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Ermabwed

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Everything posted by Ermabwed

  1. Trojan_Knight

    Hmm, now for the obvious: please post your chatlog as proof.
  2. Bonus exp areas, no item made

    at least one problem i see here (besides being asked for an opinion and then only the first two pages were even considered ... ): let's say i want to craft a disengagement ring. then i would need to make the silver bars needed for the silver ring outside of "school", because they wouldn't materialize when i made them inside, same goes for the polished ruby needed ... my suggestion here would be, like proposed originally, to have the items not being able to leave the schoolarea. Besides opposing this idea . but i agree that Entropy's idea would probably be easiest to implement.
  3. I dislike the idea for reasons mostly already stated. If the idea is the market: see DrMabuse's post. Implement NPCs that control the price for an item. If it's to limit the need for mass production to level: do something as suggested and implemented with fighting: exp gained when doing an item depends on the lvl you are at... If the idea is realism: in RL u get paid while being an apprentice (you don't keep stuff and you don't supply ingredients) and you still gain experience when doing things outside of school and you usually don't apprentice more than one craft at a time. So for realism one had to serve a master for say 3 to 5 EL years to become a master himself and then one could move on to a different craft. I don't think anybody would want that...
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