Jump to content
Eternal Lands Official Forums

conavar

Members
  • Content count

    1617
  • Joined

  • Last visited

Posts posted by conavar


  1. Having to wait a long time while your char map walks to sto doesn't really make the game harder, it's just boring.

     

    maybe the slow map walking problem will be solved in the update with the inclusions of the #speed hax and horses

     

    Note: From trying the horses on the test server, the speed they move makes some of the maps seem alot smaller, so IMO I wouldnt be surprised if in the future more harv spots/ npcs etc are moved further away from storages to compensate for this, and to artificially make the maps seem larger again


  2. Maybe if PKI brought some kind of benefict to the player it would be worth something...

     

    People abused the PKi system when it ment nothing but bragging rights, and a place on a league table, giving any kind of benifit would just make the problem 100% worse


  3. Persoanally I like how it is now

     

    The #PKI command still works so I can check my score,win/loss ratio and its a nice personal record, I dont need to compare myself to others so for me a table is not needed, and as shown to easy to abuse.

    But maybe if the table was re-introduced it and everyones pk scores should be reset to zero every few months


  4. Stop whining people.

    Its is the most difficult instance. Like the Nightmare setting in any other game. It is supposed to be very difficult. Yet it is doable as we proved last night.

    On top of that the prices of the end bosses are really good.

    They should not be obtained easily imo.

    Furthermore...even if you cant finish the instance you will still make a lot of gc + scales etc. from the other monsters, so you wont leave empty handed at all.

     

    100% correct

     

    Imo people seem to be missing the point, the instance is NOT ment to be able to be finished by EVERY group that goes in

     

     

    Note: The team that finished it last night wasnt Nine uber pr0s , yes there was Aesop, Asgnny, Ambro , Sia and Jaclaw but the other 4 were myself, Ozmon, Hatch and alberich. So its more about getting the right balance and working as a team than having the Top 10


  5. Would hyperbags work, or is everything "whiped" when an instance end?

     

    Will Hyperbags be that usefull though ?

     

    Since the instance maybe will have an Min number of players allowed in at once, unless you find the same amount of like minded people to place hyperbags, you might aswell just carry the Inv for the group.

     

    Now in theory a group of 5 (depending on the min number allowed) could all enter and place hyperbags for guildies/friends who follow or for themselves, but since atm (according to the NPC) you will only be allowed in the instance once per 6 RL days is it really going to be worth the hassle just to try and beat the instance ?

     

    Myself I will just be going for the fun


  6. Dragons should be "legendary" creatures and if there is thousands of them in every corner,

     

    Well the Dragons we have atm have been done to death, as soon as they have there own spawn or are used in masses for invasions they lose the "Legendary" status, and become just another mob in the same vain as Goblins

     

    But like Ace said, keep an eye on updates forum


  7. What happens if you get Dc'ed from the server ?

     

    Are you removed from the Instance with no way back, Sent to the start again or removed but with a time limit to rejoin ? (either of the last two be nice for those with dodgy nets)

     

     

     

    note: one thing I do like is the time limit allowed between visits, should make for a fair rotation system and give everyone a fair crack at it


  8. If EMU is an issue (which it seems to be)..why not add a merchant NPC of some sort selling HE/sr ar market prices...

     

    Or halfway through the monsters, one is allowed one trip to a storager NPC located on the map. Just some ideas :P

     

    Be a bad idea IMO but thats just me :P

     

    I admit I agree with Ace, Teamwork should be used to help with the EMU problem.

     

    If there's a team of 8 , why not agree to have one of them as a carrier for extra he's/srs etc, if agreed before hand that he will still get a share of the pot, then cant see a problem

     

    or maybe Mages will come into their own as Remote healers for the party


  9. 9 black dragons and 4 ice dragons are a bit too much
    40 acw's was too much

    I haven't gotten over to the test server to check out the instances for myself as yet, so i'm just wondering; is this the amount and type of monsters that are on the map initially? or did you guys work your way up to this after killing hordes of less devastating critters?

     

     

     

    Since over 100 a/d is a large spread to balance the map for ( whats hard for 10 100 a/d's might be a walk in the park for the top 10 ). Would it be possible to have the waves auto adjust to the party's CL level ? Removing or adding monsters etc as needed


  10. OPTIONAL IDEAS:Although I don't think reward for holding the flag is essential, it couldn't hurt too much..perhaps a platinum coin placed in the bearers storage at the end of a #day? It could lead to some interesting fights for the flag at the end of each day...

    Im very much against too much benefit, because of the ebb and flow of the players online page....going from 300-800, we don't want to give too much reward because of timezones and such.

     

    How about just a simple league table of who has held the flag for the longest combined times ? (this table should ignore any privacy settings or it defeats the object of the table)

     

    Also there would need to be a time limit set for how long a player can be offline before the flag is removed from them


  11. I've been thinking over the past few days how to suggest this.. And this is what I have come up with.. I think for every day, there should be a opposing day.. So here is my suggestion.

     

    ~Day of War~

    Rosto's don't work

    ND KF is disabled to "what once was reg kf" (useing this as a idea since its where most go to fight, but map could be changed to different map.)

    All other pk area's are pk disabled. (if possible)

    No harvesting allowed

    No mixing allowed

    Items don't break.

    3x a/d exp in kf only. (could be different map if 2nd reason was dif map listed, but must be same map as 2nd reason)

     

    In my opinion. I think my suggestion would not only force people into pk. But also possibly, encourage them to want to pk on this day. However the point of this suggestion is to encourage pk fun. Now many would say "thats bad idea, i mixer, I don't like fighting." But all i can say is different strokes for different follks. This is similar to a current day we currently have. But it forces people into 1 map rather then anywhere on the game. And it impliments other advantages, disadvantages as well depending on how you view it.

     

    Wouldnt it just cause a mass of players just to log off for 6 hours ?

     

    And I think we have all seen that having rosto's not work in a drop map doesnt work for increased PK action .. TD ftl \o/


  12. Nice idea Gerbil

     

     

     

    Optional ideas:

     

    Personally I would prefer any flags to be static, it allows for much more strategy and tactics.

    Each KF fort could have a flag that when "traded" with is captured, the flag could then change to show the capturers guild tag (or name if guildless), then anyone within the fort compound with the same guild tag as the flag would recieve a slight bonus.

     

    Each fort could have a differant bonus. ie:

    one has +5 att, one has +5 def etc etc etc

     

     

    but would only work if (prays it happens) teleport to range spell was disabled in KF, then rangers would have a use in protecting the forts, and players cant just *poof* over the walls bypassing the defences

     

    Edit: maybe only having one fort with a flag would be better, since im not sure if there is enough pker's to fight over 3


  13. This idea is hated because it will essentially empty c2 completely (at night). Despite Leo, there's people at almost every sto at night. Add this, c2 becomes pretty much barren at night. What exactly would be the point of that, all those maps ending up unused for long periods? Aren't storages and such crowded enough without moving most everyone to c1 regularly?

    Umm it seems we both play a different game :ph34r:

     

    You and few others somehow don't see the possibility to add some limitations to the thief (c'mon do you really think Ent would make it completely without limitations ??)

     

    I think you will find we are posting on the idea as is in your first post and not what it might be with a few limitations added, so dont sue us for not liking the idea as originally posted

     

    As Gerbil said taking only gold might be an option, and as its some sly thief surely it will target ppl who the server has put into afk mode :) before anyone else

     

     

    :)

     

    Anyway, an idea is like unpolished gem that needs to be processed to shine :laugh:

     

    True ... but a turd is still a turd no matter how much you polish it :pinch: (not aimed at this suggestion in particular btw)


  14. Yes you can have different opinion ... It's your right.

    @Conavar - please explain me how is this idea so different from Leonard (which you found pr0) ?

    Leo can easily kill most people, it can kill you while AFK, it takes some things from DB - where is the difference between that idea and this "hated" idea ?

     

    The differance is with the "thief" idea there is no way to protect yourself, at least with Leo you can train your a/d or if not afk diss/tele from him, this idea takes away all control from the players, which is bad Imo.

     

    Edit: But like I said, how many ways for players to lose their items are needed ?, correct me if im wrong but people play this game for fun not to spend half the time replacing broken/lost/stolen items

     

    Edit2: Does Leo take items though ? I personally have never heard of anyone who has had items stolen by him


  15. @Conavar - yes very constructive :P

    @all who are bitching about their precious thermal serp and other $$ (you name it) things to be stolen - it could have a list of items it is ABLE to steal (but i already said it in this thread so you are another one reading one reply and replying with OMFG THIS SUX - selective reading ftw :whistle: )

     

    O sorry I didnt think if we hated the idea we had to be constructive

     

    but ok :

     

    The cost of the items stolen is irrelavant, 5k is nothing to some players but to alot to others, this game gives enough chances for players to lose their items ( death bags, breakages) so IMO there isnt any need to add anymore, unless you want to take away a little more fun from the game


  16. TinF perk isnt the overriding problem though, even if it was removed from the game, people would still quite easily multi feros/fluffs/dc's etc, maybe not for as long as they do now, but still very easy to do and even worse if guildies re-supply them.

    And its not about the uber xp they get per hour (other might have issues with it but I dont), to me its about 1 or 2 ppl monopoligising (sp) the spawns that are ment for everyone, not just them.


  17. gaming needs balance.

    From what i read here, making such obscene amounts of a/d exp in that cave is out of balance. So imho its a good propsal to change it.

     

    If that cave is meant to produce that much exp, then the game maker will leave it as it is - i'm pretty sure :)

     

    I know Radu isnt a fan of the feros in Bethel, now wether thats because of the huge amount of Xp they give, or the arguements they cause or a totally differant reason only he can answer

     

     

    Taken From Topic in Abuse section:

     

    Nowhere. And you keep complaining about the feroses in the cave, I'll remove them, because I don't like them there anyway.

  18. TINF perk or not it doesnt really make any differance, As far as I can tell (and I maybe wrong)

     

    you are wrong ;) - with 12i + tinf i block good dcw - and you know what ? this is simple maths : to block as good as me get 36i mini : 12+7 = 19 & 19<36. 36-19 = 17 pp saved.

     

     

    Lol you miss understood me TK (and ignored the end of the sentence), I know Tinf makes a big differance for training :)

     

    I ment Tinf doesnt make a differance to me in this thread, there are plenty of people without the perk who still take multiple spawns, so just pointing the finger at players with Tinf and the Xp they get is wrong.

     

    Its players attitudes (both those with and without Tinf) thats the problem not the perk


  19. you ppl, so jelous that ppl like me and others actually used the tinf perk to our advantage, and now trying to shoot us down.. when you spend that 7 precious pps, it is worth that 3.5mgc. EP/Beth Cave/and some pk maps/II is all we got to multi train i.e tinf perk, if you wanted exp liek this you spend the expensive amount on hes/srs because it's alot more expensive then your average normal training. tinf is just for fast exp in little time, we get no drops from this either, so it's exp ---> time to keep spawn/gc/resources. and only rarely can someone get 6x feros...

    so instead of making it non-multi why don't any of you spend them 7pps and see how it works for you.. ;)

     

    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


  20. I agree and bethel itself too please :P

     

    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)

×