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Josral

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About Josral

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    Rabbit
  1. The intro Screen

    The screen you see when you first open the game is still telling me to talk to Raven to leave newbie island. The newbie island is gone and so that message needs to be changed likewise.
  2. SHould we have essence anymore?

    If you have Mana to do magic with then you shouldn''t have to have ingredients. Now there could be two classifications of magic..... Incantation magic .....which just uses sigils and mana(no essences required) Ingredient magic ....which just uses sigils and essences(no mana required) I didn't cast a vote because there could be a place for essences(mana built into the essence), but someone needs to choose between ingredient using magic or mana using magic or have both available.... As things are now I would vote to get rid of the essences...........
  3. I agree that duel and party options need to be added to the game. And in a duel situation you should be able choose items or money to risk.... basically a bet with your opponent. And you might want to move the spawn of the death-by-duel to somewhere other than the campfire because you'll have a lot of dueling happening around the respawn point. Unless your ok with a lot of dueling on Isla Prima.... You may also want to have the Duel and Party options be p2p benefits.....
  4. And could the potion be made sellable at the potion lady too please.....
  5. ponderings on spawns

    Was just doing some brain storming on this general topic myself..... ........was written by entropy in general chat in a thread about overcrowding of the game authored by 'gladyl'..... I don't know how much trouble this would be to program but here goes.... when I hunt I'm usually hunting for a specific animal to work on a skill that requires its fur or its the right thing for me to fight for my fighting skill, so if I'm hunting fox furs for Manu then I tend to overlook the other critters in the area....... I know there is at least one fox to kill in 'evergreen forest' and I know about where it pops back to life. Now the problem of spawn killing comes up because there's only one spot for this fox to respawn......but if there were...say...fifty different locations that that fox could randomly respawn(just increase the number of potential respawn locations for a monster being camped/'spawn killed').....then I would have to keep moving around looking for the fox and would not be able to camp in one spot.... ....and if there are a great number of potential respawn locations for monster X then it shouldn't be too hard to temporarily increase the availability of monster X......set up a minimum and maximum number of monster X to be available on a map....one monster X gets killed....program checks to see if any more of that monster X are available to be killed...'no'=increase count by 1 and 'yes' decrease count by 1....going up and down on the count between the minimum X and maximum X...........maximum X may be only '10' but if the potential respawn locations were 50 to 100 then us hunters would have to keep moving around cuz that 'monster X' one of us just killed will respawn just about anywhere on the map
  6. Estimate

    Heretik........ The rules concerning macroing and autoclicking are in the 'Rules' section just above the 'bans' section. Look at that section to get an answer to your question.........
  7. Deposit

    a withdraw/deposit/pickup/drop all added is good a withdraw/deposit/pickup/drop X would all so be good where you are prompted to supply the value of X and I agree that the banking GUI should look more like the 'bag pickup/drop'
  8. revised combat exp system?

    I agree that a given monster should have a given amount of xp to be earned for its death. Now the monster may have a health regen that adds to its health during the fight and that has to be figured in as more xp. And if any monsters are intelligent enought to carry 'heal pots' or use some 'heal magic' then that would also have to be figured up as more xp for the kill. The easiest way to do the xp would be to have the monsters health points be worth so much xp per health point. If the health points of the monster have the xp then you can get a per blow xp because your doing damage to the health.... the lvl of the monster would determine how much xp is to be given per health point. now if your suited up with armor and weapons you'll be getting faster xp than going naked can be same way in the pk system.......give so much xp per health point of the player being killed.... And give better xp per health point for higher lvl players/monsters.
  9. Basic Attribute Raised

    If new and stronger monsters are to be added later then the caps would probably have to be raised to be able to handle them. But a higher cap limit could also be reserved for the p2p version of the game when it comes out........... If even better armor/weapons with a higher EMU come later in the game then one's Load would have to go up to wear the equipment...etc.,etc.,etc...................
  10. Extra long summons

    I would change the attributes of the summoned creature/creatures all together. Let them be pets. They stay alive until they get killed or you 'release'/'unsummon' them back to where you summoned them from.... However, for this scenario to work you would have to be limited as to how many summoned 'pets' you can have at one time. When you 'release'/'unsummon' one or it gets killed then you could summon another. Your summoned pet(s) would automatically be released when you log out of course...
  11. Potions of vitality

    It is Feb 22, 2004 and this bug still exists. I have some pots of vitality in my inventory and can't sell them or deposit into storage. I spent money on the bear furs and would like to sell the potions and recoup some of my cash.
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