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Eternity

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Everything posted by Eternity

  1. 60-80 invance stream

    http://www.twitch.tv/xdigitalhazex/b/532068364 Here's a link to it. If anyone has anything they'd be interested in being streamed just hit me up. Thanks to all those who watched!
  2. Szczepan2 behavior

    You killed Szczepan2 Szczepan2 is hunting rabbits in the Elysian fields. o/ in kf, so no drop. ):
  3. Instance for Mixers

    I really like this idea. At the moment, the only way noncombat-oriented mixers can participate in instances is by providing supplies, muling, or if you have a decent range level/AP, ranging. Although, some problems to be addressed: I agree that there would have to be more than one map. There should be tiers, as in the combat instances. But how would it be scaled? perhaps by using the same formula to calculate noncombat rank. Or maybe even it could be tiered by your level in the "mixing skills," i.e. I have 62 craft, it is my highest mixing skill, so i would be placed in whichever map is for level 60 in a skill. How many is the max amount of players for an instance? We don't want one pr0 allrounder going in and pwning the instance by themselves, and we would want it to be possible for players with only one leveled mixing skill to participate (I mean, would we want it so each person can be proficient in one skill? Like one person each for alch, pot, summon(?), manu, craft, eng, tai) If we cannont take HE/SR/BR/EMP/GHP, what items are permitted to take? (poison antis?) would we be able to take raw ingreds? And, finally, the risk/profit ratio would have to be tweaked. It would be difficult. We can't have it too easy (because then radu wouldn't get any bricks), but how would we do this while still making it possible for very low a/d mixers to participate? (meaning the risk can't come from difficult mobs to be killed). I mean, mixing with toads is risky, but if every participant was able to make plenty of HE/SR/poison anti, the risk from them is nearly nonexistant. I'll probably think of more later, but this is all I have for now great idea, Nova! (EDIT: and hatwood ) (Nocturne ingame)
  4. Idea for new potion

    Perhaps it would be a good reward for a harvesting quest similar to manu, pot, and alch tutorial. you have to harv 100 or so of every ore/flower/mineral/misc EDIT: Though that may be a little cheap, could raise it to 1k or something like that.
  5. Standard Policy for guilds

    No way. I would not join a guild with such a thing in it's description, nor would i want my guild to have those policies.
  6. One red paper clip

    that's ages old
  7. i found two bindings and an enrichment in the last 2 weeks
  8. Cooldown Cuisses

    It's always good to make unused item used more. It's pointless to have something no one uses. Like the special helms. No one hadany incentive to make ti or steel helms until the specials were fixed.
  9. Smurf for Mod!

    tiny_tim for mod!
  10. Fair Market Value Harvest Shop

    5k silver please[: ingame name: epitaph
  11. Gold membership

    Maybe you could do the same thing as with p2p, except with month, year, and lifetime costs?
  12. Differ weapon attack frequence

    No, it doesn't happen now. Sure, many people use Jagged Saber (Good all-around weapon), but many people use OS for high damage, low accuracy. (You hit less, so it's basically, a slower, higher damage attack. Same with Halberd/Spear/etc). Well, really, Thermal Serp is the best all around weapon, but with an incredibly high price tag. I've seen people use Emerald Claymore in PK, lower-level players use Cutlass. The barely-used swords are Rapier and Sunbreaker, but we jave plenty of vairety as it is. With your suggestion, as jajohn said, people would just choose the weapon with the highest DPS.
  13. Copper and Tin - Lack of Demand

    I mean no point to making them when you can buy them for under the cost of ingreds from someone who got the drop.
  14. Removing TS effect

    I vote yes, IF there are more bridge monsters added. Although I like the TS failing effect, I think that more trainable monsters would free up way more spawns and would be better for the game.
  15. Copper and Tin - Lack of Demand

    No point to make Night Visors when Dchims drop them.
  16. Original monsters

    LOL .... maybe nobody remembers that game, but centuries ago, when games had wonderful ASCII graphics, there was a game called Nethack (which is still to be found on some servers for download)........ "You hear the cockatrice hissing"........."You died" nethack <3
  17. Bronze set auction

    withdrawing bid ;p
  18. Lara serping ogre spawn

    You don't have to have a serp to serp a spawn. It's a vague term meaning attacking the same spawn someone else is training.
  19. Selling black dragon mail.

    Selling black dragon mail 155k or trading for red dragon mail +15kgc. PM me ingame (same name) or post here.
  20. Yes OR NO to PKI?

    Or perhaps every server update it could be reset, once a month might be too frequently.
  21. torches

    Just pointing out, perhaps it could be used to ward off Leo.
  22. Trik Vs. School

    School is still better obviously if you're anti
  23. Sharing my bot

    I believe he's asking if he can set his friend as admin, yeah.
  24. liquidity calculator

    This isn't really a good idea. From my observations, the EL market system fluctuates oddly, not very easy to predict, due to a limited supply of some items (enriched ess, serp stones, etc etc), and infinite supply of others (ores, flowers, etc). I would be impossible to predict the supply of most items due to the randomness in the supply of the ingredients. For my second point we'll use essences as an example. If we were able to predict when demand for a certain essence would be high, everyone would make many in that timeframe, much more than was demanded in the first place. That would cause a surplus. Surpluses drives price down, and according to the law of supply, suppliers produce their goods proportionally to price. (I.E: The higher the price the more suppliers produce, to make more a profit. The lower the price the less they produce, etc.). So then when all of this essence is used up buy the people, and they need more, the price would be so absurdly low compared to ingredient cost, no one would make it, and there wouldn't be any. Also, it would be very difficult to predict supplies of items in order to choose prices because of a certain variable called experience. Many people make items with little to no demand at all because they give good experience, and many people would make a certain essence less in demand over another because of experience. I could make more points, but I'm tired. Overall, it's a rather futile idea imo.
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