Jump to content
Eternal Lands Official Forums

Dugur

Members
  • Content count

    318
  • Joined

  • Last visited

Posts posted by Dugur


  1. Assuming you're training on fluffs already the reaction/dexterity of that build is enough for them.

    If I remember right, the might you have atm isn't enough to hit fluff for damage every time (for optimal att exp), so considering your needs in other areas I'd add some physique. Of course if you have Aluwen then the phys isn't so big a deal. Ofc you can compensate this with items, but that limits a bit.

    In future when/if moving to dcw the added toughness and might will be nice for training, but that depends on your personal training preferences too.

     

    So if in 90's a/d already, I'd go with phys.


  2. Cara and I bought ourselves a bot, it's been renamed and is now fully functional. The name is Roope.

     

    So here's a little contest:

     

    What links our bot to this picture

    linna.jpg

     

    There might be few logical answers, but I will be accepting only one as correct. First to get it right wins 5 000gc. Post your answer by replying to this topic.

     

     

     

     

    #answer (spoiler! skip if you want to give it a try still):

     

    The picture is of McDuck Castle. Roope is in guild Setä. Roope Setä is Finnish translation of Unca Scrooge - Scrooge McDuck.

    (grats idefix)


  3. All the skill and attribute potions are cheap and have cooldown... and most importantly, they all cause each other to go on cooldown, so you can't just slam them down. You make tactical decisions based on how well you're doing in the fight to determine which to use and when.

     

    Boosters can still be used in DPA by making build with 12 pps spend on each attribute so they are at 16. Drink potion and get maxed attribute (for dpa) for 2 minutes. This saves pps for perks or attributes that give stats that won't cap. Obviously solution for dpa specialized char, not really for a main that's used for higher level bashing though.


  4. The char copying will be fun stuff. Handy still in any contact with rayjack? That char has 80's manu and a/d enough to be moved. Great stuff, dragons are damn easy to kill and with some time hoarding binders you will make RD set in no time. Hell, make it ice set while at it. Will be so much fun trying to pass that armour with great swords.

     

    It is awesome. Just import the skill specialist friend chars you have and supply yourself with anything. You get few chars more, Ent gets moolah, server gets couple new faces who will leave just like when the server was started. Yay. Now you even get ready ranger chars in 40's and 50's with full AP, think about it. 900k gc saving with just 15 dollars and time saved from click click click.

     

    On the main topic, yes the cooldowns would make things more interesting. I doubt it'd make much difference in the overall population. It's more of a marketing challenge.


  5. Why not just remove pvp exp altogether and make guild maps have some bigger purpose of showing off to others and building something special etc. The epic comment of everyone had this in past and it's omfg unfair since ppl could afk pvp in past etc etc omgomg is countered with new easier spawns etc etc which is then replied with in past we had ts fail effect bla bla. Fuck that. Pvp exp wasn't given to PK server for obvious reasons why bother still having it. Oh it has always been, kk np so be it. Good exp np.

     

    I like the idea of arenas that bring down attributes and a/d. Ofc the person with most gc spent will win very likely, but that won't bother me. It still takes skill to use the stuff and everyone who has started PK at some point know how it's like in the beginning. This would definitely bring wider range of ppl to test player versus player stoofs and also get more used to it and then be more able to compete in higher levels.

     

    Also makes me wonder if it's possible to make it not cap at fixed a/d lvl and attributes, but combat level. Then there would be more variety, sometimes you might have more att than def, or it's altered from attributes. Just a thought, in my eyes it's too much work to do.

     

    But the suggestion as it is... I fully support this.

     

    And another but... if we really really want a lower level player (like the person that dpa 40 is suitable for) to get fights easily the item restriction wouldn't hurt, would it? Having low a/d arena with human 4 limit, one with human 5, one for human 6 and one with all stuff goes would make it... awesome. Just saying this from consumer point of view. A consumer that has witnessed DPA when it was first introduced and afterwards with few different alts. If we want new players to join there instead of just oldbies making über alts there should be human nexus restriction. (ofc new mage robes make this bit kinky for they have 0 human and very nice bonuses, but overall the human limit looks good.) This isn't not being happy with the idea, just one of the concerns, something that's been witnessed in DPA.


  6. Yes Tigerclaw, lots of new people are bad, the world will come an end if there are not enough rabbit spawns to around.

     

    If I got the original idea of an issue right, ppl rush in server and rabbits get packed.

    Wrong.

    Only few will do IP fighting with epic grind. Majority will go do non fighting stuff. There are armour, pots, sigils, essence and lots of other stuff to start with. In addition to this ppl will jump to c2 spawns for raccoons and if we talk purely a/d training the ppl will be on wolves and beyond in an instant. There's so much to do that the spawns won't be issue.

     

    And those thinking it's sticks and stones... on a new server it is amazing how fast first higher level stuff appear. If the EFE rates will be what they used to be on the good days there will be iron plates in no time. Month and you have hydro harvesting done. If there was a new fresh and moderated server with some tweaks I'd go there np (with keeping to main too)


  7. I get your point, and have only one suggestion - try the PK server (again) lol

     

    no gold farming, no yeti farming, killing high level monsters requires teamwork, you can kill basically everyone and very often get drops, etc etc. Seriously.

     

    Last time I was there every person I killed used a rosto. Now that there are more high level armours, the rostos will be even more necessary and common. Ofc the harvest alt exc cape counts as drop too...

     

    And what you said about ranking page and player base... it's statistics. In the beginning several had 5 characters and majority had 2+.

     

    If these two are absolute bullocks I might actually give it a go again.


  8. Normally in a situation where two players fight in a preset match, those witnessing it mention others coming there that it's an FF (friendly fight.) It's common term in PK though not too often used these days. Those that interfere in FF are the ones getting bullocking later, or are just the type of players that ignore normal community "rules" anyway.

    No politic BS should be involved in FF or the result of it, unless a BRoD or some other non agreed stuff is used.


  9. Ranging is a moneysink?

    Not.

    Ranging is the ultimate farming skill.

    It also, at the moment, is the thing to make a difference in team fights and makes Bethel invasions doable.

     

    There's only one thing to it, the so called pinning. Pinning is using an ingame "feature" to freeze opponent so you can kill it 99% risk free. In roleplay terms you taunt the bastage sensless and then kill it while it cries.

     

    Most commonly this pinning thingie is seen in Bethel cliffs. Simple, you teleport to the cliff and when a mob comes so close to you that you are on their attack radius, they try to attack but can't because they'd need to use ladder (which they can't do) It is pure lame click and slaughter fest.

    You may have also seen it done standing on wall and shooting from there. But that is just the obvious, you can pin on most maps in manymany spots as long as you bother to look.

     

    So the theory behind it: you go to hostile monster attack radius to a location where you can not be attacked (=destination unreachable or path to target too long) so the mob keeps trying to attack you and can't do any other move. Pinned and pwnd. Obviously a mage can kill with magic too.

    How to get the monster move there? In invasion and crowded/small area you just go camp the pin spot and wait them to come to you. Other main option you will use is to shoot at mob succesfully - it will move next to you and then attack if you are still there (yes, it first moves and attacks when it has stopped the movement next to you). All you do is move bit farther and shoot again. With some practise and decent ranging skill you can move a mob to any location on map, any distance.

    Once the monster is close to the pin spot, you go to the wanted location of monster, shoot a succesful hit and teleport to range to the location that will keep it stuck. Yay, the EL monster AI wins Darwin award yet again.

     

    Any spot is good enough, as long as it makes your opponents path to target too long. This doesn't require much. Small fence, little tree that can't be walked over, shape of terrain, almost anything.

     

    As an example you can use iscalrith yeti cave jails, glacmor cellar, skf fence around CM, the bones just north of tele spot to the red dragon, dozen different spots in Hulda for ice dragon...

     

    Oh dear, did I just say that out loud? Having 60 AP with WH and ER perks you can kill an ice dragon with ~180 training arrows, while they drop ~1-2000gc + scale + random special loot. So roughly you make small profit of... 8k? But it is a scawy PK awea... loooooool. The random encounter with an actual skilled and bloodthirsty PKer is the moment you need to start paying Tombolarul some visits. You can do it for weeks without seeing a single soul if you look correct times (the game is so popular ;o ) and busy hours it's still too rare to care. And if you poof a rosto you'll have several in stock from drops. Yeees, dragons drop rostos... and EFE, ELE, titanium long, serp stone, poison anti and book of acc etc. Good stuff. If it really is a problem, the PK, just ally all or whine them to death / call for help. It is too valuable resource for you to let go ignored.

    For reddie you use ~100 arrows and still end epic win, only thing is you need to move the monster first time you go there. Next one will spawn near the pin, so optimal situation it's one shot and pin. Good thing is it's a cave and same lighting 24/7, thought you want to bring night visor, it's a little dim.

     

    So hanging out with dragons will make you ~10k exp / hour on rang no sweat + good load of moolah. Share the wealth.

     

    Notice that when pinning a taget with "path to target too long" method, you will also get stuck several times with message can't do that while being attacked. No panic, just bring a friend to shoot the opponent too, or cast an offensive spell or summon something on the target. You won't get stuck in Bethel cliffs, obviously because the monster can't come there anyway (to get the under attack message you need to be attacked, and if destination is unreachable, an attack can't occur). This situation can be created artificially to many locations too, but that's whole other story.

     

    So all in all, if you want to get rich and kill anything np - take maximum armour piercing (the potions at Port Anitora) with Ethereal Ranger and Wilhelm Hood perks. Then kill dragons day after day click click click.

    If you want casual exp with a target, wait for Bethel invasions and shoot there or go find an aggroing creature and get them stuck. For increased money spending use the Grubani Target.

     

    You can also set total war and shoot at storage. Throw in MoL+SoP+Steel Plate of Healing and you can shoot an afk person with little added remote healing. Ranging won't break items.

     

    This little "feature" doesn't work with mare bulangiu. Enjoy.


  10. A thing what I'm wondering about is that radu referred that how harder the target is to hit the more exp you get. But In my eyes that's not completely (true) I can hit types of monsters better and getting more exp then other's like bula's and sslessar according to yetis and giants. But i can be mistaken on this part :P

     

    I think the monster reaction makes no difference. Shooting 2 different monsters from same distance gives same exp, at least what I've observed.

    And I'd like to test the toughness effect on dmg, could be also because of fire protection.

     

    Oh, one more factor in the hitting chance is if target is moving. Easier to hit a stationary target.


  11. Just curious, does armor subtract from the damage and/or chance to hit a person?

     

    Usually, an archer outside of EL would have to manage to either pierce armor or manage to shoot at a weak point in the armor.

     

    Monsters however don't have anything that could be considered armor except for the scales of a dragon.

    The armed orcs and armed goblins have armor, but it is leather which could be easily pierced.

     

    Unlike in melee combat, you get exp also when hitting and not doing damage. Targets armour takes damage off normal hits and AP hit goes past armour.

    Your hit chance is based on skill, lighting, distance and perception. (unless I'm completely mistaken)


  12. These are bad results in my opinion. There is no way I should be able to stay in a fight with these ubber players for this length of time in reasonable comfort. These three players should be able to put enormous pressure on me in a one on one fight, given the disparity in a/d and attributes. From what I was able to observe it was a combination of blocking and absorbing damage that lead to the extended 15 min + fights. I couldn't say which was the larger factor.

     

    Used IDA's? How does it go with titanium plate and great sword combination?


  13. but if it leads to a situation where you fight 15 minutes and run out of ings? To win you need to come in as a mule, unmule and equip fast and then enjoy the glorious victory of opponent having no HE left :) Or flee to a hyperbag? :)

     

    The length of fights is a no win situation.... take to long and people complain it costs to much ..... are to short and people complain one item/spell is OPed (old bronze sword/harm).

     

    IMHO a fight should last long enough so that the outcome is determined by skill not luck but how long is that 2 , 4 , 10 mins ?

     

    Ofc, but when I hear of situation where late 130's char fights against top5 char for this long it kinda sucks, no? I still wait for official results tho, but if what I am being told is true it stinks. I'll aim to stay silent until the situation of this kind of fight is brought to public in wide perspective :)


  14. I use ranging actively in PK.

    Take number one fighter, put him fight with someone that can stay alive but not hurt him and bring a PKing ranger. The ranger can do 40-50 dmg about 90% of time every second. The #1 will be busy restoring and the result of the fight is different. In multi situation you can cooldown/mana deplete with quite effective percentage using special bolts.

    Ranging is a serious threat to anyone, and if they can't get rid of the ranger they are in trouble. Either bring a friend or die alone atm.

    Some way to protect against it isn't totally unreasonable, but making it nullify ranging like MI does to magic is too much. If 60% of rang damage is absorbed by the spell, works. If it nullifies AP, works. If it works as a xx% mirror perk against ranging, interesting :)

    Other options are implementing armour set that works good against ranging, so having a part of that in use would reduce the ranging risk. This sounds like a waste due to not having ranging in PK in so active use and lacking monsters that would shoot you (renegade gnome cannon team, orc archer, gobling slinger, flamethrower yeti)


  15. On test I did notice a slightly better performance blockwise when having char with no reaction and a/d above monster. So to me it seems that you can fight better the monsters you're supposed to be able to fight with.

     

    That is for mid level stuff like feros dcw etc. What does worry a bit is the top level performance change. I hear of eternal fights where you only burn essence. Killing red dragon 2 restores doesn't sound so much different, atm they are killed by some with ~4 restores(?) and they have the a/d to have them for breakfast. What comes to ice dragon, now that sounds a bit funny :) I don't mind the top being able to kill them in team.

     

    But overall opinion of mine... what the idea is and what this would bring - doesn't seem worth it. It's eternal lands, or eternal grinds, and eventually the char base will be stronger (if the game stays addictive/fun to play) Looking at PK the current system makes it possible for anyone to kill anyone if the player knows what they're doing. With a year of playing you can take out anyone (not necessarily one on one melee fight and repeatedly, but with sneakyness it's still doable)

     

    PP buying is not a problem in eternal game. Those that are against it often see the game optimum situation when you have trained a/d up, have nice oa and spend pps to match your fighting strategy and go fighting. Get beaten, train more, earn cash, spend cash, go fight. Constant competition where many can take part quite conveniently. For this view a person with +20 your a/d is ok, and obviously they'll have heap of oas more too np, but that they have additional 16-40 and + pps against you is a bit too much. The freshly trained 120's char with clean no reset oa has no chance, and is likely to get beaten by everyone else.

    This thinking is also getting stuck in the past (some would say the glory days of PK) because now there's helluvalot more things to kill with (sorry, looking at it only on PK side atm) If someone tanks I can do constant 40-50 DPS with ranging and land fatal harm if they drop MI. Engineering will bring careless opponent to knees or just blow them to the skies. It costs a bit, but so do the swords and summoning.

     

    So in modern battlefield the PP buying makes no difference if looking at it with ability to kill. It just makes other chars, those that have ambitious gamer, able to have maximum effectiveness in all areas. Atm they just happen to enjoy it the melee way. Eternal Lands as the name seems, well, endless. In unlimited time everyone will have maxed out char, just like a bunch of monkeys with typewriters will do all Shakespeare books eventually. What is needed is accepting the new face of battlefield and creating new strategies and most of all enhance the goddamn community general attitude towards eachother and PK.

     

    This change on test does not work in my opinion (based on what I hear of pvp situations with top chars and assuming the change made on test is planned solution and not a in your face whiners ownage) There are more things to look at in the game. I still like the idea of a/d being more valuable in combat, but if it leads to a situation where you fight 15 minutes and run out of ings? To win you need to come in as a mule, unmule and equip fast and then enjoy the glorious victory of opponent having no HE left :) Or flee to a hyperbag? :)

×