Jump to content
Eternal Lands Official Forums
sithicus

hunting monster

Recommended Posts

Right now, one kills monsters for training or drops, depending on their level. But there is nothing in the game that you just want to seek out to kill because it is very precious.

 

I suggest a cuddly, fuzzy creature that you just want to kill because of its pelt, like they do in real life. It would live amongst the yeti's and arctic chimerans and be a rare spawn/not localized at a campable spot. It would be killable by most players (but given its habitat it would still be dangerous) and be worth quite a bit. Perhaps place it in new PK maps so that there's something else of great value in PK besides hydro.

Share this post


Link to post
Share on other sites

Hunting would be interesting, but would need more than a normal spawn, however rare.

 

First of all; the location of the spawn would have to be variable. If it was a fixed location, or small area, then it could be staked out. While creatures lairs can be staked out in RL, spawns are much too reliable.

 

Secondly; can we introduce some aspect of 'tracking'? Animals don't leave tracks in EL, so you cannot follow them, unless the 'look at' action is used? 'Look at' a piece of ground, and a perception check may tell you when a creature last passed by (or rather, base this on the current distance to the nearest creature). The action would have to take either food, mana, or have its own cooldown time; otherwise it would be pointless [1].

 

Thirdly; animals could run away from characters to make them harder to chase. This was mentioned in the current thread on Bigfoot.

 

Fourth and finally; animals could have safe-havens where they can run to. For example, a rabbit runs to its burrow and vanishes (beams away?). Small animals could have burrows under various bushes. To keep things consistent, it could be implemented as a teleportation to another 'burrow' location on the same map. In fact, this ties nicely in with the variable spawn location; a 'spawn' can have multiple points across a map, which also act as portals for that creature, randomly connected.

 

 

[1] This should be the case for all actions. If a character can click-until-succeed without limits, then the test is pointless in non-time-critical situations (ie, outside combat).

Share this post


Link to post
Share on other sites

If a character can click-until-succeed without limits, then the test is pointless in non-time-critical situations (ie, outside combat).

 

uh... could you clarify this plz? i find it rather confusing.. :P

Share this post


Link to post
Share on other sites

How about this for a sudgestion, a very very rare spawn of a high lv monster with very valuable skins and furs on it that can be manufactured into a very rare and expensive/magical clothing.

 

(Edit: The creature would only spawn in certain maps where there would most likely only be high lv players, and the creature would spawn about every 500-1000 kills of regular monsters on that map and in a random spot)

Edited by redsoxlovr10

Share this post


Link to post
Share on other sites

How about this for a sudgestion, a very very rare spawn of a high lv monster with very valuable skins and furs on it that can be manufactured into a very rare and expensive/magical clothing.

 

 

All very well but why high level ? why not have a rare spawn of various level creatures/monster so as not to alienate all but a few of the highest level players.

 

The lowest level rare creatures might only drop enchanched versions of there furs but as long as these can be made into differant items than a normal drop then i think ppl will still hunt them for the fun

 

ie: skunks hats : not magical .not overly usefull but ppl wear them because they like the way they look.

Edited by conavar

Share this post


Link to post
Share on other sites

How about this for a sudgestion, a very very rare spawn of a high lv monster with very valuable skins and furs on it that can be manufactured into a very rare and expensive/magical clothing.

 

 

All very well but why high level ? why not have a rare spawn of various level creatures/monster so as not to alienate all but a few of the highest level players.

 

The lowest level rare creatures might only drop enchanched versions of there furs but as long as these can be made into differant items than a normal drop then i think ppl will still hunt them for the fun

 

ie: skunks hats : not magical .not overly usefull but ppl wear them because they like the way they look.

 

 

Well i just think that if a newbie was able to kill it, then it wouldn't be worth much... however if only a higher lv'ed player could kill it, it has more value, and im not even a high lv myself and im saying this...

Share this post


Link to post
Share on other sites

I do understand what you are saying red and its a fair enough point. having them high level gives the players who want to hunt them a goal to try and achieve.

 

My point was though to make huntable animals of all levels so even new players can go of hunting even if its only for the RARE BLACK RABBIT OF PORTLAND .Not everything dropped has to be able to be turned into magical/expensive items. Even if the black rabbit fur only made a shiny new black hat ,im sure players would hunt them for the fun factor.(and hopefully we all play the game to enjoy ourselves)

 

Then when players have achieved higher levels they can go off hunting bigger /rarer monsters.

 

Keep it open to all low and mid level monsters for low-mid level players working up to the higher levels for the more experienced hunters

Edited by conavar

Share this post


Link to post
Share on other sites

Wow thats a great point Concavar, and it opens up something else as well, for each map have a rare animal/monster that can appear that has rare pelts to make certain items, like the black rabbit of portland, the white fox of whitestone, the red wolf of votd, and so on and so forth, this makes traveling across each map exciting to see if you may come across one of the many rare monsters!!!!

Share this post


Link to post
Share on other sites
If a character can click-until-succeed without limits, then the test is pointless in non-time-critical situations (ie, outside combat).
uh... could you clarify this plz? i find it rather confusing.. :rolleyes:
For any task your character attempts, such as looking for animal tracks, there is a chance of success. If you fail, and there is no penalty for failure, you can try again, and again, and again... until you succeed. This is the 'click-until-succeed'. The failures cost you a bit of time, but time is only significant in a few situations (such as combat).

 

For example, consider a spell such as "teleport to range"; you can stand at the river edge and repeatedly attempt to cast the spell until you succeed, as many attempts as it takes. Eventually you will succeed, and all it will cost you is a bit of time, which doesn't really matter since there is no rush. So what was the point in being able to fail, other than you make you click lots of times?

 

For the success-failure rate to have any meaning, there must be some consequences of failure which prevent unlimited retries. Otherwise why bother?

Edited by trollson

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×