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Xilcox

Nexuses

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I have a suggestion about nexuses, that would be simple to add, and i think would have very good implications, mainly for the ingame economy.

First the story :D:

EL dosen't force you to specialise into classes like other games (knight, druid, mage, etc...), which is nice, but if you can do anything by yourself there is no demand. With no demand there is no ingame economy, the only trade is from high to low levels and with NPCs. Now the people that made this game came up with a smart solution to that, which is the nexuses. Since you need the nexuses for higher level things in one specialisation, presumably you have to focus on a few.

This solution works well for the low and mid levels but there is a problem: the higher nexuses are too cheap. The higher levels easily get 4-5 pickpoints for their nexuss when they need something, and consequently only trade to sell to mid&lower level chars, or just for tasks that are tedious to them, that they could do, but afford not to.

This is hurting the economy. I see the designers have managed to kept the economy balanced by having very high selling prices at the NPCs (compared to their buying price), but still for a lot of people there is not much of a market - if something is expensive at the NPCs people do it for themselves rather then buy.

So my solution: have the 1-3 nexuses cost 1 pickpoint as before, but have 4 cost 2 pickpoints, 5 cost 3, etc... of course this is just a proposal, the basic idea is just make the higher level nexuses more expensive in pickpoints. If changing the current nexuses causes too much trouble (what would happen to people that already have them ? - i suggest they get their pickpoints back for the nexuses that changed "value", free to reinvest if they want, but some people wouldn't like that), at least make any extra nexuses (6+) not yet used more expensive, in case any use for them will actually be added to the game.

I also think something like this would give the player a bit more of an identity. "I'm a magician", not a "fighter/mage/alchemist/potion maker/summoner".

 

Anyway sorry for the long post, just something i wanted to see discussed.

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So my solution: have the 1-3 nexuses cost 1 pickpoint as before, but have 4 cost 2 pickpoints, 5 cost 3, etc... of course this is just a proposal, the basic idea is just make the higher level nexuses more expensive in pickpoints. If changing the current nexuses causes too much trouble (what would happen to people that already have them ? - i suggest they get their pickpoints back for the nexuses that changed "value", free to reinvest if they want, but some people wouldn't like that), at least make any extra nexuses (6+) not yet used more expensive, in case any use for them will actually be added to the game.

I also think something like this would give the player a bit more of an identity. "I'm a magician", not a "fighter/mage/alchemist/potion maker/summoner".

 

Anyway sorry for the long post, just something i wanted to see discussed.

I dont really understand what you mean by the solution....Could you explain it a little clearer? :)

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Sorry.

 

I mean for example:

Artificial 1 - 1 pickpoint

Artificial 2 - 1 pickpoint

Artificial 3 - 1 pickpoint

Artificial 4 - 2 pickpoints

Artificial 5 - 3 pickpoints

 

and in the future

 

Artificial 6 - 4 pickpoints

....

Same for all specilisations.

 

But not necesarily like this, just some scheme, where the highest nexuses are more expensive, not just 1 pickpoint.

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After giving it some thought (although not fully yet - bit tired), I generally agree. It seems like a good way to encourage further specialisation and the role-playing aspects of the game.

 

-Lyn-

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I agree, but i think this maybe 'hard coding'. Meaning, because people are specialising in those very popular areas, it just disadvantaging people.

 

Should there be more implementations of the 'less' popular areas so that everyone would want to do either of them.

 

(By implementations i mean area specificaic items, etc.)

 

But dont get me wrong, i understand what you are suggesting, and it is a good idea.

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Actually I originally had things set up so it would take higher level nexuses to use things instead of max 5 which they are now..for instance:

 

To use a titanium serp sword, Nexus level needed=10

..what is it now, only 5, right? Ent wanted the numbers low..but I dont think it works well this way.

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not at all. given that you get 1 point pr overall level you in fact start out with 5 point. put them all into the weapon nexus and presto you can use every weapon and armor in the game at this time. then go sit by a bush and harvest for a time and by the end of it you have yet another 5-10 levels in overall. its only when you hit about 20-30 in overall the number of pickpoints that come in start to slow down...

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I think Duran's Idea would be very helpfull towards the newbies. It beats having one Pickpoint per overall levle. and that way, those with higher overall levles, have a hard time getting any higher and actually have to "Work" for thier achievement in gaining the levle.

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I think Duran's Idea would be very helpfull towards the newbies. It beats having one Pickpoint per overall levle. and that way, those with higher overall levles, have a hard time getting any higher and actually have to "Work" for thier achievement in gaining the levle.

Uh...that's not exactly an idea...that's the way the system works now.

 

-Lyn-

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and the reason for its broken-ness is entropys failure to see the amount of points you get in early in the game i think. a serpentsword should be something you focus on like a carrot before a donkey. not something you can pick up with the points you start with. someone that have burned all their 20-30 first points to get a serpent will be at a slight disadvantage over someone that have put some points in now and again. it takes longer time to do the latter but in the end you get a char that is stronger overall.

 

books and nexuses, while looking good in theory got messed up in execution. to bad i didnt spot this on the test server but i was to preoccupied checking out other parts and didnt get time to look at all the numbers i guess. but then hindsight is allways 20/20 :)

 

we screwed up and need to fix it, but to get the fixes past the man at the top now thats a story on its own :blink:

 

so my personal list of fixes for this game is:

 

1. increase the nexus requirements across the board so that it becomes a bigger spread. dont be affraid to introduce deadzones that have no items or effect at the moment as they can later be filled as the game evolves.

 

2. maybe introduce a limit on the number of books that a person can know. the problem here is that some of the skills are more book heavy then others (fighting only have optional books while most others have some mandatory ones). if this is put in then allso put in a option to remove books from knowledge so that one can change ones char path if one wants to. but one should not be able to say read up on the books for gold mineing and then remove the books lower in the tree to free up slots. this way you either spread out and become a jack of all trades that can do a lot of common stuff or you focus down one path and become a specialist. and no its not a class system as the classes are not defined by the games creators, you define your own "class" by the books you read.

 

3. maybe introduce item parts in the drop system instead of the current complete item (unless the item cant be created but a player character). that way a fighter isnt self supplyed with weapons, armors and other items and give the people that want to focus on creating stuff a place in the game. maybe have the smith only sell parts for items that can be made. so instead of a orc dopping a fully useable weapon it drops a amount of bars and similar (or maybe introduce stuff like blades, handles, guards and so on, this becomes a new layer in the prosess tho so it will take longer) so that it can be used to create the item that the orc before dropped complete...

 

4. either instead of 3 or as a complementary system introduce scalps or other bounty "items" for non-animals. this means that when you kill say a cyclops you get his eye and can cash that in with a sherrif or similar in a city. these should give similar payouts to what the sale of complete items that the monsters now drop so that the fighters dont loose money over the change. this can lead to barter with these items as anyone, not only the original killer should be able to cash it in. so instead of handing over a amount of gold for a weapon or armor someone is trying to sell i can hand over a number of orc ears, troll noses and cyclops eyes that the person later on can cash in at the sherrifs and use the gold to buy whatever he needs from some npc. maybe these parts can become part of some alchemical potions or similar later on :)

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me no likie this idea cuz i want to be a Fighter/Magician/Summoner/and potion maker (also i wanted to be manuer but to much time) meh Potions have to much nexus consumption really like every 2 potions the nexus goes up i think body rests should only need a nexus of 3 or atleast spirit rests nexus of 3 I'm the things i am cuz i Like Fighting (one of the only interesting things) Magic is really cool even though it's boring as heck Summoning is fun cuz u get to see all ur animals run about and potion making lets me do those 3 if my 3 skill suggestions get implemented i'm going to be those 3 also :blink:

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Focusing on the original point.

 

I belive getting to lvl 5 in a nexus should be a difficult task.

Perhaps only allowing each nexus lvl to be linked to the corosponding skill.

 

Eg. Potion lvl 5 needed for vegetal nexus 3. Lvl 10 for 4 ect.

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i like this idea but maybe a lil higher?? cuz then peeps can't be like lvl 3 harvesting get lucky and harvest some silver ore have there harvest lvl go up like snap and be rich...

 

this is also a bit of recommended lvl maybe 5 for 2 10 for 3 15 for 4 20 for 5??

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lol aero...20pps for 5 nexus??so i have to raise 50 lvls just to use a serp and plate armor??so,50 pps...that's no pp for phy/coord.So milions of exp from animals like rabits/beaver/deers :(.wow,i'll fight gobs in about a year if i'm lucky :)...really,have you played the game lately?

i agree with the idea but let's not be so....uhm,dramatical :)

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lol aero...20pps for 5 nexus??so i have to raise 50 lvls just to use a serp and plate armor??so,50 pps...that's no pp for phy/coord.So milions of exp from animals like rabits/beaver/deers :D.wow,i'll fight gobs in about a year if i'm lucky :blink:...really,have you played the game lately?

i agree with the idea but let's not be so....uhm,dramatical :unsure:

meh no not like that i mean like potion maker needs vegetal nexus maybe u need lvl 20 potion before u can take a vegetal nexus of 5

 

ya Ent and no one takes postive perks (hmmm... some take MM like me but no one i don't think has taken nething else)

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