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With all the seemly random events, mother Nature, bees, collapsing walls, teleporting all over, and even a random stop harvesting. Why in the world don't you get rid of the Harvest experience cap. It seems that the development tems stresses combat and want to hurt anyone that wants to craft, manufacture, or create things. take the example of the need for greater and greater amounts of basic minerials, food and essences. If you state that the exp cap is there to prevent macro miners, that is a very lame excuse. With the new auto harvest feature, they can no longer do what they use to.

As for the Economy, what is the problem, make things sell things, buy things. Allow us to make everything then allow us to sell things to PC (throught bots) and NPC shop keepers. Have nothing created by NPC's, we supply everything to NPC's. Have a default high / low price so nothing is sold at a loss and nothing sold for more than let us say 200% above the default. It may not be a player run economy, but it is better than what is implimented right now.

As of right now, let see... pickaxes, hammers, ect... can only be purchased from NPC's, but what if we could make them ourselves. Leather... Who ever thought that leather only comes from cows, we have deer hides that right now are used in potions and summoning.

Do the developers think that everyone just wants combat? Some combat is just unavoidable, even enjoyable, but even warriors need things, they have to have things repaired, they have to eat, they have to be healed (by potion or by spell). All these things need someone to make or gather the items to make.

Also allow the Manufactures and Crafters to repair Items that they can make.

You also have to check the success rate of just making any item, even the enhanced essences.

Well If I have missed anything some one will tell me, if anyone has any comment please do not just flame me, give me a arguement so we can solve some of these problems. It is up to us players to find a solution.

 

:angry:

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With all the seemly random events, mother Nature, bees, collapsing walls, teleporting all over, and even a random stop harvesting.  Why in the world don't you get rid of the Harvest experience cap.

Because it would make it much easier for people to level up.

 

It seems that the development tems stresses combat and want to hurt anyone that wants to craft, manufacture, or create things.  take the example of the need for greater and greater amounts of basic minerials, food and essences.

Since when is there a greater need for food? There's infinite supply, and therefore practically no need. Essences aren't in greater need than usual... except for the enriched ones, but that's sort of the point.

 

If you state that the exp cap is there to prevent macro miners, that is a very lame excuse.  With the new auto harvest feature, they can no longer do what they use to.

Okay, the XP cap is there to make it so that it isn't so easy to level up. And having an auto-harvest feature makes it EASIER for macroers to level up... so the random events are there to balance that, plus some, due to the excess in items and money in EL.

 

As for the Economy, what is the problem, make things sell things, buy things.  Allow us to make everything then allow us to sell things to PC (throught bots) and NPC shop keepers.

You don't need bots to sell to other players, and few people use the NPC's at all. And if we make anything, then we can just remove the Antisocial perk, because then the NPC's will be of no use whatsoever, other than to supply the min/max prices.

 

Have nothing created by NPC's, we supply everything to NPC's.  Have a default high / low price so nothing is sold at a loss and nothing sold for more than let us say 200% above the default.  It may not be a player run economy, but it is better than what is implimented right now.

Why would people do that? Why wouldn't people just sell right to other players, and use the NPC prices as the min/max prices like they do now?

 

As of right now, let see... pickaxes, hammers, ect... can only be purchased from NPC's, but what if we could make them ourselves.  Leather...  Who ever thought that leather only comes from cows, we have deer hides that right now are used in potions and summoning.

Then nobody will use the NPC's, and no money will be deleted. Currently, there are too many items and too much money. If you don't get rid of it, then the gold coin will be worthless. Which is bad.

 

Do the developers think that everyone just wants combat?  Some combat is just unavoidable, even enjoyable, but even warriors need things, they have to have things repaired, they have to eat, they have to be healed (by potion or by spell).  All these things need someone to make or gather the items to make.

Actually, you don't have to make or gather items to get your armor repaired. Also, they can easily pick up a few fruits in Portland, they can make their own essences and potions.

 

Also allow the Manufactures and Crafters to repair Items that they can make.

Then that'll remove another way to remove money and items from the game... although tankel isn't sucking up that much money, he's better than nothing.

 

It is up to us players to find a solution.

Yup. ^_^

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QUOTE ("goatsgomoo

")

As for the Economy, what is the problem, make things sell things, buy things.  Allow us to make everything then allow us to sell things to PC (throught bots) and NPC shop keepers.

 

 

You don't need bots to sell to other players, and few people use the NPC's at all. And if we make anything, then we can just remove the Antisocial perk, because then the NPC's will be of no use whatsoever, other than to supply the min/max prices.

 

 

My opion whole thing is when try make worth for combat they overdid so all other catorgorise now lower then combat. I realy think weapons and armour above leather should has supply by players not by kill monster or npc's.

Because would actual make so manufactor people could actuall make money because steel shield max luck 1k gc for it and other stuff too. And why put efe on titanium stuff was to raise price of all titanunium stuff cause geting too low. But hold wait see what next big change is come and hopeful it straight the balance of it. And may say Manufacturing take lot work has make fe's then make into bars and then make in to actual item it 3 level processed. Just point out in end you can now just go kill animal and monster and get it.

 

 

But if no npc then that reserve for Blue Moon(Eternal Lands 2) which release has pay monthly to play on it but Cool can construtuce own buildings in it too.

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the development team is working a lot behind the scenes to make the game better, have patience.

maybe you should add more next update ^_^ :(:D

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Without the harvest xp cap you may as well start everyone out at OA 30, as every newb with half a brain would end up getting it in a day. Sure, they could up the harvesting event rate to kill the problem but that would just make it even worse on crafters who do a lot of harvesting.

 

Causing things to be harder to make doesn't hurt craft/manu people, it helps them. EFE's in particular have driven up the price of high end gear, and as old stockpiles and illogical attachment to the current prices dwindle the prices of high end gear will rise. I happen to see that as a good thing.

 

Some items that you make you lose money on. Call it a cost of training the skill. It should end up leading to less craft/manu types, which leads to a lower supply of high end gear, which leads to higher prices, which is good for the economy.

 

Now there is a chance that a player wipe or massive population increase will have to happen before the economy ends up with a more sane pricing scheme, but those two things or Time are the only things that will "fix" the current economic situation.

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