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Ozmondius

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Everything posted by Ozmondius

  1. Trading Nexus Removal

    pm me in game
  2. LION GUILD BROD

    This post has now lasted almost as long as a single fight in the new arenas \o/
  3. Starting over.

    When I reset, I was 36/38 a/d and I thought I'd never be able to catch up to the upper level pk'rs. I'm a long way from the top, but I can at least compete now. It takes some work and some stick-to-itiveness, but it's far from impossible. Bugabear started at the same time I did, she's now #5 potions because she set her mind to it. There are many more examples of how with some focus and more than a few months you can reach your goals in EL.
  4. City building

    also vote for the 2nd if this idea is still a possibility.
  5. PK arenas change

    I also agree with AMAR. I fought several fights on the night of implementation. The standouts were those characters likely with NMT perk who used bronze swords almost exclusively. The way the arenas are currently configured, it seems to be more a war of attrition than what I consider "real" pk--fight until the first person runs out of HE/SRS or MI. If at least one of the purposes was to allow "newer" people a "fair" chance to learn PK, these arenas will not really serve that purpose, they will be easily dispatched without the appropriate equipment and perks. As Dilly said, it's only a matter of time until people build the new "dpa" char, which will dominate the arenas. For me, I chose to level a/d for a reason and that was to pk competitively. If I wanted to be normalized with everyone else, I wouldn't have bothered. Further, it leaves out the more rounded approach to pk which includes other skills like summoning and ranging (haven't tested engineering). Maybe some changes can be made to make it more fun, but I can't think of what they would be at the moment. I'm not interested in prolonged fights with someone 1/2 my a/d just waiting for something to break.
  6. bronze sword

    Agree with LL, still a bit OP imo, but better than before.
  7. PK arenas change

    Interesting idea, sounds like it's worth a shot. Would the arenas remain single combat? Would they return to drop or remain no-drop? Would summons continue to not attack in these arenas?
  8. To remind everyone, Entropy proposed the following: Make the NMT breakable, with a 1/40K chance (+/- something due to astrology). After it breaks it would transform into a new cape, which would also give the NMT perk, but also some accuracy and armor, maybe 6 points in total. This new cape would also have a 1/40K break chance, and would just disappear when it breaks. And if a lot breaks, I can increase the drop rate too
  9. Breakable NMT Poll--Different than Liquid's Poll

    Only 74 votes so far, but a strong majority in favor as of now.
  10. Human Removal Stone

    460k
  11. Human Removal Stone

    My bid withdrawn.
  12. Human Removal Stone

    edited
  13. Human Removal Stone

    460k
  14. Animal removal stone auction

    436k
  15. NMT idea

    Re: making them repairable--could just disallow use of saving stone for that mix, maybe? Re: brod--i'd gladly give up my brod whether in conjunction with degradable nmt or separate
  16. Animal removal stone auction

    421k
  17. People still train in EVTR regularly, btw.
  18. LION GUILD BROD

    btw, there are plenty who help godz who are not brodtagged, it was just the additional baggage, some of which was not posted by amar that lead to the pm to him.
  19. LION GUILD BROD

    well, if he had just responded to my pm's the whole thing could have been avoided. whether brown tag is justified or not requires a knowledge of our history with GODZ and a judgment call. eh, it's just pk, enjoy.
  20. On a side note, it doesn't help the testing when you have noobs on high level chars in there md'ing harming using osomn, setting wards, and ranging you when you're trying to test.
  21. BTW, I agree that a/d should make more of a difference than attributes and it currently does, if I'm understanding it correctly. 1 att=2 pps placed in coord or reasoning; 1 def=2 pps placed in coord or instinct. So an att or def level has 2x more effect than one OA/pp. Coord is kind of an exception as 2 pps placed increases both hit and dodge. Couldn't this ratio just be adjusted to nerf attributes and increase the power of att/def? My observations about not liking the results is just based on this particular implementation, not the idea of it.
  22. I noticed a small change for the positive in training yeti on test. I seemed to block a bit more and absorb a bit more damage. Where I noticed a marked difference was in PK. I fought kgxjeff, asgnny, and amar. Jeff is around 10 a/d levels higher than I am and many many more pps ahead of me. He was able to put very little pressure on me during the fight. Given infinite supplies, I could have fought him forever. AMAR is also around 10 a/d levels higher than me and maybe a few more OA, not sure where we stand pp-wise, however. AMAR was able to put a bit more pressure on me than Jeff, but in the end, after a prolonged period, I was able to make him dis. Asgnny is light years ahead of me in a/d and attributes. He used a halberd most of the time and put a fair amount of pressure on me, but I had no problems fighting him until I ran completely out of HE. These are bad results in my opinion. There is no way I should be able to stay in a fight with these ubber players for this length of time in reasonable comfort. These three players should be able to put enormous pressure on me in a one on one fight, given the disparity in a/d and attributes. From what I was able to observe it was a combination of blocking and absorbing damage that lead to the extended 15 min + fights. I couldn't say which was the larger factor. I don't see any need for a change in the first place. Everyone has the same opportunity to work within the current system to their benefit. If they choose not to take advantage of what is available to them when others do, that's no cause to revamp the system.
  23. Alt+X and Alt+Q

    I looked in the key.ini file and did not see these key combinations to exit the game in that file. I don't really mess around with any other files, so don't know if these ways to exit the game are user configurable. The problem with these two methods of exiting the game is that it's easy to have an accident with the existing key combinations. Particularly when fighting, it can be a brick killer. The X is right above the left alt key and I have hit them both at the same time during a fight, which exits me. Also the q is just below the 1 so alt+1 to resto often results in alt+q which leaves you in need of further healing Anyway, just a suggestion to change the key combination(s) for exit because of the above issues.
  24. Irinveron Yeti Spawns

    Anyone who trains in the Irin yeti spawns understands a few things: 1) The south spawn is the best non-pk yeti spawn in the game 2) People wait for hours to get it 3) The north spawn is often unused 4) The north spawn is arguably the second best yeti spawn in the game My thought is that usually people wait in line, often a long one, for the south spawn instead of training the north spawn because they fear losing their turn at the south spawn. There are more and more people training yeti and more coming up through the ranks. As I trained the north spawn and watched person after person walk by me to wait in line for the south, I had a thought: why not start the "line" at the north spawn. The person training the north spawn is next in line for the south. Instead of waiting hours in line, maybe you can get some training in while waiting for the better spawn. It would take some coordination and cooperation, but maybe it could work and everyone could be more productive? What are your thoughts?
  25. Alt+X and Alt+Q

    Thank you, sir. One follow up question--does redefining in key.ini disable alt+q and alt+x as well
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