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Kedan

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Everything posted by Kedan

  1. Invisibility

    *bow down* you are teh god Very nice work maybe this could also require the magic nexuse to stop everyone using it
  2. Silliest thing you did ingame ? :)

    mine would have to be when i was a newbie and had about 10kgc (it was back before the big wipe so 10k was about 100gc nowdays) and i went fighting something in ws died and lost my bag. After a while of searching i found it again and started clicked madly picking up my gc 1 by 1 because i didnt realise you could change the amount you picked up. I think i manage to get about 1k befor the bag poofed lol
  3. How much

    Yes making a .def file for a map is normally the easyest part of making the map, if you wanted a map (the size of votd) you would proberly be looking at paying 200k. As a decent looking map would take atleast 40 hours to make
  4. How much

    That is pretty simple to make, as long as it doesn't have to many items that need to teleport you around. I think acelon has a good price there
  5. Credit for combat perks

    Its a good idea, just got to see if its possible, and if it worth doing. It so why not have it for all perks including the negative onces (even though most of the are quite obvious, e.g. with hellspawn you dont need a message to say when that worked as most people would have figured that out )
  6. Want to have a guild map?

    Yeah basicly the $200 just gets you to have a map ingame, its up to you to design and make the map yourselfs, or get someone else to do it for you
  7. binding stone suggestion

    How about having it so that when you make the potions you make 5/10 at a time, only using one stone, if thats possiblee
  8. Map testing?

    Oh ok i didn't know that, i always do it on the test server when i do it, is that ok or should i not do that either?
  9. Map testing?

    **removed**
  10. impossible invasions

    You need to plan you attack on the monsters then, like let them spread out abit more and take them out 1 by 1 instead of running in the middle and trying to take them all on in one go
  11. Want to have a guild map?

    very nice post sistema, im sure it will be usefull to people I think you've mention most things, all apart from you can have certain parts of you map pk and other parts not, meaning you could have pvp training area's, or a pk entrance or anything else you can think of
  12. Palon Vertas Underground

    it could be fixed it you make it so you have to click an item to enter the pk part and d different item to leave it, but its not really a problem as it is now
  13. Ros stones aren't stackable, meaning if someone desides to carry more than 1 ros stone they cant carry as many sr's, so they wont last a long in a fight. So chances are noone would carry more than 3 ros stones at a time, and if we give a Rop a 20% chance of breaking a ros stone it would only need about 15 rings to break them all, which i tihnk is a good amount
  14. Titanium armor

    I think im with everyone else when said OMG THAT RULES!!!!!!! You have outdone yourself once again roja
  15. bad incident :-)

    rofl, the rates such be raised for getting a stone when your full, just for the fun of it
  16. Should there be two Ant colonies?

    Ant's are learning how to make items, and i doubt it will be longer before they start using magic. So i chances are you will see an ant with atleast steel chain armor casting restore in the future
  17. #*%#@

    You dont more than you should have had to to tryed to give it back to him. You have done nothing wrong, if it was me i would give it back to him then put him on my ignore list, but i would make him come to me as you have already came all the way to him once, which you shouldnt have even had to do
  18. Fixing some of the economy

    Ok just an idea on how to slow down the making without to much work needin to be done (only a few new items need to be added). Basicly all high used items (which include potions, essences, and rings(event hough there not used that much at the moment) only need there fomular exp and time to make slightly adjusted. I'll give you an example, SR's need to take about 5 seconds to make instead of 1, that small incease will slow down SR's just enough so that fighters no longer make there own as it takes so long, and slow down the amount pot makers are making so that it matchs the demand. (this is all that really needs to be done for most, if not all, potions and essences) Then rings need the fumaler changing, rings are like potions, they are used (or ment to be used) alot, but for some reason they cost almost 5x more than potions, this is why they are not in demand, i think if we just changed it so that silver and gold rings only need 1 bar, then they should sell for around 50-60gc each, which is what there selling for at the moment and just about matching the demand, so this should help them out (it might need to be adjusted to be slightly cheaper to make, but this will be enough for now, see how it worked out). Also i would suggest a increase in time to make to, im guessing they take 1 second to make like most other things, so raise them to about 5 seconds. This needs to also be done with bars, but with slightly higher waiting times, maybe 30 seconds per bar? This would then only leave manu able stuff. This is where the new items will be needed. Basicly i would suggest items take up to an hour or to of just mixing time, problem is waiting around for an hour will be way to boring, so we need it to be split up, this is where i suggest having "Part of <item name>". So using the serp there would be an item called "Part of a Serp". and they would need something like 1 tit bar and 1 fe to make it. Then to make a Serp you would need something like 100 parts of a serp 1 serp stone and 1 EFE. This would increase the times of ever item in game just enough to match the demand without causing to many new items, or players having to wait around doing nothing for hours. Also the exp's would have to change to stop players bitching, but apart from that there shouldn't be to much bitching, apart from people who want to play a game thats so easy you only have to play it for an hour to "complete" it, but they dont really count
  19. Fixing some of the economy

    Well personally i dont think we can solve the problem without slowing down the production of alot of items in game, yes people we have to find other ways to make money, but the idea is that we see what happens after we have done this then do the tweaking so that people dont all choose the same skill, or even if they do they will bring the price of the skills goods down to a point where some people will give up with it and go to another skill untill finally all skills are spread out evenly. Like now all skills that are spread out pretty well, we can tell this by almost all items in games are flooding the market, not only a certain skill (showning that people do spread out when one skill falls) so what we basicly will be doing is reducing the amount of items in game but not effect any skill but harvesting. Which all harvests have a second skill that they spend there money they made from harvesting. So this would just get ride of harvesting being a way to make money, and make it so that every skill makes money (but its fighters that are bring it into the game, everyone else is just getting there money from the fighters) I understand we can't predict exaclly what will happen, but at the moment the only other suggest than lowing the amount of items coming into game, is raising the amount going out, which would be either done by raise the breakage rate of items (which the fighters would hate as its already high enough) or having NPC's buying all items, leading to a more 1 player game as people dont actually interact with other players, but not only that, it leads to a massive amount of money coming into the game though them NPC's, which will just change it from flooding with items (which it is atm) to floodying with gc. Back before the big wipe we had both, flooded with gc and items. I believe the gc problem was fixed when they stop NPC's buying items at a high price, so putting it back will just cause us taking a step back.
  20. Fixing some of the economy

    Carone just one think about what you said about increase manu times would ruining the market for other items used like bars. To start with the market for bars isn't that great anyway, most people already make there own bars. But if we also icreased the time to make the bars aswell as the final ingredents, then it would effected it to much, all it would do is ruining the market for buying harverstable goods. But then having people that use raw matrials harvest there own stuff isn't really a problem, as harvesting isn't much of a skill anyway (its even been suggested to get rid of that as a skill)
  21. adjustable guild commands

    it could be implement quite easyily, the problem is that lets say we use the number 0 to indecate they cant do something and 1 as they can. and im guessing there are about 10-15 guild commands in-game. so this would mean there would need to be a set of 15 different numbers. where as having it in ranks is just up to 20 means 2 numbers. so a totaly of 13 ectra numbers per player. and there are hundreds of players in game, you can see how much more work this is for the game. Just a side note. What i said isn't 100% true because of the way binary works, but saying it like this is easyer for people who dont understand how computers work. Basicly it's just alot more work then is needed. because if we had this in game we would have to have less of something else, like monsters or items
  22. Fixing the economy, part 2

    I'v have said this time and time again, setting NPC price's wont fix the problem it will just move it to another problem. eg. if they all brought all items at a good price to much money will be in game, cause another problem. We need to get it so that the supply and demand of every item is the same, and as we can't really bring up the demand, we need to lower the supply, so basicly make it take longer to prduce one item (this will need to be tweaked to get it right for ever item). Problem is manuer and so on, dont like sitting there doing nothing for a long time (by this i mean clicking the mix button and having to wait over 30 sec's) so we need to find some way of giving them something to do while sitting there. One thing could be split the items into stages of making them, that way the total time to make a finished product could be 1 hour, but broken down into 30 seconds for each stage. Have you ever wonder why there is a making for items like furs, meats and AE. It's because the time to get one of these tiems into the game is around the same as how often they are used. The best example is the AE's. As they have items like diamonds in them they take a long time to make so even though almost everyone in game can make them, high level people would rather buy them and save there time. If we could get this for every item we would start improving the market
  23. Fixing some of the economy

    The gc would come from fighter (i would suggest monster drop alot more gc) as at the end of the day 90% of things made are to help fighters, or to help some that then in turn helps fighters. So basicly the money would be coming into game though fighters not npc's, then for everyone else to get that money they will have to make the items the fighters need instead of selling ore to NPC's And if we have ways to bring down the supply and up the demand the amount of an item made and that fighters need will be around the same, so there will be no need to sell to NPC's anyway
  24. Fixing some of the economy

    Just one thing about set the NPC's to buy everything, if there is no demand for lets say a iron bar, then they are all going to be sold to the NPC which you have to understand is a very very bad thing. I have stated the main reason why i think NPC's should buy items, but at a very low price, on my summary post, that would be the only reason that having NPC's buy items will help the econmy. If we have to have NPC's there to set a minamun price, that means theres something wrong with the econmy.
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