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conavar

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Everything posted by conavar

  1. Make bethel cave single combat.

    TINF perk or not it doesnt really make any differance, As far as I can tell (and I maybe wrong) its not the Xp that is the problem, but certain players attitudes. They think they have a god given right to 4,5 or 6 spawns to the detriment of other players, who just like them want to play the game, and god forbid that someone should actually have the nerve to ask them to share. Im quite happy for it to stay multi......... if players moved away from the " me me me " attitude and thought about others as well. Note: I havent trained in Bethel for months, so it isnt about what is good for me, but what is maybe good for more than a couple of players
  2. Make bethel cave single combat.

    Pretty much what I have been saying for months, but normaly just get shot down by other players... "omgz it ruin my training" To Quote a guildie: "People try to claim the whole map as a spawn" Or Leave it multi but relocate half the spawns to somewhere else The 6 Feros are to close together, so maybe leave the 2 end spawns there, and move the other 4 somewhere else. Maybe somewhere like Arius Could also move two of the Dcw to somewhere like GP (which has a stronger chim there anyway,so it wont cause anyone more problems)
  3. BroD - beware !

    And You are ???? But I must admit its a great way to get people TO attack you so gratz
  4. Apologize

    Good luck with the new guild Rayla
  5. Zarin's first invasion! :D

    Best Invasion for ages, being on a NDD was great for all involved, players could just worry about having fun and not about dying. Alternating the strength of what was spawning all the way through the Invasion kept it interesting for all level players, and is a lot better than just doing weak at the start and strong at the end
  6. Question about the economy

    Might I suggest, like you asked the community members about changing KF to non-drop. That you could do the same about an increased break rate? That way if and when people start complaining and saying (0mg wtf my fav weapon just broke now I can't pwnz0r ne1! U make the game no funs 4ever!!!!) blahblahblah.... You can simply reply, that you had an overwhelming community backing on it and they can just go play some other game if they don't like it. I know that I would agree to state something like "I warangel solemnly swear that I will never complain about something breaking ever again if an Increased break rate was implemented. If I do that, may I and all my alts be banned for at least a half-year!" lol I really love how this thread has turned from: " Fighter MAY not earn enough gold from there training" to " Fighters MAY earn TO much gold, so lets break more of there st00f " Maybe just me but it seems weird logic that increased breaks would lead to increased prices, as for me the opposite would hold true, if it breaks more Im going to want to pay less than I do now not more But hey lets say it would be good for the economy, then even better for it would be to increase break rates of items across the board Increased break rates for alembics,vial molds,tools etc and its really time the harv cape started to break with harv events (its pretty much a one off purchase, so not very good for a gold sink) Ohhh we could also increase the crit fail % in the mix window, that would obviously boost the market for the Ing suppliers (sarcasm over) Edit: A couple of idea's that might work (and its only speculation so might not) is: 1) Remove armour and weapon drops from monsters and increase the gold drops to compensate: Atm its easier for players like myself to just go and serp PW in RoT for s2e's and make a profit at the same time, without using a manuer, same can hold true for tit/steel chain etc 2) Increase the use of magic swords: While when the top sword was a tit serp, swords such as s2e of ice etc may have been worthwhile,but with the inclusion of the great swords ingame they are now pointless, so maybe increasing there stats to be more inline with the great swords (or better due to the huge ings involved) would open up another market for the manuers.
  7. Combat System Suggestions

    lol The easiest system for team combat is instant X amount of xp per X amount of dmg (not sure what ration it would have to be, because 1 to 1 isnt enough, ie: A DCW only giving 250 max xp per creature would be to low). But without increased spawn times, then for training purposes not sure if it would pay to use a sword vs boxing and healing
  8. Runescape o0

    It is possible for players to make there own quest's either alone or as a group, and play them out as contest's in chan 7. Granted nothing but ingame items can be awarded, but it is always an option
  9. Question about the economy

    Not at all , I gave up expecting to make a profit from training months ago My point was, what you said about fighting can also be used to describe other skills and how they have to balance Xp vs profit and Expect to sometimes to make a loss for that little extra xp.
  10. Question about the economy

    So basically what Piper is saying in the context of this thread is : All skills have to choose between profit or xp, if you want to make a profit expect low xp, and if you want to make xp expect a low if any profit. So manuers thats where you have been going wrong, you should make great swords for good xp but no profit and leather helms for low xp but gold ... genius
  11. Emote codes for the client

    Very true, but differant cultures also have differant meanings for some gestures, which is why I suggested using yes/no commands etc, then atleast EL has its own default gestures players can learn regardless of nationality, and there home countrys meaning of said gestures. Or we might end up with encyc sized tome of descriptions: #nod means yes (unless you are talking to a player from XXXXX and it means no, or the player is from XXXXX and it means 2 beers and a packet of crisps plz) stupid example but hopefully gets the point over.
  12. Emote codes for the client

    Any symbols are fine by me tbh, but I think they would be easier to remember if the emote keywords were not based on a description of the emote but on a word themselves. ie: #Yes = nod emote #no = shake head emote #bye = wave emote #omg = hands on head emote etc Just a thought but sounds great whatever is used All we need is the Diva "watever" emote and be perfect
  13. Question about the economy

    Would also need to boycott the bots which sell the ings over priced to begin with, the bot prices control the market not the players. As for the ings costing more than the final product then the answer is simple..dont buy them, if the final product costs 21k dont buy the ings for 30k and then expect others to pick up the loss.. seriously its like paying 20 gc each for silver then wondering why you cant sell He's for 45 Its the ings price that have to be forced down, not the finished product that gets pushed up, because next thing that happens is the ings price will increase and you're in the same position as before ... inflation ftw @ Ateh players sell to bots because if they sell on the market channel for a cheap price, the buyer normaly just sells it on to a bot for profit, so they might as well cut out the middle man and make more gold themselves
  14. OSOMN's ridiculous power

    Actually it was just an alternative idea to korrode's, " remove pp buying and soft reset the players ", it was a less drastic option, but personally the whole pickpoint buying debate doesnt worry me, Im happy how it is... but instead of just flaming like some do, I thought i suggest a differant option
  15. OSOMN's ridiculous power

    lol Korrode's going love you but back to topic Yeah maybe draining 150 mana is a bit much post cap and could be lowered but its still livable, a pain but livable and they are not that common to be a major problem Imo
  16. OSOMN's ridiculous power

    After a quick rough calc I would say 120 is to low, and I would be more inclined to go 150 (wether thats 150 total or 150 extra on top of starting pp's to make total 174, not sure which is best). Also maybe someone who trains yeti/Ac's etc can post the average pp's needed for them (not the best or perfect just the average) But like I said more PK themed perks would be needed, only really about 7 true PK perks atm which isnt enough to give enough variation on char builds
  17. What s your name in elvish or hobbit

    Elvish: Tathar Elanessë Hobbit: Posco Hardbottle <<<< wtf is that lol
  18. OSOMN's ridiculous power

    Pretty much agree with certain points both Miiks and Korrode make: Is PK perfect: no . Could it be made better: Yes . Is it 100% better than it was a month ago: f00k !! hell yes (and gratz to Radu for doing it) I do agree with is the following statement, which should hold true wether there is uber weapons/armour or not imo Quick idea to give ppl a chance to moan,swear,flame etc The attribute cap made great strides in making PK fun, and instead of just penalizing pp's buyer (if they got the money why not), how about capping the amount of pickpoints that can be spent on attributes (not going to suggest any numbers at this time),would make player builds alot more strategic and would also bring back into the game the PK perks ( but more would have to be implemented imo to give a wider choice of builds) which players could spend there now spare pp's on ok flame away
  19. Resource shortages idea

    True, but that would be our fault as the players for not opening the resources again, but atleast the control is in our hands rather than "You cant harvest in CC for a week no matter what" which is how it seems to be shaping up
  20. Resource shortages idea

    That would work only on multicombat maps unfortunately:( don't you think ? lol hilarious -> Offtopic : can Liquid be hurt with a bucket then? Single combat maps would work aswell, then its up to the players to share the workload of removing them , and they also wouldnt work as a resource blocker if they died to quick. and Go hit him with a bucket and find out (but bucket example was used to simulate removing the water, since water's pretty hard to move with a sword )
  21. Resource shortages idea

    The general idea is good Imo, but the only thing I dislike about it, is the fact it removes control from the players.If resources were to be blocked I would rather they be done by creature's, then atleast players have the power to remove them. In a perfect World I would love to see new creatures that could be used dependant on the seasons. ie: Due to increased rain, Crystal caverns has been invaded by Water Elementals (as strong or stronger than dragons) then the power is back in the players hands to open up resources (or see below) I like this idea but not sure how it could work without differant maps to simulate the rock falls etc.. Unless (and this idea might not come over well on paper ) it is possible to make like static resource blocking monsters to simulate the desired effect. Ie: Having a creature that doesnt move and just resembles a pile of rocks, it can only be damaged by pickaxes and the dmg is based on the players engineer level, but only does minimal (1-10) if any dmg in return. Im not sure if Hit points have a programme limit but to promote the teamwork of working together to open up resources it could have tens of thousands of hitpoints.(ofc no combat xp would be gained) or a static flood creature that can only be dmged by buckets (example since buckets cannot be used as weapons) etc
  22. Resource shortages idea

    This idea also requires 2 or 4 version for a lot of objects and textures. Not really doable with the resources we have. Maybe the seasons can represent in lighting or in sky and two or more weather effect only, so no need to redraw everything. It can be something like the astrology: we have never seen the moons and planets around EL world, but we feel their presence via MN or other events :-) More simpler: the seasons can be implemented first as the extension of already existing calendar system (simply writing out which season is or put a calendar on the main webpage where we can see what are the harvestables in that season). That is true, EL season dont have to be based on RL, EL could only have 3 seasons.. Dry/Normal/Rain and depending on the season the harvest speed of certain item could be reduced or increased. Ie: Rain season: Ogre toes,toads,shrooms etc harv speed is increased but due to the excess rain all cavern harvestables are slower or have increased chance of rock falls etc. And hopefully no need for differant maps per season (just how often it rains etc)
  23. In a perfect World both would be no drop maps, since with one being multi and one being single combat, they both offer differant styles of PK (unless you PK its hard to understand). But to be honest Im happy we have one no drop map, so Im not overly fussed if nothing is changed Edit: one thing I do dislike about KF is that there is no viewing area, for newer players just to come and get the feel for PK in safety
  24. Removing rule 5 (multiplaying)

    But you are wrong. It is not only the nexus, it is also the fact that potioning requires raw ingredients. So then you would need like 5 harvesting alts as well, the potioner, and your main. That's 7 chars you'd need to control. Sure, maybe that's doable for a few days or weeks, but eventually you'll burn out and you'll rather just pay someone else for the potions than go through all this shit. If you used your alt to only make what you need then only one is needed. For example Atm I use thousands of sr's , with only a Potion level of 20 needed an alt could be leveled to make them for me in a few hours, and wouldnt take long to harv the ings for 10k etc, and gold is no problem for the vials/wine since the main supplies it Same goes for he's etc and would be quite easy to mix them while training a/d, just check the alts window during re-spawn time
  25. Removing rule 5 (multiplaying)

    IMO 500 new seperate players is differant than 500 alts, since the new players (not being able to trade with each other) would keep the market active, while 500 alts might cause the opposite, since I dont need to buy anything on my main because my alt would supply it to me. Basic example: Atm due to lack of nexus I have to buy all my potions, but if I had a potioner alt to make them for me (even if i only had one client running at a time) the market would suffer. My biggest doudt about the whole thing is that it wouldnt players making alts because they wanted to try something differant. ie: harvers/manuers wanting a/d alts or vice versa, but just armies of alts who's sole purpose was to supply the main char
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