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Ambrosius

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Posts posted by Ambrosius


  1. This would be yet another neg perk perfectly suitable for exactly the type of player who already has too many "free" pickpoints from neg perks. Nothing would be accomplished aside from widening the gap between strong fighers and those playing catch-up.

    After 48cap neg perks r not so overpowered like they were before, before 10 pps from hellspawn meant +10coord(so much stronger in pk and against monsters + additional 100 emu), now it only means +10 will or vit, which isnt that much :evilgrin:

     

    And as always, some neg perks might be good for specific player while some other perks r really pain in the ass for this particular player, but "free" pickpoints for person who has a different playing style.

     

    mp

     

    Forgot about instinct and resoning? 10 pps in that for a player with same a/d will make you pwn him ^^


  2. Well, from stuff I've heard, I think all the guesses thus far are low. I'd still be interested to see a top-gc holders list, just to get an idea of magnitude (realizing it's not very useful since it wouldn't include gear and other holdings).

     

    About a year ago when ent made that list i was second richest ingame (raw goldcoin in sto wise) with something like 3.5-4 Mil gc in storage. There was somebody who was richer but he was close to me.

    Because of the introduction of nexus stones and hydro pps etc. Since then im not nearly as rich as that anymore gc wise, but this is just to give an idea what the limit was a year ago.

     

    No idea how it is now really, a lot has changed, yeti is a lot worse then it used to be...so my guess is...its not a fighter thats richest anymore but a manuer/harver/alcher or a tradebot owner.


  3. Still its already harder to loose items with the attribute cap...fight last ages now compared to before...a lot more time to diss / flee now etc.

     

    Ive been in total war in the past and that was good fun. Only thing that annoyed me now and then was not being able to train in those 3 hours war time without looking over your shoulder constantly. With this system that would be solved...you can just leave guild using the total war guild bot when you want to train in peace. Only thing that should be looked at is preventing unbalanced teams.

    Ppl quickly leaving guild when they are about to get attacked could cause a problem aswell.


  4. Same pickpoints:

     

    44 physique

    48 coordination

    12 reasoning

    12 instinct

    20 vitality

     

    This build has actually more thoughness, more chance to hit and defend, more health, more emu, and more reasoning for spells, compared to the build your suggesting :omg:

     

    Just the charm (for summons) is a bit less...but still very reasonable :P


  5. I think this is an interesting idea, it will certainly change the way the game is played now.

    As is now, from my point of view as a fighter/pker its just getting boring.

     

    I have achieved over 90 might, ubber coord and sometimes hit ppl for over 80 dmg.

    What has it brought me from a pk point of view?....boredom:

    Everybody just teles when they see a pixel of me on no drop day.

     

    Training has become boring as well...killed somewhere between 45-50k Yeti...lots of Artics and Giants as well...would be training them (Giants) as they actually hit less often than the new Yeti but Giants just hit too hard.

    Ofcourse there is Dragon..but cant really train on those + the respawn time is enormous.

     

    Now, with the capped attributes maybe ppl will dare to fight again in PK as the field will be levelled a bit more. a/d would become important again as well. It would also, as said before, make ppl think more about where to put their pps which is a good thing.

     

    Cap at 48 might be a bit low imo. 60 would be better.

    With a cap of 48 high oa players like me could easily pump 4 attributes to 48 and still have left for a good part of a 5th attribute.

    As ppl have stated before the high mana lvls which players could get with this new system could become a problem, will be hard to kill somebody and fights would take too long. In this respect a 60 cap would be better as well...it means less PP for will and vit, lowering the mana ppl will have ingame.


  6. Boxed them quite a bit...and was before col was ingame :)

     

    was possible with more phys but painful, if you were strong enough for boning clops, tit long on fluffs was usually a better option ;)

     

     

    Zami: Maybe you were rich :P

     

    Anyway it wasn't common to train with CoL those times, I remember most trainers used no CoLs, especially on ogre, cyc, armed orc (which appeared in 2006 spring/summer I think). Nowadays it has changed for sure, I've even seen one guy boning trolls in full red dragon set :P

     

    If i remember correct it was with ~36/48 p/c and high 70 to low 80 a/d, fluff was still too strong (no strong armours to help you; iron was best ingame, no CoL, nmt etc.) but boxing or with bone on clops was ok...think i got arround 200-220k xp per h which was pretty ok back then.


  7. Yes Agis, you are confusing the things I guess. I trained cyclops as an "old" player a bit, but old players didn't bone cyclops, they used tit long or tit short sword because they didnt have CoLs (or they had life helms later which were 200k at npc)

     

    Boxed them quite a bit...and was before col was ingame :bow_arrow:


  8. Youve been hiding that from me for ages, Ambey!

     

    You never asked :D

     

    Anyway, when your low lvl keep gods, at higher lvls (Yeti+) i found it doesnt make much diff anymore, tested it...with att god you get bit more att xp...but with higher coord you get bit more def xp...just a mather of preference i guess.

     

    Edit:

    Almost forgot...the higher coord also lets you TS attack a bit sooner and/or more for same effect as att god.

    Like i said, its all a mather of preference...some ppl swear by att god and god xp...other ppl dont :P

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