fred_penner
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Everything posted by fred_penner
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This kind of thing happens to me in real life all the time. I'll be sitting around one evening on a weekend with a full case of beer, and the next thing I know I wake up naked in the backyard, 12 hours have passed and all my beer is gone. I think it's the aliens.
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Anytime you're talking about game design (that's not a simulator) and you consider saying something like "that's how it is in real life", you should resonsider your reasoning. The only reason you should have for designing something in a game is because it improves the game, not because "that's how it is in real life".
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I'd like to be able to click on a player and have the "/playername" appear in the console. Some players have screwed up names and it's hard to type them in, especially if they're walking away...
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I agree. I'd like to be able to turn the bars and the bottom menu on and off. But not just from the .ini file, from a hot key while playing.
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Most games like this have archetypes. Players choose their type at the beginning, or some games let you change while playing (for a penalty). The latter would probably work best for a MMORPG where people want to keep the same character for a long time. There would be penalties and benefits to each type: Fighter types would get stronger faster, but (for example) couldn't use magic. They can't make their own pots or weapons. But they can harvest stuff. Monsters drop books that the manufacturers and magic users need for knowledge. Magic users can make pots and cast spells but can't make weapons and can only use some weapons. Can't harvest metals, only organics. Manufacturer types can make weapons and armour, but can't use some of the higher end stuff they make. They can make pots too, but no magic. They can harvest anything. This would force different classes to rely on each other and get money moving around. It would also give a non-fighter a chance in a PK map. Fighters might not slaughter them if they knew they might have to trade with them one day. Or they might kill them anyhow, thinking to steal whatever the dead player leaves behind. Have archetypes been considered already? If so, why weren't they implemented?
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I agree, I like the game better without them. I was just wondering if they were considered or if it was something being considered for the future.
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Knowledge/Research Window Hot key
fred_penner replied to GatorJaws's topic in Suggestions - General, Misc.
That would be good if there was also a way to turn off the control bar at the bottom of the screen. Or attach the actions to F-keys. -
You'd never get any rest...
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That's a good idea. If the animals aren't too distinctly different at each age then you'd have to stop and think before you attacked.
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That's what food is for. Plus, there's not enough beds.
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ouch. My trigger finger hurts just thinking about that.
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Why not make the bard a character in the game, like an Ant? It could walk around, hail people as they passed and PM them hints, formulas (pots, ess, summoning, etc), or tell them info that other players have told him. Listening on channel 111 (which I haven't tried yet) seems like tuning in a radio station. Plus, you know you're going to hear something. A wandering bard that you come upon by chance would be a little cooler.
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The attack and defense levels of the animal should change with age too. Make younger animals easier to kill but worth less experience and fewer items. However, it would be nice to be able to tell the age of an animal before attacking it, and that might mean new art work. The small, medium and large gargoyles are a good example, except they don't grow from one type to the next.
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I've noticed that EL crashes (almost immediately) if I run it with an XP account that isn't an administrator. I haven't investigate it at all, probably a file system security issue, but just thought I'd mention it.
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You can also get stuck in tents on some maps. To get out you have to turn on the "use" icon and right click on the doorway. Or beam out.
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Primarily, you should make them yourself. Get the books on metallurgy, metal mining and iron mining. Then get a pick axe and mine some iron. Mix with fire essence and coal and you've got an iron bar. See captaindavid.com/el for more info. Or you can buy them from other players. Take some gold and food and head over to the Crystal Caves in Desert Pines. You'll probably find people there who'll sell you bars. A lot of the time they need food too, so take some with you.
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You're heard it before, so hear it again: www.captaindavid.com/el for info on the new server. And praise your King: Fred Penner, the self-proclaimed King of Harvesting. Hail to the King, baby.
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I agree. I think we need more neg perks and more balance among the perks. For example, if you take godless and get 8 picks, then it should cost you 8 picks to undo godless. Have the perks balance each other so nothing's permanent, but it'll cost you to reverse it. At least there should be someway to get rid of a perk, but I think it should cost, not refund picks.
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I'm researching Iron Mining, and when I type #research it says I'm researching Iron Mining. However, in the research window it says I'm doing Silver Mining. However, in both places the points required says 2000, which is correct for iron but not for silver.
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My character's name is Fred Penner and I'm a children's entertainer from Canada. I've never held a sword in my life and I just want to make the little children smile with my songs, like: The cat came back, the very next day, The cat came back, you thought he was a gonner, But the cat came back, he just couldn't stay away... Whew! How was that kids? Who wants to hear another?