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Baloney

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Posts posted by Baloney


  1. - Your shirt / pants / boots fall in rags as you step on a small spider.

     

    - You try to rotate the camera to see behind furniture without moving there.

     

    - Your house is full of raw materials, ores, flowers, tools.

     

    - You always and only sit cross legged.

     

    - Your normal reaction upon seeing a rat is to kill it and keep the tail.

     

    - While tending your garden, you suddenly find yourself teleported in your neibour yard.

     

    - You try to heal wounded people at a distance.

     

    - You plan a trip in the Himalaya because you're convinced you can take on the yeti all by yourself.


  2. When the recycling center gets in EL and there is a determined set of materials for recycling x piece of equipment, upon failing, Tankel could at least give back the equivalent "recycled elements" of the broken equipment since you pay him for the repair (at least you can get back home with your scrapped junk)...

     

    Bal.


  3. What if, instead of dropping manuable items, the monsters would drop an equivalent amout of money ? So, for example, if you hit your 1/xxxx chance of getting the rare drop, you get 30kgc (something like that) instead of a tit cuisse. The non-manuable items (books, for example) would stay as they are now.

     

    Then, fighters would have the money to buy (without changing the worth of drops they get), and there would be less manuables on market, providing better opportunity for mixers. The fighters would become consumers instead of flea markets.

     

    Bal.


  4. Creatures on strike day :

     

    Desc :

    Monsters and animals are kind of groggy and bored today. They need a break and won't even notice what happens around them.

     

    Effect :

    Monsters will ignore everybody (like if everybody has MM), but players can still attack them.

     

    Bal


  5. The messages dissapear as fast as they do now, but when there is (for example if you set it to 2) 2 lines left, they stay there until something new appears that make it 3 lines. Then the oldest line dissapears after the usual 5 seconds, leaving the two newest lines, that don't dissapear until something new appears. And since you can set the # of lines, you can set it to 0 and have the actual behaviour... Or maybe the "dying time" could be set so that the user can set the time to something longer than the actual 5 seconds.

     

    Bal.


  6. Hi, since I always have to click on "View all" to see the messages that dissapear too fast, i was wondering if there could be a client option so that you can set a number of lines that stay on the top of screen instead of making them all dissapear at (5 seconds?) intervals :

     

     

    If #lines > set#
    
    Collapse next line as usual each 5 seconds
    
    Else  % #lines <= set#
    
    Leave on screen 

     

    Bal


  7. Why OA rather than an attribute or skill?

     

    It doesn't tie the perk to a particular character type.

    Attributes can be boosted by pick points from negative perks.

    So self destruct could deliver, for example, 5+0.4*OA to 15+1.2*OA damage.

     

     

    But then Uber players would have Uber positive effects, and new/reset players would have a ridiculous positive effect... The scaling of negative effects would be a good idea though.

     

    Bal.


  8. Though maybe it would be good to expand on this idea in that (just as an example) when you make 50 enriched essies in total, you get the option to get the perk, but only when you have made so much...

     

    Yes, i like that idea, it doesn't apply to all perks, but to some it might be a good thing and add goals to reach(like not beaming for x consecutive ingame hours in order to have access to scotty died, or making a quest to access some other perk, or dying 100 times in x hours to get hellspawn... :lipssealed: ). And it solves the "You go at the wraith and start to glow without any reason" part. Maybe hard to code though.

     

    Bal.


  9. Simpler :

    -No drops in arenas (no rost needed) so you can pvp safely (safely for your gear that is)

    -5 % or 10 % chance to lose item with rosto on pk maps, normal drop rate without.

    -non storable rosts OR rost takes 75% of your EMU

     

    Don't go in pk maps with things you can't afford to lose (anyway, even with Rosto, your item can break, so what's the difference). You want to be flashy with your uber equipment, then stay in arenas.

     

    This would also help average level ppl going to pk maps (for PK or other purposes) since there would be less uber-geared ppl there (what average player can stand against a full tit/COL/cutlass).

     

    Bal

     

    Yes, i do think Rosts are way too numerous in the game.


  10. What if there was a ring of portals room, but no more spell of portal rooms (i know, i see all of you high level magic users rioting in WS with fists in the air). Then the ring of portals room would be very useful, but at a cost, and since it would be more expensive than specific rings, those specific rings would also sell for fast travel (since there is no more spell to do that).

     

    Just my thoughts,

     

    Bal.


  11. A more reasonable and realistic way IMO : Instead of 50% chance of loosing an item, the rosto lowers that to 10%. You want to be safer, carry 2 and have only 1% chance of loosing each item. The rule is then simple : If you absolutely don't want to loose your stuff, DON'T DIE, period. You die and loose some stuff, don't cry, you're the one who took the risk.

     

    Then, if you succeed in killing someone, you have a chance to get some stuff.

     

    Bal


  12. That's just an idea but :

     

    What would happen if the exp gained would decrease for a specific item as it does in fighting. That is, if you fight a 20 def monster with a 20 att, you get like 35 exp. If you fight the same monster at att 40, you get ridiculous 7 or 8 exp.

     

    So, if at alch 50 you make magic ess (req lvl 20) then you'd get only 7 or 8 xp instead of 80, but trying to make it at alch 10 would give you 100 or 120 xp. You wouldn't have the exp profit as a reason to flood a market with those, leaving this market for lvl 20 or so ppl. Instead of wasting your time on something that doesn't give much xp, you'd try to buy it from someone else. But then, the fail rate for these items would be grately reduced when you're at an higher level than the rec level since you gain less xp.

     

    Although this way would be more realistic in kinds of experience gain, there are still two big problems :

    -higher level products would have to give more xp so that ppl can still level up doing them,

    -and would need a market to be sold at reasonable price so that profit is possible.

     

    Just a little hand-waving at the situation... What do you ppl think,

     

    Bal.

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