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Dugur

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Posts posted by Dugur


  1. And what is a major flaw, in my opinion, is the EMU 5 / potion. For a session of an hour you lose 90 effective training EMU, which actually means reduced time on spawn = less exp. In total you won't win anything, except different a/d ratio.

    The potion as it is is most fitting to a yeti+ trainers, who can kill their own dragons to minimize cost of a potion. From market you get red dragon scales from bots ~5,5k ea, but at lowest they've gone 2,55k on auction. This bringing pot price to rough 200-450gc ea. If you have epic stats it's possible to kill dragon for 1,5k gc or less, those in top a/d have them for breakfast. Problem is you can kill 4 dragons / hour = 48 potions if no fails. One hour training time spent to get "more effective" training time on other monsters.

    Ofc yeti trainer can sacrifice some of their drops to buy pots, but then using them costs you emu and spawn time = fail due to getting a spawn in the first place. Point of reducing a/d is often to be able to train lower monster, so you need to spend double amount of gc and emu to get decent exp on lower monster. Sounds tempting? Not really.

    For ordinary trainer... well I'm waiting their comments posted here too. I personally tested on fluff with att reduced around -25 and got autoattack, which was only good result imo. It does give some bonus exp but for me it isn't worth it.

    So so far the biggest win on the potion is... *gasp*... to be able to attack in a/d capped arenas. Which imo, and notice just imo, screwed the whole arenas in the first place in the past.

    Still, this is not the end for the pots, because we have some more user feedback to gain.


  2. Yeeees,

    then again we can play with the thought that keeping up positive spell is hard having negging metal around you, and hurting spells can be used to heat metal on target etc etc. Also Dragon being magical can have some of the magic of the dragon in it wanting to hurt the one taking it to it's unnatural inhabitat and enhancing damaging spells to cause harm to the person. Whatever epic RP BS we want to make up. Logic isn't flawless, but there are several unlogical things in game already :hehe:

     

    Whatever gets the job done.


  3. There's been talk of smite/heal summoned spell changes and I want to offer some other ideas too. Mostly I'm interested in seeing new spells and having magic more supportive in combat. Ofc what isn't broken can't be fixed, so I'm hoping the newer spells are considered and maybe in next 12 months we have something new to play with.

     

    Shield:

    Atm often used in PK, sometimes in a/d training and lots in magic leveling. Just +3 armour.

    If possible, make dependant on magic and rationality + your armour in use. Using leathers spell gives up to +10 (notice cast by a proper mage), with metal armours less and dragon armours practically nothing (+1). Could be done by checking the armour total you have and spell gives bonus based on the #arm, more armour the less bonus from spell.

    Why? Metals disrupt the magic making it weaker, as do magical dragon scales. Bonus here being the cost in PK, high lvl armour still has advantage but you can get some protection with leather too.

    The armour bonus based mostly on magic lvl, rationality having a minor effect. Make the spell duration dependant on mag and ratio both.

     

    Harm:

    Keep as is on player vs monster, nerf a bit on player vs player (different spell for player target? We want fireball :hehe:)

    Also, possibly, add armour modifier - the weaker armour the target uses, the less dmg harm deals. Against metal armours the damage gets considerable bonus, dragon armours no difference, and against leathers much less dmg. Make also casters clothing weaken the spell cast.

    (Though subjectively, I'm not complaining the current max hits of 200+)

     

    Bones to Gold:

    Atm top players can convert about 1:1, only useful on spawn with lots of bones but hardly worth the effort. Make spell dependant on alchemy and magic together. Add chance of losing the bones on casting and high rationality have bonus on success.

     

    Life Drain:

    Since we are dealing with life, and summoning is the key to meddle with it, add bonus to the spell from summoning. +1 point / 10 summon levels for example.

     

    Invisibility:

    Remove the spell and make potion 100% success. If this is no way ffs!, then make the duration dependant on magic and rationality.

     

    Remove buffs:

    Spell to remove opponents shield/heat/cold/magic/radiation protection/TS and accuracy/evasion. Success rate based on mag and ratio (maybe potion too, but getting too complicated and not making too much sense)

     

    Add buffs:

    Make protective spells castable on others. For example all of the protection spells would be cast like remote heal - you can cast on self or on friend next to you. Shield would have different shield other spell making it worth to have your teams mage cast the shields and spend mana. Now the mage would need to think who to buff and how much mana to save, not just wait for MI to drop. Durations skill+attribute based.

    (Notice, works with summons too. Give them TS and those smites aren't so easy to do)

     

    Camouflage:

    Spell to reduce light modifier based on ranging+magic and rationality.

     

    Spirit link:

    2 peeps are fighting, you cast the spell on other one and take the damage he would be dealt. If you move, the link is gone. If they move, the link is gone. Also some % of the damage reduced from casters mana to prevent a mage with 450 restore making too big a difference.

     

    The FireBall:

    Couldn't resist adding to the list. You know how it goes, a ball of fire with or without area damage when hit. Inaccurate but ranging helps to hit.


  4. Posting on behalf of a friend who just finished a yeti session.

    Training all the time with attack reduced by 5-10 the exp was increased by ~20k / hour, this with defence god. With att god the results would be about 20-30k / hour, but this will be confirmed soon by other testers.

    Using potions made tester to kill yetis a bit slower which resulted in 5-10 minutes less total session time, I'd like to hear if others notice reduced time.

    Also it would have been possible to use -15, so there's more testing required. One session doesn't tell too much yet :S


  5. Sure, make all ACW have TS np.

    I would also like to see invisibility being lost when you're attacked. Hawk and Falcon could have TS too, or maybe some lower lvl summon like wolf? Optionally a new arrow that would remove invisibility once hit. First thought was using orange dye making them. If these are brought to game, the invis potion poison effect should be removed imo (but also an invisibility sickness added, if you come visible from invis you can't go back invis until 5-10 seconds have passed)

    And the idea of making smite summoned dependant on summon level too is one of the best in this thread.


  6. TS pot fail effect was removed, which also reduced exp/hour for many trainers. We have the potions of attack and defence reduction, but to me it seems they haven't been tested due to their price (red/black dragon scale gives 12 pots.)

    This is why I start this topic, to gather your experience on using the potions in training. Please post whatever you have to say about them from empiric study. What would be the price you'd actually consider using them, exp change etc. Whatever you think others might find useful bits of info.

     

    In addition to this I give 18 attack reduction potions to 10 trainers I have picked. They will share what there is to say and hopefully we come to a conclusion on the pots.


  7. See, there's your problem. Whining for the lack of knowledge. And how many hits can you do with a weapon until it breaks and then count how much damage it deals and the price / dmg. Then compare to magic costs. We can look at things the way we want and make it look favourable for our own points of view.

    Robotbob and others have already said the relevant points on this topic. Speaking of topic, this is yet again turning to oh boo-hoo mage can harm for big dmg. GG! \o/

     

    Think this:

    One on one normal encounter speaking of original post, the smite attempt fails. Now the mage did a countermeasure - invis. The whole idea of a counter is to get advantage - success. Now we have counters to counters, some mentioned in this topic. Some ppl even manage to see the good sides of this. See, strategy isn't choosing equipment and running at enemy.

     

    What is wanted here is to one person be able to kill all with little effort. Read again what robotbob had to say and fill the promise you gave, please.

    --This will be my last* post, if this doesn't get fixed I'm out for good. --

  8. Mortos blessing is commonly used in PK.

    Most ppl I know bless and mix high end items at temple, I made s2e's as noob at manu god too.

    The biggest problem with remote blessings is that if an item is required, most will whine it's too expensive to use (omfg 1k wtf I can't mix tiger stones 24/7 with that cost) If it isn't an obvious shortcut to easier powerleveling we will most likely get the a/d reduction pot result and notice it soon removed like speed hax pot.

     

    Buuuuut other solution could be a ring to teleport straight/near to temple. On use you get a box of gods available (that you worship) and choose the location.

     

    I'm still happy with what we have now. Not too easy but you get advantage if you bother to use it. Too easy would ruin the fun.


  9. for windows, I use this:

    Or everyone could use the new sound system which can play user defined sounds when the client sees user defined text in chat: The sound_warnings.txt should be placed in the same directory as your el.ini file and other personal files. Here's the content of mine:

    # This file is configuring sounds based on text displayed in the console
    #
    # Format for this file:
    # Sound = Text to match
    #
    # The default sounds available are:
    # alert1, alert2, alert3, alert4
    #
    alert1 = You stopped harvesting.
    Drop Item = PM from

    You'll need to restart the client after editing this file. We should all thank Torg :P

     

    This works great. Only problem is that the sounds are client type, and the warning I set to sound_warnings play with all other misc client sounds enabled. Is there a way to make is so that the alert sounds play as their own type?

    Game options does have text warning sounds volume for user defined warnings, so I'm prolly missing something here :S


  10. Thanks on fast reply Korrode.

     

    This is understandable annoyance, ofc some would just ignore but as we both seem to have a liking to flames/bs/etc sometimes it's not an option :whistle:

    It's normal that when a change comes most are against it and it takes time to adapt. This is true not in just normal business world when new company policies are made, but also in online games when new updates are brought in. Just looking at the general chat in this forum about new updates is the proof. In same way the wWw+GODZ mergery has had big influence on PK changing the powers of sides that previously existed.

    Some see it a plain merger, others see it as a change and a chage is always a threat. Most common way to react to the new threat is oppose it somehow and in this case we have the excessive protesting. As you might have noticed, it has had no real influence and is more like amusing.

    Also there are personal likings, feuds, friends involved in this which makes it more tough spot for some. This means deeper "cries."

     

    And last but not least, the new whooping power in PK is also a new challenge. We both like strategy, atm GoW seems to be better organized in PK that the random opposing side. This brings frustration, frustration brings BS etc.

     

    I'm trying to say the BS we have been witnessing is normal human behaviour when facing a change. All of it will be gone in time once the changes are accepted. It looks like GoW is up and running, so it's about time it's accepted and everyone moves on.

     

    We have no interest in pulling BRoD with GoW. If there are issues going on or new ones arise I would like to reply to them personally so they can be straightened.


  11. Thanks for the post Korrode, great to hear it is working out. I'm looking forward to seeing GoW held KF fort event, or whatever you come up with to spice up KF.

     

    On the other hand I'd like to remind you that GoW has set LION to brodable over a week ago, I'm sure this is just memory playing tricks since we are just a small guild of treehuggers with few exceptions. Actually I heard a person with LION tag got BRoDed by GoW just tonight :whistle:

    I love the part of your post with bolded text ("we are NOT going to be bringing over GODZ or wWw's shitlists") this really takes balls not to look back in the history. What I know is that LION didn't BRoD or serp GoW yet you still started BRoDing us so I guess there is still some issues in guild management and communication that I'm sure will be solved in near future, or the misunderstanding in the post of not having BRoDables cleared.

     

    At the time of this post, there are no brown tags at all set for GoW, I appeal to the guild leaders of GODZ and wWw's enemies to end BRoD, serping, etc. related hostilities.

     

    So how about we cut the crap and you add the updated situation to the post with the exception of LION? I am sure you have several good reasons to have us BRODable, at least your post here is telling we are dealing with a mature well reasoned guild. Or if we actually are neutral, I'm looking forward to the time when GoW has reached the level of agreeing the guild policies and living by them. Ofc human errors happen etc, but you have already done this same thing repetitively during past week.


  12. Atm Desert Pines arenas can be used to take advantage of newcomer mistakes by using poison during fights - target disses without mana and goes outside to die. Most often because not being able to read the situation in the hassle and too late noticing they're poisoned. This in no way encourages new players to try learn PK. In most of the cases the looter is old player with alt char who knows the tricks.

     

    Ofc there's nothing against rules in poison looting (or is this in category of "Do not patronize, mislead, or take advantage of people as they become acquainted with the environment and make beginners mistakes"?) and there's many ways to avoid losing items out there but the main problem here is that ppl in 40's arena can be... clueless. Easy prey.

     

    So what I suggest is to make the surrounding area of the 40's arena no drop too to add a bit of newcomer protection. There's no need to do the same to 60's or KF because players there already have or should have enough game experience to avoid mistakes.

     

    #edit: The corner coords of the area I'm thinking of would be (area surrounded by stone wall)

    48, 251 | 71, 251

    48, 234 | 71, 234


  13. Your post made it sound like it spams when hit.

    I find it amusing you bother to hype this weapon, hope Smurf pays you a % for trying.

    So sad the top argument of the weapons übberness is the same argument you can use on normal EW.

    Good luck finding a collector ;o

     

    Oh, and on side note. If someone else asked for 1 million on this weapon, your comments would be bit different. Right? :(

    Lol. If you don't want the sword, simple. Stop posting.

    And I bother to hype this weapon, because it truly is a great weapon.

     

    Tell me, you ever used this weapon?

     

    Funny you first encourage to not post, but then ask if I ever used the weapon.

    I haven't used the weapon, but I have used EW, and even if EW hit +20dmg 20% of time it'd still suck against dragon armours comparing the price. If it was über, ppl would have made more EWs to get special. And technically the auction was over days ago, since it's a week only. I think we have a winner on latest post. Will see if EW of ownage is seen in KF.

    Prove me wrong and make a movie of it's überness and I might consider taking you seriously next time. :cry:


  14. Your post made it sound like it spams when hit.

    I find it amusing you bother to hype this weapon, hope Smurf pays you a % for trying.

    So sad the top argument of the weapons übberness is the same argument you can use on normal EW.

    Good luck finding a collector ;o

     

    Oh, and on side note. If someone else asked for 1 million on this weapon, your comments would be bit different. Right? :cry:


  15. It is a great collectors sword, and it's really nice for getting ganged in combat(spam's +20 dmg very often)

     

    You mean this sword has a chance to deal 20 dmg when you are hit? Looks like general belief is it just adds dmg to normal hits, would like a clarification here.

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