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Sky

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About Sky

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    Rabbit
  1. No...no pre-determined spawn areas...then each of these will most likely be camped once people learn where they are, and thus makes the idea bit void... Perhaps if we talked about an absolute minimum of 50 spawn points however then it'd work better...best would be a complete random placement though..
  2. Random localization when going to a pk map would solve that little problem...dunno if such a thing is possible though...but it'd be a fair system...
  3. marriage

    I've said this in another mmorpg which unfortunately got infected with marriage-crazy people: Go play Sims Online...
  4. Oh..and add on top of that: all harvestable places really needs a limit on them...it's amazing and quite unrealistic in all senses that one can get unlimited amounts of flowers from one single bush...
  5. Why not make it so that players starts losing xp if they stay harvesting on the same spot for too long? That'd most definately discourage macro useage...if a player wants more xp then he must constantly move about to different plants or whatever he/she is harvesting...
  6. It's about economy all over... Make the economy flow (making gold meaningful, a way to remove excess items from the game, by selling or whatever), and items will have a meaning again... If items gains a meaning again, then killing monsters for items and treasures becomes more interesting again...and manufacturing will become a means of creating items for use...
  7. Fixes To the Economy

    A mistake that lots of MMORPG's make is the following: Money comes in from various sources, like selling to NPC's and manufacturing skills (yeah..it's sad but true), drops from monsters and finding treasures (which sometimes respawn)... Doesn't sound much of a problem, right? Wrong. As more and more players starts playing, the amount of money entering the game increases. But usually, it doesn't leave the game...not much anyway... What happens if gold simply keeps stacking up in the game? It becomes worthless and the prices of items will pretty much shoot upwards playerwise (yes, upwards, not downwards), since gold is so common and everyone has it... The only way to fix such a problem is to add items/features/whatever which can only be bought by NPC's and will be useful for any player, no matter what level... A healthy economy is an economy where money flows in and out. If one has such a healthy flow in place in a game, then it really should be possible to add anything to the game without hurting the economy...
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