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Kami

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Everything posted by Kami

  1. Client wishlist

    Here's an Idea. Instead of making a Diagram of a Human Form, how about just arrange the Squares into the Form of a Person? But make it like maybe 3x3 instead? __ [_]__ [_][_][_] [_][_][_] [_][_][_] Maybe something like that? Maybe could draw an Outline of where each goes inside the boxes? Of course this may take a little work to do right.
  2. Quest button

    I'd thought I just mention this but as the game is right now, you really don't even get a chance to buy Paper until the end of the Longest quest of the game. After that, they are no really long quests in which you'd need paper for. Of course, there will be even more Quests later but still. I just thought is funny that people mentioned needing paper to write down the Quest in which they first get the paper. But nevertheless, I Like the Idea. But I kind of like the Idea of an In-Game Journal rather then just carrying around a bunch of paper with you. This way you start out with a Journal (Or maybe you get it shortly after reaching Isla Prima) and having to obtain the Pen and Ink afterwards. This way, the Current quest of buying paper later still makes sense plus having a Pen also gives another use for buying paper too. Here's another Idea. How about a Mapping Ability? With Pen and Paper, you could Chart unmapped regions. When you press Tab (or another button maybe) in a area that does come with a pre-made Map, it'll show an Map showing where you've been. Actually, now that I think of it this is going to be VERY complecated to do. I don't think Anybody can do the Programing required for this. It was just an Idea.
  3. Client wishlist

    Aye, I see what you're saying about the Scrolling now. I thought about it after I posted that last post and I think it could work like that well for the Inventory lists and maybe the Shop/Storage Lists too but I don't think it'll look very nice for the Equip Screen. It's just that often people want to have a easy view of anything they Have Equipped and what they want to equip at the ame time. If the Equipped Screen scrolls then at one time or another at least part of that list will be hidden. It wouldn't make The "QuickEquipping" idea impossible but it would get somewhat annoying. And now that you Mentioned that 2x2 Images idea, Have you ever Played Pool Of Radiance: Ruins of Myth Drannor? This whole conversation is almost drifting to resemble that game. It's Menu System is Exactly as you described. In fact, EL already looks much like it too. I just thought I mention that. Don't want to cross any Copyright laws.
  4. The "Evil Castle"

    Just you make sure you get with the one doing the "Story" in this game. This Game needs more story to it and the Names are very important to the story!
  5. Client wishlist

    Aye, but personally I don't like the way the Equip Squares are right now. They're kind of annoying as is and as the Game progresses, just those 6 squares are going to start being completely filled with equipment during Late in the game (in the Paid version at Least) and not really seeing where to equip an item and an accurate account of your current Equipment makes the game so unpleasant. And I don't see how such a "Scrolling List" could be better. Or at least, not without an extreme amount of extra Programming on the Game-Designers' part. Just reworking the section is all I'm saying. It needs to be redrawn anyway and I just think it can be inproved conciderably! Plus, imagine how annoying it is when you're mining and a Goblin or Skeleton starts attacking you. Unless you can actually use a Pickaxe very well, it takes time and effort to switch an Equiped Pickaxe for a Weapon. That's why I really like the Switch-Equipping Idea or even the Sheath Idea mention a few Topics Ago. I'm just saiying that there so much interesting stuff that could improve the Functionality and the Fun of the game. Also, when I mentioned assigning a button to an Object, I actually meant to add an "Auto-Use" button to the Toolbar. Several of those Keys could be taken out anyway or better yet, you could just add extra functions to the pre-exsisting Buttons; with such functions accessable by a Right click on them in addition to the Left click for their regular functions.
  6. The "Evil Castle"

    Well, suppose you do rename the Castle. Say you name it "Gorn Castle". But here's the question; Who or What is Gorn? Is Gorn a Great Sorcerer who inhabits the Castle or was he the one who built this Castle? Was he the one who cursed the Castle to be plagued with Gargoyles or was he the one who tried in vain to defend the castle from the Encroaching Horde? See? With names come the need for a Story and a background. Names improve the reality of the world but it also creates a curiosity in people. They start to want to know the reasons behind everything and require a Story to explain this world in which they’re playing. I suppose this will still be the same even if you don't change it's name but at least you'll have less of a Burden. If you are going to change the Name, I suggest you think of a story involving it first, then you can work on the name. This way, the name will make more sense during the game and not be just another "Evil Castle"! Personally, I think the Castle should be able to be Conquered by a player, in which stopping the Gargoyle Spawning for a short time. Periodicly, the Gargoyles may rise up and attempt to reclaim the castle again but I think it'll add a interesting change for the players as well as a Challange! I think that if the Castle does become more implimented into the Game like that, I think you really need to stop the Spawning while the Castle is held. Otherwise, the Holder of the Castle gain a very nice advantage as long as he holds it.
  7. Client wishlist

    I think reformatting of the Inventory window would go a long way to improve game play. For example, making it larger to include a more accurate and functional Equip window. Then again, a submenu could also be implemented to do that also (just for the Equipment Squares) but I don't know if that's possible for you. I understand that making the menu might cover the whole screen. That's why I also think you should resize the Item Boxes to reduce the window's size. While I'm on the Equipment Part, I think (once you improve the Equip Squares) that you can right click on an "Equipable" Item and it'll automatically equip itself in the menu in the appropriate square (and replacing any object that might have been there previously!) Also, with the addition of even more objects, including Wearable ones, the Equip Menu is going to become quite big. Lets see, that’s Right Hand, Left Hand, Torso, Head, Neck, and Back (if Cloak and Necklace are not the same) to start and that makes 6 equipable functions and only for the upper body. Personally, I don't feel fully decked out without protection for my lower half too. If there's going to be more Items then this, I think you might end up having to use a completely separate Side Sub-Window for the Equip Screen. Possibly (and logically) only accessible from the Inventory Screen. Also, I hate trying to use items in my Inventory and trying to watch what's going on in the game at the same time. Since much of the screen is taken up by one window or other most of the time anyway, I kind of like the idea of an "Auto Use" Button or even much like what duran said. You could assign one idem (such as a Potion, Ring, etc.) while in the Inventory Menu then close it and each time you want to use that idem, you just press the button and it'll automatically use that idem and only that idem. To change it, you'd need to reset it in the Inventory menu. Also adding to that, I think that only certain Items need to be manufactured only in the Mixing Screen, such as when combining several components! But you should be able to automatically use things that produce simple results, such as the Mortal and Pedestal. I think you should be able to click on the Mortal and Pedestal to use it and (if 3 Bones are in your Inventory) you'll make Bone Powder automatically. Shoot, you don't get any Exp after all for them even though you still take so long to work for them, it shouldn't be that hard to to crush bones. Sorry if I’m re-iterating anyone or mentioned things already discussed but this is how I see it.
  8. storage

    Absolutely! Absolutely! Absolutely, I agree fullhearthedly that the Storage Menu Must be remade! It's more then annoying but also there are too many options to go through plus the Gliches make it frustrating! Way too much clicking in this game as it is. This is not a desirable means if you'd like this game to become Player-Friendly.
  9. Ingame bulletin board

    I was thinking of something Similar to this but rather different. How about instead of the annoying Starting Message at the beginning, What about Displaying the Daily Game News for the Player to read. It's an account of all the Major Events that has happen during the Day up to the Point the Player Logs on. I don’t mean everything like each time a player Levels up but like when a Player dies, it'll display the Time, place, and Cause of that Player's Death. Also, it'll display when the Joker is found and who found him plus it'll be a nice place to post certain past and scheduled in-game events and other types of information you'd like the Players to know if they don't visit the Forums often. Most importantly, it should be Optional Viewing! It should only be viewed if the player chooses to. There's nothing like it when all you want to do is get to playing and you have to scroll though that much Text but it's something nice for those who are curious as what has happened during the day but wouldn't want to jump around Channels asking. Also, it'll make it more realistic as well as helps to include others into the dayly events into the game. Too Many Lurkers!
  10. Pets

    I think that's a Great idea! Of course, way too many ways to manipulate them to get advantages. I know! Why not make a Pokemon Clone! We can Catch and Tame Wild Animals, have them Battle other Players' Animals, and even Breed them! That would be fun! Of course some may get sick of it. I don't know, besides the Rabbits, I don't think it's too Cutesy, do you? Alright, so no Pokemon Clone. But the General Idea I like but I don't like the "Taming Item" idea. It doesn't make sense to need to possess an Item to to Tame an Animal. Taming Skill on the other hand I think is better.
  11. Travel Prices

    At least not on the Boat from Isla Prima. You'll strand most Newbies in Isla Prima or in Lakeside! Maybe unless you make the toll like 5 gold but then, what's the point?
  12. Then don't carry it in your pocket! Actually, this is another good use to the sheath Idea! Much harder to lift a sword from it's sheath!
  13. Some Fresh Ideas

    The Odds of a certain monster dropping a certain item should be directly proportional to the odds of that Monster being able to obtain and thus be carrying such an item. In other words, What are the odds on a Goblin actually having a Serpent Sword to drop it in the first place? Think about it. In order for a Goblin to be carrying a Serpent Sword, he would have gotten it off someone (say a past NPC) with one. Assuming that person carried out through the game as normal to get it, he/she would have been a High enough level to have not fallen to a Goblin under most circumstances. If that person was not High enough to fend off a Goblin, even though they had a Serpent Sword then they either got it from somebody else or they didn’t deserve to keep it. In short, A Goblin is not likely to Ever have a Serpent Sword. Also, this Equation also rules out creatures without the ability or even the inclination to Pickup Items to be carrying such Items. Rabbits, Wolfs, and Bears are not likely to carry around Helms, Swords, or Potions (unless they ate somebody carrying one)! But as long as you keep this in mind, the idea is sound. More Randomness adds a bit of gambling and a sense of mystery to the game!
  14. First, On Maps. I think someone should really get to work on redoing the Maps on most of the areas, particularly Desert Pines and Portland Maps. Not only is the Desert Pines Maps inaccurate but also misleading to many and the Portland map isn't even finished yet and it's very easy for me to get lost in with out even knowing where I'm going. Also, I REALLY Think that there should be a Map for the Crystal Caves. It's just plain cruel to have Newbies Crawling around those caves for an hour, especially at Night, which seems to make it even darker in there. (Also, why does the Clouds effect work in the Caves?) Second, While on the Crystal Caves, you really need to put in a Second (Deeper) Level to the Crystal Caves. I mean, it's only logical that caves can run very deep. The clincher is that in this lower level, while you can mine for Gold, silver, Etc. but also Gems and the other minerals that Harvey Sells, all the while fending off Hostels! I think Orcs, Goblins, and maybe even a Balrok or so would be appropriate, don't you think? Lots of dangerous Cave Dwellers never the less.
  15. Two Suggestions

    Shoot, the map editer does work on my computer! I can understand a few discrepacies in the Maps, such as with Desert Pines. I can also understand that some regions have yet to be fully mapped (such as the Valley of the Dwarves). What I can't understand is why Portland (a Major City and center of commerce) doesn't have a map that shows you more then just a poor outline of the Streets! No markings or anything. Also, The Crystal Caves is also a Underground Dwarven Mining Town. Even the Valley of the Dwarves has a better map. Even if it only a outline, you'd think someone like Dwarves (who are know to be Sticklers for fine details) would have a map of their own city! This is also why I mentioned a Second Level. That isn't likely to have a Map to it since the more dangerous a region is, the less likely it'd be explored and thus mapped.
  16. Death on EL

    Umm, no you never actually "forget" how to do things (Barring special circumstances such as Amnesia)! You can develop a Psychological Memory-Block caused by a Trauma in which ones own Fear prevents a some one from repeating the original cause of the Trauma, such as the case of your friend but it's not the Same thing as "Forgetting" how to do something. Basically, your friend is so traumatized by his accident that his subconscious is preventing him putting himself into the same or equally dangerous situation as the first, thus preventing him from doing even the simplest tricks. Anyway, to the point! You can't Lose Exp. It’ll be like losing several hours or even several days of work. I like the Temporary Lost of Stats Idea. It's much like how that after you die, you start off with no Life and have to wait for it to slowly come back. It's logical that if you're half-dead, it'll impede how you function and move and even Fight. Actually, that should be how it is anyway. With more damage you take, that Damage should impede your mobility and skills, causing it to be harder to move, fight, perform tasks, work, Harvest, Etc. Obvious, if your Life is as Zero, it would be next to impossible to move, much less anything else and a player would need to take it slow and easy, waiting for their health (and thus their Skills) to rise before they can continue with anything beyond seeking Refuge. On the Flip Side though, with full health you have no penalty and you're Work and Actions shouldn't be as hard as they are now. Doing this would certainly encourage players to take the Game slow at the start and not try to jump ahead to quickly! More Heath equals better productivity and less heath equals less productivity. If players had to live by these rules, most would choose not to take as many chances early in the game and instead limit themselves to working on balancing their skills. Of course, you might want to reduce the dependencies on Rabbits for newbies at the beginning as that’ll make it harder on them.
  17. ideas

    Most of these idea are great. I think Seasons is a great idea, as well as more weather conditions besides just rain. The Problem with gold, silver, and platinum armor is that all three are very solf metal. They would look nice but give you very little protective value. Poisoned arrows is good but I afraid barbed arrows can't work quite like you suggested. You wouldn't normally remove a Arrow until after the battle is over, at which time your opponent is usually dead already. Against NPCs, it wouldn't have much use but maybe against other Players who manage to escape battle it might work. Other then that, your ideas are great.
  18. I'm not sure where you guys stand on the Idea of Owning houses and such (I understand it was meant as a joke) but I have idea I've been toying with. First, Not my main idea and Just brainstorming here but I think owning the houses are actually a pretty good idea. Lets face it, there are so many unused houses on each map, and it wouldn't be hard to make it possible. Counting how many that are locked and impossible to enter anyway, it not hard to make it where all houses Not owned by you or aren't part of your quests impossible to enter at all. By this I mean all the houses are inaccessible to you besides Quest houses and your own. The over all usefulness of owning your own home (or even lack there of), is being that you can have your own private Storage and possibly other uses too. An added Small interesting aspect to include is that when you die, if you do not return to your house in a certain time, your house will return to the Action Block and you'll lose it. Or if that doesn't grab you, maybe you can return to your house as the Starting point after you die? Anyway, my main idea is kind of working off the above concept plus the talk of several Players unofficially "Claiming" certain areas of maps as their own as well as the idea of Guild Wars plus Player Kill. I was thinking you could do this too but make it into an added side-game. The Kicker though is that the Player who owns this land must single-handedly defend it! Kind of like a "King of the Hill" game, where one player may challenge another player for control. There is so much open space to do this, much of it hardly assessable but one of few ways that it'd be prime choice to do this. My own Desert Tropics (Which I recently Claimed :wink: ) is a perfect example of this. Obviously, for this many players at such intermittent levels to vie for this great honor, certain conditions must be set in place to keep the challenge as well as make it fair: * To challenge, one player must enter the boundary of the area, upon which he/she'll be given the choices to Enter/Claim/Challenge or Ect. * No player may enter or Challenge the owner of the Area if that Owner is off-line or not within the Boundary. (It'd be silly to Challenge someone if they can't hear you) * The owner Player may choose to allow in whomever he/she chooses and may turn away any other player. Although, these other players may not intervene on a Challenge. * Only one such Challenge may be allowed per day (as otherwise, one player after another can continue to harass the other Player) The different areas you can do can make some interesting changes. Like one such area you can make the top of a Mountain or a Ziggurat or a lone Island or even go as far as an entire city (Major Quest potential here. Maybe make some exceptions here)! Additionally, I was thinking as another Challenge would be that the Challenging player must first reach the area, since there'll be Hostel monsters surrounding the area that don’t attack the Owner player. Anyway, this is something I've been thinking of even since I'm been playing. Sorry if something like this has already been pasted over, I haven't been reading the rest of the board but I'd really like to know what the rest of you guys think of my idea.
  19. Aye! Aye! Like I said I didn't mean for the players to fight over the houses. But for the sake of arguement, Think of this: In real life, if word gets around that you've expired, Obviously you'd lose claim on your Property and possessions, right? With no heir or Will, most often something like the Bank or Morgage Companies claim unown properties. All I was saying that when you die, If you stay too long in the underworld (And I'm saying like several minutes, not just the time it takes you to take the walk.) It's much like what would happen if you're registered as Dead by some Silly Company who believes that they have the right to say whether your dead or not! I mean, you've heard the stories where some guy goes away for a few years only to come bank and by some Cleirical Error, he was listed as Deceased and everything he owned was Reprocessed! Besides, this was just a thought! Not as serious as you make it out to be and you're right about reclaiming after so long of off-time. I've pleyed too many games that never reset that and many parts of the game was cut off from the other players because of that. But I was serious about the Returning to your house upon leaving the Underworld though. Hate returning all the way back to Isla Prima, though I bet some will start hating the alternitive as well! Also, I just saw that other post about the Guild Castles. Good Idea, but I far as I knew I thought of it first. But honestly, I'd prefer Lands over Castles. I just Like some of the Many Empty land out there and I was just thinking of something to with them.
  20. Ouch! So negative! Well, I'm sorry you feel that way. But it you'll notice, I said nothing about Fighting over the Houses! Only a certain predestinated region. At the Time, I didn't notice the other topic on something like this (Though I like my idea better) but why don't you go read that and go bite their head off! Also, I think you only said that cause you want my Lands! Well, tough luck, The Desert Tropics Region is Mine
  21. Storage Places

    Now, how by that logic, would you think that? You can put Furs into the bank but as you know, without preparing them first, an animal Fur will degenerate the same as all organic material! Obviously, anyone who knows how to prepare Furs to not degenerate could do something as simple as doing the same to Meat. But I do agree that Raw Meat cannot be stored without a Refrigerated Environment. Now, there is too ways to prepare Meat. One is to Salt them. Doing this will slow down the degradation of the Meat (but doesn’t stop it). The other is to Cure it and Dry it, basically turning it to Beef Jerky! Doing one of these two methods will make it nonperishable in a non-refrigerated Environment. Of course, this also comes back to the idea of cooking Meat. Cooking it is obviously different them preparing it, but to do this it would make for another Interesting Skill: Food Preperation! You could Cook Meat, making Meat edible (yet still not storable) or you could Cure the Meat to prepare the meat to be salted or to be made into Jerky which can be stored as well as Edible Yet harder to prepare and not as Nutritious! Fruits and Vegetables Are much the same that they could be Prepared but they’re not quite as useful as Meat when Stored. They don’t need the same Implantations as Meat but they could. Just something to Chew On !
  22. sheaths?

    Another interesting use for Sheaths: Interchangable Weapons! You could basicly have two weapons equiped as long as you are wearing a Sheath. While you have a Sword Sheathed, you could either have you're hands free to do other stuff or you could hold certain Tools or Weapons (such as a Bow). You could have the game automaticly switch the two (Tools wouldn't likely go to the Sheath though) at a push of a button. I hate keep going back into the Inventory each time you want to switch your Tools/Weapons! Actually, this Idea goes more to just a Button activated Switching of Tool and Weapon and not so much to the sheath Idea but using a Sheath would be an interesting way to accomplish this!
  23. Ideas For New Creatures

    A list of things I've suggested: Mink: Combat: 2 Attack: 1 Defense: 2 Items on death: 1 Meat 1 Bone 1 Mink Fur Little stronger then the Rabbit but much, much harder to find. It's Fur is very rare. Crocodile: Combat: 19 Attack: 26 Defense: 25 Items on death: 1 Croc Skull (I Think there should be animal skulls) 2 Bones 1 Crocdile Hide Very tough to beat. Found only on River banks or near water. Chickens: Combat: 1 Attack: 4 Defense:2 Items on death: 1 Meat 1 Bones 2 Feathers Annoying Poltry. Should be hard to catch. Feathers could add interesting effects to the game. Giant Moles: Combat: 13 Attack:24 Defence 15 Items on Death: 1 Meat 2 Bones 1 Mole Fur Found in Caves. Blind and wonders around in the caves. Agressive and dangerous when provoked.
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