Jump to content
Eternal Lands Official Forums

HeLLRaiZeR

Members
  • Content count

    288
  • Joined

  • Last visited

Posts posted by HeLLRaiZeR


  1. Current recipe is acceptable if you mix for yourself, at least in my case.

     

    You actually make quite a huge loss on it.. Raw meat isnt that easy gathering, vials are expensive.. Then there is the food cost of 10 for mixing.. It just isnt viable making them, unless you are a diehardplayer that have decided to craft everything himself. ;p


  2. Well, not a big suggestion really.. Feasting potion currently requires one vial, one meat, one wine, one vegetable and one fruit to mix.. Costs 10 food points each mix and vegetal nexus of 4 with req pot level 22.

     

    This doesnt pay out considering that NPC sells for 12 coins each. Market price is a little higher, but that is only because many people doesnt bother walking to mira/irsis seller and back..

     

    I suggest that the raw meat is removed, req level is increased to 30-35 and vegetal nexus is increased to 5. This way, they are actually worthwile making.


  3. not that my opinion has ever made a difference. I think this is a good idea, but instead of a cheesy wack o mole deal. Why not have like a hand that you must steady and grab the lilac from the bush. If you do it perfectly, 20 lilacs. if you fail, no lilacs. you shake up the bush too much you get stung. Do it to hastily you don't get as many lilacs because you destroyed them trying to grab to greedily.

     

    Worst case of necrophilia I've seen in a long time. Your reply just missed with five years.. ;)


  4. @Korrode

     

    People wouldnt use expensive gear if there wasnt rostogol stones.. People would use cheapish gear, and those that are ebulrich and uses dragon might just lose it.. So it equals gain vs risc. This would make pk more active I think, since frankly, biggest problem now seems to be that people doesnt gain anything from pking besides the fun.


  5. If theres no pki then we should go back to dropping in KF ?

    Only if rosto reduced to US$1 in shop and in-game find rate quadrupled.

    Otherwise changing KF back is just a PK killah.

     

    Ever thought of A. using less expensive gear, B. removal of rostos ingame? Both would solve the problem.


  6. Well, I think it was great, but alot of people including me had great trouble finding the monsters.. Perhaps spread it over fewever maps, and not huge ones like WS. If lets say only WS was used for invasions, or only Tarsengaard it would be alot more active fighting than if you gotta change map every third minute.


  7. Some constructive critism please, not just "lol noob". My A/D isn't very good, but if youre gonna dissagree please come up with a suggestion yourself.
    This makes no sense. If they disagree with you and think it's fine as it is, they don't need a suggestion :P

     

     

    Edit : This might've been suggested before, but saw no active thread about it and I'm not very fond of gravedigging up old threads..
    We prefer you search and find the old threads, they usually tell you why something isn't changed in the first place and then you don't make a pointless new suggestion :D

     

    You know what I mean, even if you're a moderator no need to try and act smart. Just because you don't agree with my suggestions it certainly isn't pointless. With that attitude we might aswell cancel the whole suggestionsforum.

     

    @ The_Piper, you'd still get half the xp as it is now. It wouldnt be either xp per tick or flat xp, but both. If three people attacked it, everyone would get the roundxp and the person dealing most damage would get the flat rate xp.

     

    :confused:


  8. I would like to see a change in something other than skills and items for once. Instead of focusing on getting gc out of the game why not improve graphics or the combat system? But no let's add some pointless skills instead, that sounds more appealing.

     

    Atm I don't have any worthy ideas for a combat system but I will chat with some people ingame and think up ideas there. :/

     

    Well, I think the new skills is quite funny.. Variation is appealing. Compared to other mmorpgs this game has a very weird combat system though. The way you get xp and P/C affecting is realistic, which I find great, but the idea of doing as little damage as you can and fighting for as long as possible is strange. I think it would improve the overall reception of EL alot having a more "common" xp system..


  9. Well, since weaker monsters doesnt autoattack, afk training without macroing would be very hard.. You could go to some strong monsters, but you'd risk dying.. :icon13:

     

    Oh, this suggestion only refers to PvE.. I'm not quite sure if the 50% reduction flat xp thing should apply to PvPing.. I've understood that Radu thinks pvping is borderlineabuse, but alot people including me find it quite fun.. Hard thing.


  10. Howdy!

     

    Started training combat again recently, and I think the system is quite weird. Chatted with some other players about it and most people agreed. Most games either have that you get for example one xp for each point of damage you inflict, or you get a flat xp bonus for each monster kill depending the level and hardness of the monster.

     

    It's quite silly that to get the most xp possible you should fight without a sword, retreat every 15 turns and then attack again. It doesn't seem very realistic, and I think it's quite boring. Why not remove lets say 50% of the XP you get by fighting, and give each creature an X xp bonus for getting the kill. The X could be either flat or depending on your A/D levels, preferably flat.

     

    This would help from clogged spots, since people didn't have to train in a certain monster order. People could use sword to kill a little weaker creatures faster, gathering meat and such, while still receiving "decent" xp from the flat kill bonus. More spawns would also be needed at certain spots, like fluffs, chimerians, male ogres, trolls, so people dont have to wait for ages for their spawn to respawn or find it.

     

    Economically, this would make fighting a little more profitable, since if you kill creatures faster you get more drops. If people use swords however, they risc breaking them.. And well, you can actually serp spawns now for fast drops, although the experience is bad unless you fight a monster much stronger than yourself.. Which incase you might aswell fight something barefisted that suits your a/d more.. :)

     

    Some constructive critism please, not just "lol noob". My A/D isn't very good, but if youre gonna dissagree please come up with a suggestion yourself.

     

    :icon13:

     

    Edit : This might've been suggested before, but saw no active thread about it and I'm not very fond of gravedigging up old threads..


  11. Well, as I see it I think it's okay to transfer stuff between your own accounts.. I mean, heck, aslong as you dont macro it's your own hard work that has brought you the items..

     

    If I want to make a new "main" account I kinda would like this accounts stuff on it.. And transfering that is illegal.. :confused:


  12. This is great.

     

    Alot of people will likely scream copycat after me, but why not add an energy meter to the interface? It starts at 100%, then every few steps you run it drains one percent. When you stop running and starts walking, the energy meter slowly recharges. Off course, there could be some expensive potion that recharges this percent instantly. Maybe even have a skill/attribute/perk that increases the rate your energy regenerates.

     

    And yes, alot of this is from the game RuneScape, but hell, it's a good concept..


  13. If you can't afford paying a one time fee of 5USD you're likely from Zimbabwe or such..

     

    Besides, doesn't Learner have a service which is payfeatures for ingamegc?

     

    Edit: Big ROFL at Zenial, your lastname doesnt happen to be McDuck? I really wouldn't want to go out a friday evening with you, that's for sure..


  14. The idea sounds fun. :)

     

    I would suggest however that to use stone x you have to be y level, much like magic works.

     

    Does this shapeshifting really need its own seperate skill though? I think it's kind of connected

    to summoning, and how would you traing shapeshifting up? This could really add to the usefulness of summoning, since it's by now one of the most underused skills.

×