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robotbob

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Posts posted by robotbob


  1. This is something I need to test.

    My bot casts teleport to range extremely fast and attacks without fail when it arrives.

    It suffers none of the clunky interface problems a player would experience (or fps lag)

     

    Making a bot use summon stones would be a very easy addition, I planned to do it,

    but at the time it would have been nothing but a novelty.

     

    Plus it would be extremely expensive way to get into a empty map, that has

    no resources or spawns.(side note: People still try to enter our map, why I have no idea.

    Its half tempting for me to turn our guard bot off, and make it public, but I enjoy

    playing with the Killbot AI too much)


  2. "click on the rock to enter the cave"

    That is a server messages, from the maps def file, associated with the object ID.

     

    So instead of interaction with an NPC that is an actor, you interact with an object

    that the server associates its IDs with certain actions. Just like USE_WITH on particular

    objects to enter guild maps. Just because the client doesn't send a direct message asking for

    particular action and is dependent on the server to send the state, doesn't change the fact that

    a particular ID would be identified as a storage.

     

    Rock1, Object ID 32, etc that will be a known storage on that map.

    Unless the IDs are dynamic, and the storage changes daily, how is this any different


  3. (well direct question, mildly off track)

    Eh? So every object will have a name, colour byte, and actor information?

    I love the idea of a storage as a chest instead of a NPC, but how would

    this eliminate being able to search and actor list for a NPC or Bot?

     

    "Any object to be a storage" There would have to be some data for the client to know

    this... Ok I am totally confused. All ingame objects will function like NPCs?

     

    I understand the need to thwart any automated cheater, but this sounds incredibly

    ambiguous. Is this something related to Pawn? and the dynamic interactions and events

    that was planned (Shelved indef atm?)


  4. Instead, calc'd the distance from the player to the storage npc prior to StoAll.

     

    if (dist > max_dist_to_npc) kinda of thing, this information is available to the client

    and there is no reason to spam 36 fails or parse the inbound failing messages.

    I know this is possible from creating my killbots, I don't spam attack messages if the

    enemy is beyond the allowed melee range.

     

    Seriously, "don't walk off" isn't a solution, I'll try that with my clients "the app crashes when

    I click this button" Solution: Don't click that button.

     

    Edit: (thought) yes, what npc is targeted, I haven't looked at the npc interaction section of the

    client but you could just test all the npcs in the actor_list, to see if at least one is within

    range. Perhaps give storage npcs a different color name than other npcs, to make this easier.

    (really can't recall if they are\are not)


  5. daggers will have less damage, but this is dependant on:

    A dagger in each hand (ambidex), with both

    daggers hitting for damage each attack roll.

     

    But this is more dependent on the combat system altered to have

    varying attack speeds. Currently a halberd strikes as fast as a rapier.

     

    This change would allow more heavy damage weapons, with speed penalties

    and make items like rapiers far more interesting.


  6. Like the collection system trollson mentioned.

    other games used note or voucher type systems for large quantities

    Note(1000 pickaxes), its not actually those pickaxes but

    can be traded at a bank? tradesman something for the actual items to be placed in storage.

     

    Bank building in WS would have an actual use with this idea.

     

    The benefit is that the tediousness and annoyance of many trips to the NPC would be reduced significantly. Which is a good thing, as simply walking back and forth from an NPC does not require any skill, it does not provide a challenge, it's simply a bore.

     

     

    This would be a wonderful change, boring repetitive tasks are not a 'game'. They turn what should be fun

    into some bizarre virtual part time job. (Hauling fps or vials takes me longer than to clean my garage)

     

    Isn't it good for the economy if I can buy LOTS of items at once?

     

    I totally agree. Means GC poofs at NPCs at a much faster rate.

    In all, its a win win, depending on time to implement such a feature.


  7. This whole nexus buy npc, attribute removal stone, nexus removal stone thing, is the

    result of the destructive reset. It takes month(s)\year(s) to get a chara to good levels

    here so its not like you can delete it and start over (like the majority of rpgs)

     

    I think it would be OK to leave the nexus point selling NPC and remove

    ehem lol the removal stones, and make resets not destructive or make a

    NPC 'Refiner'. Remove the loophole, or just sell pps at an npc, and make it part of the

    game directly.

     

    Almost every new player, ends up resetting at some point and starting over, I imagine

    some of them get bored and leave. I know I accidentally, as a noob, took MM perk & exc perk :P

    and was forced to lose my 70-ish oa at the time. It felt sadistic, like "rofl n00b, you did't

    understand the game 100% and now you get to lose months of work, grats beech"

     

    The games combat should be based on skill and team work and not overblown stats.

     

    And yes the only way to fix the charas that pumped up from this, is a server wipe. But

    it cannot ever be considered here, it takes way to long to level. So the only way

    this game population wouldn't freak the hell out, is if the exp system was altered at the same

    time. Primary reason I hear the pk server gets fewer people is "no one wants to start over"


  8. @bigkav\sabbath

     

    Thats pure damage without accounting for magic resistance.

     

    Has anyone worked out the formula?

     

    How many people have 100 magic, and how many people would

    level it, so we have a minority of 5-10 people that need a intervention? :pickaxe:

    Well I guess more people would level it if, (you are Totally Immune to ALL spells

    for 1 minute and 30 seconds enjoy :pickaxe: was gone)

    @end

     

    -- side rant --

    Its like reaching 150ad, the time it takes to grind to that here, you could

    get a twin prop pilots license to haul cargo in the same time. Its farking crazy.

     

    Unammedplayer1: omfg I spent 1000 hours grindingleveling ad and now a 50 magic nub

    kills me.

    --------------end

     

    @nathanstenzel

     

    great ideas to keep it a combat spell and not a toadie user one.

    (I also think all these spells should be cast-able on other players, for healer types)

    I recall self poisoning (not that was a good thing, poisoned myself before on accident :P

    was removed due to toadie user abuse, since it does not stack. that problem would

    be solved by stacking poison spells. Since if they self poison they only make it worse.


  9. Daggers: Would be a cool addition. Chance for lethal backstab ^^

     

    Or stilleto for tickling enemy's eyeballs :P

     

     

    2x damaged for first attack roll out of invis :pickaxe:

    And ambidexterity, one in each hand :pickaxe: (rogues)

     

    I vote yes on and variety, not just for new things, but for things that

    widen the combat palette. We need more variety but not (Ice Dragon Armor of

    cooldown removal or Orc Slayer of Thermal lol, Ultimate overpowered sword of

    game unbalance )


  10. One side comment on Poison Antis, I can make them. I generally don't

    because I can get them rather fast one Feros, since they drop them

    fast. I doubt a spell would change the demand.

     

    I bring this topic up, not just for the novelty of variety, but also

    acutely aware that player cities will need a many types of combat

    characters to effectively defend them. This is really where the ranger

    excels alone, on the wall of the city, plinking at would be invaders.

     

    I expect player cities to be destructible. Walls, Buildings, Siege Weapons

    and whatnot will have HitPoints. I doubt ( I could be totally wrong ) they

    will be non pk afk sit-fests, because that means the first guild to -claim-

    land to build on never loses it. (Ehem guild maps, I fully expect our guild map

    to get deleted when this happens, they should not exist. Although killbots

    could exist as -city guards-)

     

    Well anyway: more combat options = more people invovled :)

     

    Anything to undo the current situation of the stand-wait-gang-repeat.


  11. [...]

     

    Offcourse fighters should be able to cast magic spells in combat, BUT the spells would need to be far less powerfull than they are right now. The Mage's spells should be powered-up, so they can actually win from fighters.

     

    Fractions can allways be discussed and tweaded so the mages wont become uber-powerfull, but will stand a chance against figthers.

     

    Cyas!

    <Jerome_NL ingame nowadays :( >

    Are you serious? Have you any idea how strong some of the mages are? .... 100+ dmg.. some even over 200dmg per harm... It's more then enough damage to take out anyone within 1-3 sec..

     

    What Magic level and Ration level is this possible?

    Is there anyone that can do this ingame, or is this exaggeration to make a point?

    Not that Im complaining, I just want to see the stats.

     

    I think he means something that would help keep a mage from BOTH

    Instantly dying AND having no chance to cast anything (ie MI = 100% chance to stop ALL spells)

    and not giving it 400 harms.


  12. I agree staff should have human zero, atm its Staff(1), QrtStaff(2), SoP(5), SoM(5).

     

    I agree offensive magic spells need an increase range. Its currently at melee range,

    you need to practically stand on the target to harm it.

     

    I was thinking that why we want to introduce classes in a clasless game. I think that many of us started to play because you can be warhero and worker at the same time.

     

    You can call this a classless game but its not. Just because my stat window does not say

    "Orchan Male Barbarian Warrior" does not change the fact that I am. Even though I can change

    this, without creating a new character, reset recovering from 120+oa will take more than 1

    dedicated year.

     

    I would call it classless, if RESET was changed to be non-destructive. It currently is,

    tada your character is nerf'd welcome to months of recovery.


  13. Physical Immunity in some form, by percentage or the Overpowered version

    (Immune to all physical attacks for 90s, enjoy :medieval: )

     

    Is that enough to stand against a Dragon for a short time :devlish: ? And what happens if the Dragon hits for 100 ?

     

    Well I said "NO melee attacking while cast", but yes its totally overpowered, just like Magic Immunity

    currently is, underlines the problem, true? Cast MI and stand in front of any magic user, and type "neener

    neener for 90 secs" The attackers damage is pointless in the overpowered model ,but would matter in a percentage

    version. A percentage version is the logical choice reduced damage from melee, and can be 'debuffed',

    same as MI should be. As it stands, there are boosts, shields, immunities without an offense to thwart them.

     

    ninja-suggestion \ :) / qb-sneak

    (One dragon solution: dragon breathes fire, fire damage, problem solved in killing mages and rangers near it)

     

     


  14. Physical Immunity in some form, by percentage or the Overpowered version

    (Immune to all physical attacks for 90s, enjoy :) )

    Make it something a pure mage would want, but a fighter couldn't use.

    Like NO melee attacking while cast, AND you cannot cast MI with this, PI

    or MI, not both. BUT a ranger can still kill you. It gives a reason to have a ranger

    in the group to kill of dangerous mages.

    You dont need a ranger in this case, a mage will be killed by the fighter, with Harm in few seconds, and the mage can't even blink!

     

    Thats not a fighter, its a battlemage. Albeit nearly everyone is a battlemage. It was the only option.

    This is just in hopes of more options for people, more variety. If there are more options for

    various types of combat and support charas, more people will participate. I have a few more ideas

    for healers and rangers too spam suggestions with later. (and potion options to free the fighter from

    the battlemage only option)

     

    [moan]

    (And yes a 130ad+ character that can harm for 100+ overpowered, no way a melee

    should be able to cast magic like that without one penalty. Fighters need Reasoning now

    after the cap. It gives rationality too, so instant overkill. )

    [/moan]

     

     

    Amen ProHibited, I am adding your list to my own personal one.

    How a fighter casts magic, swings a sword AND drinks potions for zero penalty is a problem.

     

    (I should repeat, since I'm a melee tank. I'm shooting myself in the foot with

    the notion of variety and balance. However, KF with healers, mages, rangers, summoners,fighters,

    battlemage\warlock hybrids. is shitloads more fun :devlish: , Not that standing on the votd side of KF

    ganging the 1st brave soul that walks in, and then waiting for the next victim isn't fun :) )

     

    I'm not recommending this for the good of the community, to save EL, or rescue lost kittehs.

    Purely for my desire to make EL PvP kick even more ass. :medieval:


  15. Epic Novel Post Quality Magic\Mage Wishlist

     

    Intro:

    I don't want to call these suggestions, just a personal wishlist to

    increase variety in EL combat. I decided to post this after a thread

    approach the topic of a debuff spell.

     

    I understand everyone will be against ALL of these due to the

    fact most strong players are fighters. I myself have always been

    a melee tank. Even if I reset, this will not change. (8 rat atm, it will

    be worse if I reset most likely)

     

    (Disclaimer, all of these additions lend themselve mostly to group PvP

    but to some extent, a mage could be a solo pvp without being overpowered.

    But it does make the solo fighter far more vunerable, but not like being gang'd

    by 4-5 people currently doesn't do that already. It will make a pure mage team guild

    equally dangerous as the melee tanks

     

    I'm certain there is probably a thread buried from 2004 that has some of these, this

    is my list. Call it a searched recompilation then :D)

     

    Changes to existing spells:

     

    Poison Spell, based on Ration\Magic level, and stackable. (Gives a strong reason

    to have antidotes on hand)

     

    Life Drain altered so that it removes life over time, everytime the caster is

    damaged for a X seconds. And X close to the caster, like a ward.

    Becomes a damage over time spell, strong as Harm and different than poison.

    So its worth using as an Offensive magic spell in pk, and not the magic training

    spell it currently is. This gives a mage a chance to toe-to-toe a fighter, since during

    this period,every time you attack the mage, you heal it.

     

    All Buff spells (MI, Cold, Fire, Rad, Shield, etc) to be cast-able on other players,

    like Remote heal. This gives mages another reason to be a group pvp member. This

    solves worries about a Spellblock spell(See Below) or a Zero mana condition

    (promotes groups)

     

    New Spells:

     

    A Bind\Snare\Stun type spell. One that could restrict movement like the

    side effect of the diss ring does. We already have a snare item, but like wards

    purely defensive\ambush. Currently, summons are spammed for this purpose,

    a spell is a better option than 20 bears. Also using a diss ring to trap a person for

    5 seconds, is also used. Lets have a spell, directly for this purpose.

     

    Same type spell below but the user can still walk\run\horse away.

    A Tele block\ Ring block spell, when cast user cannot cast tele to portals, tele to

    range, or any rings for X seconds.

     

    Some form of a Offensive Debuff spell, even one that just debuffs potion related

    boosts. We now have buff icons over the chara, but its just...tick tick tick wait for

    them to expire.

     

    Immunity Block, Since no one will ever agree that MI is overpowered, a spell, if

    cast prior to MI, can block that spell for X seconds.

     

    Or just a Spellblock, for X seconds.

     

    A tongue-in-cheek spell, but really to highlight MI is overpowered, and could be

    implemented to prevent fighter abuse.

     

    Physical Immunity in some form, by percentage or the Overpowered version

    (Immune to all physical attacks for 90s, enjoy :) )

    Make it something a pure mage would want, but a fighter couldn't use.

    Like NO melee attacking while cast, AND you cannot cast MI with this, PI

    or MI, not both. BUT a ranger can still kill you. It gives a reason to have a ranger

    in the group to kill of dangerous mages.

     

    Ive seen parts of this spell already in the client, Group Heal, everyone in your

    guild, ally. Healed for rat\mag points in a 10x10? square.

     

     

    Well just a personal wishlist, I don't expect anyone to agree.

    But cool IMHO and other acronyms. :)


  16. Lowering its chance, or removing it, is skirting the real issue.

    How?

    Removing it addresses the issue beautifully imo.

    The only reason removing them is an undesirable solution is doing so is an admission that their existence in the first place was a mistake.

     

    I'm totally lost why you think this.

     

    An item produces a defense bonus that cannot be countered.

    So instead of recommending a way to counter boosts, you recommend

    removing one item. Why not create a balanced counter? its a good item

    and has its place in the tank arsenal. What about any other current or

    future item that could 'buff' or boost a character, there still is ZERO defense

    against.

     

    Have a headache? Cut off the head,

    Removing it addresses the issue beautifully imo.


  17. I think spell that removes all buffs is a bad idea.

    (Everyone consider that such a spell would no doubt remove all your buffs... the acc/eva/coord/etc. potions u sunk over the last minute suddenly get their effects removed.)

     

    How about it increases the time in which they diminish? -3 per whatever

    instead of the -1 Other games have a high level spell for it, one example from a

    group PvP game:

    Gravechill - "Single Target Dispel All Buffs"

    requires Necromancy Skill ( 88 )

     

    Why not EL too, if you want all your buffs protected, have someone kill the

    debuffer fast? I don't mean, everyone and his cousin can cast it, specialty

    profession thingy. Maybe fights wouldn't take 10 minutes anymore?

     

    Here's the ways i'd fix or help the situation in order of my preference:
    • Remove the Steel Greaves of Ubber Def from the game
    • Significantly reduce their activation chance (to say 0.5%)
    • Decrease the dragon armor's armor bonus to match Ti plate's (leave all the cold/heat/mag/etc. protections, still making them desirable armor) and reduce the scales needed in production by ~25-35%
    • Remove the accuracy and defense bonuses from the Rapier and increase it's damage to 30-35

    How in the world is this a solution to untouchable buffs? I think the ubber def

    boost is just an example of buffs that cannot be thwarted by the enemy, ever.

    Lowering its chance, or removing it, is skirting the real issue.

     

    And perhaps Oh LaWdy dragon armors are too good is another topic.


  18. Ent posted whilst I was writing my epic post novel.

    So you would like a buff removing spell that can bypass MI?

     

    I would vote yes, knowing you would implement it well. Everything I

    opposed or had doubts about in the past, that ended up implemented,

    turned out to prove me wrong, even if only to myself. We will always

    have the OH LaWdY NOES people, I know, I was one of them.

    (NMT poll ehem :P )

     

    Ok the epic snooze-fest I wrote is below ;)

    ----

     

    Well I'm just suggesting that it require a specialty combat character.

     

    Weak by itself, but sent in to de-buff, bringing more variety in group PvP Its the

    same for scout type characters, weak, can see far,hard if not impossible to see.

    mainly for warnings and determining enemy team strengths and so on.

     

    MI remove could work as part of the debuff:

     

    If every fighter could not cast it, requires pp commitments or weakens melee.

    and fighters have real alternates to restore, whether its potions, or a new item.

     

    I think the main reason for the panic regarding a MI removal spell, is

    magic is tied to the strength of a fighter. Alternates to healing, being able to cast

    buffs onto another player. (IE you lose MI, friend mage casts it on you, saving your

    ass), and perhaps opening the need for healers in combat, and could be a step

    to make range a part of pk.

     

    yadda yadda. yeah overkill atm.

     

    But without MI remove, it would be balancing at least to the buffs. Not a

    spell every fighter(battlemage) could cast, so it would not make armors

    like Ubber Def, instantly worthless. (I'm 50 manu, so those greaves are

    cha ching time if you ever make them)

     

    Don't get me wrong, EL still kicks ass regardless, probably why we

    waste so much time suggesting things for it.


  19. This is just why we need a de-buff spell.

    Removes bonus from pots\spells\armors, and Magic Immunity.

     

    Perhaps a perk required to cast it? The Vampire - can cast debuff spells

    damage over time, etc.

     

    (and that nightstalker perk for scouts\assassins ;))

     

    Either way, however its implemented, its needed.


  20. If your way of thinking was good, the PK server would not have been nearly abandonned. By doing that you would reduce the main population to the size of that on pk server or just slightly higher, no ?

     

    Ambro posted what I would have replied. Pk server primary problem is

    not a fear of pk, but its recruitment pool is from the main, and no one wants to

    ~start over~. Pk server has less pk, than the main, since their are

    repercussions for it, kill everyone all the time? good luck harvesting ever.

     

    It needs desperate adverts to appeal to new players the primary game

    does not appeal to. But anyway, the lack of this on the primary server leads

    to spawn serping\bag jumping\and pow-wows in IP over combat.

     

    Plenty of games have that, even to such extend that there are two mirror worlds on the same server (pk and non-pk) connected just with a few teleports with same resources on both sides.

     

    Therefore you have 2 games, interconnected in 1 game.

    So instead of it appearing like a separate game, it is in fact separate?

    What I am referring to is integrating it into one game, so both groups

    are interdependent on each others skills. Manus need fighters for defense,

    Fighters need manus for armor. As it currently stands, those groups are independant

    of one another. So if you kill the manus harvesters or the manu itself, you could

    expect to find buying armor and weapons a challenge, unless you befriend

    a evil aligned manu. Far more RPG-like to me.

     

    I forsee when player builts cities are availible there will be an entire player

    base that will not participate for fear of dying. Why not say goodbye to them

    now instead of later and perhaps attrach a larger audience?

     

    Translate:

    relaxz and chillz, y0, game u noe? :)


  21. I personally think some part of it, is a misuse of terminology.

    Getting dressed in full armor and entering a combat map, is not pk.

    This is PvP, player vs player combat. For EL, and as it appears, only EL

    has converted this word to mean boxing for hours without the desire

    to end the contest, a friendly low damage event for experience.

     

    Player Kill, on the other hand, is slaughtering "lowbies on mobs", "on hydro runs"

    and other such activities. [On the 'PK' (should be PvP server) this should be

    more apparent.] At no point is this combat expected to last

    more than a few seconds before the victim dies and drops the loot.

     

    Part of the problem is most of EL is not PvP(PK), therefore its treated by a

    rather inexperienced RPG group as nearly another game, but not part of

    EL proper. Therefore the game is played by total pacifists as well as those

    who wish to fight with one another.

     

    Perhaps if the server was made mostly (PK\PvP) like the PK server, the

    pacifists would take a new look at befriending fighters for defense alone.

    The game would lose its pure pacisfist population but you can't have

    "happy joy joy fun hugz timez" and "war war kill em all" existing perfectly in

    one game. But you would have paladins and such 'defending the weak' and

    what not, hell it may bring mak-us-wreck back :) so many weak people to save.

     

    Spawn serping would be solved by this, which is a cowardly response to

    being unable to defeat your enemy in a combat map. Albeit its the only response

    to punish a non pk guild, after a dispute, making everything PvP solves this.

     

    translated to interwebs-gee-dawg:

    roflmao n00b joos got pks in a pks map, nao u go cryin bout it? lawlz.


  22. I suggest changing weps to have the following stats:

     

    Wooden Battle Hammer

    5-6 damage

    +3 acc

    -10 crit damage

     

    Iron Battle Hammer

    9-10- damage

    +5 acc

    -10 crit damage

     

    Frying Pan

    16-18 damage

    +5 acc

    -10 crit damage

     

    :icon13:

     

    Why -10 critical to damage on Iron Battle Hammers?

    Shouldn't this item have a positive chance to bypass armor?

    Albeit really to poke a hole in a helm, freeing the victims brains from

    said helm.


  23. I have > 200k. I admit I prefer to have 500k+ just in case I have time to go

    on a leveling frenzy.

     

    ...probably a little under 20 rare stones, was using them for manu etc

    but now that I think of it, ill probably sell them. I don't keep many

    enriched ess.

     

    No more than one of each great sword, armor set, col, com. I break it I buy

    a new one then, no backups normally. Id say ive been 'collecting' stuff to

    level summons, but no time.


  24. I am a fan of axes, first off.

     

    They are already useful. (Well I mainly use them to one hit PWs)

    They are critical to damage weapons,with #1 being a

    Sunbreaker. I do think they would be used more if the damage was

    increased.

     

    However critical to damage means chance to bypass armor, so

    care would be needed to keep it from being over powered. Imagine a +8\+15

    critical to damage OS or Halberd, too powerful, but an item like this could

    compete with dragon+ armors.

     

    (I agree Titanium Axe ings are a bit much, to make its an instant loss with no

    gain, I'm afraid myself to even try to make one. Instead manu'ing a Halberd

    is a smarter choice)

     

    With might now capped at 48, perhaps a damage boost to the critical to damage

    is desirable now.

     

    Side thought:

     

    I always wondered why the drop only weapon, Iron Battle Hammer has negative

    critical to damage, since a warhammers task is to pierce\crush armor.

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