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ph3r3

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About ph3r3

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    Rabbit
  1. End the harvest

    How would it create a money flood? Its called equilibrium... all professions at the equivelent level should make the same money as harvesters. FFS how many hours do you want a player to spend just getting a titanium short sword? Don't you feel a level 25 fighter should be able to get one? How does it bring more money into the game when no occupation brings in money faster then any other? If anything it stablizes the economy and stops everyone from just sitting around and harvesting. I have over 20 levels of harvesting.. which took about 25 hours of game time and i still can not afford more then basic low level weapons and armor (made around 15k)... and that is with a harvesters cloak. It feels like players are standing around not making progress in the game.. is that the way you want it since you are high level players? Seriously this has got to change if you want to encourage new players to join EL.. if not your are giving your game the kiss of death.
  2. More Spawns

    Learner maybe you don't see it.. but by the polls standings the majority of people definatly want more spawns.. why the hell do you just want to sit around doing nothing? no one does. As it currently stands only 2 out of 20 (10%) don't want an increase in spawns.. and i have no idea why. Are you trying to make the game as unappealing to the masses as possible and drive it into the ground? Things that most players seem to be mentioning in these forms seem to be right on track.. common sense ideas and they just get blasted by senior members & met with negativity. I respect you want to have a unique game, but expect that almost no one will be playing it if you continue to not make the game appealing to people in general. I don't see why there is so much hatred for constructive critisim in this commnunity. I can tell you right now that people don't want to hunt bunny rabbits for 10 hours with practically nothing to show for it. You also seem so worried about the influx of money in the game.. did you ever sit down and do some calculations on how long it would be to become a level 20 fighter with some decent armor and weapons that can go around and kill a few pathetic goblins?
  3. I agree... In fact looks like a only harvesters are really rewarded adequately with cash and xp.. all other skills don't have a good enough reward. I also agree on class based characters that are balanced.. however the current skillsets as is are not balanced, so I think that needs to be fixed before adding classes.
  4. wraith_v2

    I agree.. this is the only game i have played where you have to waste time going back to square 1 to choose your stats. Why can't we just open our character stats up and choose where our pp go? Doesn't seem to have any signifigance woth storyline IMO. You want story line.. have the wraith give you quests. It doesn't even make sense in the real world... hell I don't have to go to my preschool teacher before i can use the knowledge or skills i learned in college.. and the college diploma does not give me instant skills in one area.. they were slowly aquired through hard work on my own.
  5. If your really worried about macroing you should note that the entire client package is open source.. no need to even have a display... you can just make a bot macro everything... that would be the easiest thing. You can already use the exisiting client api to eat every x minutes anyways. I doubt that letting you eat yourself to death is going to encourage macro'ers who can just as easily drop it all.
  6. I don't get why this is even a problem... people taking other peoples deathbags all the game designers have to do is make it so you can't pick up anothers players death bag unless your in a PK area where everything should be considered fair game for anyone to pick up. This way low level characters won't be losing their life savings of 1 titanium sword in the middle of a town when mother nature has a bee sting them for 20 points.. etc. Easy solution.. It would be nice if the bags from characters deaths had a name on them too so if a large party dies in one area you don't have some poor guy die trying to pick up his gear because there are 20 bags in one area.
  7. Fighting system

    The message i hate the most is you are too far away to attack something. Why cant it just make my character walk over and attack the monster/animal like in every other game? This becomes worsened when you have monsters/animals that constantly move alot like little bunny rabbits in some instances that move alot.. it makes the game more frustrating then fun for combat.
  8. Infinate Slots in Storage?

    Silly that you would want to limit people for working harder and smarter... why not let them mass produce? what so wrong with people wanting to make 10,000 potions? One way or another they will, even if it means having to make 1k of someting, selling it, and making another 1k of it. I understand why it is limited, I don't understand the anti-social attitudes.
  9. More Spawns

    I am in complete agreement. When i hunt deer or boar there are often 4-10 peopl all waiting for that 1 deer to spawn... after they don't get that deer 5 or 6 times since its crowded they say.. forget this i will go harvest. This is a definate problem in the game mechanics that needs to be addressed asap. The game needs more spawns that spawn faster for all things above beavers in the more forested areas. Maintain the same number (or reduce it) in the town/city areas. People do not join the game just to chat... if they want to chat they just go on IRC or one of the millions of other chat and PM software packages that are free to use and download that are 10 times better than this when it comes to just chatting and messaging related activities. Look on the home page for the game eternal-lands.com it says GAME not CHAT program. OT: Goes along with my previous post about "End the Harvest".
  10. End the harvest

    I agree; I don't think the game is just about fighting. But you agree with my basic precept people want to do lots of different things. Although I choose fighting (because thats what i would like to do in the game) you probably noticed i didn't make statements that had to do with combat alone. You should be able to specialize in what you like to do in the game and do it. The different categories of what there is to do are unbalanced. In game you can not make the same money making potions as you can harvesting. This is because you have to pay someone to harvest for you, and if you look at the prices and the amount of xp growth per hour it is heavily skewed towards harvesters. You misunderstand the basics of game design if you think games are not a set of rewards based on labors. In this game Money and XP gained from doing tasks are the thing that motivates most players. Sorry if you don't like it: it is a Fact. The game developers need to balance the rewards of performing other tasks using xp and money as a motivator to keep everyone from doing the same thing. This goes for practically any game made. In counter strike you have ppl going for kills and headshots. In WoW you have people going for rare items and xp. This is the way almost all games are... people go for what gives them the reward. So if you balance out the xp and income you can make from different specializations you completely eliminate the problem. It is wrong to cap xp on harvesters. What if someone wants to just do one thing and specilize it... what is so wrong with that? So what if they are a level 90 harvester as opposed to being a level 90 fighter? They should be pathetic at combat and everything else. It is a basic game design error that came from people not planning out and balancing tasks. I am tring to save these good designers from making a mistake and pointing it out to them. Everyone makes mistakes... it isn't a big deal. However ignoring problems just make them worse since you are only fighting symptoms and not actually fixing a problem. I hope they take these ideas to heart to fix game play errors as all the work they have done shows real potential to make a great game.
  11. This suggestion really comes from just playing the game. I noticed right away you have a harvest xp cap per hour, but this does not stop most people from harvesting most of the time. Everybody spending vast amounts of time harvesting is a symtom of other things in the game being out of balance. When i started playing the game I would have been content just killing and slaughtering animals in the wilderness. The last thing i wanted to do for money was harvest. But there are two major problems with this. Harvesting is faster xp and it makes more money. So instead of adding restrictions on harvesting.. remove the xp cap and instead: So my suggestions are: - increase the spawn points for larger game such as deer, boar, bears, etc. - decrease the spawn time for these animals/monsters - increase the money you can get from these animals drops - increase the xp you get from casting spells, manufacturing, etc. When you make other things players can do with their time you will be amazed how quickly you will see people harvesting less and doing all the other things more often. Players that cheat will always try to think of ways to macro different things in the game, but instead of punishing all the other players that are just trying to be effecient in their time earning xp or cash my suggestion is to balance out the other things to make them more worthwhile. In every MMO game and fantasy game I have played from Diablo, Runescape, Final Fantasy, etc. people do what gets them from point "A" to "B" the fastest. In this game the way it is now... people harvest. I hope you consider these suggestions carefully to enhance the future versions of the game so when i walk through a town or a forest i see more people doing something and less people all gathered around the nearest harvest resource near a tavern.. etc.
  12. Gaining XP

    One of the annoying factors in EL is it doesn't seem that players make much progress as you do in other games... Maybe increase the amout of xp you get or change the XP tables for levels? If you could just fight without having to harvest for everything (money, equipment, magic, weapons, food...) you would see less people sitting around, and more players actually playing the game.
  13. Small Arms

    It would be nice if newer players could get inexpensive items such as daggers (50 gp,1-4 damage), clubs (10 gp,1-2 damage), etc.... it is kinda sad when they have to sit and harvest/fight for 6 hours befire they can afford the cheapest weapon. Also it isn't quite clear to me about the value of weapns... does their damage stack on top of the players normal damage? It should IMHO.
  14. why do names...

    it would be easy... all you have to do is change the command to use quotes: /"king kong" how are you. or (even more easy...) /king kong: how are you
  15. Client wishlist version 3

    Long list so bear with me: - Make the bank menu icon driven as opposed to text. Just show the picture of each item with the number above it, there is no reason to have to go through a long menu just to find out whether or not you even have an item. You have a decent method of trading items using pictures to represent the item.. use a similair thing for accessing your bank account (using a scrolling window). - Simplify the vendor buy/sell exchange. Same as above idea. - Simplfy the mouse/toolbar commands. It seems there are lots of duplicate little icons on the bar that make things more difficult then they need to be. It is clear when you are clicking on a monster/creature you usually want to fight it. Similair thing goes for clicking on people in towns.. you want to trade with them. Have the most likely used command on left click, and put the rest on right click in a popup menu. - Increase the cursor area for the different commands that use a mouse. The target area for clicking on lots of commands such as harvest, pickup item, and attack are painfully small... consider making the target area a bit larger. - Have food restore a bit of life when consumed. Almost any game I have played, eating food immediatly restores a couple points of life.. better food adds more life. Items like bread 1 point, veggies/fruit 2, meat 3. - Allow us to put all item types in the bank. Why only raw meat in the bank, but not cooked, preserved meat, wine, ale, & regular books in there? Why cant we put fruits and veggies in there too? - Basic Info on mouseover. When you move your mouse over an item in trade (yours or theirs) or in normal invintory, have it say the name of the item. It is often difficult to tell what excatly I was being traded except by knowing the Image of what it is suppose to be. - Raise the harvesting cap for xp. Its clear you have anti-macroing measures in place, consider doubling the cap... After playing a character 20 minutes I hit the cap 15 min into the hour... now it seems like even faster. Perhaps you can make the cap a function based on the characters harvesting level; the higher the level, the higher the cap for that character. - Open Invitory and "sack invintory" from kills. After you kill something, you almost always open the sack to take something (or at least look at what you got). After you move over the sack... how about you have these two windows open up and save players a few clicks? - Updating the maps. Kinda self explanitory.. also you might want to make it clear to new players who is a bank npc, who is a shop npc, etc. Also adding points of interest such as a tiny deer for deer hunting areas, a little ghost for the wraith.. etc. - Replace sacks on the ground with the item. Why have a lame little sack when you can just have stacked images of the item(s) that are to be in the sack (of course bones and meat would be on the bottom/shown last) last but not least put a client version on below the EL icon on the top right toolbar. All in all I think EL is starting to become a good game and look forward to it leaving beta. I am especially happy with the texture work. While I haven't read alot of posts in the forum yet, I hope you see the clear benifits of these ideas.
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