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Diealot

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Everything posted by Diealot

  1. Crafting daily quest(s)

    Would rather see other dailies implemented prior. Magic or Range daily would be neat, and either could be a bit more than the current standard of 'bring npc X' or 'kill # of Y for npc'. Example: Range daily 'generic': Shoot x target y times. could have multiple similar targets on different maps. could be monsters, objects, flora, or other stuff. Magic daily 'generic': Use item in 'secret' rooms with specific defensive spell active. Magic daily 'generic'2: Target X with Y 'offensive' spell (the targetable ones). Magic daily 'generic'3: deliver stuff to ttr only locations. Both could add risk by adding targets that are monsters, and maps that aren't always safe.
  2. Revi, I'm assuming the command to switch single/multi would be used in similar fashion to invasion currently... meaning, with blue spam warnings, or simply accompanying invasions so you're not sure if you're running into a multi or single invasion despite what map it's on. Also, I guess I misunderstood burn's meaning above about what flavor update being necessary for the change.
  3. Expanding on this... Why not make it possible for radu/invasion master to switch any map's attack mode to or from multi-target? Single combat bethel invasion, sure. Multi combat EVTR invasion, also sure. Obviously it wouldn't have to be used, so you could still have a multi-bethel and single EVTR. Would be neat if it defaulted back to whatever 'normal' is automatically after #il = 0. Then you wouldn't need a major client update to switch from single to multi...
  4. efe...fire arrows

    Range is a goldsink. If arrow crafting is going to become economical, you'd need to replace that goldsink with something else.
  5. Are the Break quests too hard?

    Uhm, FairyTail, the Day of More Grief is non-removable by Bad Day Removal Stone. As to the posed question: Sure, why not? Players who are looking to train, instance, farm, or otherwise not break equipment are already unlikely to fight on more grief #day. Changing the percentage to let questers more efficiently finish the quest is not much different than players utilizing peace #day for harvesting quests, sun tzu #day for a/d quest, or Nobel #day for engineering quests, and et cetera. I don't so much care about the quests, but do know a handful of people who have spent years attempting to break things. Giving a more significant boost on a random, non-stone day isn't going to break EL (just hopefully some items).
  6. New perk ideas

    Perk Name: Vampiric Perk Cost: 5pp + 20kgc Description: +20% Damage to drain spells (Life drain and mana drain) This would give top mages (52 ratio ~90+ Magic) about +10 to LD, +11-12 MD (or more with more levels), and starting mages/those with less rationality (30 ratio/50 magic) about +6 LD, +7-8 MD.
  7. El and Android poll

    Do you plan to play EL on Android? I don't have an android device, so me voting that I don't plan on playing on phone/tablet is a bit deceiving. If I had a droid device (don't really plan on buying one, but who knows what will happen) I'd check the client out at least.
  8. Crafting update?

    Taking a step away from my previous post, which was more on a player's perspective... Perhaps a better question to ask is: Will changing ring recipes alter the crafting skill's role in the real world finances of the game (bricks)? Answers to the above question: Reduce ingredient cost - no. Changing base ring recipe - no. Raising NPC ring prices - extremely little (more gc being 'destroyed' in NPC gold sink, leading to more sold). Adding hydro ring as a rare mix - yes (more people doing a dangerous activity, hydro mining, presumably with bricks in tow). An additional question to ask from a more developmental perspective might be: Will changing ring recipes de-stagnate a skill? Reducing ingredient cost - maybe (more people mix, but more supply in market, less gc overall for mixers, but you're still doing the same things) Changing base ring recipe - no (you still have to do the same things). Raising NPC prices - no (same things are done, perhaps just by more people) Adding hydro ring as a rare mix - yes (new mixers, new goal for mixing, new goal for other activites) In my opinion, if you're going to do something, do it substantially. Add hydro ring as a rare mix!
  9. Crafting update?

    Firstly, I don't craft, and I rarely use rings. My opinions on what to do are mostly from talking with players who do craft rings, and also analysis on the viability of hydro rings if available on a slightly less limited scope. TL:DR First: I'd like to see hydro rings added as rare mix when making a usable ring (teleport, dis, rop, etc. NOT gold/silver base ring). I think adding such a thing would do one of two things: Decrease ring prices to the point that the only useful profit made from rings is from sale of hydro rings. This is more likely. Ring prices largely stay the same AND crafters get benefit of a rare mix. This is probably less likely, but as others have said, ring prices have largely stayed the same even with some drastic changes to the game in the past few years (rule 5). Adding hydro rings as a less 'novelty' item (if it's a rare mix, it will get mixed and will be available) would to some extent bring back the hydro economy. According to some calculations I've done, with the new attribute caps, 77 (+/- 2 or so) hydro ore can be harvested on one trip, if using a hydro ring (and all goes well). Prices did vary a bit in the old hydro economy, and prices would need some time to stabilize in a 'new' hydro economy, but, given 77 hydro ore/trip (at NPC price 1500 gc each) and a bunch of other assumptions (perks, stats, inventory use, ingredient prices, etc.), a cap value (based on CURRENT ingredient prices) of the hydro ring would be right at 30kgc. A more realistic cap (slightly increased s2e value due to increased demand/use) would be around 20kgc. That's not to say the ring should be 20kgc (or 30kgc) market value, it's saying that this is the likely the max long term value of the hydro ring if it's added as a special mix. If adding the hydro ring as a special mix results in sales of the current rings becoming not worthwhile (market flood), this 20kgc is max compensation crafters will recieve for their craft. The comparison to summoning stones is a decent one, in this regard (most summoning stones themselves are mostly worthless, the selling the rare-mix LDB stone is the only way to profit from the endeavour). Is crafting turning into such a thing good or bad for the game? Speculation only goes so far, to find out, it'd just have to be added. (do it!)
  10. Steam?

    Eldevin also tanked and pretty much returned to the state it was pre-steam. Not the greatest example. Steam would add some new players, sure. However, EL is not very newbie friendly... I have doubts as to how much prolonged traffic steam would really bring to EL
  11. EL on high DPI screens

    Having scaleable UI (text and pictures) please yes! My computer's monitor is a 42" TV set on 1080p resolution... Wireless keyboard/mouse and sit on my couch. I've increased the currently scalable text (chat and such) quite a lot so that it's even readable, but all the UI numbers and text aren't scalable... I've a lot of trouble with reading stuff, this would be fantastic.
  12. Goal/objective oriented invasions

    I like your idea... but there's a lot still to be done in my opinion. Here are some questions I have after reading through: Are the proposed objectives coded into the invasion (perhaps a much more advanced GWIS)? Are the proposed objectives mod selected or automatic? What determines if the objective is completed with success or failure? What determines the reward? What determines who is rewarded? How are people rewarded? If failure are people penalized? How are teams organized, formal or informal? What if someone participates but is outside of the 'team' structure? What if someone is on the team but participates 'poorly'? How is a team leader selected? Is the team leader a formal position? What entails a caravan? What's the VIP; NPC (AI), player, mod? How's the path selected? How's time limit determined? VIP Capabilities (fight for itself, heal, etc)? How are monsters going to be told to go somewhere? Shame message by mod, automatic? I would go out on a limb, and say most of these questions are going to be answered by 'mods will do it' or 'players will do it'. Personally, I think you are vastly underestimating the apathy of mods and players (no offense all). On the few questions that aren't answered as such... and also proposed by yourself: What is needed: A AI controled character that will stay in chosen place, no commands needed. A different monsters behavior, instead moving random monsters have to go to place where a VIP is and try attack him. You can speculate that these things are 'easy' to implement, I'll let radu speak for himself on the difficulty of implementation of such items. All in all, I don't really see any of this as necessary. If you really want this, talk with a mod willing to do some different style invasions, select some maps, and go for it. Talking about things on the forums is fine... doing stuff generally gets more attention though.
  13. Report the Little Bugs Now for fixing in 1.9.5

    Aeth Aeflan [356, 124] is unwalkable when it doesn't seem like it should be.
  14. New perk ideas

    Magician: 30% Chance to save mana & essence when casting spell, consumes 3 Action Points instead. 5 pp 20,000 gc (costs same as Ethereal Ranger)
  15. Sell Hydro ring in store

    Edit: oops... bad quoting gone bad -.- This. Sounds like a great idea, also gives crafters something rare to look forward to ( I don't think there are any currently ).
  16. Raising Attribute Cap to 60!

    No. I would not like the attribute cap to be raised to 60. If you were to re-poll and ask something along the lines of: Which option do you like best: A) Leave attribute cap as is (48) B: Raise attribute cap to 60, allow full point placement (Sum of attributes can = 360) C) Raise attribute cap to 60, cap total attributes (Sum of attributes <=312). (why 312? Can get 48 all stats, plus 60 in preferred stat, 54 in 'side-stats') I would pick option C in such a poll (even if the number was perhaps 288 or 300).
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