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idefix

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Everything posted by idefix

  1. Thought I'd bring this suggestion up since the search only brought an old topic from 2012 which was really a suggestion for something very different. So my idea is to add a "Soft reset stone" to the EL Shop. The stone would reset your PPs without losing your OA level. Alternatively you could lose 5-10% OA exp during reset. Cost of stone could be something like $25-50, perhaps scaling according to OA level. I see three benefits of this addition: 1. Players can try out different builds and level up all skills they want, without completely destroying their character for fighting. 2. Newer players might not be forced to quit after they realise they need to do #reset because of bad decisions as a beginner. 3. New source of income for Radu. And only one problem (correct me if I am wrong): Rich players will buy lots of nexuses with hydro bars and then do a soft reset to remove all the nexuses at once (which would be cheaper than buying individual nexus removal stones). One possible solution to counter this problem would be that the Soft reset stone would NOT keep your bought PPs! So if you are OA level 146, after using Soft reset stone you would have 146 PPs regardless of how many hydro bars you have used before.
  2. Casting spell

    Hey Maybe someone can help me. I'm making small improvements to the Android client, and I got the combat working. Yay. Next I thought I'd try to make casting spells work. However, I can't really get the restoration spell to work. Nothing simply happens. So I thought I'd ask here in case someone knows what's up with it. I tried both of these: public static final int CAST_SPELL = 39; // Cast spell with reagents 1 and 24 ... new Message(new byte[]{ CAST_SPELL, 3, 0, (byte) 1, (byte) 24 }); and // Cast spell with ID 7 (Restoration) ... new Message(new byte[]{ CAST_SPELL, 2, 0, (byte) 7 }); On the other hand, my attackActor (and all the other messages) works just fine, so the problem is that I don't know what kind of message to send to the server to get the spell cast. Thanks for any tips.
  3. Casting spell

    Hi Thanks for response. Based on the wiki I realised message length must be two bytes and len = 1 + data_length, so I got it to work with the following code: return new Message(new byte[]{ CAST_SPELL, 4, 0, 2, 1, 24 });
  4. My idea is that there could be an event that would be fun to play, different from the "normal gameplay" and rewarding at the same time. Also, I think everyone should start with an equal chance of winning, i.e. everyone starts on the same line. The competition would take place on a Tournament Server, which is basically the same as the PK Server. The competition would be played out on this separate server, and everyone starts with a new character. The rewards for the winners would be given to the winners' main accounts, however, instead of these new characters on the Tournament Server. The format could be as follows: 1. Start with an empty server with PK server rules, and everyone can join ($5 entry fee, just like PK Server). 2. Competition lasts e.g. for 1 month. During this time, players try to become as strong as possible by training and gearing up. 3. After this 1 month, there will be a PK tournament. Top X players in the tournament win prizes. Prizes could be shop items (rostos), top level gear and/or PPs. These would be rewarded to the main account instead of PK Server account. As an additional or alternative idea, there could also be a Team PK Tournament, which would encourage more teamplay. Players could join in teams of 5. This would encourage people to play together instead of the server being completely "every man for himself". Server should maybe only be limited to C1, especially if the amount of contestants is not that many. Would anyone else be interested in something like this?
  5. PK Server Competition

    To be honest I thought the PK server was dead and offline already. Didn't realise someone still might play there...
  6. Soft reset stone

    The problem again with that is that no one except the top players would pay such prices for it. I'd probably get a better char than my own for cheaper on the black market. I'd rather support the game, though. I would expect I'm not the only one too.
  7. Soft reset stone

    I feel like anyone who hasn't already spent hundreds or thousands on the game would rather quit than pay $100. But indeed, some tweaks would need to be made so that it can be used by both newer and top players. Probably price needs to scale, otherwise it will be either under- or overpriced for the other side.
  8. Yeah something should be done about the rosto prices. I still thought they were around 20-25k apiece, and thought I'd just need to farm 40-50k after losing two in one invasion. But instead I need to farm 160k to replace them? That's like weeks of farming for one hour in an invasion. And then they make topics asking why people don't join invasions actively anymore
  9. Breaking quest.

    Yeah, simple solution is to allow acid rain and brod to the quest. Makes sense to me atleast.
  10. Raising Attribute Cap to 60!

    Have to agree, there's quite a few things that could be changed/fixed, which would benefit especially newer players. Raising the attribute cap would not have any effect on that at all, maybe even the opposite effect.
  11. PK Server Competition

    Hmm a 1 week contest sounds interesting, it would definitely mean that the level gap between players would be smaller which would equal to more balanced tournament in the end. The reason I thought 1 month was that it would take a while to get your other skills up, e.g. it could be possible to gain an equipment advantage by training manu. I don't agree with giving easy access to rostos and other rare stuff in the game. To be honest, I think it'd be interesting if there were no rostos at all on the Tournament Server. Would make PKing (raiding training spots) profitable, as you would be able to steal other players' items and thus disrupt their training for a longer time if they needed to craft new gear etc. Yes I suppose the existing PK server could be used. The reason why I suggested a new server was that you would not be able to use existing gear, or help your new character with an old character in any way.
  12. Let's Invade

    I leveled a character recently (Felessan) who is low 90s a/d currently - He is very capable to kill the mobs in a 100-110 capped invasion, and even up to yetis/frost trolls as long as it's one at a time. (though quite expensive - averages at about 4-5 restores per yeti/ft) however with his build he can also train Feros very easily and can reach anywhere between 6500-7000 exp/min depending on which feros spawn i am on (with my build i kill 1 feros as the other spawns on a double spawn), I don't think there is a problem with the current invasions/instances being (a+d)/2 - infact quite a few found inside melinis (101 cap) quite easy and people only died due to mana drain from bears, However many people who don't have pure fighting builds do struggle to stay alive in invasions, and in some cases struggle to kill mobs that "should" be around their a/d level - i have found that Vanyels and Aquilas recent invasions that i have took part in do accommodate both pure fighters as well as all rounders if you stay around the edges where there's less mobs - That said it could be a nice idea to change the way the cap works to be based off combat level instead so the people with more nexus and less combat related attributes(therefore lower CL) can fight in invasions more suited to their real combat abilities That is true: staying at the edges in the invasions is a good way to stay alive. But at the same time, I find that staying out of the invasions is also a good way to stay alive too. The best part of the invasion, in my opinion, is being smack down in the middle of the action with stuff happening everywhere and mobs coming out of nowhere. The fun part is trying to stay alive in the chaos. Any other way of playing it is not worth it for me. But it's an easy way to make a huge loss, especially when underleveled. I'm not saying that there necessarily needs to be a change, though, since it is my decision for a build and my decision of a playstyle. But in a way, that is also a problem with the level caps.
  13. Let's Invade

    I feel like a problem with both invasions and instances is the a/d cap. Basically a+d/2 is a terrible indicator of the player strength. For example, if I want to train on feros effectively it is generally agreed that 28/44 p/c is the best. At the same time, this means my char is much weaker in instances than if I pushed to 48/48. Therefore the problem is that it is essentially impossible to build a character that is good at both training and doing invasions/instances at the same time. As a result, I ended up trying invasions where I was both underleveled and had low attributes. This means that invasions are very unprofitable, as the rewards are not that big while losing rostos is very expensive. One possible solution would be to make the cap based on attributes as well. One solution: a+d+p+c. For cap >120 this would have essentially no effect, while at the lower levels (80-100 and 100-120) this would mean that players such as 105/110 with lower p/c could still join the 80-100 (because effectively same strength as players at 95/100 48/48).
  14. very old players

    So much fun reading through this topic lots of old names I recognize. Still remember crus killing me one time (probably 13 years ago) in White Stone arena, and I'm still waiting for my revenge Maybe I need to check out Albion Online to get him back
  15. Attack experience bug

    That can't be right. In the invasions I've been in, or when dcws ganged me in bethel, the att. counter always starts from 0 after I kill the monster and move on to the next.
  16. Read all 4 pages and almost laughed at lorck Calling everyone biased when he is truly the one who doesn't even bother reading other peoples posts. Maybe take an objective p.o.v. when reading other peoples comments on your suggestion? I don't study economies, though common sense says: Slowing BM down would merely be temporary. Say everyone started buying from the shop just to get gc (e.g. buying rostos or binding stones and selling in game). That would lower the prices of the shop items considerably. When that happens, you get more stones / gc == more stones / $ from BM, making BM a lot more attractive (considering you'd buy gc from BM, and then buying the cheap stones in game). In the long run I don't think it'd change almost anything, except maybe a few long time players getting banned, which I consider a negative effect for the game. Might be wrong, though that's what my logic tells me would happen.
  17. I was just thinking about how - stupid? - the current item manufacturing / crafting etc. system currently is: you gather the ingredients, you have mini events. You also need rare stones from harvesting to get the ingredients. Then you click a button, and instantly you get your item. Yay... How about making the final process of the creation a bit different? I don't really have a great plan for this, but to give an idea, here's an example: For the strongest of items there is a special, magical anvil in some dangerous map (perhaps pk?) which is required to create the item. The manufacturing could last a while, maybe a minute or two, while a monster/wave attacks the anvil. As the manufacturer can't fight and create the item simulatenously, s/he needs guards to fend the mobs off. E.g. the dead dragon's spirit could attack when its scale is being used to create armor. Might not have to be this extreme, but any small changes even would be better than just instantly getting the item created (with the cost of some food points, eek!). Some of you might wonder what would be the use of this. Seems useless, right? Solo manufacturing en masse at the storage is fun \o/ I'd rather see guilds actually working together, equipping their fighters etc than having it so that it makes no difference if you do something together with 10 people or solo. Also this would improve the market for items; currently, the ingredients cost more than the item itself in some cases. Maybe I'm crazy or something and this idea seems retarded to others, so constructive criticism is always welcome (flamers should stay away though). Edit: of course I realise the suggestion ain't perfect as it is, e.g. it'd be a bit annoying to fight the mobs like 20 times in a row to make multiple swords, so maybe you could manufacture multiple items same time, but the more you do, the stronger the waves or something like that.
  18. Newb instance guide

    Focus on tanking? Focus on doing damage? Righto... nice guide :S
  19. suggestions on engineering

    I like the enhancing tool idea. Maybe not make charges on it, but rather make it so that it has a chance of breaking every time it otherwise would, instead of 100% break rate. Also, a more expensive enhancement could be that it would have a proc to get 2x the harvestable (stackable with exca), and maybe even a really high level, expensive enhancement that would increase the chance of getting stones while harvesting. Or something along those lines.
  20. Invasion stone

    Just... why?
  21. Item creation change

    Not even close. You're way off with everything what you said
  22. Item creation change

    Sometimes reading before posting helps. "Perhaps pk" with a questionmark doesn't really say that the only way this idea would work would be if it were a pk map. It would just add a little bit more to the danger, but as I also said, it would make it a bit extreme. By the context I assume you mean the absolute opposite: that you don't want to be dependant of anyone else while playing. This is a fair point and obviously this idea, just like any other, has its downsides. I just believe bringing people closer and making them work together more outweighs them. If I understood correctly, you are worried that fighters won't help you manu anymore after you have mixed their gear? Then you might consider changing guilds, if you feel your guild is only using you as a tool to gain equipment. In my mind, at least, a guild works so that everyone helps eachother in every way they can. As to your second point, I also addressed that in my OP: Also a good point; didn't think about that at all. However, the whole point of this idea was to make it a bit more "challenging" to manufacture items. Currently, manufacturing even the best gear available in game is somewhat easy, as you merely have to spend the time to get the ingredients. The market is full of the best gear, and no one is wearing mediocre gear anymore. It wasn't always like this, and working hard to get the best gear in the game is something I find good. It might not make the current situation any better, but something like this for the future could be considered, for when they add new items.
  23. Item creation change

    But why would anyone make ice dragon sets just to sell it to NPCs? Why would any mixer make COLs for exp? I don't think many great swords have been made in schools, either. This would also not make any change to game roles / classes. Even now, with the nexus limiting your skills, you can not possibly be the best fighter if you want to also be a mixer (unless you buy your nexuses, ofc). You can still be both a mixer and a fighter though, if you want. Just takes a lot of time to train. Most people do specialize in some skills, even though they don't have to. The difference to other games is that you can CHANGE your specialization (#reset) whenever you want, without making a new char. This would, however, make it necessary for people to be in guilds, but is this really a bad change? It is a MMORPG after all, a massively MULTIPLAYER online roleplaying game. Maybe it's supposed to be about doing stuff together, rather than playing alone? This could easily have a roleplaying background as well, so it would fit in. However, as dugur said, such a change would make the mixing part of the game quite drastically different, and it is of course arguable if the change would be for the better or worse.
  24. Item creation change

    Interesting point, however isn't that already the case? If there were no fighters, and especially no pkers, who would buy summoning stones, essences, potions armors, weapons, etc? Also, fighters are dependent on mixers (good luck fighting without armor and weapons...). This idea would bring them more together, rather than separate them, no?
  25. Korrode's Combat Guides

    Great guide! Thanks a lot, was wondering when I should be switching to dcw ^^
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