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LEXIC

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Everything posted by LEXIC

  1. Death

    Ludwig you make absolutly no sence. The game is not hard at the start at all. Ive been playing for 3 weeks, im 33/34/33 combat, almost 37 in harv, and almost 40 in alchemy. The game is not hard it is just tiring. If the game is hard, nobody will play???? I dont think so, games are based on challenge, thats what makes people play. And about making money hard to get, i never said anything about that. About making me wanting to get rid of everyone, im not talking about myself since i cannot even take cyclopses and can barly take trolls, im talking about people like krull, who too his time to level all the way up to his 50s in fighting, and for what? People like him should have the prevelage to explore those new lands. And not making people do the same things all over again?, then why the hell do u tell me to level up again starting from a newb????? This game is all about doing things over again. If you need money you harvest cactus/silver AGAIN, if you want fighting exp you go fight monsters AGAIN, if you want to level potion, you go make potions AGAIN. If you lost exp, you go get it back AGAIN. This will not trap newbs, In my time of playing I only died 2 times. One was just me being stupid one was taking a risk. If you play this game and die like 10 times a week, then whats the point of this game? EVERYONE will be high level sooner or later, and that will make the new people not want to play, since there will be so many high levels, that there would be no insperation to get to the top, since you would just be another high level. You do not get anything from losing exp, duh. But what your suppose to realize is that your character does have some restrictions, like exploring, and maybe you shouldn't go explore the new maps or do certain things because there is a panelty, and then you think to yourself, hmm maybe then I should go get that fighting experience up, for a reason. Duran, thats just for a few potions, we should have something like that for every potion, manufacturable item, and such. Maybe we can only by 1 or 2 things that an item needs to be made, but the third thing can only be hunted for, or harvested for. Not all of the items that something needs to be made should sold in stores.
  2. Death

    It is just unfair to the players that actually leveled combat/attack/defence, took their time to get really high levels in those. They should be the ones exploring and finding the secrets of the new maps because they deserve it, not some newbies or lower levels in the fighting to just take their gear off and go explore and find secrets, with nothing to lose. I've played games with experience loss, and I thought it was a really good idea. All it really does is make people fear death, and makes them play with alot more caution, thus making them die alot less. I dont think exp loss would be such a big deal, if you play the game stupid and go fight trolls or cyclopses at a fairly low level then you should get penalized for it. Also, a way to make this work better, is make a new item - Amulet of Life This item would be fairly rare and only dropped by monsters. If you are wearing this amulet, and you do die, it saves your experience, so you do not lose any. If you keep adding suggestions that make the game a little bit easier, then the game will become too easy. Already I think the game is a little bit on the easy side. Gold is fairly easy to get, and with a little bit of gold you can almost do everything to raise most of your levels. Manufacturing - was good from lvl 1-12 because you actually had to work for those levels, hunting foxes and rabbits to get the items you need. But after level 12, with a little bit of money, you can raise that up to high 20s, even into the 30s in a day or 2, because you can buy everything you need to get your maufacturing exp up. Alchemy - probably the easiest one to level up with a bit of money. Heck for the higher level alchemy it is even easier cause you dont really need money. From 1-38 Make essences, which you can buy the items to make them. To make a magic essence you just buy 2 flowers at like 15 gold each, and an emerald at 120 i think it is, and then you sell the essence for 100 gold. and you spend not even 50 gold to get 105+ exp. S0 to get lets say 50k exp you only have to spend 24000 gold, which is bairly nothing. AND after level 38, you buy silver bars for 150 gold each, coal for 30 each. You need 8 silver ore and 3 coal which costs you 1290 to buy. And then you just go and sell it for 1400 so your actually making a profit of 110 gold, and your getting all this exp from it. Potion - same thing you can buy everything you need at a fairly low prise, and get your exp up really fast. Magic - same thing, buy essences, or even better make essences which would cost you bairly nothing to make, and get that magic exp up really high. The only skills that are a challenge is havesting and the fighting skills, because you cannot buy the experience, you actually have to go and harvest things, or fight monsters which takes time to find and kill to get that expierence. And thats how all skills should be like. There are only a few logical ways of dealing with this. 1) Make the prices for the items alot more expensive, that it totally is not worth buying your experience, but its much better, but much more slower to harvest or hunt for your items to get your exp up. or 2) Get rid of the sales of those items and have npc's just to buy items from you, like get rid of selling flowers, and selling ores/coal, or selling essences etc.
  3. Sea Travel

    I highly doubt ent would put in cannons. He wants to put in slingshots and bows and such, not gun powder.
  4. A few Bugs

    Dunno if any of these have been posted yet but: 1) When you have your maximum load on you, lets say 300/300, and you want to manufacture something, it says you are overweight. If your gonna use items that altogether weigh 19, and create something that weighs 2, then you should be able to do it with yourself having a maximum load. 2) If you kill animals/creatures fast, then they will drop their bag, but they will still be standing and attacking(but not hitting) for a couple seconds then die. 3) I get some errors in the titanium cave 4) I finally made enough money to by the titanium serphant sword the other day, and bought it. THe picture looks cool on the website, but when it is equiped it looks really crappy. Maybe the graphics when it is equiped should look a little cooler for the best weapon thats is in the game. 5) im in the high 20's in combat/attack/defence. I fight skeles for experience with no weapon on, just bare hand, and I get decent experience from them. Today I put on my best gear and decided to try a gargoyal. I fought one, killed him fairly quickly, he also did alot of damage to me, and I looked at the experience I got, and it was barly any. I know I seen Ent say that fighting barehanded, etc gets you more experience, but common here, I took a risk and wanted to take on gargoyles at a fairly low level, and I got like 1/5 the experience from him then i get from fighing a skele barehanded. It shouldnt mater what you use/or how many hits you kill creatures, the higher level creatures should give more experience then the lower ones. 6) This has got to do with manufacturing and alchemy. I noticed that once you hit the required level to maufacture something like metal bars, essences, gloves, etc, you do not fail too much at the required level, but when you level higher then the required level it just gets harder and you fail more. It could just be me, but i noticed this with many things.
  5. Chests!

    I seen something like this in a different game I played, and it was a really good idea. There would be 2 different type of chests: wooden chest and metal chest. They would be scattered throughout the world of Eternal Lands, some hard to find, some in secret areas, some in the middle of the woods, etc. Wooden Chests - Requires magic to open. There would be 4 levels of wooden chests. There should obviously be a spell that opens these chests. The spell can be cast with a level 2 requirement in magic. Now the 4 different chests would be based on drop percentage and level requirement in magic to open. The lowest chest would be required level 2 in magic, then level 14, then level 33, then level 42. These chests would drop from 0 to 2 items. For the level 2 wooden chests, they would usually drop something like bones, some gold, warm fur items, food, and more lower items. This chest would also have a 20% chance of dropping some lower level potions, like potion of minor healing, etc, and other items like this, and would also have a 2% chance to drop iron sword, leather gloves, wooden sheild, wtc. For the higher level chests, the drop rate for the items in the level 2 chest would be increase, and new better items would be added to the drop rate. So for the level 42 chest you can easily get the same items in the level 2 chest, but there is lets say a 3% chance you will pull a steel sheild, titanium serpent sword, chain mail, etc. Most of the times you will get nothing too special for your magic level, but there would be a rare occasion when you do get something really good. Metal Chests - Requires a key to open. There would also be 4 levels of metal chests. There would be 4 different types of keys also. These keys should not be able to be manufactured, but only drop from offensive creatures. The drop rate of the keys could be worked on, having a fairly small percentage to drop a level 4 key, to a 1/20 chance to get a level 1 key from an offensive creature. Also, a factor in the drop rate would be the type of offensive creature you kill, the harder the creature is to kill, you get a slightly better chance to get a key. The keys then can be used to open certain metal chests around the land. The 4 chests would require level 6 in alchemy, level 16, level 38 and level 46 to be opened. Mostly the same deal as wooden chests concerning the drop rate of things, but for the metal chests, the drop rate should be slightly higher then the wooden chest drop rates. These chest can also give you from 0 to 3 items. Now these chests should be placed around in certain areas of the map, the higher level chests in higher level areas. Some of them in secret areas and hard to find places. Once the chest has been open, it stays open for a period of time before it closes. Lets say between 1 hour - 2 hours. A problem that would occur with having a set time on the chests would be that people would just time the closing of them. I think this would be a fun idea, it would give yet another reason to level up alchemy and magic, as well as take the time to explore every inch of the land. Those numbers up there are only for examples but better percentages should be worked out so that you usually do get crappy gear from them, but sometimes, very rarly, you do pull out something good. What you think guys?
  6. Chests!

    That is a good idea Nid, I was also thinking about that problem, I came up with that every so often, like once a month, Entropy would reset the location of the chests in an update.
  7. Chests!

    sweet Ent, cant wait for the update with this in it
  8. Chests!

    Its just this game needs some probability. Right now its a bit on the boring side. Hunting is like harvesting also, just getting experience. If the monsters had a probability to drop a good item, even a small one, it would be so much better. And maybe limit the information givin in the news section on each update, just inform us of the bugs fixed and the things that we NEED to know, but let us find out if there are any new quests, gear, monsters, etc. This chest thing would be a big step in making the game more exciting.
  9. Medallions

    I like the idea, the level requirement and items needed to make need to be worked out tho, why such a high requirement for medallions that, right now, the best one is worth 35k? Also all the medallions seem to have the same properties, but they just increase in each medallion, this isnt too good because most of those medallions are never gonna be used. How about some different properties: +10% health stolen per hit +10% mana stolen per hit mana regeneration (lets say 1 mana per 4 ingame seconds) health regeneration +5% extra health +5% extra mana +10% speed (in hitting/walking) etc etc etc Mix different properties on the medallions so that all of them are used, 1 person may need the mana regen on his medallion, the other person may want lets say extra health, so they use different medallions. What I see right now is everyone trying to make that 35k to buy the best one, and the other ones arent used too much
  10. Cool idea

    wow you guys are retards.....
  11. Cool idea

    sorry my friend was on my computer and I always have my name logged on. He was reading the boards but didn't realize he had post this.
  12. Makes skeletons have wooden sheilds, and iron swords, and ogres should have battle hammers. Once they die they should drop their gear. Also once in a while, almost in a blue moon, there should be a percentage of them dropping a really good item like steel 2 edged sword or the titanium serpent sword, but this percentage should be so low that you can be hunting for months and not get anything good from them. Maybe like for skeles the percentage of dropping a good item should be like 0.005% and for ogres to drop a good item it should be like 0.009%. Also it would be cool to put in unique items, like armor, sheilds, swords, staffs, etc. These items would not be able to be manufactured and can only be found by hunting skellitons and ogres, and fiuture to be monsters. Once again the chance of finding one of these items should be really low to keep those items as rare and valuable as possible. Oh yea and an easy way to fix the goblin/gargs in towns, is to put NPC guards that walk around towns armed. They would kill the offensive creatures that they see in town. This is realistic because if the guard is on the other side of town, a goblin could still sneek in and cause hovic. I once played a game where the gear was really rare, I mean, there was maybe like 1000 people playing, and like 10-15 people had 1 item that each that was really good, but rare. Whenever those people were on everyone would croud around them just staring at their item and asking questions. THey were considered to be gods. But then the creator of this game put something so stupid in, and everyone just started getting those unique and rare items, and on about 1-2 months of time, everyone had sets of all this gear, which really runed the game for everyone. I mean it was nice to have that gear but it was worth bairly nothing. Id rather have a really low chance to find something thats valubale, then to have the best gear in the game thats worth nothing.
  13. Some of the special features to the cape have nothing to do with the "requirement" of the cape, ie alchemy - lowers to 40% chance of losing item, potion - makes monsters not attack you. Also alot of capes are missing. Here is a list of what can be done: Combat Cape - keep it as it is Attack Cape - adds 10% stolen health from the monster, so if you do 20 damage, 2 health will be added to you. Defence Cape - monsters will not attack you(same as potion cape right now) Magic Cape - same as it is now, but add that you can cast spells during battle (good for healing and such) Harvest Cape - good as it is Manufacture Cape - ?? Alchemy Cape - subtracts 1 from each item required to create metal bars, so if iron bar needs 7 iron 3 coal, it will need 6 iron 2 coal Potion Cape- ??? Also another thing. Let us change the color of the cape anytime we want. To make the capes still distinguishable, put the symbols on the back of the capes. Ie, for the attack cape, put a sword on the back, for the magic cape, put a wand on the back, for the combat cape put the fist icon on the back, for the defence cape, put a sheild on the back, for harvest cape, put a pickaxe ont he back, for the manufacture cape, put the manufacturing icon on the back, for the alchemy cape put a gold brick on the back and for the potion cape put a vail on the back. Also add any suggestions for the 2 capes i missed.
  14. .....manufacturing, potion making, alchemy, and magic. What I do not understand is, there is a requirement level on making things such as gear, potions, bars, spells, etc, and you take your time to level to those requirements and STILL be failing to make those things, or failing to cast spells, which is completely useless, but very annoying. The failing component of this is useless because all it makes us do is keep hitting our mouse button till it is successful. What the system should look like is: A small example: Make it so that any level can manufacture an iron sword even if you are level 0 and the sword requires level 21 manufacturing. But the thing is, if you are level 0 and the sword needs level 21, you have lets say a 3% chance to successfully manufacture the sword. So you are level 0 and want to try to make this sword, you go buy the items required to make it, and you hit the button to make the sword, 2 things can happen: 1) you get really really lucky and make the sword, or 2) you fail and the items you bought to make the sword create a "scrap" item, which is completely useless, and needs to be dropped to get rid of. If you are lets say level 10 in manufacturing and you want to make the sword, you get like a 30% chance to make it. If you are level 20 you get a 60% chance of making it, but no higher then 60% below the required level. Once you DO hit level 21, you can make the sword 100% of the time, because thats what you leveled all those levels for, to actually make the sword, not to fail, and click enough times to make it successfully. This makes alot of sence to me because if you are lower levels you can still take the risk of making the sword, but the risk is that you would have to spend all that money on the items to make the thing you are trying to make, and if you fail it goes down the drain. I see nothing wrong with this idea and I think it should be implemented into the game. Please tell me if you like the idea or not. Oh yea also, this should not only go for manufacturing, but making potions too, making bars(alchemy), and casting magic spells like I said up top.
  15. Change the System for....

    Duran, I noticed with everything I made, recently being level 30 in alchemy and making iron bars, when I leveled to 31, it just got harder to make the damn bars. The first time i noticed this was level 0 in manufacturing, it was easy to make fur gloves at level 0, but when I leveled to 1 it just got harder, this also happened with alot more things. Mana, the whole point to having my restriction levels with my idea is so that you could reach that level and make them 100%, If there still should be a percentage after the level requirement then the requirement would have no point. And it should be 100% because right now, you DO fail but you do not lose anything, so its really like making anything 100% after you have reached the requirement, but it just takes more time because you just click the mouse 1 more time if it fails. Nidan, that is a good point, i was thinking tho, maybe then make the percentages even lower, lets say from 1% to 40% at most, so for my sword exampe if you are level 0 in manu, u get 1% chance, if you are level 20 in manu, you get 40% chance to make the sword, then level 21 is 100%. This means that if you are lets say, 20 alchemy, your percentage of making silver bars is too low and would not be worth doing. If you are like 36 or 37 level in alchemy, i doubt people would use the time to make silver bars at around 40% chance, id rather just get it up 1 or 2 more levels and make em 100%. I think this idea is worth a try.
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