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Aledezar

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About Aledezar

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    White Rabbit
  • Birthday 05/10/1990

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    Bacoop
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  • Gender
    Male
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    Pennsylvania
  • Interests
    Music, EL, reading, music, House on Fox TV, music, singing, and music.
  1. New Spell Ideas

    The will would be pretty pointless. Not totally. More ethereal points. more rationality (+4 via will and reasoning). When the bards start playing your battle tune, you get more stubborn about bashing your opponent to bits (roleplaying). Magic is stronger due to higher rationality too. Now THIS could be the beginning of some pro ideas. How about spells similar to "Berserk" spells in other games? Increase one or two attributes (or cross atts) at the penalty of one of two others? For example, Berserk would do something like: Increase Might by 10, decrease reaction by 10. Other spells could be like "Honing": Increase dexterity, decrease might, "Defender": Increase toughness, decrease dexterity... etc. Very rough ideas, but I like the concept of being able to tweak attributes temporarily with magic instead of just with pots.
  2. New Spell Ideas

    Yeah, that was mostly the point of my original post. Destroy, Death, Earth, and Air sigils seem to me like some of the most applicable sigils for a game with both offensive and defensive magic, so I included a different unused sigil in each spell i listed. Though, for sure, if I come up with any more ideas for using them, possibly together, I'll post those here as well.
  3. New Spell Ideas

    This post is partly a shameless bump ( ) and part an amendment to spell idea #2. I've been thinking that instead of controlling the undead, it might be more practical (/easier to code?) to just kill the undead, so the revised spell would be something like this: 2. Banish Sigils: Destroy, Local, Death Min. Magic Level: 57 Essences: 10 Death Essences, 10 Energy Essences Mana Cost: 45 (roughly) Effect: All undead creatures in a 7x7 (ish) square around the caster are killed. One advantage to a spell like this is to avoid the automatic damage dealt by phantom warriors sustained from killing them in melee combat. Another advantage is it's a more effective way to get ones self out of a situation in which you're being hopelessly multi'ed by pw's and, for example, a nasparliu. Taking a defense penalty for any amount of time against 145 attack is never fun, particularly if your options are 1) take down all 1200 hp from the nasp while taking def penalties due to the 3 pw's on you, or 2) focus on each of the three pw's in turn, whose high toughness and eva make killing them a guessing game. All in all, it could be worth it to spend (almost) two restores worth of mana to be able to focus purely on the big bad nasp. Especially if you're a mage (GASP) who isn't even engaged in combat (ANOTHER GASP!) who is just trying to help out a comrade in need... Thoughts?
  4. New Spell Ideas

    Thank you all for the input Keep it coming! Gwaew hit the nail on the head with my two main ideas about the Fear spell. Also, a noob 100's like myself doesn't have the luxury of saving dis rings til he's low on mana, particularly if engaged by something nasty like a Nasp or a Giant. The idea is if I'm caught by myself, I can spend a decent amount of magical effort to give myself the time to find a friend to help me take it down. Also, the essence/mana costs and required levels are VERY preliminary, these can be tweaked as necessary. I made them mostly high cost because of how powerful they could become in certain situations, but if they can't really be abused for whatever reason, I see no reason not to lower their costs. Also, +1 on scarr's remote heal idea.
  5. I was thinking of some new spells that could be implemented to give purpose to the unused sigils, and decided to post some of the better ideas on here for consideration. 1. "Terror" (or "Fear" or whatever) Sigils: Temporary, Destroy, Spirit Min Magic Level: 55 Essences: 15 Death Essence, 15 Spirit Essence (these are general ideas, the main point is that it's more expensive than a dis ring) Mana Cost: 40-50, somewhere in this range Effect: Target monster will attempt to flee combat and become non-agressive for ~30 seconds. (Still trying to work out a formula based on mag level or something, so that those with no-fail Terror, mag 83, are the only mages who can make all mobs flee) The basic idea for this one is to create a way to get away from a single, powerful mob more effectively that with a dis. The spell could be useful in situations when a mob "catches your dis," so to speak, and the cooldown is too long to survive. This second-chance spell obviously needs to be more expensive than dis, but powerful enough to do the job. It could also be useful on boss mobs in instances. If the group is collectively low on mana, a powerful mage (who sacrifices a decent amount of emu for the essences) casts Terror, and people have a chance to refill mana. 2. "Control Undead" Sigils: Temporary, Move, Local, Death Min Magic Level: 57 Essences: 10 Air Essence, 10 Spirit Essence, 10 Death essence Mana Cost: 45 Effect: All undead creatures in a 8x8 (roughly, could be tweaked) square around the caster come under the "control" of the caster (i.e. summons) for 30 seconds. Situations where this would be particularly helpful are invances and invasions. Taking "control" of 3 Phantom Warriors while being attacked from multiple angles could be a very effective out, given how difficult they are to hit (not to mention they are a good way of making sure your dis isn't "caught"). 3. "Stone Skin" (or similar) Sigils: Change, Matter, Earth Min Magic Level: 60 Essences: 10 Earth, 10 Matter, 10 Energy Mana Cost: 55 Effect: Like the shield spell, only much shorter in duration (30 seconds or so, such a drastic material change is difficult to maintain!) and gives 10 - 15 armor (again, can be tweaked). For one, this makes determining a tank (or aiding a tank) much more straightforward. Those not wishing to draw the mobs aggression cast Stone Skin (expensive, naturally) and the fighter designated the tank will merit the mobs attention. After all are engaged, the tank may then cast this spell, if wanted, to decrease the damage a little more effectively than shield. 4. "Push" Sigils: Create, Energy, Move, Air Min Mag Level: 65 Essences: 10 Energy Essence, 15 Air Essences Mana Cost: 60 Effect: All mobs in range of the spell (5x5 square around the caster, or so) are "pushed" (a la teleport to range) to outside a 10x10 square around the caster (or outside of attack range). Possibly a chance to paralyze each mob for a few seconds which increases with magic level. This paralysis could have maybe a maximum of 30-35% chance at no-fail, and a duration of 2-5 seconds. A spell best cast while in a close group of your friends I thought these could be practical and not too over-powered, but would give mages a much more practical role in large, teamwork based operations like instance and invance. I also accept that I've only been thinking over these for about an hour, and they may be crappy ideas, or just downright devilish to code, so I'm open to criticism. What do we think?
  6. New Invance Maps?

    I guess the idea wasn't so much that people would have to fight in teams, but that there would be a need for more coordination through the Invance Channels. With more attack points, more gates to guard, some without ranging walls, communication would be key to getting full exp. Also, with a map like KF and that many creatures, it would be impractical for someone to go soloing around the place. People would at least initially need to stick together to avoid being ganged by 9 mobs everywhere they go, until the mobs were cut down to a reasonable amount.
  7. So the invances have been a huge hit, obviously. I thought it would be REALLY awesome if there was a variety in the map used in an invance. Of particular interest to me would be an invance in a map like KF (non-PK for invance purpose, obviously), or Morcraven Marsh. Any map with multiple forts to defend would be pretty cool, imho. Also, with maps like this, the entrance to each fort is more than one tile wide (iirc), and thus the opportunity for afk gate keepers is lessened. There are way more locations applicable for an enemy attack, and thus greater team coordination is needed. The straight-forward idea would be that if a monster invades either fort at the end of a minute, the invance is lost. Pretty simple. Another option would be that for each fort invaded, the team loses half of the exp they earn at the end. Keeping both forts clean gives normal exp, allowing one to be invaded gives 50% of the exp, allowing both causes a loss, and no exp. KF invances could exclude Fort Garisn. A little bit too difficult to defend all entrances What do we think?
  8. Throwing Net

    I like the idea overall, but I think it has greater potential as a teamwork type item. It does seem to be pretty powerful with the stats you listed, maybe it shouldn't hold the victim quite so long if you intended it as a single person weapon. If there were a penalty for using the net, I think it would be great for massive instance and invasion mobs. Maybe the thrower can't attack for a certain amount of time either? Maybe it's like a lasso on steroids or something that has to be thrown and held onto That way people in the lower end of the a/d range for an instance would be more motivated to enter, if the monster could be held for a certain amount of time before owning the little guy.
  9. TD tweaking

    I lol'ed @ "Don't make all the pk maps in on C1 essentially non-pk." KF is not even close to non-pk. Sit in kf for 10 minutes, someone will pop in, and either you'll kill them, or they'll kill you. DPA is still used on occassion, I usually go there when I'm bored of training. I've even seen a whole bunch of PK central announcements about people in the *CO* guildmap TD on the other hand..... Rutuliukas mines people at the entrance. Newbs mix/cast shield at the entrance. Mages harm to death every poor soul that crosses them (or they tele when they see that magical little shield above the person's head ) Rangers? Honestly haven't seen a one, the few times I've bothered entering TD anyway. Not worth it to go in as it is, why waste the training gear? If people had half a bloody chance of actually engaging in combat for any more than a second, maybe people would find the map more attractive, and actually go there. And I'd like to read the response you get if you tell radu to create/implement a whole new Seridia -6 years There are non-oldschool pk maps that are currently unused (take NCA for example, most people use low level gear in there anyway to avoid losing that pricey rost, so your drops will likely be the same). Go spice one of them up instead of dismissing an idea to make an old-school map actually old-school. Also, what bigkav said. How often DO you use TD successfully right now??
  10. TD tweaking

    First and foremost, the intended purpose of a PK map with no storage likely wasn't for mixers to go in a hax the no cooldown thing... Second, since the purpose of the map was to be an "Old-school feel" PK map, why not try to make the map's properties more, um... old-school? You seem to be missing the point. No one is complaining that "OMG som1 wurkd harder than meh, nao i n44b." People are just saying that when they walk into a map that's supposed to be old-school, all of these ridiculously new features are being used.
  11. wrong name for mixing window

    I'm not sure I understand what you're saying. "Because it's not something originally included in the client, it shouldn't be added to the client"? Otherwise the suggestion would have to be "Make it the Alch/Manu/Eng/Pot/Craft window." But....since mix is a term readily understood, and, in EL, covers all of those things (as opposed to manu which is typically understood to involve making swords/armor/etc...)......make sense?
  12. wrong name for mixing window

    It's not a rule, it's language. It's a dialect in which "mixing" might have a certain meaning that makes no sense outside of gameplay. It's what people say, and what people understand. You know how there are different dialects of languages, right? Try learning all of the different dialects, (and I mean all the different word usages/inflections/etc...) of German, French, Spanish, etc... Come post again in 2099, please. What, then, do you suppose is the purpose of a community in this beta-stage game if not for feedback on what is good and what needs improvment? This suggestion makes perfect sense. Not because it "doesn't hurt anyone," but because it legitimately could help people. It could have helped me personally in my early playing days. I fully understand that there may be more important things to focus on, but why discredit the idea outright?
  13. wrong name for mixing window

    I think Nathan brings up some good points. I was personally confused when I saw "Manufacturing Window" as a noob, and couldn't find the alch window. The people in this thread just throwing the definition of "manufacture" around aren't really even looking at the main point of the argument. Yes, manufacture can have a very broad definition and technically fits the description of what we do for alchemy in this game. But in the EL dialect, so far as I'm aware, the general term for anything done in that window is "Mix." The conversations usually look like "What are you doing?" "Mixing fe's," or something of the like. Even in the description of special days, like Joule, the word used is specifically mix (iirc). I think it could be helpful to change the window name to Mixing Window, as clarification, so that when noobs have to learn the definition of Mix, they only have to learn one definition, rather than the two definitions of Manufacture used in the game currently. Aislinn brings up good points as well, however. Convenience shouldn't be the only factor in deciding what suggestions go in game. Likely, there are more important things requiring attention, or there could be any number of reasons it wouldn't be worthwhile to focus on changing that one word.
  14. AFK Fighting

    I think what he's trying to say is more along the lines of "why let people advance in a/d without even being at the keyboard?" Of course, under his rule harvesters should take a harvesting level penalty every time they dont click on the dung for 1-5 min........ @Canab: Interesting concept, though you're being remarkably hypocritical to suggest that people cant do a certain thing, now that you've benefitted as much as you could from it. As far as I know, afk training at this point isnt have much of a negative effect on the game. From the outsiders perspective, it sounds like you just don't want people to be able to catch up to you in a/d quickly ^^ Edit: typos.
  15. New Summoning Creatures Elementars

    Depending on the strength you had in mind for these creature, (I assume you want it pretty high) the only change I would make to your idea is that the Elementals require an Enriched essence to summon. There are certainly enough low level monsters out there to summon, and it might be interesting the have high level creatures dealing lots of damage solely of a specific type, e.g. 30-50 fire damage per successful hit (random numbers, don't flame please )
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