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piffy

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About piffy

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    Newbie

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    mattiacsmith@hotmail.com
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    all sorts
  1. belts/boots

    could always be used for belts n boots too... doesn't have to have ONLY 1 use...
  2. Cool idea

    for heavens sake the lot of u are pathetic... self-righteous this that here there and everywhere. Not 1 of u males (unless ur gay) would complain if they had just chosen to change the characters in any ways! ok it sounds like a silly suggestion... so what?!?!? U all seem to just need any excuse to fire off some hormones!
  3. Combat Exp-New Approach

    I know how to solve this. 1) take roja's idea and implement different weapon classes each with its own exp, that way u can choose wat sort of weapon u want to use and have it so a certain amount of damage. (next point is key) 2) give each creature or monster a set amount of exp, say for example the number of hit points it has. any player can get anything upto the max exp for that creature by killing it. so a rabbit... if it has 10 hp then any player can get 10 exp for it (in whatever skill they use) 3)each weapons class can then vary between damage dealt and speed and accuracy, for example a war axe might deal 20-40 damage but be slow and less accurate than a dagger, which mite deal 5-10 damage but very quickly and accurately. This then leaves it open to each individual player what he or she prefers. this does involve a lot more weapons (and armour like in morrowind if u wanna go there) but that only adds to the games playability as it means there is more to achieve!!!! summary tho is each animal has a certain no. of hp, this is the max exp u can get from it, andu can get it however u choose, armed or not. using a heavier weapon will do more damage quicker but has a lower chance of hitting, lighter weapon less damage but faster and more accurate. that makes it all down to each individual player. Piffy!
  4. Magic - a new outlook

    KIllerlamb, this WAS dransiks magic system, i think itd be great here, i just explained it badly. why dont u try
  5. Rather than this business of preparing spells etc etc etc wat about this that i have experienced in a different game. U have sigils... so make a system where u buy (or find) sigils and put them in a wand, which must be worn as a weapon. This way u have the choice of magic OR sword rather than both, and wat quite possibly leads to the development of mages as well as fighters. but if u make someone hold a wand and let them cast as much as they can then that is better than allowing both to happen at same time... this could also be more useful in longrun depending wat other things develop, eg u could have a mage good at healing (ie high level using health sigil = heals A LOT of hp) who is backign up someone fighting like 5 goblins, healing him so he can keep fighting - u get the idea. Wat du all think? Piffy
  6. buy and sell quantities

    that doesnt solve the problem. say u had 113 silver and u wanted to sell 63 and keep 50. With the present system that is far too challenging for such a simple action (i know it isnt challenging im talking comparatively) I propose thati nstead of numbers, when goto sell buy storage or ANYTHING like that, anotehr window like the trade window pops up and u just transfer click n drag style... i think that is much better... also for money transactions there should be somthing like a calculater that pops up when u double click on cash so u can choose how much u wish to separate and how much to keep... (eg in bar when exchanging coins - u shoudl be able to type a number in )
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