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Zaer

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Posts posted by Zaer


  1. To people complaining about classes; you're misinterpreting the idea. It isn't to make a mage a definitive class but rather bring it up on par with ranging or fighting; a skill that you can choose to specialise in (via perks/nexus/items/stats) and therefore get a slight advantage over people who don't, much like rangers and to a greater extent fighters can do. Obviously very high levelled/rich people would be able to do everything, as they can do now with ranging and fighting.

     

    At the moment it is simply a supplement to fighters and provides a way to move around the world quickly. It could and should be so much more, offering a different style of play and one which would add many new teamwork elements.

     

    Maybe the stats/items could raise/lower the distances at which you can cast spells on others?


  2. Scarr asked me to post this for him (I did a search and found a few posts suggesting spells or changes to spells but this seems different to them):

     

    I have some questions, and suggestions;

     

    Will there ever be a "mage" type of play introduced?

     

    - Items that increase Mana/HP, Resistance, Magic level.

    (Wands, Staffs, Robes, Hoods, Caps etc)

     

    - More remote spells for allies/enemies

    Cast Defensive spells on allies (e.g Boost armour/def)

    Increase of Remote heal

     

    Much Love,

     

    Scarr hand.gif

     

     

     

    And you dont want the non mages (fighters, rangers) to use these items.

    So maybe we could use perks and the magic nexus instead of

    Human nexus for these items and spells?

     

     

    Think this is a nice gamestyle to put in the game,

    it would be amazing for invances and instances if

    someone would be in the back supporting his teammates!

     

    Would be nice to see people being proper "mages" as it were rather than the skill simply being an addon for fighters. Proper friendly buffing/healing that can be used in strenuous and competitive environments but only by dedicated mages.


  3. Your comment took me back to guild quests i've enjoyed of a similar theme. Hence, rather than have yet another general game quest, the game could enable individual guilds to run their own exploring quests. This might allow for say a rank 19 to launch a guild quest via #command using parameters such as :

     

    [location to be found] eg : Desert Pines 100 100

    [search clue] eg : Find the bee hive in teh woods in the next hour. First four finders get xxx gc

    [reward pot (gc)] eg : 5000gc

    [quest duration (minutes)] eg : 60

    [pot distribution] eg : could support a range of options including 'first finder takes all', 'first X finders share pot' , 'first X finders get reducing amount'

    [eligibility] eg : could support a range of options including 'entire guild' 'guild plus allies', 'guild members below x rank'

     

    Guilds could run the above as often as they like, be it hourly daily or, weekly. I guess you could also have concurrent, or stacked quests. As long as you limit the reward to gc, you've got the option to distribute the reward in a variety of different ways, and can make initiating a quest conditional on automatically deducting the pot from the sto of the guildie who initiates the quest.

     

    This would be a monumental waste of time. People can obviously manage to do this kind of thing within a guild by themselves, they don't need any commands to do it.


  4. Why isn't this topic at the top? :<

    Long time no joke, this made me chuckle.

     

     

    When my girlfriend said she was leaving because of my obsession with The Monkees, I thought she was joking.

     

    And then I saw her face.

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