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GarfieldClowntje

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Everything posted by GarfieldClowntje

  1. animal behaviour

    I know this has been suggested before, like in these 2 threads: first and second But I have some additional ideas to these ideas. If it is possible to create hunting animals technically, programmable, than read this: The 2 threads above talk about animals that go on hunting, like IRL. Snakes, Foxes, Wolves, Bears, Large Cats hunting on the prey-species ingame. There was a discussion about animals competing with people on training attack and defense, but that can be easily overcome, since Hunter-animals dont hunt all day long. That was somewhat the main-topic in the other topic, and an answer was that the hunter-animals can go on hunting for a few moments per day. Some at night and some at day-time, and maybe just untill they have eaten and they are no longer hungry untill the next day. If this is tried out, we can see if it is really competitive with players or not. If so we can come up with possible solutions, like, lower the number of hunter, or increase the number of prey or lower the spawn-time of prey. That are 3 easy to change possible solutions if this idea is considered to put into the game. And I am sure other solutions can be created as well. Now some more ideas I had: Animals in (small) hurdes. Like Deer, 1 large Male, 2 Large Female, 2 little deerlings. They walk and eat together. And if they are not attacked they walk a little apart from eachother. If one of them get's attacked, the others come together and 'run' for a few steps (fleeing) untill they are 'out of reach of danger' and start eating/resting again. If you attacked the male, than there are 2 female (large) and 2 younglings left. At spawning time 1 of the younglings pops out to become the large male. Now you have 1 male, 2 female, 1 youngling. Next spawn-time a new youngling appears and the group of 5 is fully recovered. Minimum size of the group is 2: 1 adult and 1 youngling, 2 younglings or 2 adults. (=> is spawn-time) * 2 younglings => 1 adult + 1 youngling => 2 adults (still unattackable) => 2 adults + 1 youngling (attackable again) => 2 adults + 2 younglings => 3 adults + 1 youngling => 3 adults + 2 younglings (full group restored again) * 1 adult + 1 youngling (allready in the equation above) * 2 adults (allready in the equation above) Can you imagine such a group walking around (especially on peace-day? 3 adults + 2 younglings grazing, walking, resting together) I had also some more ideas for rabbithill, fox- and snakeholes bear-holes/caves from where they can spawn. Let there be more holes than actuall #nr of animals in that map so that people cant just sit and wait at the spawns to train to easy. The holes can be outside visual range of eachother (connected underground?) So that it is impossible for 1 person to sit and wait and train to easy I aint sure yet how the other animals can spawn more 'real' Like the big cats and wolves. Wolves maybe in a wolf-pack, but than there are easily to many of them. If this can be done for animals, than probably also with monsters. There are some descriptions about monsters that some live in groups/families (goblins) and other in small groups (orcs, trolls) and some solitary (ogres, yeti's, giants). Especially for the goblins, orcs and trolls you can think of things like, defending eachother together (on multi-maps) if one of them is attacked. Or, if the player is (high) above the auto-attack level for that monster, they can get 'scared' and scatter around the map and regroup somewhere else again to become at peace and quiet again. So the player can walk to them again and attack one of them and the others get scared again and start running You can also imagine some fearless-creatures, like skells or phantoms, since they are allready dead Well, that is about all I can think of right now Let the flaming discussion begin! GarfieldClown
  2. Summons

    I don't have the godless anymore, reset since that point, and that's great if you know blodoks summon level, I wasn't putting into question your powers of observation. But what's happening here is people trying to keep a nearly useless skill useless. You're crying because suddenly you may not be as all powerful as you once were. The fact that someone with a skill outside a/d might be able to pose a threat to you, gets you on the defensive. All I'm saying is summoning should be given a fighting chance to be useful here. There's no need to "limit" the number of summons someone can pump out. If someone has the cash or resources to do so, let them summon it up, they die slowly anyway, so leave the map if you're not up to the challenge, and they'll have wasted their cash. touché and same goes for other 'useless' skill in battle: Magic. I would love to see high mage vs. high summon vs. high a/d battles. Problem with magic is that most fighters allready have high magic skill, but I think there can be solutions for to create a 'good magician' other than fighters. But that is not where this thread is about, and I agree on the summon-ideas posted above. Even the arctic chim idea. GarfieldClown
  3. Day/Night

    I like aboiut every single idea posted in this thread. The only thing I disagree with is the 'bot monsters'. As Aislinn said, they can just be as normal monsters (not even red named invasion monsters, but just like Bob the Gob) And the day-night difference for c1 and c2 is also a very good and interesting idea, but only when c2 is completely 'done' It is doable to work there allready, but the whole continent isnt balanced out just yet. I have read on numerous places on the forums that the devs are working on that atm. When c2 is completely 'done' than night/day difference is very interesting to have. Even with a possible c3 in the far future, you can overlap some of the time-zones, like the 2 continents now present in the game get a difference of 1 ingame hour and the 3th continent will be 'at the other side of the ocean' or something and the difference gets larger. If, for now, continent 2 is completely ready with NPC's and such, the sleeping suggestion for NPC's at night becomes more interesting as well. Except for the taverns, who stay open for the night, but will be closed for the first hour of the daytime, so he can get some rest after the night as well This is almost to good not to come into the game eventually! All the suggestions I read so far! Lolz
  4. Flower/Economy Problem

    I have seen A LOT of threads considering the Market/Economy in EL being destroyed since the easiest way of making money is harvesting/selling flowers. Even for the top-players with higher EMU it is a very good way of making money. I think I might have a solution for this problem (and yes I did multiple searches and found multiple threads, but none with the idea I am gonne post here) First: - Make it so that flower picking is illegal and you can get a time-penaltie when you are harvesting flowers. (5-10 minutes of non-harvesting flowers). Second: (and this has been suggested before) - Lower the buy-prices in flower-shops so people will easier buy flowers FROM the shops, instead of selling TO the shop (money-drain instead of money-overflow) Think of it, why should you be able to go into somebodies yard, sit down, harvest flowers and go sell them. Who's flowers are they? If I get 3 time-penalties of 5-10 minutes within an hour, that would certainly p*** me off but if I really need those flowers to create stuff, I will try to buy it somewhere else. I would go either to other players, or I would go to the shop. Create stuff with the flowers, as it is supposed to work and sell those product again for money (*which will gain less money if these products are sold to an NPC compared to the flower harving/selling as it is now, OR it is money from other players so no new money is brought into the market*) Third: - In addition to the above, there could be some LandLord-NPC per Map where you can BUY permission to harvest flowers anywhere on that map for a certain matter of time. Price for that permission can easily be adjusted so that harvest/selling flowers will gain minimum money in that time-period ((Fourth: - Maybe use for Gods or Charm as well. Certain maps 'belong' to a god and if you serve that god, you will get less penalties. And/or if charm will gets implemented it can possibly be used in this as well. Higher Charm level being good results in less penalties.)) Is it good, or not ... Reactions Pwease
  5. Guess Who

    Enjoy (winner gets ... hm let me think about that on my 2 weeks holliday! )
  6. Horns

    neat idea and with some good pro's and neg's pointed out with solutions like it
  7. New Death Messages

    xxx started a sand-factory
  8. New Death Messages

    xxx is feeding the worms xxx is lying on the wrong side of the grass xxx has finally quit smoking
  9. New armor breaks like candy

    Trollson is absolutely correct with his equations I was figuring it out myself with probabilities at the moment trollson made his post. lol I didnt quite know how to put it under words in English either, but Trollson does know that And Toomass, it has to be just plain bad luck for you ... with those 27k blows with no-more-tears on for 'half-life' time for the tit armour
  10. The new formulas!

    read the lines, and between them make up your mind (for yourself) and search
  11. Nexuses with more use

    I like the total idea except for the +50 nexus needed to wield a high weapon. Allrounders (and there are a lot of those) will not be able to fight with those weapons anymore Maybe this would help out for that: - keep the nexii needed to wield a weapon relatively low (example +/- 10 in attack for tit serp and/or above) - but you will wield it better if you increase your nexii in attack So with nexii 10 in attack you can wield a serp With nexii 10+ you wield it better (but let the increase degrade slowly) So with 20 nexii in attack you wield it for example 1.5 times as normal And at level 40-50 nexii in attack you wield it for example 2.0 times as normal There is still a large beneift for the true fighters if done so, but it also keeps the door open for allrounders (like me)
  12. Animals go a hunting...

    We can also think of Real Life ... there are night-hunters, day-hunters in the wild etc. Give every monsters it's own time-span of max. 1 hour per (game) day, so that the public knows when which animal starts hunting. Everybody will also know when the maps are safe to travel through. It will sure give a little kick to run through a map, when grizzlies are on the hunt and try avoid being caught if you know about the danger (*for newbies it can be in the #tips *) than you allready know that there can be a hazzard 'out there' Still like the idea
  13. caffeine pot

    But what if you FAIL avoiding your imaginary snakes??
  14. New weapons

    Here
  15. 4 Seasons Plate

    Maybe this can come in handy after all I made that suggestion a great while ago, but no replies in those days. The idea: You need a complete outfit on to get an additional (little) bonus. Could be +1 in armour or +1 in cold defense etc. So, if you are wearing: complete fur outfit you get a small extra cold protection complete leather outfit-> +1 armour, +1 heat normal iron plate outfit -> +1 armour, +1 radiation? complete fur patched iron plate outfit -> +1 cold, +1 magic? complete leather patched iron plate outfit -> +1 heat, +1 armour etc. etc. Each 'part' will have an effect offcourse, but if you are wearing the complete outfit, you could say it is a tight fit, it is made to be worn like you are wearing it now. Pieces fit together perfectly, so you could have that extra point in armour or heat or cold protection. If done so, you can get out the possible bug/flaw in this idea that you wear leather patched boots and pants + fur patched body and head for ALL the positive effects. It only works perfectly if you wear the complete set. Garfield
  16. 4 Seasons Plate

    It is all about choices. Choices are good right? Since more choises to make increase the strategies you can apply. More options to choose from for what you want to do with your char. Example: Normal Full Plate + relieing on magic spells for heat/cold/radiation-immunity -> pro: more/better armour defense points neg: EMU needed for essences, more mana used for the immunity Plate patched with fur -> pro: no need for essences for cold protection neg: less armour points, works only in cold-maps Plate patched with leather -> pro: no need for essences for heat protetion neg: less armour points (in between normal plate and fur-patched-plate since leather absorbs some damage too), works best in heat maps but not very usefull in other maps You now have to choose where to give those precious gold coins to, in example the normal Iron Plate: 14-20k for total plate set? => 42-60k for all 3 plate sets ... we dont all have that kind of money Taking this a step further to the steel and titanium plate sets: 100k for steel set? => 300k for all 3 kinds of steel sets I aint sure about the correct prices, but you got the point: Choises can be good for strategy, one can only spend their money once GarfieldClown
  17. 4 Seasons Plate

    He knows he is a bad bad boy he said so himself And I dont mess with meshes since I dont have a clue where I would need to start and even if I knew how to do it I still wouldnt, because I do like to keep playing EL in the future But the idea he has sounds appealing to me: Plates with some parts replaced by either fur or leather for heat or cold protection against a reduction of armour defense points I like this idea
  18. fifa world cup

    Again ?? First two yellow cards were for holland players.... and one should have been red. First Yellow card was for, I believe v. Bommel? But he didnt do anything! (misstake from the ref there) Second was for Boula, but as I allready said above, in my opinion that wasnt red (not as deep red as the free kick against Robben where NO card was given against, just because the ref saw a foul from Kuijt 1 second before. (which probably wasn't anything AGAIN! lol) And even WITH a free kick FOR portugal (first foul) the guy kicking Robben should have been send off! I rest my case, cya in '08
  19. fifa world cup

    Yes it was a hard game, the clash between Netherlands - Portugal, but portugal started it, the referree lost controll and dutch returned the favor. Robben deserved a penalty or at least the guy with the kick against the chest of robben should have been send off Boulahrouz vs Ronaldo, yes it was a hard clash, Boula should have been penalised there as well, but in my opinion it wasnt red (not as red as the free-kick vs Robben) Figo gave a head-punch against v. Bommel, and should have been sent off right away. If the referree had seen it, it COULDN'T have been YELLOW ... what did he give to figo? YELLOW Figo, theatrical as he is gave Boula his second yellow card in a complete INNOCENT duel for the ball I believe shots at target were in the end ~10 for Portugal and ~20 for Holland, the Dutchies were better in about everything! Only thing they lacked to do, was scoring. That the Dutchies shown to the portugese that they can bite as good as they can ... it isn't good, but I can understand it! And again that referree! What a disgrace for football! Many fouls in the beginning unpenalised, or many other small ones did got shown a card! ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ now we will wait for 2 years and 'kick ass' on euro 2008
  20. Imagine..

    I think 'space' will not be the problem, since not everyone will buy such a stone and there are allready a lot of places where 'empty' stones are. Before they are all 'taken' new graveyards can allready be implemented on some rather 'empty spots' on a few of the very large maps allready ingame. You could also think of a graveyard near a sort of tempel of your god. IRL we have churches right, and in christianity it is for 1 god. In EL we have several Gods, cant they have more 'churches'? *(with graveyards surrounding them)* Anyway, I like this Idea and I would certainly buy a stone!
  21. Who remembers....

    auto-clickers for harvesting, so you could save your hands/wrists/neck from rsi, but it wouldnt stop you from accidentily clicking a bear that walked by! instant dead... I believe those auto-clickers (called auto-harvesters back than ) were at a point approved, but you were not allowed to go on afk iirc. you just gotta loved those bears
  22. Level reduction equipment

    Because some higher levelled monsters give better att than def experience (or vice versa) I just turned my attention to trolls for training. Good defense EXP but hardly any att exp So I would like to go back to armed male goblins for my att experience to level my a/d again That's where this might come in the picture In my previous post I wasnt trying to give negative commentary to the variety of animals/creatures ingame, on the contrary, I tried to say I like the additions in new monsters in the past few months. Armed skells, Phantoms, Armed fem and male orcs, the mini-men, etc. But maybe a few new ones in between Ogres - Fluffies - Chims (- and/or above) for more variety there, since allmost all I hear ingame or on Forums is bitching about to few Ogre/Fluffie Spawns. I aint training on ogres yet but with my levels I could, so I cant yet tell for myself, but from what I hear I keep my fingers crossed when changing to ogres. Maybe now with the coming new monsters like Giants and those Furry Ice Man (Yeti's? iirc) So, hardly any b*tching from me for this cool game allmost only thumbs up
  23. Level reduction equipment

    Solution: More monsters with different qualities that are best for you at that moment of a/d There has allready been a large extra input for lower up to medium-high monsters in the past few months The gap between current and next monster is a lot less allready Only between ogres - arctic chim we could need some more monsters and than there is quite a lot of variety to choose from new lvls up to top lvls I wouldnt complain if there would come even MORE monsters, but in that area new monsters are most usefull to introduce I think.
  24. Level reduction equipment

    I think level - reduction suggestions havent been on here because at first it doesnt seem appealing to delibarately lower you levels, but your explanaition makes it something to think about I dont know if I am pro or against this one ... there could be some negative side effects hidden which I dont see atm but you make it seem like a nice idea. I for one like my a/d to be the same level.
  25. Flower/Economy Problem

    LOL No Problemo! I brought the flowers up for possible money/market improvement This is still about market, right? Some points I agree with: * Leave the flowers to the new players for the moeny * Let there be a far more variety to gain money on different ways * Be carefull in doing that, a few months ago (maybe a year) the books prices went up BIG time, because there was just WAY to much money ingame and there were needs for money drains. So new suggestion from me based on your posts: * Let there be some kind of time/EXP/money-gain relation - Flowers easiest, but takes most time and gives least EXP compared to the money you gain - Creation of small and/or easy to produce items: normal time and low EXP but a bit more money gained in that time-period - And the more advanced items you produce, the time it takes plus the EXP gained and the money gained will all increase all the way towards the top-items With "The time it takes" I mean: gathering all the ingredients yourself, mixing all the pre-items and end products yourself and dragging all those items to the required NPC for you money. All that time included can mean that there is only a slight increase in money per hour compared to bushes With the benefit that you gain EXP too!
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