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Banditkills

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About Banditkills

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  1. Treasure Hunters cape

    Well the idea is also for a new 'dynamic'. That because i didn't explain that this doesn't follow the same rule as the 120 pick rule. Ie- each and every pick used with this cape you would lose xp. Not limited to the first 120 picks like normal. So you could do as much hunting as you like, but lose harvest xp to OA break. This might also mean that you lose harvest levels.
  2. Just an idea for a new cape. Treasure Hunters cape. Drop from monster only. Bigger chance to find rare stones: such as rosto, etc... (what ever seems fitting, based upon it's cost etc...) Whilst wearing this cape, you will lose harvest xp based upon the item harvest. Till you reach OA break, then you can no longer use cape.
  3. Crazy recipes and useless pots

    Well being in the top 200 of potioners. I think this is one subject, that I can talk about with authority. At the moment, there are only two ways to make the extra healing potion. Use a binding stone worth 6k gc or luck. Which makes the potion pretty pointless. To sell on market if you make one using binding stone. Buy a BR for 15gc to restore 20 material pts. Or 6k gc to restore 50 material pts. ??? iirc there was an alt method like emp's to make them. Which should be brought back. I agree, esp with new mage class coming in with cap. That each profession should have it's own uniqueness. One option of the alt method or making EHP. Might be that the potioner skill is in the sum. So taking my 62 skill level as an example. I can't remember what the recommended level was, 36 i think. Which I will assume it is for now, just to provide an example. (players pot lvl ((62) - 36) rec = x EHP heal 50 + X = 76
  4. New Potions

    Well I have been playing for several months. I have potion level 62 and am the 145th best potioner in the game. So I think the potion of luck should be included. As I still don't have the 200k gc or so. To buy a arti cape, or the spare pp's to get human nexus up to 10. To do that. Considering that to make all potions. I have to spend 6 pp's in vegatal nexus. So Potion of Tailoring veg nex 6 potion lvl rec 65 1 vial, 1 white fabric, 1 needle, 1 orange dye As you can see from my comments about potions. This would limit who could make the potion to start off with. Plus recommended level only gives you 50% success.
  5. New Potions

    Potion of Tailoring Vetal nexus 6 Potion lvl rec 65 1 vial 2 ale 2 mead 20 cotton +5 to tailor skill Potion of Luck Vetal nexus 7 Potion lvl rec 70 1 potion of each type (x4 make rare effect) Thoughts?
  6. Constant random crashing

    After the change over, at the beginning. I suffer very few problems. Just the odd color or texture error which I could live with. However this last week, my client is crashing almost every 30 mins or so. My friend said to try the non-clustered version. Which I tried, but I suffer the same problems with that as well. This is from the latest error log, using a normal client: Log started at 2007-12-19 12:51:35 localtime (GMT Standard Time) [12:51:35] Error: Server profile not found in servers.lst for server: Lands\el.exe". Failover to server: main. [12:51:35] Using the server profile: main [12:51:41] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates150/files.lst [12:51:41] Downloading http://www.eternal-lands.com/updates150/files.lst from www.eternal-lands.com [12:51:41] Finished downloading http://www.eternal-lands.com/updates150/files.lst [12:51:42] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates/custom_files.lst [12:51:42] Downloading http://www.eternal-lands.com/updates/custom_files.lst from www.eternal-lands.com [12:51:42] Finished downloading http://www.eternal-lands.com/updates/custom_files.lst [12:51:49] Bad light (number 3) when loading './maps/map2_cave.elm'; co-ords [-3.509648 35.421036 3.000000] colour [1.000000 1.000000 1.000000] [12:53:11] Passed a NULL mutex [12:57:16] Error: Can't open file "./particles/moon_bubbles1.part" Last message repeated 3 times [12:58:51] Bad light (number 3) when loading './maps/map2_cave.elm'; co-ords [-3.509648 35.421036 3.000000] colour [1.000000 1.000000 1.000000]
  7. Mage class, Fighter class

    Ok, possible acid test. To develop a possible magician 'class'. Fighter p 48, c 48, a 48, d 48 VRS Magician m 48, r 48, w 48, Using the strongest damage spell, which is harm. (unless you count: life drain) Who will win? Will it even be close? This of course assuming that all other stats and skills are at 'starting' levels. Might be interesting, to find out. Thus gauge how to adjust magic and related abilities.
  8. petition for attributes cap

    The caps is a very good idea and I will be voting for it. However, as the new discussion has pointed out. There are other things to be fixed. The Economy was mentioned, as an asset that would be helped by the cap. However the economy is still broken. So isn't it in the best interest to fix it first, before helping it with an additional model? I will post a thread on some ideas on how to fix the economy. So that others can jump in. As for the idea of encouraging group place, bravo. This should be encouraged and part of any MMORPG. However to do this, you might have to change the current 'group' training model. Which there really isn't one at the moment. Also I get the feeling that what attracts people to the game. Is the current model of a classes system. However, with discussing the changes with guildie's and others. Plus reading the comments on possible changes for the magic system. It seems the new model will make people choose a 'class' within the game. To make best use of pp's. But this seems counter intuitive, to the games attraction and original goals.
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