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Dugur

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Posts posted by Dugur


  1. Maybe give some higher level invasion mobs random bonus to some resistances at expense of other, so that each individual has different weak spots. You can still beat the crap out of them as usual, but can do it more or less effectively. Sometimes you might notice that the thermal serp isn't a skull key that always cracks their heads. (just like dragons have varying stats)


  2. Can't talk for Korrode, but here's few cents.

    Giving recommendations as cross attributes wouldn't serve the purpose of the guide. The guide is imo designed for those that prefer easy and foolproof way of leveling. If the recommendations were given based on cross attributes, you'd need to decide between the main attributes and then ppl would just ask Korrode or someone else which one to choose.

    Also an important point in giving the attributes as they are is longevity. The mob ladder is fine tuned. If you just took reaction and spent pps in instinct instead of coordination, you'd be forced to grind longer for pps so that the future trainable monsters would be good. What comes to comments on might, the recommendations are well thought for. With the suggestions made by Korrode you will get as good exp as you can as a basic trainer, which is the basic segment the guide is designed for. Replacing an attribute with another will likely result in fail. If there was a better way to put pps for a basic trainer, we'd tell.

     

    On a sidenote reaction and dexterity could also be ignored and given as recommended def lvl without buffs. If you want monster with rec pure def 100, you just add def+reaction+equipment bonus and decide what you need. It's just too much hassle to bother testing all mobs to give the pure def for decent blocks. Been there, it sucks.


  3. Sounds like a lot of implementing for a feature that is not likely to be used much.

    I'd rather see the TTW tweaked a bit. Imo ttw problem has been the fact that you can be stripped from your belongings quite easily, especially now with big changes that followed attribute caps. Smaller non-PK guilds don't dare to use the ttw, because it can be abused quite easily (imo).

     

    The way we could get ppl to use TTW could be by having a command #challenge_TAG2. TAG2 gets a notification they have been challenged (and with some info on members that are in guild), and they reply #challenge_accept_TAG1. All online in guild at the challenge moment get a total war status and can fight. When you die, you lose the TTW status. Winner is the one who manages to wipe out opposing guild members. Also have a time limit of 1 hour, if the time runs out you count frags and the winner is announced.

    It does sound a bit like the PVP instance that has been talked about ;) . It's quite clear that two guilds would just go to KF and have fun in a no drop environment (there will probably be meanies harassing them, but it is PK).


  4. I wouldn't mind seeing this personally, a lot of concerns in the past were "omg they could spy on us for other ppl", I really don't think that's a concern anymore.

    Now the problem is spectators getting attacked by summons and this way becoming part of the fight - better to get rid of 'em. Considering the competitiveness of PK these days the safe place for spectators sounds ok.

     

    KF is KF, so arena arguments are invalid.


  5. Dirty Players are no threat to random PvP instance. Worst thing possible is probably BRoD, which is easily evaded with CotU. Even if there's someone who enters just to brod ppl to the stone age it's no biggie, they'll die fast without own team supporting. The team will not help bastards, just like we assume that in non-random PvP instance the teams that agree not to use certain items will obey the rules.

    Actually using BRoD in instance is good way to reduce opponents free emu, CotU is heavy and you need more than one.

     

    What comes to other ways of causing grief in instance, only reason to bother is to annoy the crap out of someone. You make a big fuzz about it and they might get some kicks out of it. You kill them first and continue - no biggie. There are also in game rules that forbid certain behaviour. Also, if the PvP instance is more fun than getting ppl to whine (which can actually be quite amusing) you are more likely to enjoy the instance rather than try to annoy someone.

     

    Aye for Mr K.

     

    #edit: Must add that I just love the idea of guild being able to challenge another guild and they end up in a no loss environment. This is guaranteed to bring action between guilds with avg players. Rather see both implemented.


  6. My only concern is this, and it stems from recent issues in game: What happens if you get assigned into a team with a known deadbeat only joining for griefing purposes? In my opinion, there either has to be a mechanism for the rest of the team to "vote him off the island" or similar.

    Sounds like a good way for participants to enforce house rules. :icon13: Pull a BRoD or a branch and you're out (if the group has agreed to not use BRoD.)


  7. Ogres should be ok, but I think you won't block everything yet.

    What comes to equipment iirc iron set gives you def penalty, which is better to avoid in this case. If you also have some vitality, the aug set is perfectly good at absorbing enough damage to train comfortably - without negs.

    Don't use BP cape, it will only kill some of the ogres faster. Atm your p/c is near perfection to train ogres with one flee and still get full exp rounds. Using BP would only add 10% more critical dmg hits, which is a hit that ignores opponents armour. It gives you nothing trainwise.

     

    Forget the perks while on ogres, you won't need them.


  8. With enough players you could go hunt in groups, assuming the drops were made worth the trouble. Bulangiu-type boss monster spawning normally would make things interesting, but not if it's a needle in a haystack type of encounter.

     

    (I left because there were rostogols on server and it got into a ridiculous altfest. Had it been max iron set, no rostos and c1 only there'd be plenty of ebul PKers.)


  9. Incorrect. It does make you immune to all magic effects casted by other players & creatures unless there is a bug from when summoners were given a percent chance to bypass MI with their summons via summon level, or there's a possibility that when in phoenix form after casting MI you keep the icon but lose the effect after 90s.

    Uhhuh.

     

    March 2009:

    Now the summoned creatures with special effects have a (summoning_skill/4)% chance to bypass the MI of an enemy.


  10. With official custom clothing, there could be control over what the newbs (that don't know or have not tried to get the unnoficial custom clothing set up) get to see and there would be more potential financial support for the game. Both are important.

     

    Aye. This is an epic product that markets itself, imo it'd be foolish not to make it into an official service. When a newb meets a titanium shield, they want one because it looks good. If a guild has official capes and other items that show off their guild values, a newcomer is more interested in the guild and might become more committed to the community.

    Just look at the =HC= bloody iron set (years back, dunno if it's still there, tho gotta love the design), it tells more of the group than some #guild_info.


  11. I believe most have forgotten the advantages of the phoenix, so I thought to C&P them to save trouble of search from others.

     

    "Now you can shape shift into a phoenix.

    As similar to the mule, there are 14 levels. Leveling up is the same as with the mule, you need to be in the shape shifted form for a long time, and the number of points for each level is different (non linear).

     

    Advantages of the phoenix:

    1. 1*level fire protection.

    2. 1*level chance to dodge hits, and it stacks with the 5% default chance and with the evanescence perk.

    3. 1*level extra attack

    4. 5*level to 'reborn', in addition to the day of the dead effect.

    5. If the player has magic immunity cast before shape shifting, the spell will not wear off while in the phoenix form.

    6. Based on the level, there is a chance to not get a cooldown when using an item."


  12. So there's this item that is useful for all and everyone.

    You (team, not rutu) spent resources to get it, so you (the team) need something to cover the expenses.

    It's still useful for you when it's sold, only lost value is the time when it's used.

     

    I can't think of any sons of silly persons to bid enough to pay 6 guys, but I like the effort. Therefore I bid 10k just because the idea of you not using it at 5:59:59 after this auction fails is tempting. I will do it instead and you still get something for the trouble ;p


  13. Then a negative perk - addiction. Gives you an AddictoMeter to HUD and whenever it goes below 0 you start getting damage. Having it -30 would hurt big time. You could increase the meter by smoking tobacco or eating shrooms. Having the perk would cause too big amount of shrooms to make everything colourful. Would also suggest a person to be able to consume alcohol if they took the perk, but too much would end up with problems controlling character, becoming PKAble or sudden death (pass out and get eaten by monsters.)

    Alcohol consumption could also result in lowered a/d (by percentage) but increased criticals against you.

     

    Original idea is nice. I wouldn't worry about "will somebody think of the children!" -aspect.

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