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Raising Attribute Cap to 60!

Raising Attribute Cap!  

128 members have voted

  1. 1. Would you like to raise attribute cap to 60?



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No.

 

I would not like the attribute cap to be raised to 60.

 

If you were to re-poll and ask something along the lines of:

 

Which option do you like best:

A) Leave attribute cap as is (48)

B: Raise attribute cap to 60, allow full point placement (Sum of attributes can = 360)

C) Raise attribute cap to 60, cap total attributes (Sum of attributes <=312).

 

(why 312? Can get 48 all stats, plus 60 in preferred stat, 54 in 'side-stats')

 

I would pick option C in such a poll (even if the number was perhaps 288 or 300).

Edited by Diealot

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I voted no, One of my reasons is we have much worse problems than attribute cap...

Lower the prices of items in-game to where they can not be raised by individuals. - I.E. NPC merchants. Fix the game to allow it more feasible for all players.

 

"Eternal Lands is a FREE 3D fantasy MMORPG (massively multiplayer online role playing game) that can be played on Windows, Linux and OSX.

So why play Eternal Lands, when there are so many free MMORPGs out there? Well, there are many reasons why, but here are a few:

  • Friendly community. Most of the people here are friendly, and they will try to help you if they can.
  • There are 12 skills in the game: Attack, Defense, Harvest, Alchemy, Magic, Potion, Summoning, Manufacturing, Crafting, Engineering, Tailoring and Ranging. (You cannot be strong in everything unless you buy PPs)
  • There are no fixed class restrictions, so you can develop your character in any way you wish. You, as a player, determine exactly how you develop your character. If you make mistakes, or decide to change or adjust your build, you can do so. (Seems your bank acct determines this)
  • Eternal Lands is not just about combat. Many players focus on more peaceful activities such as collecting resources, creating items, summoning monsters and so on. But if you like combat, there is plenty of it as well, both PvP and PvE. (Plenty of both? I have not seen PK in forever)
  • The game client is relatively small, the download being only 50MB. That's under a minute on a cable modem, and a few minutes on a DSL connection.
  • Eternal Lands is a multiplatform game, running on Windows, Linux and OSX (Mac). The client is open source. (TRUE!)

 

{C}
Things to do:
Fighting: You can fight monsters and other players, hunt animals, or join with a group of friends and take them on together! (Make sure you're a strong fighter aswell as being within the level for instances. Chances are unless you find a generous 160-170 tank *Like Caduceus/Brutus* you will not be attending)

Harvest & Manufacture: Mine ores that you turn into bars of iron, steel, titanium and make various armor and weapons. Or pick flowers and herbs that you mix together to create potions or magical essences. (Depends if you want to make yourself a great fighter at your level or weaken yourself and cash your PP in for nexus to harv/manu - OR come up with some hydro bars/ nexus removals and BUY! ***EXPENSIVE***)

Summoning & Magic: Summon an animal or monster to follow and fight for you! Or Become a Mage and cast deadly spells on opponents, or heal your companions. (Magic/alchemy/ranging - Made for everyone, no nexus recommended - perfect skill for a strong fighter)All remaining skills require you to trade in PP, Most people will NEVER be able to afford to get those back.)

Roleplay with friends! There's always someone new to talk to, global or private channels, guilds to join, places to explore, all with an easy to use chat interface.

Eternal Lands has no fixed classes or professions, so you can always do new things and develop new skills without having to create a new character!

About:
Eternal Lands first went online in February of 2003. At that time all you could do was sit down and walk around exploring maps. It wasn't until about 6 months later that fighting and some more skills were implemented. Since then the project has grown a lot and has been lucky enough to find some great volunteers to help us out in many areas. MMORPG's are never truly complete, so there will always be new things added for as long as the game is online! The game will always be free to play. (Free to an extent)

If you have any questions, please visit the Forums page, and post your questions in the appropriate category.

If you want to start playing, just go to the Download page, and follow the instructions. The download is about 50 MB, which is relatively small, even for the Dial Up people.
"

 

Make items/tasks in game more reachable for the people that cannot spend hundreds/thousands on this game. Everyone curses at GC sellers - Make the game playable without USD. Rostogols are outrageous. Inflation has touched every aspect of the game. It starts from updates like these.

 

Bought PPs should not be that expensive, GC should not be that cheap (USD), and rostogols should not be that untouchable by many.

 

Like I've stated, fix the problems at hand, then PLAN a big game update such as this. It will effect more than some may know. I've watched this game form over the years, from iron armors to titanium, from c1 to c2. I've lost tons of friends due to updates being implementing completely screwing their ways of playing.

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I voted no, One of my reasons is we have much worse problems than attribute cap...

Lower the prices of items in-game to where they can not be raised by individuals. - I.E. NPC merchants. Fix the game to allow it more feasible for all players.

 

"Eternal Lands is a FREE 3D fantasy MMORPG (massively multiplayer online role playing game) that can be played on Windows, Linux and OSX.

 

So why play Eternal Lands, when there are so many free MMORPGs out there? Well, there are many reasons why, but here are a few:

  • Friendly community. Most of the people here are friendly, and they will try to help you if they can.
  • There are 12 skills in the game: Attack, Defense, Harvest, Alchemy, Magic, Potion, Summoning, Manufacturing, Crafting, Engineering, Tailoring and Ranging. (You cannot be strong in everything unless you buy PPs)
  • There are no fixed class restrictions, so you can develop your character in any way you wish. You, as a player, determine exactly how you develop your character. If you make mistakes, or decide to change or adjust your build, you can do so. (Seems your bank acct determines this)
  • Eternal Lands is not just about combat. Many players focus on more peaceful activities such as collecting resources, creating items, summoning monsters and so on. But if you like combat, there is plenty of it as well, both PvP and PvE. (Plenty of both? I have not seen PK in forever)
  • The game client is relatively small, the download being only 50MB. That's under a minute on a cable modem, and a few minutes on a DSL connection.
  • Eternal Lands is a multiplatform game, running on Windows, Linux and OSX (Mac). The client is open source. (TRUE!)

 

{C}

Things to do:

Fighting: You can fight monsters and other players, hunt animals, or join with a group of friends and take them on together! (Make sure you're a strong fighter aswell as being within the level for instances. Chances are unless you find a generous 160-170 tank *Like Caduceus/Brutus* you will not be attending)

 

Harvest & Manufacture: Mine ores that you turn into bars of iron, steel, titanium and make various armor and weapons. Or pick flowers and herbs that you mix together to create potions or magical essences. (Depends if you want to make yourself a great fighter at your level or weaken yourself and cash your PP in for nexus to harv/manu - OR come up with some hydro bars/ nexus removals and BUY! ***EXPENSIVE***)

 

Summoning & Magic: Summon an animal or monster to follow and fight for you! Or Become a Mage and cast deadly spells on opponents, or heal your companions. (Magic/alchemy/ranging - Made for everyone, no nexus recommended - perfect skill for a strong fighter)All remaining skills require you to trade in PP, Most people will NEVER be able to afford to get those back.)

 

Roleplay with friends! There's always someone new to talk to, global or private channels, guilds to join, places to explore, all with an easy to use chat interface.

 

Eternal Lands has no fixed classes or professions, so you can always do new things and develop new skills without having to create a new character!

 

About:

Eternal Lands first went online in February of 2003. At that time all you could do was sit down and walk around exploring maps. It wasn't until about 6 months later that fighting and some more skills were implemented. Since then the project has grown a lot and has been lucky enough to find some great volunteers to help us out in many areas. MMORPG's are never truly complete, so there will always be new things added for as long as the game is online! The game will always be free to play. (Free to an extent)

 

If you have any questions, please visit the Forums page, and post your questions in the appropriate category.

 

If you want to start playing, just go to the Download page, and follow the instructions. The download is about 50 MB, which is relatively small, even for the Dial Up people."

 

Make items/tasks in game more reachable for the people that cannot spend hundreds/thousands on this game. Everyone curses at GC sellers - Make the game playable without USD. Rostogols are outrageous. Inflation has touched every aspect of the game. It starts from updates like these.

 

Bought PPs should not be that expensive, GC should not be that cheap (USD), and rostogols should not be that untouchable by many.

 

Like I've stated, fix the problems at hand, then PLAN a big game update such as this. It will effect more than some may know. I've watched this game form over the years, from iron armors to titanium, from c1 to c2. I've lost tons of friends due to updates being implementing completely screwing their ways of playing.

Have to agree, there's quite a few things that could be changed/fixed, which would benefit especially newer players. Raising the attribute cap would not have any effect on that at all, maybe even the opposite effect.

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I don't like it much tbh. With higher attribs, a fighter can kill monsters at a lower a/d cap, that is obvious. With higher caps, this will only increase. Already invasions are risky if you have PP spent on more than human nexus, and this would only get worse - more PP on attribs would make the capped invasions have higher level mobs, and people at the cap without specialist builds would be screwed.

 

At first I like'd Radu's idea of PP for a/d exp, but I think this would only serve to make the situation worse still.

Edited by sadarar

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I would like to see the caps rised. But more importantly there must be a way to reward higher end level player for the achievements.

As a player whos main is at 174 OA and who is determined to make a very good overall char i must say. One of the downsites of this game is. that once you hit the 120 oa, new pick points are made so slowly (and with 170th we talk in amounts of month instead of days) that will not satisfy people. Once 179 is hit as it did with quite a lot of people, the motivation to level goes down. same with skill levels that growing closer to 100.

An award system that take this into account. might be needed.

Attribut cap rice is a good start.

But it needs to be balanced

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Why not try at 52 to see what unexpected side affects occur?

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SenZon, on 25 Apr 2016 - 6:06 PM, said:

I am near maxed attributes only 16 away from it (if I neg out I would be over maxed). I barely play this game right now I wish I had more motivation, not only with maybe the possiblity of raising attribute cap but for a rework to this game. We need something new, not just shifting some numbers around we need new maps, monsters, we NEED CONSTANT UPDATES!!! A update a week wouldnt hurt even if just minor changes to keep it fresh challenging and refreshing. Maybe its time we risked something new. I see other threads about NPC prices, mixing rations etc. Introduce new monsters, new drops etc. EL needs some risk updates. Because the way its going unfortunetlly the player base is just going to get smaller

god has spoken 2nd that

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If attributes get raised it means that monsters will be rebalanced and i probably will not be able to participate at invasions or instances anymore, so i tried a no vote here

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66 yes votes and u need max 4 more! for what, just intrigued. even 70 people is less than a quarter of EL players.. anyway just seems to be another way of fighters getting what they want and making it harder for all round players to enjoy invances/invasions as monsters will be changed to cope with their change..Invasions use to be fun for all levels now left for a few, as heaven help u intefere with a player whos on a monster they are doing solo..... players use to be fun on invasions now very few are !!! oh and a no : )

Edited by Darkdrizzt

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Extreme necropost alert.



Nope. This is how it will turn out: -

 

 

1. Old P2Ws come back, farm instances and invasions which drop the highest numbers of the costliest drops. This continues till there is a significant fall in drop prices.

 

2. Since these drops are the same drops which are awarded in smaller quantities in lower ranges--while the price for dying and/or degrading items at any range remains the same--all lower ranges suffer a drought.

 

3. Rise in toughness reduces average breakrate throughout the server, because most of the PvE combat is being performed by a huge influx of P2Ws. Radu adjusts the break rate to normalise against the higher average toughness. He calls this "I feel that I have to reward the people who have put points in toughness", a la 2012 w/ Korrode. Rise in reaction and rationality reduce player death hazard in multicombat. Radu adjusts mobs to hit oftener and harder. Consequently non-P2Ws suffer through unplayable events. If events are nerfed to allow non P2Ws to participate with some modicum of safety, any P2Ws in that same range enter and completely milk said events.

 

4. P2Ws get bored, again, with the lack of new ideas, get tired of paying for infinitesimal advantages and leave, what remains is a ruin. We've seen this before. Combat is not adjusted, the game just becomes permanently even more unbalanced.

 

 

 

The only way this works to the population's benefit is if a cap is implemented for total attributes and for sanity's sake that cap should be at 6*48 or even lower.

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