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An idea for more excitment to the game!

  

257 members have voted

  1. 1. Please read message below fully before voting! :)

    • No keep the maps and monsters as they are!
      90
    • Yes, make these changes!
      167


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I was thinking how many people have said, "I had so much fun running through a dangerous monster map without monster magnetism" or "it was so fun when we had to run away from the goblin in portland". And yeah, it was so much fun because there was a higher level of excitement! It made the game more a game.

 

So, what if we placed aggressive monsters, on almost all maps...but, now keep reading!! :) But, there would also be towns and cities on these maps, and these would be semi safe areas with town guards as NPC's guarding them(they'd kill of any monster that goes past them, but there is a slight chance that amonster can sneak in). In addition to that, you'd be able to Rent-A-Guard, for a pretty low price for in game minutes. When you have that body guard with you, the monster would only attack them, and not you. Of course you still have mm(which I really hate the fact that there's a perk for that but oh well :P).

 

This would not change pk maps/areas-they stay as they are. This is just for monsters.

 

Also note that we wouldn't just throw whatever monster on whtaever map. There would be low lvl monster maps(like ws, portland, votd), and medium lvl monster maps. There might be one or 2 higher lvl or medium lvl monsters mixed in, but it would be rare if at all.

 

Do you think this is a good idea? Would you like to see it in the game?

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I would rather have the MM cape level restricted again as it used to be. It's exciting for a while, but gets annoying for an older character who has done his share of levelling and needs to go to places with stuff he doesn't want to lose.

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It would be interesting, however I think there should still be no monsters on IP. And... not only in cities there should be guards - make it also in ports (at least in White Stone).

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I'm going with no; there's already far too much emphasis on fighting in this game

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Anyways, how would this affect people training on wolves and gargs and such?

Edited by Dark_Nightmare

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could there be a small chance that a newly spawned monster is monster magentism immune, say every 100 unarmed goblins is a warrior that ignores the perk and cloak.

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But, there would also be towns and cities on these maps, and these would be semi safe areas with town guards as NPC's guarding them(they'd kill of any monster that goes past them, but there is a slight chance that amonster can sneak in). In addition to that, you'd be able to Rent-A-Guard, for a pretty low price for in game minutes. When you have that body guard with you, the monster would only attack them, and not you. Of course you still have mm(which I really hate the fact that there's a perk for that but oh well :P).

 

I think the combat system would need to be changed a bit for this. Such as how fleeing is currently handled. Right now you're stuck in one spot for the entire combat. I would like it if you could move, thus possibly drawing the enemy to the guard. This would also possibly mean that the guards would need to be able to break into the fight even on non-multi-combat maps to take the monster off the player.

 

I'd also like to see the way that combat experience is awarded changed. As it currently is, it makes weapons fairly useless. I think it could be balanced to reward both methods (with and without weapons). But, maybe this is a discussion for another thread.

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I think this would be a very good way to add more excitement ^_^ Just this morning a newblet was telling me that he enjoyed being chased by the PL goblin and running away. :) Plus, it's very original.

 

I vote :P

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of course ip would be safe! :P

 

And other things, like weapons meaning more, possibly making flee real time based might be done, but don't discuss them here. There's a whole thread about a new flee system somewhere in this forum.

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I vote no - it would be fun to run for your life, but not if it meant losing 1000's worth of stuff / capes/ etc when u die

 

At the moment it is the players choice on how they want to deal with monsters - if u wanna run, then dont use monster mag....

 

More fighting and dying wont make it a better game I think.

 

 

 

Maybe do it on a couple of maps where you have to go to harvest certain special stuff? so at least if you gotta run, you can prepare by not carrying valuable...

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It sounds like a good idea if for no other reason than providing more flavor for the game. I am one of the players who has enjoyed sneaking through the monsters to get rubies, emeralds, and going around portland. Going to WhiteStone at night always got my blood going at least a little too. I do not have to worry about gargs anymore and I have an MM cape but I rarely use it. I went to the bookseller in Grubani and got the garg fighting book and that was seriously a rush because I did not use my cape on purpose. I think it would be cool to add perception to the game and allow people to see farther out around them and of course give them an idea of what kind of an opponent they are facing with other players. I would do away with MMagnetism completely if I could see just a little bit further. Watching for a monster to suddenly pop into visual range definitely adds to the enjoyment of the game. :P

 

TirunCollimdus Definitely an interesting idea and I hope we can adding stuff that really gives more opportunities for role playing like this does.

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Well, I think it's a pretty good idea, but I've got a question...

 

Imagine, I'm waiting by a Guard NPC, a chimmy comes to town, the Guard NPC kills it and returns to its spot, I take all the monster drops, and I keep repeating this for hours and hours.

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good point sistema! Perhaps we can make it so that Guard bots will take the bag, and the bag's contents will just be removed from the game.

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I vote no...I don't like the idea of worrying about whether or not im gonna step out of town and lose everything in my possession.

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Alternatively, instead of Rent-a-Guard, you could try implementing something like an Amulet of Protection, which would give you temporary immunity from monster attack for about 5 minutes after it is used. Make it stackable, make it cheap, make it replace MM perk/cloak.

 

Thus, it becomes a simple gradient - newbies would be able to afford a few Amulets at the beginning, so they would have lots of excitement trying to conserve their moments of immunity, and a bail-out scheme (see a monster you can't avoid, use the Amulet), whereas higher-level players might just stock up on Amulets and use one every 5 minutes or so in order to proceed with their plans uninterrupted (just like eating food).

 

It has almost the same effect as a guard, but less actors involved. (Which could be useful if everyone and their pet guard decides to visit storage in a monster-filled map).

 

~Shouja~

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Alternatively, instead of Rent-a-Guard, you could try implementing something like an Amulet of Protection, which would give you temporary immunity from monster attack for about 5 minutes after it is used. Make it stackable, make it cheap, make it replace MM perk/cloak.

 

Thus, it becomes a simple gradient - newbies would be able to afford a few Amulets at the beginning, so they would have lots of excitement trying to conserve their moments of immunity, and a bail-out scheme (see a monster you can't avoid, use the Amulet), whereas higher-level players might just stock up on Amulets and use one every 5 minutes or so in order to proceed with their plans uninterrupted (just like eating food).

 

It has almost the same effect as a guard, but less actors involved. (Which could be useful if everyone and their pet guard decides to visit storage in a monster-filled map).

 

~Shouja~

I'd rather they not be stackable so a high level player can't carry 50+ of them.

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I think there should be some maps with very aggressive monsters (high % to ignore MM perk). But you shouldn't add more monsters there. And i also think that the poll is unfair because high lvl warriors will allways vote yes on adding more monster spawns.

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It is a role-play game, not a get-murdered-at-every-turn game.

 

Imagine a player whos chosen to make a char that specialises in alchemy & manufacture....... the char would be quite un-enjoyable to play if he was constantly losing 300 titanium ore on the way back into town, considering his attack & defence 'levels' are not what he wants to be bothered about.

 

Really really really, please dont do it across EL, but by all means its a good plan for the odd map here and there.

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Alternatively, instead of Rent-a-Guard, you could try implementing something like an Amulet of Protection, which would give you temporary immunity from monster attack for about 5 minutes after it is used. Make it stackable, make it cheap, make it replace MM perk/cloak.

 

Thus, it becomes a simple gradient - newbies would be able to afford a few Amulets at the beginning, so they would have lots of excitement trying to conserve their moments of immunity, and a bail-out scheme (see a monster you can't avoid, use the Amulet), whereas higher-level players might just stock up on Amulets and use one every 5 minutes or so in order to proceed with their plans uninterrupted (just like eating food).

 

It has almost the same effect as a guard, but less actors involved. (Which could be useful if everyone and their pet guard decides to visit storage in a monster-filled map).

 

~Shouja~

 

I actually think it's a great idea. In fact, that was kinda our original plan for the monsters..but there'd be amulets for different types of monsters that denoted you as a friend(so they wouldn't attack). Like a goblin amulet, one for orcs, trolls, etc..

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