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Spartan_Warrior

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Posts posted by Spartan_Warrior


  1. Well let's look at how it could positively affect the game, Usl, you made some terrific points! But wearing the cape wouldn't help your OA, your attribute build, etc. And no one will *want* to farm a spawn JUST for drops, there's no incentive to do that. Grinding is for levelling, not for making gc. The way I see it for people without this cape, if you want to keep your a/d, you just don't even train, you start working up all your other skills if you have the nexus, and you wait for instances/invasions to fight. But let's look at where you were, you crossed over 120 cap right? How long will it take you to grind your way to at least atk level 140 so you can join a pr0 instance? A year? If you can grind at least couple hours a day, maybe!

     

    People would get bored of farming the same drops, and eventually the incentive to wear the cape would wear off, people who weren't training because they wanted to keep their a/d would introduce rare items to the market, and stimulate the market with buying HE/SR, instead of not training. People could lose their inhibition and not worry about some PK drops, knowing they could keep their a/d and kill some mobs for getting their gc back.

     

    Anyway, I'm just brainstorming, I want to thank everyone for all the responses!


  2. You train for hours and hours to get to the top of your instance level, you're finally there, the strongest guy who's 1 level from overcapping. And then you realize you can't train anymore, you don't want to move up to the next instance/invasion cap, but maybe without the ability to harvest/mix you can't make gc without killing mobs, and the game isn't even fun if you can't kill anything! What will you do?

     

    So here's the solution, how can we keep people killing mobs and burning HE/SR and keep them inside their gap? Cape of No More Experience, just like NMT cape it wouldn't break, after all it's not a great thing to use it. It would not allow for any a/d experience to be added during quest completes, combat, etc. So you can still kill mobs, get magic experience, and stay within your instance/invasion level. I can't see this having any demand outside of attack and defense skills.

     

    This is an implementable idea, just needs some popularity... ;)


  3. Was in channel 6 when I realized EL needs something that would motivate people to all logon for an incentive or a promotion in EL. And so I was thinking how could we make things more interesting in EL. And so I came up with an idea, Every few weeks, perhaps 1 to 2 months at the most, EL and their administration come up with ideas or take ideas from the community on what to do. As a reminder, every 3 hours there can be a global message reminding players of the next promotion

    For example:

     

    10/10/10:

    Have a 10% increase of all exp in all skills for everyone, this experience boost stacks with God experience.

     

    10/31/10:

    Halloween, sell Halloween Apparel from the EL Shop, anyone who buys such apparel will be entered into a raffle for a larger prize. X amount of gc, a few rostogol stones, or if you want to charge a lot for the apparel, a tzu stone.

     

    11/25/10:

    Thanksgiving, Leonard looks like a rooster today, and is considerably weaker, with better drops.

     

    12/25/10:

    Christmas! Anyone wearing a santa hat today gets +10% exp in all skills!

     

    1/1/11:

    New Years! Find joker today for a special new years outfit, glasses, blowhorn, happy new year custom torso. etc.

     

    Easter:

    Place 100 Eggs about the size of a small rock throughout the entire game. Use it to find it, once you find it, it dissappears. Only 100 people will find them, and in 2 weeks they will hatch and become a rare item (whichever rare items you want, at whatever % chance)

     

     

    Things like this that incorporate the shop more often, or make people want to logon on a certain date.


  4. The way I see it, fighting in multi combat maps is great, sense of teamwork, casty's for the pr0's give great drops to split up, but when watching a multi fight, or even multi fighters + archers, it's difficult to see who does what damage. Not only that but the damage indicated fades away very quickly, and you don't know who hit how much damage.

     

    I propose that a random color be selected for everyone attacking a mob, and that the damage indicator of how much damage was lost from the mob be in the same color. Maybe your character can glow yellow, have a yellow underlined name, or even have a yellow glowing weapon. Then when they hit the mob the damage dropped from the mob glows in yellow aswell, and lasts for more than less a second. I think colors should be well chosen, not necessarily random as white/black/light yellow would seem hard to read.

     

    Just a way to see if you can do more or less damage than a person next to you, or even see who's character is doing the most damage to a mob in a fight you're watching. :lipssealed:


  5. I think guin is putting someone in their place, and that someone obviously is used to getting their way, so after (saturday>tuesday) 3 days of bitching, that person convinced some other person to "shitlist" BoC, which IMHO is a stupid action against a simple conversation. Have you NEVER been rude to ANYBODY in this game? Maybe they should "shitlist" you for being rude (SouLove).

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