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Diealot

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Everything posted by Diealot

  1. EXP Bonus after the kill

    Thanks for the clarifications. I still don't really like it. It seems easily abusable Seems like it would speed a/d up even further (it's already by far the fastest reliable exp in game, with the exception of a whale with white wizard hats perhaps) I think it'd make it even more difficult to achieve some of the more eccentric 'classes' (huge gap tank, gap hitters, low a/d mage/summon/rangers). EL is a sandbox game, the current system allows for quite a lot of freedom in character build. To me EL's best feature is it's sandboxness and I rarely like ideas that are contrary to that premise. I think other areas of the game could use updates before a/d (a crap reason, but the non-combat combat skills all could use some help [magic/summon/range]) All that being said, radu should do what he thinks is best for the game. Certainly this would change things a LOT, and (even though we just had an extensive client update) the game itself has been more or less the same for quite some time now. I do think some more experimentation is a good thing.
  2. EXP Bonus after the kill

    I'd like to add to my list of questions (the old ones first): How much bonus does OL give, since it's basically what you are suggesting? How does OL handle magic kills? How does OL handle ranged kills? How does OL handle any other kill that is not melee combat (engineering, summoning, possibly others)? How does OL handle multi-combat scenarios? Are you suggesting removing the on hit/dodge model currently employed completely, or adding a separate bonus at the end of a fight? Have you made a character from scratch recently? If so, what build? What's your current preferred training method (including what level you are)? How is this different than OL? New ones: If I don't ever hit the mob via melee, but still kill it, do I still get bonus att exp? (example: magic kill while engaged, summon kill, igitd kill, others) If I don't ever dodge the mob, and still kill it, do I still get bonus def exp? An added emphasis, what happens in multi-combat situations (meaning two players hitting the same mob)? What happens in PvP situations? (both vs players and summons) What happens if I flee, then re-engage? (take something [say a dragon] that might have a BIG bonus down to very low hp, flee, re-engage, and kill within 15 rounds) Assume the same scenario as above, but my buddy damages the dragon down to very little, then I come and kill it, what then? Sorry, the more I think about this the less I like it and the more potential abuses I see. In the overall picture, I very much agree with Mr. Letters.
  3. EXP Bonus after the kill

    I have questions: How much bonus does OL give, since it's basically what you are suggesting? How does OL handle magic kills? How does OL handle ranged kills? How does OL handle any other kill that is not melee combat (engineering, summoning, possibly others)? How does OL handle multi-combat scenarios? Are you suggesting removing the on hit/dodge model currently employed completely, or adding a separate bonus at the end of a fight? Have you made a character from scratch recently? If so, what build? What's your current preferred training method (including what level you are)? Apologies for all the questions about OL, but if the suggestion is basically their system I would like to know what it is, since I do not play there. If what you are suggesting here isn't essentially what OL has, then an additional question: How is this different than OL? Personally, I don't really like the idea. EL has it's way of doing combat, I don't see the need to reinvent the wheel. If you like the system OL has... last I knew it was still up and running, maybe go try it?
  4. Radu asked for panther token ideas in 6. It's hard to convey an idea there. Here's a list: Random exp (small) (semi reusable) #ii time reduction (small) (not reusable) Heal all players around you regardless of guild (semi-reusable) Temporary +10 random skill (not reusable) Necromancy (sort of like a potion effect) - chance to turn a kill into a summon if that creature is summonable (could exclude some, like dragons) (not reusable) Teleport to a random map that contains the creature of the token (semi-reusable) Advance all astro a set amount of (longish) time (semi-reusable) Random positive perk effect for (longish) time (not reusable) Bonus magic/fire/ice damage for (mediumish) time (not reusable) -75 light modifier for (mediumish) time (not reusable) Chance to not use essence/mana on spell cast if in inventory (semi-reusable) High chance to hit thru MI if in inventory (not reusable)
  5. Final Token Effects Possibilities

    Checkmate! We got a shitty token use that was already in game! Hurray!!! Let's have something a bit more exciting for forc and morc tokens?
  6. There is no eye information. Eyeing training bolts and PK bolts gives: Crossbow training bolts - Crossbow training bolt, not for PK! Weight: 1 EMU Pking bolts - Crossbow bolts, for PKing! Weight: 1 EMU Further there is no #arm information about range damage. Only special damage, (fire/cold/magic from special arrows) and missile accuracy are variable values reported on #arm based on what arrow you have equipped. So, the 'eye' info in game is technically correct, but practically useless.
  7. There's the difference. Target is gelatin. He never fights so I don't think much of it. Good catch. Big oops, my mistake. Still, the discrepency between PkB and the others is there. Good to know. Searching update forum for 'bolt' produces no results pertaining to reduction of PK Bolt damage from 30 to 25.
  8. Tried repeating your experiment on character with: Level 41 range (+8 damage), 44 perception, 34 AP, WH perk ER perk: Expecteds: Short Bow with trainings: min (0+3+8)*1.15 = 12 ; max (0+8+8)*1.15 = 18 (12-18 expected) Short Bow with PK arrows: min (30+3+8)*1.15 = 47 ; max (30+8+8)*1.15 = 53 (47-53 expected) XBow with trainings: min (0+14+8)*1.15 = 25 ; max (0+19+8)*1.15 = 31 (25-31 expected) XBow with PK bolts: min (30+14+8)*1.15 = 59 ; max (30+19+8)*1.15 = 65 (59-65 expected) I decided to go with a bit more controlled setting, and PvPed an armorless opponent Actuals Shortbow w/ trainer: 17 17 22 22 21 18 18 23 17 23 22 17 22 19 17 17 22 21 22 19 (17-23, 20 shots) Shortbow w/ PK: 54 56 55 56 57 56 54 52 57 52 56 56 56 52 52 56 55 52 57 53 (52-57, 20 shots) Xbow w/ trainer: 33 34 33 30 31 30 33 32 33 33 31 36 30 33 33 33 36 36 33 33 (30-36, 20 shots) Xbow w/ PK: 63 63 62 62 61 64 61 61 62 64 60 63 59 62 60 60 59 61 64 59 (59-64, 20 shots) Turns out, with my stats, shooting at min distance I had 100% crit all above shots are critical Second ranger: Level 21 range (+4 damage), 28 perception, 0 AP, no ranger perks Short Bow with trainings: min (0+3+4) = 7 ; max (0+8+4) = 12 (7-12 expected) Short Bow with PK arrows: min (30+3+4) = 37 ; max (30+8+4) = 42 (37-42 expected) XBow with trainings: min (0+14+4) = 18 ; max (0+19+4) = 23 (18-23 expected) XBow with PK bolts: min (30+14+4) = 48 ; max (30+19+4) = 53 (48-53 expected) Actuals Shortbow w/ Trainer: 12 15 13 14 14 15 16 14 13 12 (12-16, 10 shots) Shortbow w/ PK: 43 46 44 44 47 47 47 42 47 46 (42-47, 10 shots) Xbow w/ Trainer: 23 26 25 23 25 26 23 26 26 24 (23-26, 10 shots) Xbow w/ PK: 49 49 48 50 52 50 51 51 52 51 (48-52, 10 shots) Above reported shots are crit only (took much longer with this character, hence fewer shot counts) Both ranger tests performed during daylight hours on same map vs same opponent (who was naked). Note: Marksman xbow gives sharpshooter perk, which only gives perception bonus. it should not affect damage, only accuracy. My results showed that everything gave 5 damage (ish) higher than expected, with the exception of xbow+pkb, which gave what was expected. Based on those results, two things are likely: 1) Training Arrow/Bolt and PK Arrow are getting 5 extra damage than advertised 2) PK Bolts are missing 5 damage than advertised Edit: Perhaps a bit more than 2 actually: 3) PW have some range protection 4) PvP has some weirdness in it's calculation 5) Ranging makes one's head hurt Note: Above data is with gelatin target, all damage increased by 5. See Ant or my post below for more sensible conclusions
  9. Final Token Effects Possibilities

    Apply only to that token or one token apply to all haidir? Rabbit token for rabbit quest, rat token for rat quest, etc., or panther token to any haidir? Either way would be neat.
  10. Final Token Effects Possibilities

    What do you mean by that grud? 'Party' or 'guild' effects would be neat, but I don't see the benefit of a token guild buffing any skill aside from perhaps range.
  11. Final Token Effects Possibilities

    Discuss it to Radu. He will choose token action or will make completely new one. Radu, not me. I hope other players still want to add their suggestions here. Forum 3. an assembly, meeting place, television program, etc., for the discussion of questions of public interest. I was discussing it (maybe a bit rudely) with you. Radu will indeed do what Radu will do. If you don't want others discussing your idea, maybe you need to discuss it only with Radu.
  12. Final Token Effects Possibilities

    If you want poisonless invis, cast the spell. That's a lame token effect. If you want something more interesting have it greatly reduce the player's light modifer. There's uses for such a thing beyond what simple invisibility can provide.
  13. New client binaries for testing

    I know you have previously said that you do not have a mac to make a mac version, but have you (or anyone else) contacted Sir_Odie about compiling a mac version of this build? I would be very interested.
  14. Spelling And Grammar Errors

    You see an iceburg. Is it supposed to be a german ice town, or an iceberg?
  15. New Creature Suggestion

    Sure, addition of different AI mobs is a good thing. Add stuff.
  16. Another way to acquire pickpoints

    So... [PM to Alphabet: Oh... I see my uh... misunderstanding... ] [PM from Alphabet: Hm?] [PM to Alphabet: The qualifications for the stone are A: high oa (probably via a/d), B: high skills] [PM to Alphabet: The stone itself would work with a/d though, yes?] [PM from Alphabet: Yes] To this, sure. Sounds like a good idea. _____ While we're at it can we make a qualificationless one that works ONLY with skills?
  17. Another way to acquire pickpoints

    Essentially you want to let players who have reached a certain criteria earn double the overall exp? Why not just let it be for everyone? The low end of your estimate 50M exp is level 0 to level 102.96 The high end of your estimate 100M EXP is level 0 to level 116.95 Would it really be so bad to reward anyone reaching either of those levels with an extra pp? Similarly level 120 + 50M is level 127 and a bit. Level 120 + 100M is level 132 and a bit. Level 130 + 50M is level 134+ Level 130 + 100M is level 138+ Particularly if this is in relation to skills only (not a/d or oa), limiting to the already upper end players is only going to make the newb -> pro jump seem that much more formidible to truely new players. _____ On a different line of thought... Is this a remove and replace hydro nexus? or an in addition to? Remove and replace would cause quite ridiculous inflation and I think most of us already dislike how high some items sell for these days. _____ As for a vote For everyone, sure. For only high level players... why bother? _____ Edit: After a chat with letters... Some of the above is a bit of a mish-mash of what I think Letters wanted to suggest... sorry ABC. No, if this were implemented for everyone you should not get credit for back exp.
  18. Android shortcuts

    Uhm, there actually are options... Options > HUD > Enable instance mode Add any creature/player bars/numbers you want. The only thing missing is your characters Ethereal bar/numbers.
  19. Android shortcuts

    Check user interface options, in the options window. There are no shortcuts that I know of.
  20. Ranging fix

    I have an alt that's going (or attempting) full ranger. Maxing perception, most of the perks, low a/d, full AP, the whole shebang. I'm still in the learning process of how to play such a character, and it's can be quite difficult (as others have said) to actually find the goldilocks zone of far enough away to shoot but close enough to not have mob flee. On the other hand, as range level and range stats increase, you have better accuracy from further away. Seemingly encouraging players to shoot things from further away. Removing the flee-rule would remove the contradiction and also make the ranger 'class' a bit easier to play. +1 please change.
  21. Why do we need this feature? If anything just make Shift+click clock behave like shift+click compass. Output to current channel.
  22. Basic idea: Cooperative bosses requiring multiple player groups. A group of bosses (3+) that work together to kill players. Each individual boss would have a different cap, so a different group would be needed to kill each. Examples of what I mean by working together: Boss A heals Boss B, Boss B heals Boss C, Boss C heals Boss A. With varying heal amounts per round or per a number of rounds (heal every 5, 10, or 20 rounds).Boss A Heals Boss B to X% HP boss B every T time. Boss B does same to C, C same to A.In addition to either of the above, possibly throw in: Boss A Mana burns those attacking Boss B. B to C, C to A (as above) Same, but with paralysis Same, but with cooldown There's other possibilities, heal and/status effect being the ones that appear to be the simplest implementable. Summons, harms, or even ranged attacks by the bosses in the circular pattern (A helps B who helps C who helps A) would be neat also, but as they aren't a current game mechanic would require more work from Radu, and even the suggested status effects would probably require some doing. Possible candidates for group bossification (caps are very loose suggestions): Small Gargoyle, Medium Gargoyle, Tall Gargoyle (60, 80, 100 cap respectively?) Skeleton, Armed Skeleton, Phantom Warrior (80, 100, 120?) Male Goblin, Armed Goblin, Hobgoblin (80, 120, uncap?) Troll, Ogre, Cyclops, Frost Troll, Giant (80, 100, 120, 140, uncap? ​ There aren't any current bosses or special creatures that are reskins of the first three groups listed, so there wouldn't be any visual confusion of whether the new creature looks like a current boss or not, the last group clops/giant already have some specials associated with the skin, but... meh? _____ Technical hitches (for Radu, or someone else with EL code knowledge): Can mob AI force the groups to remain near one another (otherwise one can just be lured away and then its easy). Mobs have limited spell capabilities, can those abilities be extended to include some sort of heal? A remote heal or heal ally clone to work on monsters and cast by monsters, or some modification of the current smite summon?
  23. New creatures

    Bosses: http://www.eternal-lands.com/forum/index.php?showtopic=60620Normal creatures:Add varieties of 'armed' and 'legionaire' where not existing on current monsters (legionaire goblin, armed gargoyle, etc.) Add swamp chimera Add mountain, swamp, & forest troll Add Feral cats, slightly higher stats than current cats, and aggressive. 'New' world bosses/creatures:Phoenix - give it regen somehow, high chance to respawn. Let it inhabit the firey places of EL. Give it something fancy to drop Leonard (beta) - a 'friendly' c1 lenny that's non-aggresive and drops a random fur (leonard fur included as a possibility) and maybe some other something. Still a bit difficult, but not terribly hard. Ghost of _____ - a 'clone' of a player currently online, random location spawned. Give it something fancy to drop None of the above require a new sprite. Coming up with new creatures isn't difficult. Radu can decide what stats to give everything.
  24. All hydro route to be PK?

    Just remove hydro mine completely. Relocate/remove any quests associated with II along with it. There's a number of ways to reintroduce hydro into the game that could still give radu bricks (or not, that's up to him).
  25. Gate to Ida graveyard

    Why not let rangers shoot through it? Opportunities for rangers (and mages) to be effective and safe are few and far between as it is.
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