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Rehdon

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Everything posted by Rehdon

  1. New web server speed

    Indeed. Rehdon
  2. Spell charges in items

    I'm afraid you're right there. But runes don't have to be exactly the same as summoning stones: since they're magical objects you might require a % of the magic level of the original spell by the user. So any character using a mana drain rune should have at least a magic level of 32 (assuming the % is set to 80%). To further avoid rune abuse you could also set the following limits: - every rune requires a fixed amount of mana to work, like 5 or 10 points (again, being a magical object it requires some magic capability on the user's part); - add a little chance of misfiring, with a (limited) damage for the user: the chance would gradually decrease until the magic level of the user is equal to that required by the original spell (this way rune users would also be pushed to level up magic). Hope there will be some shake-up in the magic area! (btw what did you think about my original idea?). Rehdon
  3. Spell charges in items

    Some time ago I proposed a way to improve the magic skill, which led to a discussion where we discussed about runes as magic-carrying objects (spells would be engraved on runes), very similar to summoning stones. This is the original thread: How to improve the magic skill Rehdon
  4. Man (player) eating leopard

    Ah, interesting bit of information! How about a manticore then? The name literally means "man eater"(1), seems quite appropriate to me and a nice challenge for Roja Rehdon (1) See Manticore on wikipedia.
  5. Man (player) eating leopard

    Yep, that was the original idea, but a normal leopard sounds a little trivial: the thing has potential, imagine a night stalker, possibly using armor and weapons (they would be concealed on a normal leopard), with nice graphics suggesting a frightening creature ... would be much more fun! Rehdon
  6. Man (player) eating leopard

    I like the idea. I hope this player eating creature will be something different from a leopard, something like a werewolf or manticore (or another nocturn, sneaky, blood-thirsty creature ) would make it much more intriguing (and a sort of evil counterpart to the WS roaming unicorn ) Rehdon
  7. Artwork Updates

    Oh really??? I thought archery was going to be the third fighting skill (besides attack and defense), what an interesting development ... Rehdon
  8. Artwork Updates

    Sounds sweet! Different types of arrows, as well? And I guess they will all fall in the manufacturing skill, right? Rehdon
  9. Artwork Updates

    Great job Roja!!! I've been waiting for this for a long time! Bow and arrows look great, ty Rehdon
  10. Elder and ancient monsters

    I also like this idea. If the only showstopper is due to technical implementation (not that I'm underextimating it ) let's store it in a "nice, but not yet possible" idea drawer Rehdon
  11. New spell

    I agree with Fedora, summoning would surely benefit from the same level of attention that's been granted to magic. The proposed spell, in any case, would be problematic because to make it fair to summoners it should require both high summoning/magic levels and, as Usl suggested, high level ingredients comparable to those needed for the corresponding summon. In short, a very unlikely spell (although the idea is interesting). Rehdon
  12. Making maps more used..

    I don't think there's an easy answer to your question. High traffic maps usually present some combination of resources that makes them very attractive to players: that could be almost/all the ingredients to make a product, the convenience of a storage near to several kind of ingredients, the abundance of animals to hunt, the presence of monsters for training, and the like. The maps you named lack this combination of resources (although I wouldn't call Trassian low traffic) so my suggestion would be to study their features and connections to other maps to add something useful to each of them. As an all-rounder who started as a fighter I surely wouldn't mind more training spots, we all know some particular areas are very high traffic, to the point that sometimes long queues form ... I would also explore the concept of "partial storages" as it was discussed in the thread you mentioned: people would surely spend more time in Sedicolis to make FE, f.i., if there was at least a partial storage in that map. Finally, if and when more quests will be added to the game you could put the relevant NPCs in those maps, so that people get to see those maps at least once (often one discovers a convenient spot to do something only by chance, because he's got to do something else...). Rehdon
  13. Partial Storages

    I like the original idea (by Acelon), but also bkc56's one. Of course it could be deemed to be making the game too easy, perhaps it could be tested on only a handful of maps. Fact is, even in the best harvest location you have to walk a little bit to the store, having your harvest sent directly to the store sounds too good to be true. Rehdon
  14. Happy New Year :)

    Happy new year to everyone! Rehdon
  15. Evasion capability

    Hi all, I was wondering: what does evasion depend from? attributes (coord) or cross-attributes (reaction)? I think this is a somewhat underrated skill that I'd like to increase to improve my training with monsters, so if there's a method to increase it (other than using Evasion potions) I'd be glad to know it. Thanks in advance. Rehdon
  16. Evasion capability

    Hmmm, that doesn't feel right, there should be some sort of connection between coordination (or reaction, dexterity), monster/enemy stats and the ability to flee from combat. I hope it's not completely random. Rehdon
  17. Evasion capability

    Yes, you're 100% right. The description "ability to evade attacks" is a little ambiguous, and "evasion" means "escape, flee" as well, but I guess you and mp are right Rehdon
  18. Evasion capability

    Thanks mp, but what I really meant with evasion is the disengagement from combat, I'd like to know which attributes (or cross-attributes) would make it easier to interrupt a fight (yes, I know about potions of evasion and disengagement rings Rehdon
  19. Give Boneless creatures bones

    I agree with my guildie. The market for bones has been unbalanced by these two events (perk and astrology stones), so there's no way that it can recover on its own. Adding more bones from monster drops would surely help. Rehdon
  20. Issues with some graphic cards

    Sorry for the misunderstanding, but that wasn't clear for me reading your post: I interpreted "the people on this list" as meaning "the people in *this* thread" not the one you mentioned (which from the context looked like the "put this file into the game base dir to send us your card details" one). Just disregard my video card details. Rehdon
  21. Mage class formulas

    My 0,02 cents: 1. the first formula looks more balanced, the second one is very punitive especially for low to middle level characters; 2. as it has been noted by several other players, rationality will naturally increase for fighters as well when they'll start to put pp in reasoning (both for the dexterity and the perception bonuses): if you really want to use a non-fighter modifier magic nexus perhaps could fit the bill, you could add it to the formulas as a "level" modifier (i.e. 1 means that you can cast advanced spells requiring a magic nexus of one with no added bonus, 2 is a *2 or similar modifier, and so on). Rehdon
  22. Mage class, Fighter class

    I've been hoping for improvements in the magic system for a long time, so this change will be a very welcomed one on my part: this way we could have Mage characters and also (possibly) a combination of Mage/Warriors who choose the best strategy on the base of the circumstances (training, pk, invasions). I also subscribe to Usl's idea that more spells will be needed: it sort of defeats the point to have a new, sophisticated magic system allowing Mages to cast the current limited number of spells. Take your time to think about this Ent, the game will benefit a lot from it. Rehdon
  23. petition for attributes cap

    Voted yes. I very much like Conavar's proposal for racial-based attribute caps though. Rehdon
  24. New #sto design disadvantage

    Ah well, and I thought I was saving server bandwidth when I used #sto <pattern> ... Rehdon
  25. New #sto design disadvantage

    I'm not sure I understand the "has Entropy has said" part: couldn't find "server" mentioned in Ent's posts. I guessed it was a server change but, not being a tech guy, I wasn't sure (could involve the client not popping up the store anymore AFAIK). Thanks for the info anyway. Rehdon
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