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Diealot

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Everything posted by Diealot

  1. New Recipe: Ingredients: 20x EEE Result: 1x Random Enriched (non-Energy) Essence OR (Less exciting in my opinion, but just as fine) depending on how radu would like to implement 1x Enrichment stone Recommended level: 125 Base Experience: 5000 Alchemy Required Food: 50 Required Nexus: None Optionally (again radu's preference) - Required Tool: Alembic
  2. Enriched Essences

    @zamirah No, it's actually not magic (you don't need magic nexus for the magic skill either, but that's beside the point) It's alchemy. Transmuting one thing, EEE here, into something else, another enriched essence (or an enrichment stone). There's no 'teleportation' (crafting rings), fancy glowing swords, stat boosts, perked items, etc. involved in the process whatsoever. Also, when you quote someone's post, write your reply below the quote so that other people can quote you and people can follow the thread better. Without there being conflicting posts where you have put words into my text that I did not actually write.
  3. Enriched Essences

    @Zamirah Why? Nothing else in the alchemy skill requires nexus.
  4. daily command

    Aren't we all lazy enough as is?
  5. If I had to pick between 'puts some words on places without actually changing anything' and how it is now. I pick how it is now.
  6. Enriched Essences

    Changing product to enrichment stone is less exciting in my opinion, but would be perfectly acceptable if radu likes that better (whether it's easier to implement or not is also radu's call). Similarly using a tool (like the alembic) is also fine if radu wants to implement it that way. Also the amount of EEE in recipe is entirely adjustable per radu's desired rate. 10x EEE per mix seems a bit low in my opinion, 15x on the lower end of 'about right', 20x on the higher end of 'about right', and 25x would definitely be on the high side. But, anywhere in thereish should be OK (doesn't need to be a multiple of 5 either, if you're feeling 17x is a good number, am all for it).
  7. Not a mod. Also stopped reading thread after this. @ Original idea: Unless there is going to be some sort of in game code that automagically insta-KOs invaded mobs that end up in 'safe' places. Then there does not need to be any 'official' safe-places further than what the current understanding is as Raz stated in his first post. All the official safety system in the world will never completely cover a simple typo. If you're suggesting mods be disciplined for a typo for the work they do for free...Well... I have no further business trying to convince you that this is an unnecessary idea. If there is going to be some sort of in-game code that automagically insta-KOs invaded mobs that end up in 'safe' places (whatever they may be deemed to be). That's fine, and in the end sounds like a decision for our overlord, Radu, on where to place. If he wants to code it and ask for our input on where they should be, we obviously have lots of opinions about it.
  8. If it helps... I was getting feedback that I was indeed tapping the backspace button (tiny vibrates, and visible button 'clicking'). If I pushed and held the button it tries to backspace a lot (similar to push and hold button on physical keyboard), and very rarely would actually do it too, just not worth the hassle.
  9. Hey bluap, Slightly thicker title bars might help, but again... screen space is a big issue. For reference, here's a screenshot with keyboard and chat box open: And on the point of keyboards. I checked and looks like at one point I did actually install a non-standard keyboard, so it could be that. The keyboard I am using is Microsoft SwiftKey Keyboard (I forget why/when I downloaded this... lol) in English. (edited screenshot)
  10. Hey bluap, I downloaded the client as of Monday (Feb 15). And a few comments. Running it on an LG V35 with Android 9 (if you need/want more info, please just ask).Overall it runs pretty great, and seems to be a fairly large improvement over the previous one. Apologies, but I have not read all the posts in this thread. I found getting keyboard open to be very difficult without using chat box or bringing back the blue spin-bars. I was able to get some long-press/right-click options to work, but again, I found it quite difficult to get most of these boxes to appear. Fighting was fine, no crashes (at least on rats with melee). Was using a... limited character, so didn't really delve into stuff too deeply. I couldn't get the backspace button to work when chatting... \o/ typos Some suggestions I have that may or may not be feasible: Make the EL icon at top right 'multifunctional' 'Programmable' single tap function (changeable in options?) Things like, get all, mix all, maybe open minimap, some of the things you have on the quick-misc-commands (beam, sto, etc), etc. Double tap to bring up keyboard (instead of blue spin bars or chat box or wherever you're supposed to push with tabbed chat) Tap a window, then Long-tap the icon to bring up right click options for that window. Buttons within the window (mix-all, get all, etc) would still have to be right-clicked individually, but those are slightly bigger and easier to successfully longtap Customizable bottom ribbon of buttons. Let us remove/add stuff (emotes, notepad, buddies, and some others are useless to a lot of people) Perhaps a customized keyboard? With common 'EL-quirk' chat features quickly accessible (@, //, #gm being the main ones.) Or have a selector that just adds @ or #gm (// might be hard?) to the beginning of every chat line? If I play some more on it, I'll probably have other complaints/ideas. But, overall this is a pretty great asset for EL, thanks for your hard work.
  11. On this #Day, all animals have chance to drop 2x furs or skins. (something like 30-40%). Does not affect rares, bones, meat, gc, or anything else dropped by animals.
  12. NPC Name: Energel (or whatever, it doesn't really matter) Dialogue #1: Welcome to my armor repair service! Would you like to repair something? 1) Yes 2) No - Goodbye Dialogue #2: Which item would you like me to attempt to repair? Items listed as 1) 2) etc. Repairs list: Dragon Greaves - 3 EEE + 25000 gc Dragon Cuisses - 4 EEE + 30000 gc Dragon Plates - 5 EEE + 40000 gc Dragon Helms - 3 EEE + 25000 gc Have the % chance of repair be similar to current Heavybeard repair rates (60-70%) Edit: Oh, stick the NPC in some empty building in Idaloran.
  13. Greater feasting potion?

    Yes, the 'greater feasting potion' is currently just bones. I'm not sure why you think this pot in particular needs an upgraded version? Even normal feasties's 50 food is a lot (even if the cooldown is bleh). That being said... it wouldn't hurt anything, so why not? Having more shiny pots would be fun. Add super p/c/r/w/i/v pots too while we're at it (even if people don't mix those).
  14. Speed Hax Spell

    I'd think about the spell for 4 EEE faster than I'd think about the current potion. I see a fair number of people using speed hax, and I don't get around much. If it's common enough for me to see it, I'd guess it happens fairly regularly. If radu wants to add it, and wants to add it at 1 EEE sure, is good! 2 EEE is good too, as is 3, or 4. Add anything.
  15. Speed Hax Spell: 4 Enriched Energy Essence 10 Magic Essence 10 Air Essence Increase, Air, Space sigils Gives same effect as Speed Hax Potion. That's all.
  16. Medallion of increased luck

    1 acp per second! Wow! Don't forget you have it on! lol Sounds good to me. Add it (:
  17. Speed Hax Spell

    Speed Hax Potion Ingredients: 12 empty vial 1 Mixture of Power 1 Leonard Fur 24 Air Essence Produces 12 potions. Sure, MoP or Lenny fur aren't technically 'rare', but their production is more labor intensive and/or higher level than energy essence (and thereby enriched energy essence) fabrication. Multiple enriched energy essences being required offsets that disconnect while not requiring an otherwise usable enriched essence (say magic) that would make the spell unreasonable to cast. Is 4 perhaps a few too many? Sure. 3 could work, even 2. I think 1 is too few. Regardless of that, and mostly completely off topic - Why do new things need to make sense from game economic standpoint? Very few things about EL's economy make any reasonable sense if you look at them objectively.
  18. No roofs \o/ As long as they do not turn into these type of devil's creations: I'd still like to see a very high camera angle version of the thing (closer to top down as above) but it's fine.
  19. Wow, very helpful! I don't have the test version like you do, and your photo is taken from a fairly low camera angle. Please tell me how I can simulate a very high camera angle from your picture? I can't see if the 'roof' of the stall blocks the bots head or not because... well... the image doesn't show that. That's why I was asking you. I guess I'll wait and find out whenever it's released and complain about it then so we can wait another 3-4 years for it to possibly maybe get changed into something less bothersome instead of fixing the little problems now (or even discussing potential little problems).
  20. Can you trade the bots while having the camera angle very high? Because most of the other 'stalls' in EL you cannot trade or interact with things that are in stalls when your camera angle is very high and it's quite annoying. Bot owners of MM, I'll be less likely to use your bot if it's in one of these stalls if I can't trade it without making a goofy camera angle.
  21. Re: Change Dillimac drop of 4x Cheap Cutlass to 1x Cheap Cutlass of Extra Damage. Cheap cutlasses are practically useless. They break 8x more than a normal cutlass (fast), break not degrade, and offer next to nothing to those who would potentially use them (making the gc to buy a proper cutlass is quite simple with the price of a few tokens). Adding the 'Extra Damage' perk from Eagle Wing of Extra Damage - 8% chance to do 20 extra damage - would make the weapon somewhat more desirable (it still has the normal cutlass's rather blah average damage and the cheap version's terrible break rate) without taking it too far. The new 'average' damage would be 24.6 (23 average base on the cutlass + 8% of 20 extra [or 1.6]). This change would provide hitters that need a high-accuracy weapon that are in the range of the instance an incentive to run it and risk their bricks for a drop to make them marginally better. In game economies can do funny things, but I doubt that the price would exceed the current value of 4x cheap cutlasses (2-3kgc each for 8-12k total) once everything settled out.
  22. Speedy gonzales

    Overall, I like it. Your ranges are a bit weird and 4 man team is different but I don't see how to make them much better without skewing it more towards the noob side. (60-85, 85-110, 110-135, 135-160, 160+? [which are equally weird ranges]) What map would you play this on? How many waves? Someone's going to teleport to portals... (: Any sort of cross-range instance sounds good to me. Most players stick to their range and that's it (I'm partially guilty of this).
  23. Criticism of Eternal Lands

    Haha... Daffodils aren't the best flower to sell to the shop either.
  24. Criticism of Eternal Lands

    Sorry, but... I have to laugh a little... You're waaaay off the mark on both of these. What game are you playing exactly?? Lilacs aren't even the best flower to sell to the flower shop NPC. Not to mention fighting almost anything for gc generation. Goblin tokens are generally more expensive than the books people use goblin tokens on. If you can read the books relatively quickly (i.e. rationality) you don't need goblin tokens unless you want to read many many books very very quickly (which late-game players might, also leading to the steep price). Not to mention the countless other uses of rationality. Your criticisms make zero sense.
  25. Special invasion, Save Morcraven Marsh. People between [normal ranges] a/d that want to participate please report to Ilie in the MM Battle Hall no later than 20 minutes from now. Add MM as an invance map. Let it be randomly selected when a mod activates invance. Use the same a/d ranges. Probably slightly alter the MM map near the 'gate' (as there is no real gate). The following picture with poorly drawn circles/arrows for reference: Insert stationary objects with very limited HP inside the red circles that the invaders will attack. If the objects are killed you don't lose, but there is now a 2 square gap in the 'wall' around the fort. The stationary object could be range-targets with non-infinite HP (instead give them ~2x the minimum level requirement (so 120 hp for 6080, 160 for 80100, etc) or, move the spike wall back to fill the gap (brown arrows). Since there's going to be objects in the way initially, have the burny torch let you out of the fort (but not in) when you poke it (circled yellow) Modifying the map to have a Iscalrith style pinch point of 1 square would also be an (less exciting) option. As for mobs, the current ones are mostly fine, but to avoid some of the current 'spawn sitting' have however many spawn points for the normal creatures then spawn a randomly selected normal mob in groups of 50 at each point. For bosses, have a handful of boss spawn spots and randomly spawn the bosses to one of the spots. Will this eliminate people 'sniping' bosses? No. Will it make it more fun and less predictable to find/snipe the bosses? Yes.
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