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hussam

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Posts posted by hussam


  1.  

     

    The 80-100 invance...giants are only 650 HP. they don't mirror and they don't have igitd. Just get someone with high enough HP to flee tank it with MoL and SoP (and extra mana potions)while the rest range it (shield + sword don't help here because you won't be blocking anyway). Don't try to multi melee it. It would also help if people can remote heal the tank (will and reaoning pots help).

     

     

    Ok hussam, now calculate how much u spended for do it.. giants drop ~300gc, it worst then tank flee Mare bulas on 120-145 or 145+... where the expenses are paid and sometimes still have profit... i say about it... The lower ranges are not stimuli

     

    The final invance experience reward is not worth spending PKa on two giants? How many PKa do you need to kill them anyway? 100? 200? That doesn't really cost much.

    And honestly, 6 years ago when some of us were stuck in 80s a/d, we wished there was something to level up other than armed orcs, cyclops and TSing on ogres. Be happy you have dailies and invances now, even at some expense.

    I definitely agree it is more fun now for the 160+ top fighters but this can easily be remedied by lower level invasions and such :-)


  2. People wanting to just log on, play, and not worry about resources is a nice thing. But something has to fund the game (rostogols) and people need the gc drops to buy those rostogols and other things.

    That's not something that is about to change and it doesn't need to.

    So perhaps how about this: Since KF is already no drop, make it no drop for monsters as well (no drop means no farming) and occasionally run invasions there (*in additon* to the regular strong C2 invasions). Different caps with multi level monsters without a boss monster (no casty, MB...). People can go there and just have fun.

     

    Most people will still prefer the regular invasions for the monster drops. This will simply provide a free fun addition :).


  3. I can see one big problem with using combat level for caps:

    combat level isn't readily available to players (even the web pages only give approximations afaik).

     

    But perhaps a combination of a/d and attributes for cap could work?

    The one used for ignore levels doesn't even need to be remotely accurate because the observed ignore levels are computed around it and not the opposite. If It says my combat level is 240 and trice just started ignoring me, then trice ignore level must be 240.

     

    However, if invasion caps are were tailored around combat level, then yes we will need an official formula and something in the client that shows our combat level. The advantage of that system will be putting people in ranges where they are most effective.

     

    Anyway, builds only affects big invasions. Everyone is useful in invances with proper group work.


  4.  

    @RagZ: I agree that the 140-160 a/d range is pretty neglected atm. Basically that range is trapped on the cusp of having a lot of fun in uncap invasion/invances, but months/years away from actually getting there. However, I dont think EL can afford to split the invance range on uncap again. Perhaps make 2 versions of 120-179 instance? One as is and one with less bosses but lower power creatures? I.e. a version with no little blues, big blues, milf, and last wave is either 1 mb or 1 bula or 2 bula? Same level caps so players could choose to go to either...but wpuld give a lower risk/lower reward option.

     

    The 145+ invance started out rough with the addition of little pinks. But the change (the split into 120-145 and 145+) was a good thing. It forced some group work. It is a lot better right now and people are learning to work together. I think it won't be any different than old 120+ in a few months in terms of difficulty.

     

     

     

    Have said it many times before, will say it again, the problem is capping on a/d levels, while actual fighting ability depends on many other things. Result? If you haven't built your character entirely around combat, instance/invance/invasion caps are all wrong for you.

     

    Z

     

    Zilding, you have a really nice build for combat. Add 6 or 10 more vitality then everything after that on instinct and you can pretty much flee tank anything in the future when you have the needed a/d level.

     

    The 80-100 invance...giants are only 650 HP. they don't mirror and they don't have igitd. Just get someone with high enough HP to flee tank it with MoL and SoP (and extra mana potions)while the rest range it (shield + sword don't help here because you won't be blocking anyway). Don't try to multi melee it. It would also help if people can remote heal the tank (will and reaoning pots help).


  5. I guess you probably shouldn't buy your account. Makes more sense to make an account, and play the game. Otherwise, how do you even know what to do in-game? Lame, lame, and oh yeah.. More lamee...

     

    Most people who buy chars know exactly what to do with them. Some people just want to play and so they buy already leveled up accounts. I don't see how moral lessons like "you should work hard for your char" can belong in a computer game (outside real life).

     

    The risk is in trusting random people over the internet with real money which will always be a bad thing.


  6. Well, changing NPCs from not dealing with antisocials at all to giving them bad rates is a less harsh penalty than completely ignoring antisocials...They can always trade using their non-antisocial alts.

     

    Yes, nullifying the perk or even just its effect is still the best option.


  7. A penalty for antisocial perk is actually not something to complain about. It adds some sense of role-playing and modern game play to EL.

     

    Perhaps instead of not trading with antisocials, NPC should sell them things for 10% more and buy things from them for 10% less. This should cover what you already pay for when you buy pickaxes and HE on your bots.

     

    Imo, the Sarma algorhytm for antisocial (having to pay more than 'socials' to travel to c2 via boat) was and still is the best implementation of antisocial.
    In most games I played, antisocial/less charisma meant bigger prices, more stuff required.

     

    Antisocials should give 36 helms at daritha, 15 tit shorts etc:P, 4 tit chains - or get less gc for them than socials.
    Get a bit less exp from dailies, or changing missions should cost more...

    Would be a nice thingie to do:)

     

     

    Really good idea. In other games, you get to teleport for free when you have more 'fame' (the opposite of our Antisocial and Godless perks. So maybe add some advantages for non-antisocial people.

     

    The idea to just remove it, as it wasn't better than free pp's even before rule 5 repeal, and make it 10 bonus pp's for everyone (possibly on hitting certain OA levels) is probably the best suggestion given, in the above-linked previous discussion about this (non-)perk. No pissing people off this late in the rule 5 change, and making it pp's available to all in a general "bonus system" manner isn't going to do a drastic effect on game play. Just get rid of the perk.

    *This idea would have to grandfather-claused... those with anti would have to just keep the 10pps regardless of OA and others get pp's directly based on OA. A reset kills these pp's as well and get re-earned as bonuses.

    This would work too.


  8.  

    Its a matter of preference i guess, but i really dislike when you buy everything from npc. The whole fun in RPG game for me is to collect stuff, rather than buy from npc. Thats why i started this thread to begin with. :)

    Sure, collecting ings is the fun part.

    Ideally, the higher grade the armor is, the tougher it should be to collect ingredients. All ings should be either:

    1. Harvested.
    2. Bought from NPC.
    3. Monster drops.
    4. Mixed items such as steel bars.

    With the exception of starter armor that is intentionally very easy to make, all armor and weapons should be a combination of ALL of the above and not just some.

     

    For starter armor, you have leather sets with ings that are very easy to collect. Then comes steel chains and augmented pants which supposedly require than you have leveled up your alchemy a bit to mix bars. Then comes high level armor such as titanium sets which require hydro from a PK map (or NPC). Then, supposedly, if you want dragon armor, you go slay a dragon and collect its scales :P or have someone do it.

    Funny as it is, this creates a very sustainable system. It allows us to keep adding higher monsters and better armor as people keep get stronger and as their mixing level keeps gets higher.

     

    The price of the final product should only depend on the the skills needed to collect ings and the mixing level.

    Right now, it doesn't. There are items such as bindings whose price changes even though there is no skill required to obtain them or a NPC that sells them. As a mixer, that makes no sense to me.

    With the current system, I won't bother collecting ings and I will just look for final product on a random bot.

     

    If we control the price of current 'rare' ings by selling them at NPC in addition to ones obtained by accident, we actually bring back a RPG aspect where the community is important. It means we start trading and interacting with each other more.

    I would need a high level fighter to kill DragonA for its scale drops and 100+ level mixer to mix my high grade armor instead of just buying it from NPC.

    We make everyone happy, fighters and mixers and we can safely remove things like great sword from NPC.


  9. Iron chainmail:

    mix price: 750gc

    npc price: 200 gc

    It is very likely that this is intentionally cheap so new players can afford it. Same goes for the 100gc padded torso armor, the 350gc iron sword, the 400 gc iron shield and the 9gc health essences/spirit essences.


  10. I don't think NPC prices should be increased. They are a cap.

     

    If we increase those, we are only hurting the mid range player. 40k for them is a week's work.

     

    The overpriced items are due to people unnecessarily overpricing the ingredients. Fix that issue instead.

     

    Another compromise is sell enriched essences at NPC for 5k to 10k each, bindings for 10k and serpents for 7.5k. Then remove the final product from NPC but sell it from EL-shop. This way no one gets screwed over by ing prices and mixers get to mix stuff. No mixer around? Buy item from shop.

     

    Edit: This *shouldn't* cause a big price increase because 10k for binding + 30k for wolf bars = 40k is what great swords cost now at NPC. All we are doing here is controlling non-harvestable ingredient prices.


  11. Oh I have done My fair share of killing in EL the past ~10 years and I have never been "spammed" by that message so much as it has become an issue for me, sure I can get an occasional message when chasing wood sprites for Haidir but not other wise.

     

    Seems more to me that there is a lot of impatient ppl (or perhaps they don't have the knowledge when it comes to How to attack creatures in EL) to be able to get spammed so much with that message while attacking creatures..

     

    I took a month break from EL (and online games in general) at the end of last year. When I came back, I went to kill some yetis and I immediately found it weird that I had to be very close to click on yetis even though I could see them and I was not far.

    And I am someone who killed an ungodly number of each creature up to trice even before dailies came in so I should be used to it by now :)


  12. Imo intermediate players shouldnt have tit armors. W/O a cap only top level players can buy Top level gear. Couldnt the NPCs cap the price of materials instead? That would drop the price of manu goods. Or are they already doing this?

     

    Plz forgive my lack of knowledge on the game itself. Idk whos sells what at wat price. But i am pretty knowledgeable about economies and such so i like participating in convos like this :)

     

     

    Correct. Intermediate players don't need titanium sets or 200k gc armor sets.

    NPCs sell raw materials such as iron at a very high price so that you don't buy ings at will, mix and sell for profit without breaking a sweat. It is encouraged to buy raw materials from other players or harvest them yourself.

    Expensive bars such as hydro are capped by NPC at 15k so yes, there is some sort of cap already :)

    But there are ingredients like enriched essences, binding stones and serpent stones that are only obtained by accident or bought for real money. Their market price depends on availability.

    If you search for Enriched fire Essence here http://bots.el-services.net/search.php

    there aren't any on sale (at this particular minute) and those are needed to manufacture titanium armor sets. So if I need a titanium set right now, I can just buy it from NPC instead of waiting for Enriched essences to appear on bots to make a new titanium set :)


  13. We are limited by our range of vision (by what we can click on) so it's not like we can click on something on the other side of the map and then the range doesn't need to be a static.

     

    If my character simply walks or attempts to walk to the destination if he is already engaged in combat, that itself would add something new. The destination monster may or may not have moved by then so I don't think it will make chasing too easy, but a bit more dynamic.

     

    Another thing is if we allow mages to cast spells from distance, we add a non-pk offensive role for mages. A mage can cast more than one spell on a creature by the time it reaches him or her. You can restrict this to not make it overpowered by:

    1) only allow mages to cast spells outside the current distance limit if they are not already engaged in combat.

    2) Add a spell success penalty for offensive spells if they are cast outside the current distance limit. The further away the monster is from the current limit, the less chance the spell will succeed.

     

    This suggestion is just for combat and not harvesting.


  14. Setting it up so those that have the anti perk can't do dailies (perhaps even regular quests ;) ) or lower the amount of PPs they get for taking the perk (and remove the amount of PPs from those that already have the perk in a way that they won't benefit in any + PPs ofc) is another way.

    People already got 10 pickpoints for it and it's not easy to strip those 10 pickpoints. Reducing it from 10 to something less won't be fair for people who might take the perk in the future. If that should happen, there should probably be a one month warning in advance so people have time to take antisocial perk.

    There are still certain difficulties for taking antisocial perk. You need an alt with full EMU and full mule level.


  15. To be honest, I like the idea of disallowing dailies/questing if you are anti. It makes a real and tangibl difference in gameplay that will force people to decide if it is worth it.

     

    That wouldn't work. Most high level fighters are antisocial. If they can't do dailies, shop won't sell Haidir passes.


  16. I have NOT taken the anti perk and do not intend to for many months. My alts don't have full emu yet and won't for ages and I do a lot of hauling sometimes.

     

    Also Zoot is not yet a full mule and only slowly goes towards that goal when I have something to haul. I am not sure I will be paying for an alt to do full mule.

     

    Same situation here. It is very very unlikely that I will take antisocial on Hussam char anytime this year, if ever, eventhough I get no more natural pickpoints.

    I would rather keep my char clear of negative perks.

     

    Maybe just rename the perk, disable its effect, and award it automatically to all chars that don't have it the first time they use the boat on IP docks and then again if they reset? A benefit of this is mitigating the limitation we have of 179 overall. I understand coding that is a lot of work but as mentioned before, times have changed.

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