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GarfieldClowntje

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Everything posted by GarfieldClowntje

  1. Helgas b-day party!

    if it isnt a typo in her first post it isnt her birthday today but in a month from now, july 13th and grats in advance
  2. Flower/Economy Problem

    I myself have <20k in storage, so I am cutting my own fingers as well It isnt that I suggest this after 4 weeks encampement at the Portland Bush and 300k+ gc stored It is a suggestion to try to improve an allready great game
  3. Flower/Economy Problem

    @ Stalag: this suggestion ISNT meant to remove the money-making for newbies, excuses if it seems like that BUT there is a larger problem with the economy that harvesting flowers is best way to make money, from begin to end! So I want to try to fix it, and thus I suggested something to reduce the amount of flowers being able to be harvested, so there is less cash coming ingame. Do you still want to keep harvesting flowers all day long to make money when you are playing EL for over 6 months? Offcourse there are lots of other things to do, but since this is best way of making money people stick to it And it should be newbie way of making money, not high player way of making money
  4. Flower/Economy Problem

    Well, you could give lower chars some kind of 'licence' of 'free harvest' or smaller penalties. 5 minutes penalty for up to lvl 20 harvesting and 10 minutes penalty for above (maybe even 15 minutes for above level 50 harvesting?) Sure thing! I did that as a newbie, but problem here ... I STILL do at regularly which is wrong imho (and in most of your opinions as well, which is a wide-spread philosophy on forums) I never suggested to lower the SELL prices only the BUY from shops prices. Buying from shops should be possible, but isnt atm since they have way to high prices to BUY flowers. AND: harvesting flowers is ALLWAYS possible at first ... untill you get caught, that is my idea. And even than it wont be permanent, but time-based penalty. So you can harvest again after said 5-10 minutes If you have the bad luck to hit such a penalty 3 times in a row when you want to start harvesting ... well, that s*cks, but life does at times This made me remember a suggestion I have had a LONG LONG time ago, but never suggested in here Lets Call it Fifth suggestion: Turn back all the x2 and x3 bushes and put them on 'normal' x1 speed And let some bushes be 'upgradable' by using water- and earth essences on that bush So you can turn a x1 bush into a x2 (or even x3) bush for a limited period of time, say 30 seconds, when upgraded with the essences. Idea?
  5. Cool Down - how to improve it

    Maybe cut back the food-costs for a number of items could solve that problem ... and as I stated in my post the numbers I gave (both +food and cooldowntime) can be changed. I mainly thought of this 'system' to give the mixer more options to eat than only FP's to work with. And in the end FP's still work best if this would be used
  6. Cool Down - how to improve it

    I just read this complete thread and what I am about to say hasnt been said before, only in lines as: "please shorten the time on food" or lines of text with similar content. I tried to create some things with fruit the other day ... and I found out that it is still not good to use fruit for production, so I went back to FP's again. I have a maybe revolutionary solution Make it so that everybody has better options to eat (options are good right? ) Here is the idea: Make cooldown time for bread smallest and FP largest, but do it so that FP is still best to use in (mass) production! How? for example: (numbers can be tweaked, but these figures will make my idea clear) Bread +10 in food and 10 sec waiting time Vegetable +20 in food and 15 sec waiting time Fruit +30 in food and 19 sec waiting time Cooked Meat +40 in food and 22 sec waiting time Feasting Pots +50 in food and 24 sec waiting time This will result in the following: For an increase of 600 food points you need: * 60 pieces of bread and in total 60 x 10 = 600 sec * 30 pieces of Vegetable and in total 30 x 15 = 450 sec * 20 pieces of Fruit and in total 20 x 19 sec = 380 sec * 15 pieces of Cooked Meat and in total 15 x 22 = 330 sec * 12 Pieces of Feasting Pots and in total 12 x 24 = 288 sec So for 600 food points the waiting time is largest for bread and smallest for FP, but for single item bread is faster than FP This will bring more options into production, do you choose free items such as vegetable and or fruit you can manu not quite as fast as when you use FP. I think an additional idea for this would be: Make FP little bit less heavy (2-3 EMU is enough) and a little bit less expensive (?) so advanced players will still favor FP's but beginning players wont have as much difficulties as they are facing now. Think it over and react on it please Thanks for reading GarfieldClown
  7. The hydrogenium

    And have those pickaxes break at A FAR HIGHER rate than the normal pick-axes So the ore will still be rare Cause that's something to aim for
  8. Should there be two Ant colonies?

    I think there will probably be less ants of each colony online, than there are online ants now. So that the total server bandwith requirements will stay the same as it is now. (* Same number of Ants on at as there are now will mean the same amount of bagjump/spawn steal by them *). Correct me if I'm wrong. I might understand Learner wrong on the bolded part. (His own server to 'host' the ants or the game server bandwiths ?) Greetz, GarfieldClown
  9. Harvesting on 'unused' maps

    Ehm, isnt CC best place for Matter Essences? All Iron + all sorts of quartz in that cave. Go in with a good load of FP's and pickaxes, maybe some HE's, and come out with a full bag of Matter Essences. That is another pull/push factor. If you are interested in a single item to harvest, you go for the shortest distance to a store. BUT if you go for a couple different items (such as iron+3 quartz sorts) you dont actually need to go to the nearest place to a storage. As Ermabwed pointed out, the Palon Vertas cave is PERFECT for golden bars, so that is a pull factor to go to that cave. Plus C2 will be 'changed' with NPC's and stuff, more will be placed and others will probably be moved (at least that is what I get from Aislin's post, correct me if I'm wrong) So there allready exists a pull/push factor. Going for Iron Ore alone, I would choose NC-north cave. And for matter essences I go to CC, mixing in the cave. The pull/push factors can indeed be adjusted more, by introducing other kinds of effects. But at the moment the distribution and combining of resources is allready existing. Greets
  10. The Prophet

    I saw this post of 'The Prophet' before, BUT you have met your opponent!! Watch: This is after i got first a bee-sting of 5 hp, than 2 blessings on a row, than the piece of text in the picture + teleport Greetings
  11. new armor

    The armour really looks stunning! Again great job Roja One can only dream how tit-plate is gonne look And with those new ores on the doorstep of entering the game... What can we expect more ... falls asleep in a sweet sweet dream ...
  12. who said it'd be a blank screen? could be a ship-map, and you could be allowed to sit and sew/alchemise/whatever until the ship docks Lol, reall sailing ships ... sometimes there isnt one at docks, sometimes there is haha I like the idea, but it isn't workable I guess, since you must switch maps somewhere between while on a ship... And waiting for let's say 5 minutes for a ship to arrive to a dock isnt really fun to do either I guess ... (and than the few minutes wait before sailing off) Lol
  13. specialities and skills

    "at least with any degree of competency." I misunderstood that sentence in your first thread. I thought that "at least with any degree of competency" was meant like: "with good chance of succes" (in manu/crafting/alch etc.) I didn't figure it came from the word competitive. But you simply cant stay ahead of everybody if you want to 'do it all'. Just because there are some dedicated fighters who hardly do anything besides fighting. If you want to have high levels in every skill, for high chances of succes, you probably wont be one of the top-20-fighters and you wont be competitive in pvp. Coming back to the topic: If you are a dedicated fighter, i would like to see a lot of different 'specialities' in fighting, so that pvp becomes even mroe interesting. Instead of a/d/p/c+magic to work out the outcome of battle. You could choose quick feet+quick arms for less hits taken and more hits given. Or Strength+magician, you will deliver stronger punches and with harming spells you hit your opponent even harder. Or every combo you would like, even in these 4 specialities you could switch a lot. For those who want to be allrounders, switching between specialities could pay off (after spending a lot first to be able to switch)
  14. specialities and skills

    That sounds simple until you remember you forgot to include all the pp's you need as well for the attributes. I have oa 104 and I STILL don't have all the pp's I need to "do it all", at least with any degree of competency. You might be doing something wrong in spending your pp's Sorry, but i dont need OA 100+ to 'do it all'. I am at OA 77 now, with NO negative nor positive perks and with OA 80 I will have spend these 80 points like this: p/c/w all at 20, nexuses 7-5-5-5-7-3. I dont need more than 400 EMU to do it all. It is usefull to have more, but not necsessary. The 10 pp's I will gather from 80 to 90 will go into Coord, for usefull EMU and for fighting, after that all into Will for MP-EP-EXP For the rest it just takes time for me to get the last few levels to be able to create everything myself. And with 'training-area's' in plannings, training for those last levels will be easier to get in the future... I sure could save for 1, 2 or 3 pp's after getting OA 80 or 90 to spend on my specialisations before spending all next ones in Will attribute. And if I would reset, I would be able to 'do it all' even some 20 OA's earlier than where I am now. Greetz
  15. specialities and skills

    actually i think it should pry b limited to 1 or 2 because of the current lack of abilities and u should have to work to get that advantage but should b able to get rid of that advantage w/o doing something dramatic like resetting i think it could and should b done in such a way that they can do stuff effectively but still able to do CERTAIN things better than others but they'd have to b done seperately like perks but not using perks maybe something to the right of the perksthat u could build up for certain bonuses that THOSE themselves could b capped with percentages - like if u wanted to still b able to do everything equally then u keep it devided equally if u want an advantage in a certain area but don't want to do something else then u can divide the points, percentage from the things u don't want to do to the things u do want to do but only have enough points or whatever to fully speciallize in 1 or 2 of those (skillperks?) maybe w/ an option to gain or lose on them at u'r discretion so u have to work to change specialties but don't have to reset and start all over in just that portion of it maybe also having reset NOT affect those and only those would b nice too in helping u recover from the reset I actually agree with the above. Why? Because if you want to do 'it all' or 'wear it all' you need 33 pp's spend on Nexuses atm (correct me if I am wrong). From Human to Magic it will take 7-5-5-5-7-3 Nexuses. I am only 3 OA's short to have them all. BUT even if you want to do everything, you will also have your 'favourite things' you do ingame. And if these specialisations can go together with the current pp-system, everybody would still be able to 'do it all' + 'specialise' in the things you like to do most. It indeed should be something you can get rid off, but not that easy to get. Why? Because you could than abuse it for training. Get 'fast feet' before getting into fighting training, and change it to 'steady hands' when manufacturing ... that is one thing that shouldn't be able to do. But a #forget option would work if it isnt that easy to get another specialisation. that's my view ... greetz
  16. bye for now

    Take a rest, take your time ... we'll be here for when you return Doesnt matter how long it will take you to recover ... just recover! greets GarfieldClown
  17. Beam me up, Entropy....

    I might have something interessting to say about this. There are rings of Isla Prima, so if you want to go back to IP, use a ring (we will have -lower- rings to sell to everybody yeay for the -beginning- crafters) But than, what if you get stuck!! "AAhhh...!! I am stuck ... help me!! free me!!" Well, instead of "Beam me up" you could have a new command like: "#move me" "#free me" "#help me" (currently used for help-questions for mods ... but they can 'free you as well') I dont want mods to be saddled up with all the people who get stuck ... but one of the other 2 suggestions might help. These commands would move you to the map you are on, to a free spot, near your current position (within viewing range, it aint a teleport spell) Maybe you will freeze for a few seconds too, 5 or 10 seconds. So that this cant be used as an 'escape'-move on pk-maps. It is only for when you get stuck, nothing more, nothing less. Other people shouldn't be effected by that command. I can understand that if you get stuck you would rather move to a position near the point where you got stuck ... like, you are entering a mine to harvest silver ore, you get stuck while entering, you beam and have to walk that distance to the mine again!! It aint funny. So a 'nearby-move' command would be better in that case. If you want to go to IP very fast (for a deal or a visit with the wraith or whateve) than use a ring This is my view, greetz, the clown
  18. summoning limits

    I would sell for 15gc, offcourse i will sell for that price! The problem is, that some summoners are buying for that price! The problem is that marketprice is 10gc and above per wolf fur. And yes, that's insane. greetz
  19. I have searched trough some magic improvements suggestions listed on this forum. I thought, why are all these beautiful suggestions scattered around the forums. If I put myself in the shoes of the devs, I think I wouldn’t like looking through the entire forum, looking for over 1 year old suggestions, while some of those suggestions are truly worth wile looking at a second time. I combined all the suggestions I could find in this 1 thread. If I missed some topics/suggestions, please feel free to react and I will implement it in this first thread. I have thrown in some of my own ideas too, so this isn’t all ‘old stuff’, but there are some new things in here as well. 1 of the things I tried to think of while typing this thread, is the new system (check this) which entropy is developing/thinking of atm What I totally love is the magic quickbar. It might get obsolete when the new system Ent is working on now gets implemented, but in that new system you could think of that 20x5 block as a huge quickbar. I know that this new system is just began working on and we shouldn’t expect it very soon, but we can all give some feedback when it has just started, so things mentioned now and in the past can get their implement in there (if we are lucky ) Just think of it people, 20x5 means 100 spells!! :drewl: (if I am understanding Ent’s thread correctly) What I have read several times, is to make all spells outcomes lvl dependant. So, if your lvl in magic increases, the effect of the spells increases too. Like heal-summoned now heals the summons 10 hp’s, while, a 10-lvl-higher magician still heals the summons 10hp’s. This should increase when the magic lvl increases. First a list of all the Spells I could find: (I can easily edit this list and put a spell in here if you think of new ones) - Duplicate Item: expensive spell, depending on what you like to duplicate even more expensive and some items cant be duplicated at all (like thermal serp) - Teleport Away: Teleports enemy to a random location (on the same map, or, if the magician has really high lvls even to other maps) - Freeze: Freezes enemy for 'x' seconds, or until attacked. Magician get’s a chance to run from battle or cast another more powerful harming spell on the opponent. These 'x' seconds increase with magic lvl - Fire Ball: Attack spell for 'x' damage - Heal Group: Heals everything from same guild / buddies who are around ye within a 'x' square radius for 'y' hp’s - Mirror Image: creates a mirror of your character, that fights/protect you. It has half you’re a/d/p/c/w or some percentage of your lvls, and you are able to heal your mirror in combat too. - Wrath of Nature: It would cause a mother nature kinda event on an opponent. If you cast it on an opponent it can have the m/n strike, bee sting, cavern collapse, bag of gold, or EXP in what he’s doing. So it could cause good or bad thing to happen to your opponent. Chaotic spell - Comet: 'x' damage to a square (with opponent) and 'y' splash effect for 'z' squares around it - Fire Storm: 'x' damage to anything within the fire spurts that shoot of from the ground within 'y' squares. - Gust of Wind: instant flee and causes the target to move off the screen so chances of re-attack are slim. - Tornado Spell: Same as 'Gust of Wind' but 'x' damage is done to the opponent as well. - Hurricane Spell: Same as 'Tornado' but with even more effect - Blizzard: ice damage and maybe an impediment(?) of strength due to frost bite. Maybe 1-2 strength down and 'x' damage - Hail: Splash damage like the fire storm, all though possibly can have same effects as Blizzard - Tsunami: A great wave that causes massive damage and a fle due to forcing the monster/opponent back - Last Breath: 'x' damage (x = a lot to start with ) and causes severe damage to armour/weapons/capes (well it is supposed to be a huge attack spell for the top mages) - Nimble: 'x'% to block an attack from an opponent for 'y' seconds - Spying: Needs Crystal Sphere, you cast this, and you can spy on a person somewhere in game, or you can spy on a location. * This can have many goals. You can see if it’s crowded somewhere, so you'll go somewhere else (storage/spawns). You can look at guild-mates fighting someone/something. You can keep an eye on someone’s death bag. (#GM: I lost a bag on these coords, can you check for me if it’s still there? With this spell you can see the bag and/or the person picking it up) I know it’s not illegal to pick up death-bags, but hey, most of us don’t like it You can think of other reasons to look at some location without necessarily go there. - Crippled: Opponent will walk slower for 'x' seconds - Heal Spree: You will get +'x' health per 'y' seconds for a period of 'z' seconds Example lvl 20 magician gets +5 health points per 10 seconds for a minute. Lvl 40 magician gets +10 health points per 5 seconds for a period of 1,5 minutes. (this example stands for every spell listed here, higher magicians can use higher spells, but will also have more effect from lower spells, might be %-tage based or whatever) - Lighting's dance: 'x' damage and a 'y'% chance of your opponent being paralized for 10 seconds - Tele to range: adjustment, now it is that if you want to attack someone you have to teleport near him, than click him to attack, it should be cooler if you could do this at once. Cast -> click opponent -> jump on him -> fight - Travel: A really long range spell that is triggered by clicking somewhere on the map. (this "Travel" spell can be the improved "teleport to range" spell, if you always see your position in coordinates somewhere on the map and you perform ‘Teleport to range’ you add the coordinates where you want to go to, and you will go there. If you aren’t powerful enough to travel to those coordinates, you get a message like, “those coordinates are out of range, but you did loose essences + mana points for tryingâ€, or something like that) This are only 23 possible new spells, and already only thinking about them is mind-blowing, think of all the other spells that can come in game … That’s it about spells I found so far. These suggestion + the spells already in the game don’t make that 100 spells yet. We can better think of 100+ different spells, so the devs can choose which they like and which they don’t like, so let those spells come and I will add them in this list. Than some other suggestions: If you are with a group on a map (guild mates or buddies or whatever) and you are fighting an opponent, wouldn’t it be cool if you could combine powers? For example, if 3 or 4 members cast “Fire Ball†roughly the same time, it causes to form a “Wall of Fire†around these 4 or directed upon the opponent. Or if all 4 members are casting some “Shield Spell†together, they will be invulnerable for attacks, until they attack someone, and the shield is broken. More of this ‘teaming up’ stuff would be cool to have. Now something I couldn’t find anywhere yet in this forum, but I am sure it is somewhere … lol: Magicians Clothing’s: A hat (nice and pointy), Torso, Pants, Boots, Medallion for magician, Cloak, Staff (off course!) and a Ring (or something else for the empty hand, like crystal sphere –see Spying Spell above-) All these clothes look loose and wide at the ends. (As if you can hide stuff in your sleeves lol) Why not have 2 or 3 sets. Like White, Black and for example Red clothing sets. Each item gives you some ‘advantage’, like: - more power in the spells - less essences needed - more success rate - less mana needed - more EXP gained - able to try Spells actually above your current magic lvl (with small chance of success off course) You can think off combinations as well: For Example, White Magicians hat gives: 5% more power to the spell + 10% less mana needed + 5% less EXP gained So you wont have only bonuses, but you can also have some set-backs (less EXP, but more power) These new sets of clothes could be the reason for some new mystical animals/creatures ingame for the magical furs, or for some new kind of magical stones. Also for example: each 1/100 (or even 1/1000) chop of something gives you a black, white or red magical stone which can be sold to magician-NPC for maybe 5gc each (not too much) or you can use it with existing furs and essences or something, to create the magicians clothes. I think there should be some ‘penalty’ for wearing parts of the red + parts of the black + parts of the white clothing sets. Because you can’t serve different sides. I think there should also be some additional bonus to complete sets. If even 1 of the suggestion listed above get implement in the game I think most of the magicians in EL will be happy. If they get implemented all, than there is a new Era we will enter with EL. For the Devs: I know Ent is creating / looking for a [complete] new magic system (again, check this) and I like to know how much of a help I am with this thread. I don’t know how far some of the features listed above are in progress allready by the developers, since some suggestions are over 1 years old. If there are any features worked on, which features are they, and how far in the progress are they (20% done, 50% done, 80% done??) I don’t want to rush you Devs, you are doing a great job with the game, I only like to help (and possibly improve the game) For all the other players: Don’t go replying with: “Woohoo, this sounds kewl†or: “I hope they implement it soon†Because I already know it sounds cool, that’s why I found stuff all over the forum. I mainly just collected [all] the data and put it in 1 thread. I added some of my own ideas as well when I was on it. If anybody has some real improvements/new spells in mind, don’t hesitate and post it in here, and I will implement it in the first thread. So the ‘state of the forums’ become a little cleaner Tnx Regards, The Clown //edit: how can i make my post a bit nicer organized? I pre-typed this in word, and than ctrl c, ctrl v in here ... but it doesnt look nice at all (tabs not working etc.). Is it just trial and error before things look nice in here? It is my 3th post on forums here, lol... //edit 2, new spell in the list, and tried to improve the interface a bit
  20. Magic, combined suggestions

    I understand the possible confusion, fixed it And about the spells, yeah offcourse there are some unrealistic ones, as if we encounter this kind of magic daily in RL , but most of them came from elsewhere on this forum. I just made 1 list out of it. If this list can grow to 100+ spells, the most unrealistic ones can be cut out and replaced by spells with some more sense
  21. Magic, combined suggestions

    added to the list I don't know what they are planning allready with these furs ... i dont think they just put them in the game without future purpose. If there isnt a purpose planned yet for those furs, than this might be a good idea, but i wont put my money on it Regards, the clown
  22. Magic, combined suggestions

    Those spells are mostly from somewhere listed on this forum, and yes there were more fire-spells suggested, i just implemented them all in my list. There are also wind-spells in here, tornado/hurricane and water-spells, tsunami (name change to great flood seems appropriate...) Maybe use earth essences for earthquake like spells? Just look at th 'current' system with essences and with every essence you can think of use in several new spells. I dont know how much the system will be changed if you look into Ent's post on programming section Fire spells seem to have the most 'fans' around amongst other players, but other essences can be a base for spells too offcourse. What i also noticed is that most spells suggested are either to fight back or escape from battle greets
  23. Cloth Sets Bonus

    Complete Cloth Sets should give bonuses: If you are wearing a complete fur set, it should give some additional bonus, like more cold protection or something… For Example: Complete Fur Clothes Set: Gives bonus points in Cold-protection Complete Leather Set: Gives bonus points in Heat/Cold/Armour protection Complete Plate Set: Gives bonus points in Armour/radiation protection For now this are the only 3 complete sets in game. (I can think of) If the magic clothes from this thread are implemented, they could be added to the list too, with bonuses like: Complete White set: Extra protection against Black/Red Spells and/or Extra Power in White Magic Spells Complete Black set: Extra protection against White/Red magic and/or Extra Power in Black Spells Complete Red set: Extra protection against White/Black magic and/or Extra Power in Red Spells I totally agree upon other players that there should be more diversity in clothing’s, but in my opinion there should first be looked at clothing’s for the other skills like Magic/Summoning, maybe even Manufacturers/Potion makers/Alchemists/Crafters with there own set of unique clothes, which can help them a bit with extra % to success-rate or extra % to EXP (not to much % extra EXP, because it would make Gods obsolete but 5% or so is already a nice bonus) After these different skill-cloth-sets are implemented in the game, bring on the diversity. That’s my idea. Any replies? Regards, The Clown
  24. New spells interface

    I should say left-click is the 'do'-button and right-click is the 'abort'-button, since left is always 'do' Other suggestion: if you have cast a spell in this new settings, will the last casted spell still be active, so you can easy click the target again? or will you click the right-spell-button time and time again if you want to do it repeatetly Other thing to think about: the 2-second-interval, will it be changed? because, if magicians will get their long awaited for new spells and interface (Yea power to the mages ) the 2-second-interval still makes them 'vulnerable' -don't know if that's correct english- for counterattacks. If magicians can cast spells faster (maybe faster casting when you have done that spell more or faster casting when your magic lvl increases or something like that) than they can become a true opponent against the strong warriors and strong summoners. Yippie, can't wait -I was planning to search through the forums today to collect all the different spell suggestions and other possible implements into magic, and combine them all in 1 post, for suggestions section, shall I still do that? since this post might make it obsolete- Greetz the Clown
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