Jump to content
Eternal Lands Official Forums

Malathorn

Members
  • Content count

    63
  • Joined

  • Last visited

About Malathorn

  • Rank
    Rat
  • Birthday 02/27/1976

Contact Methods

  • Website URL
    http://eternal-lands.solexine.fr/~radu/view_user.php?player=Malathorn
  • ICQ
    0

Profile Information

  • Gender
    Male
  • Location
    You don't need to know his location. These aren't the droids you're looking for.
  1. EXP for creatures

    Experience in combat is per hit and per dodge rather than per kill, and it's based on a lot of factors (your combat skill levels, your attributes, your weapon, etc.), not just what monster you are fighting. Ent hasn't released the formula and AFAIK no-one has worked it out yet. You can tell more or less how much experience you get per creature by watching your experience bar (the green one on the right end of the bottom panel) while you fight.
  2. Colored names

    You mean EL is going to be a MMORPG you can actually finish? :shock:
  3. Guess someone's name!

    Tropicano?
  4. Guess someone's name!

    These are getting too easy now. Try this one... (Anti pedant disclaimer: It should probably be "Nullus cimicis..." and I'm not sure "codex" is right in this context but I don't care, it's just for fun. ) So ... who is it?
  5. Joining Parties.

    Perhaps if this idea were implemented, members of a party should be able to join in combat with other members of the party even if they weren't on a multi-combat map, rather than sharing out the experience with all members whether they are involved or not. Maybe later on, some new spells could be "party effect", such as a "party restore" spell for example. The EP cost could be a function of the number of members in the party.
  6. Simple Karma system

    I think this would be covered by Rule 9.
  7. Simple Karma system

    If you set the bounty, you'd only be getting your own money back. If you gave your friend half, you'd be losing money. It's a good point though. There's nothing to stop you killing your friend for a bounty someone else put on him and giving him half. You'd have to get to him before anyone else did though.
  8. Simple Karma system

    There doesn't seem much point in having a karma system otherwise. Most of the people who are interested in fighting spend all their time "training" at the moment. What are they training for? In this scenario, they would be training to protect those who aren't interested in fighting. And think of the reduction in macroing :twisted:
  9. Simple Karma system

    With the guard NPCs (if they were strong enough) and the fact that the majority of players would probably want to stay "good", anything but a mass invasion of evils would be unlikely to cause much trouble. Maybe make some buildings inaccessible to evils, so people can hide until the guards and tougher players have dealt with them if something like that does happen. Even in the existing PK maps, people don't automatically become homicidal maniacs upon entering. KF can often be quite safe and friendly. Also, knowing how much Ent dislikes mass production, I think people would be less inclined to sit on a huge storage bag if there was a chance they might have to run for their lives. Perhaps there could be an NPC somewhere like the WSC meeting house where good players could place a bounty on an evil player, which would be added to the players drop bag if he/she were killed by another player. This would encourage people to guard or act as escorts through areas where evils tend to cause trouble. I think overall this would make the game more interesting and exciting rather than more irritating. D&D alignments aren't just about restricting spell categories and character classes. The idea isn't to "punish players for being evil" it's to discourage them from being homicidal maniacs just for the hell of it. As for "assassin" types, if they don't want to be "evil" they would concentrate on hunting "evil" players. No. It's just an inconvenience of being evil. "Good" antisocials can get others to buy items for them (evils can too if they can persuade a "good" player to help them out). If someone wants to make a career out of being evil, they can take antisocial and get 10 "free" pickpoints.
  10. Simple Karma system

    If it really is a problem, it doesn't need to be reduced with time anyway. It could be that the only way to reduce it is to work it off by killing evils.
  11. Simple Karma system

    It already decreases your food level and increases your ethereal and material points every minute. Shouldn't be too hard to reduce the wanted timer at the same time. Are you sure?
  12. Ent recently said that the proposed "Karma" system was "down the drain". I thought that was maybe because it would be too complicated, so here is a suggestion for a simple way of handling it. Evil = You have a wanted flag. Good = You don't have a wanted flag. 1: If you are "good", attacking a "good" player makes you "evil" and sets your wanted timer to 2 days (game time, 12 hours). 2: If you are already "evil", killing a "good" player adds another 2 days (12 hours) to your wanted timer. 3: If you are "good", you can kill an "evil" player with no effect. 4: If you are "evil", killing another "evil" player takes an hour off your wanted timer. 5: You must be online for your wanted timer to decrease (timer decreases by minutes to avoid people logging on just over hour changes to reduce their timer). 6: "Evil" players are antisocial. 7: "Evil" players names shown in another colour. 8: All maps (except Isla Prima) become PK. Maps which are currently PK maps become "karma free areas" (1, 2, and 4 don't happen in these maps). 9: Isla Prima remains non-pk and unaccessible to "evil" characters 10: "Evil" characters return from hell and "#beam me up" at Naralik Catacombs (which could perhaps contain an "evil" wraith and an "evil" storage, for those who want to be evil ). 11: Safe areas, such as docks, storages etc. patrolled by strong "guard" NPCs aggressive only to "evil" players (and monsters). Attacking or killing these "guards" has the same effect as attacking or killing a "good" player (see 1 and 2). 12: Animals should probably be "neutral" (no karma effects). 13: Monsters could count as "evil" (reduce your timer), or some could be "evil" and others "neutral", or they could all be "neutral" and karma only applied to players and "guards". Only needs 1 variable really: the timer, anything that checks the "flag" could actually just check if the timer was > 0. What do you think?
  13. elders no chat channel

    The command is "#jc guild", not "#jc <guildname>"
  14. Bugs in the Encyclopedia!!! Post here!

    Monster Magnetism is green, Body Piercing is purple and Mirror is black, they're all monster drops (Victor doesn't sell them). Also, it's "cloak" not "cloack" as you wrote in your post and in several places in the encyclopedia.
×