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Benit149

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About Benit149

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    Rabbit
  1. An idea for more excitment to the game!

    I'm not a fighter, I'm a item maker. Not everyone is all gung-ho about fighting: isn't EL supposed to be about balancing your skills rather than playing a game of cat and mouse with monsters? If there are people who love to fight, that's what PK maps are for, or training in expectation of fighting stronger monsters. To revolve my EL life around monsters is annoying when I'm trying to harvest stuff. My chara has the MM perk anyway, but I plan on making another one, and I don't want to deal with all this bodyguard nonsense. In short, I voted no.
  2. I don't have a solid opinion about this ATM, but I do have a couple of questions. If you stay in the forge, do you get an infinite number of free items from the NPC to work on solely in there, or do you have to bring simple items along with you (or keep in storage) and they provide the hard-to-get items for lower level people? What if, as you level up, you would have to bring advanced items as you get stronger and more capable? Like a total newbie couldn't make Air Essences so easily, but as he got stronger, he would be required to store the lilies, then the silver ore as he got better, and then the ultimate by storing diamonds (hence all three) if he wanted to get the exp. If he didn't, then he can just go to storage and make AEs to his heart's content w/o getting the exp. Will cooldown and hunger levels be affected in the forges? Will there be forges for almost all skills? I'm pretty concerned about an alchemy forge b/c it's the be all end all skill for most of the other skills, so lots of people would be crowding the alch forge if there was only one. Where do the made items in the forges go? Do they just disappear? It's a great idea for crafting and manufacturing because getting the ingredients for those related items is difficult so the exp comes very slowly.
  3. Lost Research

    Earlier today I had Combat Tactics, Goblin Fighting and Feet Armor researched for my character 'Benit', and I was researching Torso Armor by the time I left for work, but now I log in and the above mentioned books are NOT researched and I'm researching Combat Tactics again! Not only that, but Benit was supposed to be in Desert Pines doing some alchemy stuff, but now I find her in Naralik Catacombs at the emerald mine when I logged in! I know I was doing some emmy mining earlier yesterday or before, but not today! Does this have anything to do with the new release version, or is this an individual problem of sorts? It's not too bad, since those books are fairly simple to research at my level. Thank god Potion of Crafting wasn't erased for no reason: that took me a good week to finish! O_o;
  4. What Do You Mine The Most?

    I mine silver the most for exp, and maybe gold. Iron is too heavy, and titanium is too far for someone as lazy as me.
  5. DB Channel?

    This idea just popped in my head regarding how the only way I could try and contact someone about their DB and I didn't know whose it was was to try the newb channel, but it never produced any results, and I feel guilty about taking it despite my efforts to track the owner down. So then I thought, "EL has an endless supply of free channels, why couldn't there be one specific to people either requesting or advertising that they found a DB?" Of course, there should be guidelines, like saying, "PM me with contents" instead of saying "there's a Titanium Serpent in my db, and it's in Portland near the port". That's just an invitation to theft. :/ If there was a channel like that, then honest people wouldn't have to search high and low for the owner before they have to give up and take it. There's a high possibility of scamming too, but this is just an idea right now.
  6. Random days

    If that happened, I can only imagine that people will argue about that more than the cooldown when it was first implemented. Just a guess, anyway. And for my former suggestion, I neglected to mention a good idea if you already finished a god quest and that god also comes up for the new day. Put together the god quest exp plus the day's exp means that a devoted person would get TWICE the experience! OK, maybe not twice, but maybe 1 and a half the exp. That way the day doesn't cancel out the god quest that people work hard to finish, and increasing the benefit of getting exp no matter what day it is.
  7. Random days

    What if on rare days you would be given a special blessing by one of the gods to temporarily increase skill experience, like having a finished god quest for a day? Like say for example, if Aluwen blessed everyone on a certain day, everyone would get a little boost in def exp, but then it would be over by the next day. Another day, Selain might come in during a bad day, and if you're good enough to deal with bad days he'll give you summoning exp during that day. It could increase god activity instead of just relying on priests to talk to the gods. This could work for all of the gods except for Glydoc, since I'm not positive if he is attached to any skill or if he's the overseer of ordinary, neutral days. The gods could even have a good day/bad day meter and depending upon what kind of day it is, that god will appear. Like for example: Aluwen: special day Zarin/Elandria: good day Glydoc: ordinary day (no god exp, but nothing dangerous will happen) Unolas/Selain: bad day Mortos: cursed day Zarin/Elandria and Unolas/Selain would have a random factor in selection. Did I miss any of the gods by chance? *looks it up again*
  8. Cooldown log

    "Ummm go buy feasting pots from mira if you don't have the veg nex to make them yourself??" I think you missed the part where I said I wanted to buy books for manufacturing items. Not everyone has the goal to just run to Mira for potions all the time. Well, the best alternative for me is to harvest a ton of stuff and sell it for now, and maybe make essences for personal use sporadically. I don't want to buy feasting pots from Mira unless I have enough money to burn. I just thought of something... couldn't there be another potion seller NPC set up somewhere? In truth, Mira isn't too far from any place I think of, but she would be as swamped as the storage guys if she'll become that important so soon. Noticing about four storage guys being swamped at once is something, but to imagine one potion NPC getting that much traffic boggles my mind.
  9. Cooldown log

    Well from my last post, I've had some time to adjust to the cooldown, and while I'm still not too thrilled about it, I am trying to deal with it for the month until improvements are implemented. As it stands, for me, the long cooldown times for veggies and fruits is ridiculous. During the past month, I've used them all the time to manufacture items for the guild I'm in (KotR), especially since I'm assigned as chief manufacturer for KotR. How can I manufacture items for the guild if it'll be much harder and tedious to gain levels to create better and stronger items? Potions of Feasting are great, but there's one problem: I've never tried it yet. And I want to save my money for books in order to manufacture items for the guild, plus my Vegetal nexus and potion exp. are WAY too low to create Feasting Potions by myself. So that option is pretty much out the window for me. I don't have a problem with the book prices whatsoever, just for the record. The best I could do in my current state is to slowly make FEs and bones powders (possibly pray for an EFE to sell), and harvest a LOT of stuff, even during non-exp. gaining times. Hopefully my OA will go up this way, but I imagine that by the time the month is over, I'll gain maybe two levels, which won't be enough for the Vegetal nexus for me yet. So I've been thinking of suggestions to offer, since I'm not a PKer and want to specialize in manufacturing. - reduce the cooldown time for fruits and veggies, even if it's 30 seconds instead of a minute, while buyable foods and cooked meats are a bit shorter, like 15 or 20 seconds. - if that isn't reduced, shave a little of the food level penalties from making popular items like essences. The harder items can remain the same, but some items like Feasting Potions, HEs, FEs, and so on are still popular despite the cooldown. Ok, ok, an FE's penalty is low anyway, so that's no big deal. *sweatdrop* - reduce the nexus needed for Feasting Potion if it's going to explode in production - if a person had a higher overall, it could speed up the cooldown time compared to someone with a terribly low overall. For example, if there were 60 seconds on everything and someone had a 5 OA, they could reduce the cooldown by 5%, making it 57 seconds. I'm at 39, so I could shave 39% off the 60 seconds, making my cooldown wait be 36 seconds. Of course there could be a limit to this, like if you reach a minimum of 10 seconds after a lot of dedicated leveling, it'll remain at 10 seconds no matter what levels you have. And I imagine that getting a 100 overall would be VERY hard to do anyway, so a 100% reduction would be unlikely. It would give reason for newbies to dedicate time into EL instead of being overwhelmed and feeling hopeless about gaining levels. I know it isn't much from me since I'm not into PKing and everything that's being discussed here. I guess I'm still kinda new, even if I've been here for a month, so I haven't gone into such detail like everyone has been doing here for strategies. I don't plan on quitting this game, despite the large cooldown time, since I can still harvest a ton of stuff for KotR's better manufacturing members. Plus quitters get ignored, and I don't want to be ignored.
  10. Cooldown log

    "I've just spent more than 40 minutes making ~100 spirit restoration potions. Think about one thing please - who on the Earth would waste so much time on something as borring as making SRPs? I will not even think about something more time-consuing. Dear developers, please reconsider this decision again - i am here to play, and enjoy the game (which I had so far), but I do not play EL just to waste precious time on something totally borring as waiting for cooldown to finish... I would strongly recommend returning to previous, otherwize you are risking to lose many players..." I have to agree with Vitez's statement. I may need some time to adjust to this radical change, but I would like to point out some initial thoughts. Why a minute to wait between food items? Isn't that a little extreme? I mean, if it was ten seconds for vegetables and maybe a bit more for better food level increasers like fruits and cooked meat, it would make a whole lot more sense. It would balance the desire for realism while maintaining a reasonable manufacture/alchemy/etc rate for crafters like myself. Along with Vitez, I didn't play this game for realism. I play this game because it's that: a ficticious world where things don't exactly match up with our limits anyway. After all, a severe limitation would be either harvesting, or researching, or manufacturing one at a time. Normally it'd be impossible to do all three at once, but no one cares about that. Feel free to dismiss me as a five-plus week player who doesn't know the whole grand scheme of things, but the whole grand scheme of things, as it is, is ruining my initial fun factor for Eternal Lands. And what's more important for you: losing players from dogged realism, or keeping players despite the many realistic flaws? And of course, I might post another comment like this once I get into this cooldown system for about two weeks.
  11. Death Bags

    First off, I don't mind the death bag system whatsoever because it encourages players to be more careful when fighting and exploring. With that aside, I've been thinking that maybe death bags should have different colors than ordinary bags or have the person's name on top, like "'Name''s DB" or something so: 1. If a player finds a DB and wants to return it, they don't have to ask around for the owner and wait around for them to come 2. If a player finds a DB and wants to steal it... well, not much can be done about that, but at least they know who they'll be stealing from
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