always hit the creature every single time? "the number of hits to kill it" The damage you deal will be same. This is thanks to your might. Monsters have fixed HP. You will have same amount of hits to kill one. Only changing is the calculations behind if you hit or if you block. Now if you already are fighting wrong level mobs, you are getting shit exp and getting killed while doing it. After change it will still be the same. If you now train smoothly on monster you might actually want to do the math behind the example of 20% tweaking and then think again. The training change is minimal. In game you grind manymany levels on same mobs, just look at the ogre - fluff - feros cycle. Mobs below these anyway have minor attributes that the change won't be affecting players in my eyes, unless you can actually show something _valid_.
  6. You won't kill monster faster or slower, that is what might does. If your hitting / dodging chance is altered by reducing the effect of rection/dexterity, no change in damage. Yes, attack gives more damage. Yes, defence reduces damage. Atm they play minor part comparing to attributes, but we talk of increasing value of a/d in hitting/blocking. A/D exp / hit is as before. Only your rationality gives bonus to exp, rection and dexterity have nothing to do with exp but the hitting / dodging. Atm 1 reaction / dexterity = 1 def / attack. If you change this, for example, to 1 : 0,8 - what happens? Do the math and imagine how drastically it will ruin everything. It's different to think side effects and imagine side effects.
  7. 25 RD scales

    Auction time closed. Red Dragon scales available at fixed price of 4k ea. Just pm in game for deals.
  8. Different way of building char

    You kill fluff with roughly 15 hit rounds. The build gives you low restore, which means you use 1 on critter that has low crits, but another can make you restore 3 times. I speak of crits from fluff, because they are only thing that can damage you (to dmg ones) once good toughness. I am not saying you will perform like normal fluffy trainer, no way. A full set of HEs you can carry lasts you about 20 minutes iirc, fluffs I do for mag exp. On the other hand, max toughness and a single ogre spawn is quite economical. With FR perk (cape) you don't need SR's at all, just pack some fruits. Heal once in 10-15 minutes. 48/4 gives you ~full rounds of att exp and no empty rolls at attack level that you hit them easily (50+ good astro, 60+ any astro. rough estimates) Training with pure profit. Notice your exp gain is lot less than on normal trained char due to losing def exp. But hey, it's only for laffs. You don't get OP char, but one that can give you laughs occasionally. I do not recommend this build to main char/first char. Tho if someone has good basic knowledge of game, then it might make a nice noob instance hitter (at att:def ratio of 10:1 you can make 100/60 a/d that still gets in 60-80 instance. at those levels your oa is good enough to afford proper coord too)
  9. Different way of building char

    It is random. On excellent astro day you might get 7 hits in a row even. But overall often enough to make ~2k att / minute.
  10. Different way of building char

    The earlier you start (smaller oa, lower toughness), the more damage you will be getting and needing to heal more. Bigger monster - more likely dead. Gobs can be taken with relative ease having smaller toughness letting only those crit to damage hits pass. If you have bp and rapier you can find 2 pvpers and hit one of them while they hit eachother.
  11. roflol, and where is it stated that reaction and dexterity will be made useless? How about we face it that the change is not going to make the attributes half of current value. It's just useless to assume the change is 80% to a/d and 20% to attributes setting or so. If something at that scale was done the whole system would need to be redone in many parts. Point here, attributes still matter. Attributes _will_ give you power over those with less attributes. But if you have same attributes, the a/d will give small upper hand and reduces the luck factor. Now also if you get a good gangbang, the def penalty will have more effect bringing that omg so OP person you are ganging to slight more hard time. And what comes to lower level monsters... you can train to 60's without coord at all already. It will be just more enjoyable if you have ~20-24 coord. What ppl do now is skip some monsters and compensate a/d with coord, then get unhappy for low exp due to high might while they'd be able to get better overall exp from lower level mob in most cases. And if we assume a newcomer will get killed by a rat... fail. You have 7/7 on start, many don't know to put pps in and go fight rat. You have a/d above them and no attributes set, those low beasties aren't really coord monsters either, are they? To me it looks it will be easier for new player (if even noticeable at all) And wolf or goblin? You don't need coord for them atm, just some def. Put on uni med and a shield and suddenly a wolf is heavenly creature. For newcomer it's just bonus since they'll have the def with medallion + shield already good enough to train. Ogre? 70/50 if I got it right. Ppl in 50's are doing them... how? With overdone p/c, they would get lot better exp from lower monsters (ofc some use instinct too). 50's can serp ogres for drops, good exp training - not really the case, lower monsters are better. And if you're 60's those attributes will be enough still, who said they'd be negated? On good side, the natural training chain might be more followed and more spawns used, not just the ogres. Just in theory, in perfect world. I just refuse to believe that the tweaking would be made so drastic that attributes wouldn't count anymore. You don't trust the devs?
  12. PLAYER KILL

    Total War please?
  13. Guild: G-Nome (Nome)

    Please use only a BRoD against prkl. BRoD good. BRoD save economy. GL and long live G-spo...nome.
  14. This item has been mentioned previously, but thought to bring it up as it's own. Point being able to recover some of lost exp in resets. #edit: And make shit load of $$$. Now if we take a stone that counts all skills exp together and gives that exp to your oa, we have a dream item for everyone planning to turn their nexi into hydro nexi. On the downside, this will make everyone able to replace use of attribute removals and turn their build to anything they like no sweat. Too easy? Too abusable? Too expensive? Yes, very likely so(?) So instead of doing 100% soft reset with stone, there could be other type of rolling stone, ofc a shop item. This would count the all skills exp, reduce current exp and then give you that exp or percentage of it as overall exp (not adding scholars day bonus!) This isn't selling skills levels or pps from shop, because that exp has actually been in the char and earned. The obvious counterargument is that reset needs to hurt, you need to think how you build char etc etc. Now obviously to limit automatically redoing of all pps (if this limitation is wanted/needed) you'd need to have half the total exp in your overall already (now you can't just reset and take oa back) or have the returned exp considerably low percentage of total. Ofc one use / reset. In current system, there isn't really need to do resets anymore thanks to removal stones. You need to fail in build or be too cheap to spend on removals, or just need to feel those easy starting oa level dings. The rolling stone would compensate some of the done mistakes in past, that could have been avoided with removals these days. Also now we can also add the comment this is Beta, suck it up, boo-hoo. Example of a highish level person with all exp total of 140 oa (~300 mill exp) done reset and grinded to 117 oa (~100 mill exp) There's 200 mill exp poofed. If 50% of reset exp is returned they get +100mill and end up in 130's. If 25% returned - +50 mill = ~125 oa If 10% - +20 mill = ~120oa If exp is returned from oa 0 (allowing softish reset) same char would end up with oas: 50% - ~125oa 25% - ~110 oa 10% - ~92 oa Even at 50% return the exp loss is so considerable that you'd think twice to redo your build at 140 oa, unless you are an epic resetter that stayed low oa but grinded lots. Same for total exp of ~100 oa = ~40million who is at oa 75 (~10 million) lost exp in resets = 30million 50% - +15 million = ~ 88oa 25% - +7,5million = ~ 83oa 10% - +3million = ~ 79oa And counted from 0 oa: 50 % ~ 81 oa 25% ~ 71 oa 10% ~ 58 oa (numbers estimates) Would this be away from someone? I know it would be heavy $$$. The bigger the percentage of the returned exp, the more moolah and bigger castle.
  15. Rolling Stone redone

    Hallelujah sister, nuff said. Fully agree.
  16. Rolling Stone redone

    Fail. oa 98 ~40 million exp 125-40 = 85 million exp If using the option where 50% of the exp is returned you get +42,5 million = 113 oa. It was mentioned in original post with several examples. One use / reset. The percentage of exp returned is to be decided by development team. The more it returns the more moolah can be gained. Notice this is calced with the 50 % value, I haven't straightly suggested it has to be 50% or 100% or anything. Just pointed out there is a hole for business, and looks like there are ppl that would use the chance. And this is about the last opportunity to make $ from nothing, new players won't need to reset and they won't get much use of the stone anyway. The segment is for oldbies who were there when several changes came in and therefore reset. A new player has much more stabile playground here atm and once they get few nexus bought or even pps, there won't be a reset to lose exp.
  17. Rolling Stone redone

    If we really think that this is ebul rich real life ppl scheme of epic power leveling, it can be implemented other ways too... As Dilly said, pay 1 milliong gc to Tanta. Or make it a quest with roleplay spice and so on. Since we have PP buying in, we can add soft reset with a liiiiiittle work. Here is the other, dev side time consuming and therefore not so profitable, way: NPC in a stonehenge, such a lovely cliche it has to be done. Or just in Idaloran in middle of the rocks that make it a stonehengy feeling. S/he mumbles some RPG stuff telling you s/he found ways of bla bla and doing bla bla and then to interesting part: Bring me a shrubbery and I will attempt to regain some of your lost memories from the past. It can be also cutting an oak tree with a herring or just big load of cash with any item that is good to remove from game (hydro bars, scales, enriched essence, rare stones (*cough rosto cough* oh the corruption of $?) Great, you gather the loot, do some rituals and get those memories back - 10% of lost reset exp regained. Still something missing? Bring more stuff to get more exp back... Limit of gaining exp back decided by those who have the powers. And the beauty of this is you add fail rate, ha! And of course the NPC doesn't talk to you on Scholars day since they are doing some research on the memory haxing. Bit more complicated, but gives more to the game.
  18. Rolling Stone redone

    There are many players that never reset. Atm the game allows tweaking build without reset, using removal stones, while in past only thing you could do is #reset. This is plain business (gotta love the smell of $$$ in the mornings), not just making things easy for players. If you can point out a really heavy argument on how this makes a reset easy or painless, I'll reconsider my opinions. There's no need to fool oneself with the thought that the game isn't affected by $ already. How else would the rostos be known as bricks? This isn't just game, it's business for some.
  19. Rolling Stone redone

    Meant that you can't use the stone on a scholars day, so the oa exp regained won't get the day bonus. The skill bonuses of scholars days from _past_ will stay obviously, and as Dilly stated the part of oa exp scholars days from _past_ will be ignored. This is minor inaccuracy on the total oa exp counts.
  20. Note, this topic is about making a/d matter more. Mentioning PP buying, although it has some part in this, makes the topic very likely to get hijacked to offtopic :S Personally I'd like to see a/d levels matter more. Don't know if this would suddenly bring more ppl to crowd yeti (highly doubt it) or other spawns, but for sure those who spent time at spawns lvling a/d deserve bigger advantage from the levels. It is hard to evaluate what it would do to have certain percentage more weight on a/d, but I'm thinking of even 20% more would still be agreeable.
  21. HE, why arent they made?

    Silver used to be 2gc each and HEs sold 6-6,5 ea. Now silver went to 2,5 and HEs are ~7,5+ gc. For health essence, the change of silver price brings +1gc to cost of ess. I always sold my HE's for 6,5 max, but now on alt been doing 8ea no problems. More profit these days there... The biggest issue is getting the silver form market if you really want to alch. There used to be many PKers (and not just PKers, duhh) who actually mined silver and sold it, now none really. Dunno about those harvest alts, many moved to provide flowers for potions too I guess. And SR's has always been important training item for potters selling ~14gc. Obviously many have moved to mix BR's that sell to NPC 15gc ea, or are busy with other potioning stuff. Just my speculations. I bet there are more SR makers if we start buying it 15ea, but there a potters opinion is needed. For fixing HE issue get some LabRat wannabes online. Would need abundance of silver on market to get HEs spammed properly. If every HE consumer went camping in MM instead of spawn something might happen(?).
  22. Nexus buying is good for long term plans and more possibilities for a char. What is a drawback now is ability to buy pps with removal stones. There are two opinions of this ofc, but since we have caps now it is a bit dull for the overall picture. Every top fighter is making same build, no need to use much strategy but to go on with brute OP of pps. I'm not saying those aren't deserved pps, hard work it is. Wiping all bought pps from game is a big issue, and some compensation is expected and just reading topic of this post is enough to snort peas to nostrils and shout out I quit. I think this for only more levelled field of character base, and my suggestion is likely to have some flaws. Do correct me if it's outrageously wrong. Think of a new shop item, a "Rolling Stone." Same as reset command, but counts all your skill exp and gives you the oa it'd be in total (scholars day bonus is minor loss here, ignore it) This obviously is not a cheap item. Now those top fighter pp buyers have easy way to redo build. (The stone being shamelessly stolen idea from Lorck) Remove negative perks. Now your oa matters more. Also less pps total, so you will need to think more of the build. Atm nexus stones aren't used to remove failed setup on nexi, but to buy pps. Also make an npc you can use to remove a nexus point to another nexus. Would also be interesting to have nexus buy cost build up and then cap. 1st point 10 bars, 2nd 20, 3rd 30, 4th 40, 5th and more 50 bars ea, now a competitive player can take support nexus with bit more ease without it still not being no sweat. I believe with removed pp buying, several oldbies would come back to game. The game would be more balanced and require more teamwork in some aspects. All the pp buy removing takes is more work for the ones fixing it and some sacrifice on player part. Tho there is word "beta" which in itself allows stfu on that matter And I bet some players would be willing to go for the sacrifice if some bought pps are returned as nexus / serp with warranty / rolling stone or even agreement to remove BRoD and orange spam from game. (create - fire - protection)
  23. I Was asked to make this post

    I played PK server a while in the beginning (created SantaClaus.) Personally the high end item rarity doesn't bother. The reason I am not playing on PK server is that everyone had rosto and dozen alts. If there weren't this epic multiplay, I'd still be in. Ofc many find it excellent to be able to interact with alts (and I had some too) but then again, how many players are there on server and how many characters total?
  24. Repairable Dragon Armor

    This sort of comment is a guaranteed way to not get the repairing happen. It is complete utter... fail. Is the ideal situation that every player in game uses dragon set in training? The repair is done with a scale or two - it's nothing. The failing won't be the level of HB/Tankel, but that of what is in normal mixing (about, so I understood from convos on @6). A top player can have repair ings on spawn if they bother and fix stuff at the spot, manu 60 isn't impossible. And for epic success you pick a name in top 10 manu. Might want to ask the top manuers how often they fail to mix a dragon item. Scales reducing time to get into instance will be a lot bigger scale burner than the repairing, and the price will recover even without repair using the scales (most likely) To me personally it looks like the repairing gives more longevity to a set than what we currently have, and the items will last more evenly (I mean you can have tough luck now and break item fast and then dump it being damaged, but when repairing is there you can just fix and be back in business) With breaks, I see no harm done. Without change, no harm done either. But that's just my opinion.
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