Jump to content
Eternal Lands Official Forums

Burn

Members
  • Content count

    1177
  • Joined

  • Last visited

Everything posted by Burn

  1. Santa hats for sale for the shop

    Santa Hat (1) Items needed: 1 Enriched Magic Essence 1 Binding Stone 10 Red Fabrics 5 White Fabrics Items required to have: Scissor Knowledge needed: Santa Hat Making Recommended Skills: Tailoring: 80 Experience given: Tailoring exp: 2000 Food subtracted: 30
  2. Boycott Learner

    Considering Learner's bots have dropped their prices to 35k, the price won't go up much. And it'll still be only a temporary thing. The price will be stabilized once again long before people stop complaining about this... a one-time action of this nature may cause "temporary havoc", but in the long run can't effect things. Prices for bricks increased over time due to a slow increase due to greed by a large number of players, not because one person did anything in particular. This will in the end have no effect on the price, and that's starting to show already.
  3. Quest not working anymore?

    Kill the right grizzly and it will continue as normal.
  4. The new quests

    AND the second Novac quest complete! All 5 critters met their maker! Final award (more happened along the way): 60k att and defense
  5. The new quests

    The other (non-Novac) quest complete! Final award: +20000 att/def (more along the way, but it says post the final one only)
  6. Red messages in Statistics/Counters

    Not 100% certain, but believe Radu already fixed this for next server update, as it's been mentioned quite often in 6.
  7. Puma(alpha)

    No thanks. Newer players have enough to deal with. People who go to C2 go there intentionally on their own free will, and are subject to Leonard in doing so. Newer players have a hard enough time getting started with what's currently on C1 without adding to that problem. And, as an occasional Leonard-hunter myself, "what Raytray said". It would on c1 by default need to be easier to kill than Leonard, and considering how small the maps you listed are, he'd be consistently and repeatedly killed easily. Er, besides that, I'm almost certain this kind of "stalker on c1" idea has been brought up several times before.
  8. NMT idea

    Wear an NMT to reduce the break rate of your NMT? Seriously, considering cost and replacement need - there'd definitely need to be an increase in drops to avoid skyrocketing prices as well as fill the demand as they break. Current drop rate is good for current status, just a few available on market for newer players to get a chance to buy *one*. - Considering how horribly greedy some have become, maybe even have an NPC that sells them at a bit-too-high price but enough that'll keep the price not-too-unreasonable. (Or perhaps just a thought should that occur.) - Okay with this item going breakable, and not sure what break rate on other items is, but considering its purpose NMT's should have the absolute smallest chance to break of anything in game. Not sure how 1/40k compares to other items. I use NMT at all times when training, so it does affect me. However I'm thinking more on the lines of the market for them here. Unless the cost drops, and drop rate increases in relation to how quickly they break, the market price for them could easily lead more people to contemplate the perk instead, and I don't think(?) that's the intention. Basically, I'm okay with it assuming there'll be tweaks to keep the price of it from skyrocketing, as it's already a hard-to-work-for expense buying just one. (Someone mentioned tailor repairing, dunno how that would fit in but I'm always up for giving tailors something useful to do with their skill.)
  9. Perhaps the solution is much simpler... if there's getting to be too many NMT/Arti's out there, reduce their drop rates and raise the mirror ones a bit in compromise, which I've seen are hard to find, well-used, and break fairly easily. Could possibly raise the MM capes a bit as well as they seem to be hard to get as well lately and newbies tend to fight in them which gets rid of them fairly well, hehe. Though not as much as mirrors. (Or if there's critters that drop NMT or arti but not mirror/MM, give those critters a chance to drop the latter as a "pacifier" to cover the reduced nmt/arti drops.) This does make sense in that capes with essentially no chance of disappearing should come into the game at a much lower rate than ones which are regularly used and break easy. If the arti's are as overly abundant as claimed, maybe even "pull an EFE" and set their drops to 0 for a while. The overabundance will eventually/hopefully dissipate with new players. (And I'm training/killing creatures that could drop NMT/arti, so there's definitely nothing self-serving here... Never had an NMT or Arti drop and this suggestion reduces those chances, hehe) I hear the screams of "no, I want my spawn to drop me some big gc too with an NMT!" as well, but to hack with them. Market-wise, what I'm seeing is: NMT - Seeing a few sitting on bots at what are reasonable prices for it. Good indication that the drop rate could probably go down a bit. Arti - Price drop of over 100k since a year ago. Several gathering dust on bots at such low prices but still not going anywhere. Definitely needs a drastic reduction of incoming capes. MM - Get bought up pretty fast. Almost none available on market. Could be slightly increased without affecting the price for them. Mirror - Seem to be in heavy demand but not many out there to be bought. Only ones seen are seriously overpriced on a couple bots, "for suckers only" prices. An increase in drops would get the "suckers only" prices gone, and since they're used and broken fairly regularly won't end up being overabundant. The Disclaimer: IMHO
  10. HE, why arent they made?

    1) Use Naralik sto 2) Grab mums just west of exit to MM, or in MM outside the gold cave 3) Use the gold cave entrance with the boat to cross over to the silver Even with map switching, a shorter walk than to MM storage. Even if you don't want to switch to Naralik, going via the gold cave to the silver is shorter than the walk to the silver cave entrance, with the bonus that there's mums just a few steps from the gold cave entrance. ------------ Back on topic, I put some on my bot on occasion to sell, but yeah, rising silver cost has made people not want to make HEs to sell, just for themselves. I make lots of them... and use them. That the buyers who won't make them keep begging for old prices on market isn't helping make anyone want to make them either.
  11. Ranging Lock

    Definitely needed. With a shortcut, don't care what just as long as it works on linux (unlike holding the alt to target, heh)
  12. reduce skill level cap

    Of 178. Highest known OA is around 165, which while sounds close is actually about 50% of the experience needed to get to OA 178. Ask again in a few years. You seem to be on a quest here to put some kind of "game over" level in here somewhere. It's over when you quit, and no sooner. It's eternal. Would you people please quit thinking up new ways to screw gameplay for everyone but yourself? It's getting sad.
  13. reduce skill level cap

    Add to that, some skills would be impossible to level without being able to do other skills just to pay for them (ranging, tailoring, a good part of lowest-level engineering). Harving is a necessity for all mix skills, yet it's a separate skill too. You're officially challenged to create an alt and make it become a tailor or ranger, without using other skills. Translation: The game's not designed for people to be solely one skill.
  14. reduce skill level cap

    The words "End Game" and Eternal Lands don't mix. The fact that people can work on every skill if they choose is so fundamentally important to this game that, of the sparse text on the front page of the official site, it is bolded for emphasis. "Eternal Lands has no fixed classes or professions, so you can always do new things and develop new skills without having to create a new character!" It's a primary factor in keeping a lot of people around for so long. You may personally be content with a single skill, but I'd have quit long ago if that was all I could do. I get to do a large variety of things, rather than pumping the same items day in and day out... like an alchemist... You're suggesting what is nothing short of "dullest game ever" to many of us multi-skilled people. Because I can do all I choose to do, this game has a much longer "shelf life" for me than it would most single-skillers. I always have some new goal to set for myself. I know it's doubtful I'll ever be "#1" in any one skill because of this, but I don't care. I prefer the variety that comes from being a jack of all trades over "being #1" any day. You're 4th ranked in alchemy... I know how hard I had to work to get to where I am, how much grinding I had to do... tell me exactly, your definition of "fun" now that your game is over? (100 being your suggested "end game", you've ended your alchemy life long ago.) I think... "What Aislinn Said". I'd be long gone if such low limitations were put in. I've beaten the "100" mark several times over now, you're telling me you want my game to be over now. I want it to be Eternal. If that's the Eternal challenge of trying to improve all my skills to the best of my ability, then that's my choice to make, not some horrid game limitation.
  15. Repairable Dragon Armor

    if they are already spiking, then how will the price be after the feature of using them for instance time is in-game? probably even more, then this comes in game, and the price will go up even more. I'm unaware of this part. And if this repairing is coming in game, that should definitely not. As for the price spike, it's pretty much expected with a big change like this that will use them more. Didn't surprise me in the least. They're still a lot cheaper than they used to be, just not as cheap as they were when discussion in 6 first started.
  16. Fire Sword Manu!

    20k
  17. Repairable Dragon Armor

    Yes (With a Potter's request to change the reduction pot ings if this occurs to something other than scales. Scale prices are already starting to spike back up just on the chance this will happen, and when/if it happens, they'll spike even more to the point where there's absolutely no hope left for these to get used. Perhaps a switch to X number of chicken feathers or other such that isn't heavily used.)
  18. Day of Mother Nature

    Somebody needs to harv more so they'll figure out harving is annoying enough as-is. The last thing that's needed at this point is yet more harv annoyance.
  19. Server Crash?

    [leonard @ 8] I'm in your game, eating your routers.
  20. Server Crash?

    The world has come to an end. Hope you remembered to bring your towel.
  21. FeaR Flower shop

    10k sunflowers (7kgc) thx
  22. Auction: 50 High Explosive Mines

    85k to get the ball rolling... Edit: I hope that first-post edit wasn't for my sake, I'm a nice guy.
  23. Yeah, I got that, the honey comb just "came to me" and the other, well, the berries are an annoyance harv on this end with their extract uses already, heh. I'm more concerned with the final price, due to the lack or relatively little use of the current skill potions. I'm trying to picture myself making these, and I can't because of the poor/no want of the current skill pots. :/
  24. Ranging 20 wheat .... No, honey comb (Another useless item thus far) "sting like a bee" Tailoring Red Curr/blue berry - with 2 different furs already, this will be a pain to make without 20 each of these The concept of every new potion must be harder to make than the previous needs to be shut down, we've gotten into the realm of completely unused because of it. Skill potions (excepting magic and minor manu/summon pots) are close to unused as they are. Here we're talking two fringe skills (particularly tailoring), both of which are already among the biggest gc sinks in the game. Seriously doubting there's a very high desire for either potion. And if there is, there'd still be no market if they're too expensive. While as a potter I don't mind seeing new potions, we've got way too many unused ones as it is, and if they cost too much, the few that might possibly use these at all won't. I think expensive pots for these two skills would just piss people off, basically, as they've already wasted motherloads of gc on these two cash-killing skills. Yeah, should be in-game for, well, completeness sake. But I'm betting they'll go the way of harvesting and other such potions. (Personally thinking everything about the skill potions in general needs a full workover to make them more used, or used at all in some cases, but that's a different subject and haven't cared enough to bring it up.)
  25. harvesting bug

    It is fixed in CVS. It's a client-side issue, so the fix won't happen until a new client appears. (Or if you build the cvs client yourself.)
×