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TirunCollimdus

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Everything posted by TirunCollimdus

  1. This means every bound items is a unique item and storage cannot handle it. This will not happen. Tirun
  2. Vial Molds

    Actually 9 molds at 8K for ings is 72K gold. 23,700 vials is 118500 gold. That sounds a hell of a lot better than buying them from the NPC especially considering how many experience those almost 24K vials were too. Some people need to think as suggested. Tirun
  3. Level dependant potions

    No worries about me Erma. If the items made can't skip the items harvested I have no clue how to implement any kind of change that would produce the desired effect. I will let Entropy and team worry about being able to do something like it if they like. Only thing I can think of is to change the ings for some of the enriched potions so that they don't cost a hundred times more than a number of the regular potions that can do the same job. They weight less while doing it too don't they? Tirun Edit: Just wanted to apologize Learner for wasting your extra time. I didn't completely understand what you were saying the first time so I thought there was a way around it. Too bad there isn't.
  4. Temporary class system

    New perks FTW!!!!!!!! Separated posts as they are about different stuff. Seems to me that the underworlder perk makes the mine perk a LOT more attractive. If I didn't piss off so many people on the forum who can easily get mines I would take them. roflmao Oh well. I think I will take underworlder when I reset anyway. Actually I know I will. Tirun PS I know exactly how I reply to things that negatively effect me. The RoT being PK massively changed how I played the game because I killed the Phantom Warriors and know some handy secrets too. What I did was explain why it was not a good idea and why something else was better. It eventually got changed. kk? Thank you very much. Edit: spelled separated wrong first time
  5. Temporary class system

    To Korrode: If 1~3 people in game who can get as many nexus pick points as they want can ruin PK for everyone in every map then something sounds dreadfully wrong to me. I will take your word though that one person can ruin the game for everyone on every PK map. ) This being the case and your point about a max pick point cap so that 'everyone' can't get all max attributes and do everything being added to that problem; then sure let's put in a cap. Want to see the fight on just how many is enough? Aside to Entropy: Sorry I was thinking about people buying stuff from the shop to sell in game or just buying gold coin to get the bars to get the nexus. I have always assumed that someone was doing this but obviously I could be wrong. It is what I would do to get the bars if I had the money. To Tempest: If you must know I am at the bottom end of genius on the IQ scale so I am far and away not the smartest player in EL. duh! I do know however from Entropy's posts what is killing ideas. Anyone who reads knows it. I do figure though that if the idea is discussed and everyone eventually agrees on something that waters down Entropy's idea enough that he won't think it is worth doing. I think that is a much better way for an idea to get killed than for people to piss, moan and bitch about it without being in any way constructive or cooperative just to get Entropy so pissed off he says fuck it. To robotbob: Yes I am well aware that patches, updates and fixes are the standard for all software whether 'finished' product or not. Beta however means that fundamental changes are a hell of a lot more likely than with release software. That was and is my point. EL can massively change because it is in beta and people need to accept that the game is not set in stone with a bug fix or a patch from time to time. Tirun
  6. Level dependant potions

    Thanks. I thought it was ebul too. How about it Learner? Can we have unique items that don't effect storage and can't be combined with normal items? This would allow a huge number of changes in game and give us astrology people a leg up on the the skeptics. Wouldn't Entropy just love that? If that doesn't work then adding potion astrology that equates to this idea might be possible right? The potioners get better potions during the right cycles because it is assumed they do all of the special harvesting suggested. The negative astrology side would be a lesser chance to make special potions during bad astro. I like Schmurk's suggestion with my addition a LOT better though. Tirun
  7. Temporary class system

    The class thing could have been worked out to where it was not overpowered but gave advantages according to its price. Nexus NPC is a good idea for making money for Radu just like rostos. IMO the NPC stays to help pay for the game and everyone can just get over it. The players buying pick points by the bucket are simply the ones you have to avoid and have to ignore when it comes to bragging rights. They have no impact in game other than occasional rosto losses and they can still be ganged up on and killed anyway. Anyone who says the game doesn't need any more changes shouldn't be allowed to post in suggestion threads. Anyone who says ideas allow people with RL money to have too much of an advantage should not be allowed to post in suggestion threads. This game is BETA and it will change. Get over it. Entropy will make money on the game. Get over it. Everyone who says this idea will do this or that needs to STFU. If you don't like the idea the way it was written then say, "The only way this idea will work is if you 'your idea on fixing it." That way Entropy does not have a reason to get pissed off and kill ideas. That way you can have a say in the way things come into game or if they don't because they are not workable. I think that the 'OMG this will' posts should be deleted from every thread going forward. Nothing constructive to say means nothing to say. If you cannot find a way to minimize the effects of an idea to the point where it would work then just shut up. EL needs to be more complex and more complicated to give more players options to do things that will change their experience and keep them playing longer and be positive about the game. The more strategy and the more choices in game the more personalized you can make your style of play. Anyone who is against a more personalized style of play and more choices for players just needs to quit now. Thank you Entropy for at least trying to make the game more interesting and for at least trying to give it more flavor and choices. I hope this thread makes future topics be discussed the way they should be. Tirun PS I am always afraid I will make some kind of mistake posting and it will be my last because it got me banned but I post anyway because I care enough about the game to risk it. Perhaps my fears are unjustified but they exist because bans usually come without warnings.
  8. Level dependant potions

    The harvesting special items would probably be worked into the harvesting astrology. Seems the easiest way and it was what I expected. That is why I thought they could track the timing of stuff and avoid making unique items. The idea of special items that become normal if put in storage sounds great if it can be done. I think that it would also have to be if they were put in bags with normal items of the same time they would become normal items then too. They only exist when they have never come into contact with the normal items. If you harvested special flowers and your astro ran out and you harvested a single normal flower then the whole bag becomes normal flowers. Tirun
  9. Temporary class system

    People were complaining about 20 pp because then only LuciferX could afford it. Yes I know that is a slight exaggeration but the point is the same. If it were 10 pp then it would be able to be used by more than 1 -5 people. Having the different skills involved is supposed to balance out the igher levels for a/d. Stronger summons against high a/d and being able to break MI against high a/d. That was the whole point of the 'classes'. Change the balance of power a little bit to get more people doing stuff and risking things. If the benefits and bonuses were balanced out better as was starting to be discussed then it would benefit more than just a handful of players if it only cost 10 pp and the money. Saying the original idea would not work does not help anyone especially after all of the discussion leading ot making it better. The mage class was already under discussion and the monk class idea was given approval. There are so many ways this could be changed and improved and then implemented that it is a true shame we don't get a chance to even try now. All because some people don't read all of the posts and want to repeat themselves instead of following the thread and trying to help make changes. ( It could have been something most everyone liked if it had been given a chance to even get discussed. Tirun
  10. Possible Special Day

    Use only #guild_color instead of #ally on NDD and Day of no Grief. No drop day wear red cloaks and on day of no grief wear a rosto. Problem solved. That way anyone can fight anyone they want on two special days. If you plan for multi guild attacks on other players or guilds then you have to go back to #ally for the duration. Tirun
  11. Level dependant potions

    My idea was to completely skip the process of making any items unique by making the potioner harvest the ings themselves so that this change would benefit players who became high level potioners and not players who only became high level harvesters. This is all based on potion levels the way I suggested it. The harvesting at the right time could be done by almost anyone so that would just increase prices for potioners who buy their ings. If the high level potioner wants to get special potions they would have to make a special effort and do some of their own harvesting. This is about potions and not about harvesting. Having harvesting of special ingredients to sell to potioners would be a separate idea with already discussed difficulties. If you as I suggested skip the ingredients themselves being special by directly linking the act of harvesting to the potioners results then you get the benefit without the unique items. Tirun
  12. Binoculars

    The only use for this item I can think of is finding spawns, PKers and Leonard faster. Just assuming it would have to be faster than walking around and looking to be of any use at all. Finding invasion monsters too? Tirun
  13. Level dependant potions

    If you don't mind this idea benefiting only the potioners in question and not the harvesters then how about having the harvesting at the correct time directly affect potion making. A clock starts running on correctly harvested ingredients to simulate special ingredients being used at the correct time and fresh just like they were harvested. The higher level your potion is the longer you have to use the special ingredients you harvested. This way you still have the same stuff in storage and the actual act of harvesting at the right time is what changes your potions. The only thing I cannot figure out is if you can make sure this is not abused by people starting to harvest and then going to make a whole bunch of stuff based on a one item harvest. If you can work a way to limit how many potions are based on harvesting time or actual items harvested then you could just skip the whole unique item problem completely. Do it all with math instead. You harvest this much stuff at this appointed time and your skill is affected by this much for this many potions. I think the server tracks pretty much everything that happens so that makes this idea workable right? Tirun
  14. Temporary class system

    Yes, actually I even proposed a compromise earlier in the thread, that would have worked (maybe with some adjustments, etc.) But no, people can't bother to read the thread or use their neuron to find alternatives. IMO people who like to aggressively attack ideas that are in the first post after a compromise has already been reached should get a forum ban. If you cannot be bothered to read the whole thread then don't bother to post. If everyone who was complaining about the MI had read Entropy's post about compromising on that then this idea would probably have been put in game. I could not believe that people were screaming about something that had already been seen as needing a change. If the MI thing had been accepted as a point of discussion and shelved so we could talk about the rest of the stuff then the whole thread would have been completely different. FFS at least read Entropy's posts!! If you can't do that then don't bother at all. The people who can't bother to read or suggest alternatives should not be the ones continually determining the outcomes of changes to the game. Pyewacket's idea of putting the pick points onto nexus instead of it being a perk is a good one. It would take more pick points to be able to change to all of the available classes but that would make balancing things easier. Make the class perk take 1 pp and a lot of gold and then you have to use the pick points on nexus to achieve the class changes using the stones. Tirun
  15. Temporary class system

    The ideas Entropy gave for changing the magic 'class' to make it less powerful seem like they would work. I don't see any real problem with this idea except for the cost which effectively makes it high end PKers only. I don't mind things being done for PKers but I think the cost should be lowered so more PKers can participate. The gold coin cost at 10K a pop is already high since it only lasts for a couple of hours anyway. I might take this perk 3 or 4 years from now when I have those kind of pick points available. I also agree with Ermabwed however in the fact that I would prefer other stuff being done instead. Tirun
  16. Mage class idea

    Being able to be mage type 1, 2 and 3 if you spend enough pick points is the idea. That way fighters can't do it and mages can. The fact that mages who make the effort will also have a MI breaking spell makes it different already as well. Add to that the ability to make other useful spells in combat that fighters would not normally have as high powered and you are a veyr long way away from where you started. It might sound like you are trying to make people use different attributes to play different kinds of styles too. Might sound better than any idea you have ever come up with don't you think? Right now pick points are the only way to separate players in case you missed it. Great idea. Not one single person has come up with a valid argument against my idea or even an invalid one for that matter. All they can do is say they don't like it because they either don't like me or they just don't want anything to change. Great job guys. Tirun
  17. Mage class idea

    Maybe I don't fully understand your idea (writing 667 word posts *does* discourage people from doing so, in my oh so humble opinion), but how can you have 10 different 'schools of spells' when there are only 4 commonly used (pk) spells? To Vytukas: No I don't PK. I get pawnxord. Ask Smurf and some other players who have seen me once or twice in TD and of course on NDD when my computer was working I was seen in KF a few times. I always bring fighting gear as you well know when I go to get my hydro. What is your point? My idea leaves harm and restoration alone and makes breaking MI extremely hard to do. There is a problem with this how? To Shujral: In case you missed it my post had small paragraphs and was bolded. My idea was to have the offensive and defensive spells based on different attributes and cross attributes. If there multiple formulas and you make a lot more spells and each of the new spells uses a particular formula they are grouped together; a 'school'. Is that really difficult to understand? Tirun
  18. Mage class idea

    My idea not only provides for a much greater diversity in character builds it also makes breaking MI extremely pick point intensive. It will mean that fighters simply cannot do it and that mage characters will have to attain very high levels before doing it. This would leave the eventual number of people in game who can do it successfully very, very low. My idea seems to solve every problem everyone is complaining about. There would be around 10 different formulas for spells with my idea and that means you can set up around 10 different 'schools' of spells. People can focus on whichever area of spell casting is important to them and then pick up the others as they go. When a player gets high enough they have powerful magic in every aspect but they still cannot be super mages without negging out. Fighters need dexterity and toughness. Mages would need rationality and etherality. Similar requirements could be arranged for summoners too. Then all three offensive types of players would have attribute based benefits from their chosen builds. There are different builds for fighters and for mages that require different cross attributes but needing 4 or more cross attributes to be make both fighter and mage builds makes it nearly impossible to do both at the same time. Tirun
  19. Mage class idea

    40 pick points is WAY too easy and I agree it does actually make a class in EL instead of choices. This is too over powered for too little effort. It has been shown that top level players who are not negged out now and EASILY get those 40 pick points. It takes pick points to raise stats and only the recently returned LuciferX, to my knowlege, can afford to max out every attribute. The restoration spell is linked to rationality and I am guessing some of the other spells are linked to attributes too but since no one is sharing the formulas here is my idea. Heal uses a formula base on will. Remote heal uses a formula based on reasoning. Restoration uses a formula based on rationality. Heal summons uses a formula based on vitality. A new heal spell that gives full health or is in some way better than restoration uses etherality. * This could be done for life drain if it is considered a heal spell. Poison uses a will based formula. Life Drain uses a reasoning based formula. Harm uses a rationality based formula. Smite Summons uses a vitality based formula. Mana Drain uses an etherality based formula. If you want to add in a spell for breaking magic immunity a complex formula based on rationality and etherality could make it a very difficult spell to use effectively for anyone but mages. This would IMO still of course depend on the removal of magic attack multicombat on all maps ability. Obviously it would take a huge amount of pick points to make this spell effective and so the persons capable would be rare indeed. Having magic only be multicombat on multi maps would make this spell very similar to current multifighting methods. Yes it is faster using magic than multiple players attacking but if you put a very small cooldown on some offensive spells that could be mitigated too. It will not affect their current fighting abilities since there is no change to restoration or to harm. Only those attacking with magic predominantly would see a change and that is if they don't use harm. This system would leave mages little opportunity for emu pick points so they would either need EMU pets, that will eventually come, or they will have to sacrifice spell power here and there and/or neg up just like fighters do to be uber. Later spells if any could be mixed and matched or just put in with similar spells on the different formulas already available. Everyone knowing at least which attributes/cross attributes they needed even without knowing formulas would still allow strategic decision making. There are ideas about the MI breaking spell itself that could be added to this idea to make breaking MI even harder as well. This would limit the number of people in game who can break MI to just a handful and there are already a handful of people everyone runs from anyway. Those players can still be killed in multicombat even with my idea implemented. Yes I know, IRL rich people can buy this and buy that and be oh so much more uber than everyone else. They support the game and Entropy isn't going to take away their advantage just to make everyone who doesn't like it happy. I simply ignore what players with money can do since they pay for the game and are spending money they worked to get just like they have to work to get gold coins. Tirun Forgot to mention that you could add a lot more spells if you used this system because you would not be instantly powering up every player in game since they would all use different attributes/cross attributes but could still use the formulas already being used by the above spells. Yes mage players find it harder to level than A/Ders but didn't someone once tell me that the highest OA player in game was not a PKer? If it can be done then I don't see a problem with it being hard to do. It should be hard.
  20. Serpent Stones

    No. There might only be 20 channels, I haven't counted, but that does not mean they are numbered 1-20. The official channel for Irilion is channel number 24 and any of the language channels that are listed will be very large channel numbers. Trying to say 33 is too high doesn't work at all. Tirun
  21. Level dependant potions

    Better ingredients, better potions Pyewacket John's. Actually making better potions has historically been based on knowing when and how to harvest your ingredient. Culling mistletoe under a full moon with a silver sickle, digging up a particular plant instead of damaging the roots, etc.. There is real life anecdotes for this whether said potions were actually effective or not and it is also all through literature concerning magic, potions and whatnot. Some say it makes better potions and some say if you don't do it right then a potion won't work at all. In EL you would have a potioner know more about how to harvest, mine, kill things correctly to get the ingredient into the potion in the correct condition to make it more effective. I am aware that this will never be put into game but I thought I would give a basis for it nonetheless. EL is going to be around for a long time and no one knows what the future will bring. Who knows maybe having a high enough potion and/or harvest or attack level will make a difference in the distant future. Saying something is a bad idea because it doesn't make sense just means you haven't spent enough time justifying it. lol Anything can be made to make sense if you try hard enough. Tirun
  22. Ignore all bots

    Just posted this in the other thread that started to talk about channels too. Why not make 33 the official unmoderated market channel? It is official because it is limited by developers to players only. It is official because it is in the list. It is unmoderated so it doesn't require any mods and it is still easy to find by new players. Can we do that? Tirun
  23. Serpent Stones

    How about 33 being the official unmoderated market channel? That way no extra work for mods and it is easy for new players to find. It would be official because officially bots would not be allowed to post there. That officially sets it aside for players only but it is still not moderated and no extra work for the mods. Tirun
  24. "The Wardrobe"

    I have to admit that I 100% agreed with Entropy even after Dushan's post. I felt if you could not inspire trust in any of the tailors in game then you were just stuck. I thought it was great to show one more reason that abiding by community rules was a good thing. Lilcnoot has however completely changed my mind. She has a great idea if it is doable. I am now completely on the other side of the fence. Lilcnoot has a great idea Entropy and I hope you decide to put it in game. Tirun
  25. True Sight for invasion creatures

    How about invisible makes you PKable but only on invasion maps. Though it would be nice to be able to PK invisible bag jumpers. roflmao They could get one bag and get away if someone wasn't under true sight at the time but we could arrange it to have someone always true sighted. Is that possible? Tirun Invasion maps only is to avoid most of the abuse.
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