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Marcvs

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Everything posted by Marcvs

  1. Feasting Potion vs. Bones

    The boneseller can also be the priest of mortos, so only who have that god and have complete the entire quest can do the dial (I'm godless...so don't think I'm interested in that ) so we don't have to build up another npc. what you think about that?
  2. Feasting Potion vs. Bones

    Maybe we can have an NPC that buys/sells bones, to keep the price in certain limits? e.g.: an NPC can buy bones @1 gc each, and sells them @2,7-3 each. So the market between players can flow trought 2,2-2,5 gc each. Over that price, imho, is better to use feastings Or we could have a very special place where to harvest bones, e.g. on a big muddle of bones in some hidden cave, obviously far away from storages and maybe of difficult access (strong monsters wandering around?). Depending on how bones will be difficult to harvest we will have the market price (considering that an hour in azaghal castle can give you up to 1000 bones - but you will take out skellies spawns from who need them to train). Those are only suggestions, of course. I personally "harvest" bones in azaghal castle, when I found it free (very rarely ;P ), or I wander in kusamura to make some bones + raw meat for the feastings. The game now is quite well balanced, until the price of the bones won't break the wall of 3gc each (and this can happen pretty soon): in that case we probably have to do something... just my 2 cents
  3. I'm in, too ingame name: Marcvs rl gender: male this research sounds to be very interesting! I will be glad to read the conclusions of this research, when it will be completed!!
  4. godless removal stone

    the stone is already rare enough though, if you need to buy hydro pp to compensate the loss it would be crazy expensive ^^ indeed but it have to be expensive
  5. godless removal stone

    There is another scenario for the perk removal stones: we can introduce in the game the removal stones for all the perks, but we can block the #reset command for who reaches high OA levels (>90 or 100?), or anyway a big quantity of experience (as the sum of all the experience from your skills). This will force high level players to manage their characters by buying removal stones, using hydro bars to buy nexus or so. We can even imagine another scenario: the removal stones of a negative perk absorbs more than the original PPs given by the perk (e.g.: the godless perk removal stone will require 10pps free to be used, instead of 8pps that godless originally donate), like the positive perk removal stones will give you back less than the original pps absorbed by the perk itself. just my 2 cents
  6. A/D Cap @ 130

    Very interesting idea, but, imho, Entropy gives the best way to realize it: make the cap be effective only in pk. This will renew the guild wars (even in KF with it's newly introduced no-drop flag) and will make the pk really focused on how much you are good in managing combat rings, spells and armors to win the battles. Or we can introduce some form of shapeshifting, so if the cap in pk is, put 110, in a shapeshifted form is 130 or you don't suffer the cap at all. This shapeshift form can have some limitations (e.g. you cannot use combat rings, or your cooldowns are slower): have to be planned. As the attributes cap has give more fun to this game, I believe also a/d cap for pk will do. just my 2cents
  7. Reptile Blood

    maybe it can work if poison is just halved: only the half of damage, or even 60-70%, instead of full damage. Think that it cannot be taken if you have also "I eat dead people".
  8. change TD back to normal...

    just my 2 cents I'm one of the TD's mixer ;P and I think that this map works well in this way as it is: the chance to be PKapped is balanced with the advantage brought by mix there eating only fruits...so I think that this map is fine as it is now. Also, IMHO, the non-workin rosto in this map will encourage people to make pk with cheap armors (leather?) or fighting ogres/cycs/fluffies with same dresses or just will attract high-levels pkers wandering for good players drop But,I know, this map is almost deserted (it's a desert, anyway ) and probably people just don't appreciate its caracteristics. So we can try to make rostos workin'here and see what happen...if will be in more people so will be an advantage for all (is a good map to train on cyclops and fluffy, btw...so the monsters spawns will be more used, in advantage of all other crowded maps with same monsters).
  9. Give Boneless creatures bones

    I pull up this thread because I had an idea to (try to) "solve" the problem (if you find that this is a problem). We have a bones to gold spell, now less used than before (selling bones on the market lets you make much more money...actual efficiency of the spell is around 0,6-0,7 gc per bone), why don't we add a gold to bones spell? This spell can be used to convert gcs (or gold ore, or gold bars?) to bones with a random factor as the inverse spell. This spell can have a relatively high level (>=40?), so can be used by people who have reached the higher monster. The convert factor can be close to the market value (or the price that we wish to "level" the price) so around 2gc for every bone (with the opportunity to "adjust" this value during updates). if you think that is useful, this spell can require a particular object (such as alembic for mercury...) or I don't know... what do you think about this?? P.S. Sorry if this matter was discussed elsewhere...
  10. Give Boneless creatures bones

    ty for reply but the actual price of the bones, imho, is too high to justify takin the perk. Or you will force urself on a never-ending bear hunt, or you have to pay too much for them. Consider also that the bones now is required to make astrology stones, and so they are needed now also from who wish to level in engineering. This is what I say: the demand is rising quickly but the supply is quite the same as when were not the perk neither the astrology stones.
  11. Give Boneless creatures bones

    ...just my 2 cents... I agree with the idea to make high level monster drop bones: is more logical (if a feran drop bones, why chimeran don't?) and it will add more bones to the game, lowering the value. A good value for bones, imho, could be around 1,5-2 gc each.
  12. Mage class formulas

    The first formula seems to be well balanced...but why don't we add a little stuff to that one: like if the formula result is more than ur total base matter points, the extra points over that limit will divided by 3. This will penalize people that fight with col and/or mol, and gives full advantage on who fights with the natural armors helms (Is very rare to see someone wearing a full armor because they mostly wear a col instead of the proper helm). So an example: if you have mag 30,rationality 10 and 80 matter points, you will heal 80 + (15/3) = 85 points. If you have 100 matter points, you will restore 95 points as well.
  13. Democracy in EL

    Starting from the point that, as Entropy says, this is not a democracy (and it could not be a democracy, imo, while the game is structured as it is now), I'm with the people who think that we could need a double-level voting system. For the decisions that doesn't have a crucial impact to the game, I think that the simply majority (50% + 1) can work fine (for example, a vote on if a resource have to become less or more hard to find, if a monster have to be stronger or weaker, and so on). For the facts that can affect deeply the whole game, I think that a more high majority is needed. And, in this case, the 2/3 of the people is fine (66,6.. %). I think that in this polls we need also a Quorum...that can be about 200-300 players. If there is a quorum the options in the pool have to be three and not two: yes, no, and "null vote", so also who doesn't care or doesn't understand the matter of the voting can partecipate at least for the quorum. Entropy itself will chose if a poll will follow the first or the second voting system. Some states (like mine) have a voting system like this: for common laws they use, in the parliament, the simply majority and, for the most important votes (like to change the constitution) they ask to the parliament a large majority.
  14. petition for attributes cap

    forever YES!!
  15. NMT cape breakable, part 2.

    Correct, i bought mine when it was like 150k gc and got another one from fluffy \o/ Unbreakable items in an endless game are never a good idea, now we have 450 in game, next year 1000 and in 2 years we are dropping them on IP for the newbies. So its a "Yes" from me Piper I totally agree with Piper! Endless items are a bad think for a game like this that we all love. For me, make the NMT breakable (I voted yes also at the previous poll)
  16. antidote spell

    The antidote spell is probably not a bad idea. Pearhaps, it will not make the poison to disappear, but just "slow down" it, by reducing the damage you're currently taking by a random factor (20-50% ?). In this way, it will be not more useful than the poison antidote potion, that cuts off the damages at all, and it can be a middle level magic (I guess around lvl 40...like the potion?).
  17. Auto-feature for Suggestions forum

    I don't think that this can be useful IMHO, if someone has something stupid to say, he will say it, even after a month And moderators can always block, close or cancel unopportune or stupid posts (and we can even inform a mod if we saw something that seems wrong). cu
  18. Now that Astrology is introduced, we can suppose that Draia is a spherical-like planet (if Draia is a planet on a star sistem, and there are other planets that goes on circular or elliptical trayectories around the central star, we can suppose that it is like the solar sistem: spherical planets around a spherical sun). If in Eternal lands there is a clock-like sistem (we all know how it's work: 6 hours is a day), we can suppose that Draia rotates on his vertical axis (vertical to the "ecliptic" plane), because this generates the alternation between day and night, as happens for our kind real planet, earth. And so: why Seridia and Irilium have the same timezone? We have to suppose that they are on the same meridian (as for the Americas)? Or, if not, why not giving them different timezones? Of couse, while the alternance of day and night doesn't influence our life (except for the gargoyles, the solar flare day, the perception and so on) this wuold be probably a nonsense idea, but it will gives to our beloved game a little bit more of reality. following this reasoning, we can imagine that, in future, we can have different chance to make an item if is day or night (we can suppose that our capacity to work changes from the day to the night): this will encourage people to travel between C1 and C2 (and C3??) more often. The borns of new continents (if will be so) can follow that rule... Marcvs P.S.:I have made several searches before posting this...I hope that this is not a copy of an old topic
  19. this could be very nice! they can be "manufacturable" like the summoning stones. To make a Rune Stones, for example, you might have to first manufacture an hosting undifferentiated stone (that can be done with engineering or crafting, I don't know), in wich, with a magical enchantment, can be burned in with the requested spell. Of course this enchantment have to be stronger that the spell that you would to burn in the stone. It will also be pretty to have a "slow poison" or a "remove poison" spell, like there is the "poison" spell as well. It could be much complicated, but, for the coherence, can be more funny, that the chance to make a magical enchanted object (an iron sword of fire, for example, or a CoL, but not a normal iron sword or a polished emerald) will be related to the magic level of the manufacturer/crafter. Or only that without a certain level of magic you cannot manufacture some objects. Marcvs
  20. Eternal Lands Bank

    I think that the EL economy cannot allow the presence of a bank, or, not like the ones that we have in the real world. First, only in recent times the banks offers you an interest on the money that you put in. In relatively old times (like in the far west time, in the USA) you have to PAY to keep your money safe. But, our storages don't have the chance to be robbed (or.................till now, they haven't ...it could be an interesting implementation O.O, and this will make the bank taking that ancient role). Second, offering interest will make the richest pg in this game even more richer, and richer, and richer. Like in the real life, to permit people to become very rich, without limits, is not a good idea, especially in this kind of economy, IMHO (the richer pgs can change the market at they wish, rising or lovering the prices for their economical purpose). In fact, the bank offers interest on your money because in real world the banks are competing each other, and has invented this system to acquire new customers. In EL this has no sense, while only one bank will exist. btw, the bank system can work in this way: you give to the bank an item that you temporary don't use, or an item that you have in multiple copies. The bank will lend you an amount of gc, lower than the price of the market, that you have to give back to the bank (with a little fee on it, like 5-10%) in a certain period of time, unless you will lose the object and keep the money. This can permit to people to "sell" that items that they don't use, or to take some loan to other projecs, to later take back the pawn. see you ingame
  21. Astrology Test part 2

    Results from marcvs on test server: increased rare items day: I have made different essences for a sum of 1240 essences producing no enriched. My astrological modifier, during this period was: ACTUAL make rare from 416 to 464. increased harvesting events day: I have mined 406 sulfur and find nothing. Astrological modifier for harvesting events in that period goes from -354 to -366 decreased harv events day: mined abt 400 sapphires and nothing happens. Astrological mod. goes from -366 to -378 decreased manu events day: made abt 600 essences (fire and life) and make no enriched. astrological mod. for makin rare items goes from 552 to 529
  22. What is your opinion about multiplaying?

    I have voted yes, but I think on some problems that can come out if you take that decision: first: the crowding of the storages is sometimes a problem: with multiplaying it will become impossible to reach the NPC, if any of us have two, three or more pg workin'together. This way of playing can put the player in conflict with the rule of "no character spamming". With multiplaying, some of us will have the opportunity to become very strong in fight (makin long fight session, with a second pg that carry supplies, for example) or very rich (putting more than one pg to harvest resources). Those are not positive or negative thinks...you only have to ponder it. I guess that anyone that want to make multiplayng (IF you will decide that this is a good implementation for the game) have to declare, somewhere or at someone, the pgs that it will use. That "list" can be consultable by all players or not, I don't know. You can consider also to limit the number of pgs that a single player can use (I think to a very restricted number, like 2 or 3...even though playing with 3 pg at time would be not so easy). I think also that only one pg of a player can enter in a guild. Multiplaying can be also used to make spionage on other guilds, and that must be prevented (IMHO). Mines are only observations...I would be happy to have the possibility to make multiplaying...but I think that it will become harder to control the game (I also think at the work of the moderators). Anyway, I think it will be a good think. We're in your hands, Entropy
  23. PK fight declaration thread

    For Marcvs ther're no problems. Pking is a beautiful part of our beloved game, and to be attacked, even by friends, is a way to have fun. see you all ingame
  24. I know that the limitation of the spaces in this great game is an important playing factor (eg. when we go to harvest hydro), but the introduction of a sort of "bag" that can be wield to obtain another small number of places where to put things can be useful. It can have a very high weight, to lower the total residual emu of the user (or it can decrease by 40-50% or more this factor). This can permit people to "transmute" the emu in other spaces to use to carry different thinks or to carry not-stackable ones. It can be wield as the armor, like a "backpack", and, in this way, you cannot wear any torso armor when using this item. Of course, when you put the bag in the store it have to be empty. It can be cool also to think about a sort of magical item that make the opposite think: "convert" free spaces to higher the emu (e.g., 80emu in exchange of 24 spaces - remaining 12 useful spaces) that can be useful when makin'bars or essences. First, I don't know if it can be made tecnically. Second, I would be glad to listen your opinion about that. ty to all! see you ingame! Marcvs
  25. Hello all! Is the second harvester medallion that breaks up. My statistic are: 1st: about 5k exp obtained by a couple of mother nature's blessings about 500gc obtained by some bags of gold 2nd: about 12k exp about 150gc I thing that the break rate of this magical stuff is too high to cover the expenses to buy it. I know that it helps to improve crafting, but he who buy it, or make the ingredients to make it done by another player, don't make a good deal! A half of the actual break rate will be fine...IMHO See you ingame!
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