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conavar

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Everything posted by conavar

  1. Removing rule 5 (multiplaying)

    Well its just theory atm because nothing can be proved either way, but if with the increased harvesters the "find" rates for stones are changed to be low, then the price for say a serp stone could increase 10 fold, and while this might be fine for ppl who can run a few alts, it totally buggers ppl with only one char, and moves the goalposts in favour of those with the best comp rather than those who (ingame) work the hardest. The same could be said of mob drop rates. An economy should be based on "1 person = 1 char" and not on " well you could afford it if you had 5 alts" since not everyone wants or should be forced to have 5 alts just to be able to compete. But like I said just theory atm
  2. Removing rule 5 (multiplaying)

    It is easier on the rule enforcers aka moderators. these are the 2 reasons, the rest are selfish I purposely ignored the moderators part, since the one's that have posted seem to be in favour of keeping rule 5 intact, even if it does mean a little more work for them
  3. Removing rule 5 (multiplaying)

    TBH outside of the "family members being able to trade with one another" part (which they can do now,with a bit of contact with the mods) nobody has come up with a good reason why a players alts SHOULD be able to trade with one another.
  4. Removing rule 5 (multiplaying)

    One Yes but with limits could be removing all the neg perks that can be bypassed by alts.. ie: anti,Hos
  5. Removing rule 5 (multiplaying)

    Good look getting filthy rich, IF when to much money is coming into the game . Ent removes the npc's that buy ores etc... and good luck selling ores to players who also have 5 harving alts
  6. Removing rule 5 (multiplaying)

    No Would make the game less of a challenge and to easy imo.
  7. A/D Cap @ 130

    Well now KF is no-drop and relatively busy from day to day, maybe if any capped area is made it is an arena (Nca,Ws), then if players want fair PK fights the option is there but they have to suffer the risk of maybe losing a rosto. Making ALL pk maps capped at 100 imo would kinda suck for the top players (Azayal,Omg,Dushan etc etc) who trained for there levels to PK with, not just to hunt mobs
  8. No drops KF

    Be nice now since Kf is no drops, if to help ranging become a part of PK , the mini map was disabled on PK maps, to allow archers to use the enviroment to sneak into range of players without sticking out like a sore thumb on the mini map (yes camo cape helps but not much)
  9. No drops KF

    Tommyknocker has been bit with Bod but nothing happened i wonder why... Ozmondius has been hit with Branch of destruction Tommyknocker has been mana depleted Ozmondius has been cooldowned Ozmondius has been cooldowned Dushan has been hit with branch of destruction Tommyknocker has been hit with branch of destruction but nothing happened i wonder why... great pk for sure !!!!!!!! all this happened in 5mins ^^ I agree with TC, I was in KF for about 2 hours and it was great, 99% of the people were there just for the fun it, but sadly theres always going to be the 1% who use brod and try to fuck it up for everyone else . hey maybe those 1% will be at the front of line soon, screaming "omg pk is dead again" Radu has given us the chance to make PK busy and fun again, now its up to us players wether we do or just bugger it up But o well I will still be there in me little red cape having fights with players like TC, who are there for fun
  10. kf creatures

    If KF is made a no drop map, then seriously the creatures there will be the least of players worries. @ Hope : I think the point is, PK needs to be centralised on 1 or 2 maps, and not have ppl going to others or the pk server
  11. A/D Cap @ 130

    better idea cap the amount you can hit and dodge per hour attacks to 120 per hour. Will save you healing ess because you wont get any exp after a few min hmm and cap the xp from alch/pot to only 120 essies or potions per hour ...sounds great
  12. pro xp

    not bad for 2 mins 20 secs...... i smell hax
  13. A/D Cap @ 130

    Good PvE Not being penalized when you die (with loss of items or rosto) and loads others im sure
  14. A/D Cap @ 130

    correct me if im wrong, but dont some of the pk server players want the cap lifting because it sucks ?
  15. A/D Cap @ 130

    Actually there is a cap right now and that is 178. good luck reaching it
  16. A/D Cap @ 130

    But then next thing will be player A moaning that player B pwns him because he has to high Oa and hence to many pp's in attributes. and asking if you can cap them aswell. Fine as it is imo
  17. A/D Cap @ 130

    Does that include, alch/manu/summoning/harv/craft etc ? hate for "poor newbies" having to chase the No 1 spot in Manu, Im not in favour of any cap, but if there is, it should be for all skills, not for just the ones certain players are finding hard/cant be bothered to level nowadays edit: Im not 100% sure a cap would increase PK like some believe, with a cap pickpoints would play an even bigger roll in a fighters build, so players might just train train train for the OA's instead of a/d
  18. The Chim Project

    One thing i pointed out to TK the other day in chan4 is: If chims are made to trainable and to great xp, wont that lead to the "bethel feros syndrome" of lower players moving up earlier and higher players moving down ? Good luck getting extra xp per hour when you cant get a spawn Note: one thing I would like to know..is how much xp per hour is enough ?, how much xp would ppl who want the changes be happy with ? none of this "same as fluffs" numbers plz
  19. The Chim Project

    man some ppl just dont understand. I'm not looking to lower the damage they inflict, their crit rates, their dex/react, their a/d... all and any of those things contribute more than toughness/armor to what makes a creature "hard". I just want it so the same attack exp p/hour thats made on single fluff spawn can be made on single chim spawn... that really is the key difference that would come with the stats changes. Wouldnt we all But isnt the problem fluffs/feros give TO much xp rather than chims dont give enough ? Just lower xp from fluffs/feros so it doesnt pay for us so called pr0's to train them Been there done that
  20. The Chim Project

    But in Radu's opinion, this is what we should spend our invasion tokens for .... even single individuals if they desire to do so. Trouble is, even though Radu said we can doesnt me we should anyhow how many tokens to see Aislinn and Cruella slug it out in NCA ?
  21. Tbh its pretty hard to kill someone with no cooldown (TD has shown us that, jsoc is the only real killer weapon there) One vs One fight with no cooldown and no jsoc, no one should die.. with no cooldown on diss rings would be hard even to make a impact by diss catching in an arena. Only imo (and probs wrong lol ) that you could die is by 2 or 3 players hitting you with high dmg weapons .ie halberd/bronze swords , but do you even have them on pk server ?
  22. The Chim Project

    *On a chim thread so will comment on chims* I agree that for pure training purposes of both players today and players in the future, making some maps non-multi would help to ease alot of spawn congestion. Personally I would leave bethel multi, it is small enough so that those that want to multi can (dont want to totally bugger them up), and change Melinis to single combat and Melinis is also large enough that other DC spawns could then be added. Adding more mchim and a few fchim to GP would also help alot (as the average a/d of players is growing all the time) Maybe just maybe reducing spawn time a bit would really help ,but not down to fluff/feros level thats stupid @ Robotbob I 100% agree, myself personally I would love to see more monster to fight rather than just train, Leo was a great step forward in this respect and more creatures like that would be a major boost to the game (and no not all have to be aggressive,try hunting a shy version of leo ) But any changes such as this should be made by the boss not by us players. Tokens: not sure what the best use for them are past a "special day npc" but if anyone has any idea's that would benifit the whole community then count me in Dilly <3 <3 Sorry to say that kinda implies that those who are for the idea know whats best for the community, and those of us who voted no havent a clue what we are on about. And yes I commend cruella for trying to do something, right idea wrong project thats all
  23. The Chim Project

    Would be more of a "good for the community" project. and to save having 20 NDD's or sun tzu in a row, all the days could have to be used before one can be repeated..
  24. invasion tokens

    First, since the storage NPC is outside (!), its more difficult than on other maps to do your business there with cockatrice roaming. And second: i was just pointing out, that if we think its a bad idea to have the trice in Kusa because of the iron, its even worse to place them in Arius by that argument (harvesters). For iron you can at least go to a different location, for gypsum you simply cannot. (admitted the harvest place is separate) of course we will be able to play the game, even when there are trices on IP, i dont doubt that yes but in Arius because gypsum is detached then you dont need to wear MM cape to harvest, so its better than kusa = no problem... all it might mean is having to wear MM to sto and back ,just think you have seen faults where there isnt any
  25. The Chim Project

    Ok had a think about the pro's and con's of the proposed changes before voting, spoken to a few players both for and against the idea. And while I would love the spawn times of chims reduced a bit. Im not 100% sure that: A ) fchim/mchim toughness and armour needs reducing to dchim levels (imo that would be way to low,making them to easy) B ) Its whats best for the game C ) Anyone really knows what they are talking about So I voted no Personally I think changes such as this should only be made by Radu for game balance reasons, and not by us players trying to make things easier for ourselves
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