Jump to content
Eternal Lands Official Forums

humanalien

Members
  • Content count

    67
  • Joined

  • Last visited

Posts posted by humanalien


  1. I think it's a nice idea. Of course it would have to be done carefully and considering that players already wear clothes.

    • Desert areas: Hats provide the only "doable" protection against the sun, possibly some tunics too; fur hats and helmets might need a penalty here; at night you will some small cold protection (again, tunics might be an option)
    • "Lava": Here the regular "heat protection gear" works
    • regular areas: I'd say you'd want to leave them as is, so as to not make things too complicated for beginners
    • cold areas: Decent cold protection during the day, better at night; a good number of snow/cold maps don't even have cold damage last time I checked.

    I think that would be less drastic than the original suggestion and if you don't want people to complain about the hat in the desert, you could make it so that you simply don't regenerate material and ethereal points without it.

     

    Oh and it would be nice to finally get server support for new weather while we're at it.

     

    a new protection stat called light protection can be used for the deserts


  2. well i had this idea since there are now more radiactive weapons and enviroments and monsters with i glow in the dark (also radiactive)

    i thought directly of lead, this metal was in real life very early in use (roman civilization), and i schould give very good radiation protection.

    let say:

    lead helm 3 rad protection 15 emu

    lead greave 6 rad protection 30 emu

    lead cuises 9 rad protection 35 emu

    lead plate 12 rad protection, 50 emu

     

    so full set : 30 rad protection and 130 emu

     

    but it schould only give as much defense as leather armor since lead is a very soft metal, but it schould protect you agaist glow in the dark if you wear the full set.

    it should have a high break rate (like aug leather) so not made for long duration combat.

    very heavy to wear.

     

    with this stuff the rad damage you get on some places can be raised. so when there are precious resources on some places the will be harde to get without this armor.

     

    lead ore should be common but heavier than gypsum.


  3. yea good idea, fur clothes are useless now and then the finaly would get used (little more profit for mid lv manuers)

    and at sume new fur clothes like polarbear fur clothes (extra cold protection), white dragon armor also should not have heat protection since ice dragons are polar creatures.

     

    and maybe a some more variety by light modifiers on clothes like dark clothes should have a negative light modifier and white clothes a positive.

    atm black clothes/armor are as visible as white clothes/armor (doesnt make sense to me :D)


  4. How about an arrow/bolt that you just stick inside that vial filled with acid, then shoot it at your opponent to do acid damage :D Using small vials may be beneficial to the range..

     

    Cost per arrow/bolt twice as much as the most expensive arrow/bolt atm. Damage (normal+acid) like 40% higher then fire/ice arrows/bolts and of course some special effect to the bolt version...

     

     

    ;)

     

    like this idea :). maybe for bolt change to break/degrade armor since its acid (sounds most logical to me) and maybe make titanium and bronze (not sure if this can resists sulfuric acid) holding armors more resistant to this degrade than iron or steel armor.

     

     

    The ingrediets are too expensive and the chance too small, no one would use it.

     

    and without the dragon scale? maybe with chemical or acid damage each hit.

     

    humanalien, no. you can add to recipe, for example, 3 empty vials: 1 mix=4 potions

    Entropy, you know the right adjustments about cost/parameters/pros/cons

    Ranging level is useful: more levels, more chances to hit.

     

    also good then the scales will have some use :)

     

    and got also new additions to it, sulfuric would be the base of other acids like nitric acid (from saltpeter) and hydrocloric acid (from salt as new harvestable)

    1 sulfuric acid + 2 saltpeter (KNO3) => 1 nitric acid

    1 sulfuric acid + 2 salt (nacl) => 1 hydrochloric acid

     

    then you can have 3 type of arrows with different effects

    they are al produced using alchemy skil.


  5. i had an idea about a potion filled with blackpowder en a rope that needs to be ignited and deals about 50 damage with crit dam of 150.

    reason of crit 150 dam: glas shards flow everywhere and can easily go through holes of the armor (head mostly).

    for ings i would suggest => 5 blackpowder, 1 rope and a vial.

    a fire ess would be required for igniton.

     

    disadvantage: its deals collecteral damage so its best to throw it from far on someone or you would be hit to or your allies.

    it would work like ranging then

    and 1 minute cooldown before another one can be lauched=> to simulate the burning of the rope.

     

    hope you like it :icon13:


  6. Its just plain wrong, that you cant get blessings or gold after you reached your harvesting limit.

     

    I just had it on the PK server, harv limit reached and after that i found a bag of gold with 19 gc's.

     

    Piper

    i think that you are right for the gold, but i think i never had a single blessing when i didn't have harvest xp :)

     

    i somethimes get gold when i dont get exp.


  7. i have also a good use if not to powerful i hope.

     

    no cooldown potion => no cooldown on items for 1 minute.

    it should use 1-5 coc feathers and one of the dragenscales of al 3 of them.

    and maybe based on creature food and feasting potion if stil too powerful.

     

    so final formula wil be

    1-5 coc feather

    1 dragon scale (each color)

    1-10 vials (would give then 1-10 potions)

    1-10 creature food

    1-10 feasting potion


  8. my idea is to have a perk that would give 500-1000 emu for 10 pickpoints and it would work also with mules so they are even more usefull.

     

    but in order that it wouldn't be used to much it maybe can't work with artificer perk, iepd or other perks where it could be a bad combination with.

    so its actualy more a harvester only perk.


  9. Well, I do not want to sell a sword from the shop that can be used to kill everyone with it regardless of skill. The thermal serp is the best sword against anything but people in dragon armors, so it has plenty of uses.

    As for the radiation sword, not a bad idea. Probably make it dependent of the "I glow in the dark" perk that no one uses (for example this perk could double the radiation damage or something).

     

    i used "I glow in the dark" perk and fond it very useful you just get less att/exp but thats was the only bad thing from it.

    wasnt the reason i didn't used it anymore thats was cause in became a mixer and needed the pickpoints for "i eat dead people".


  10. On the other hand, there is a constant demand for make rare/failure indicators by players, and you can make your own price when dealing with players.

     

    Ok, tell me at what price you sell your make rare indicators? :D Don't forget that the NPC sells them for 50 each and you really can't sell upper than that, so you will lose a lot, just those two polished gems cost more than 40gcs so it's really useless to make them for sale...

     

    dont forget the people with antisocial

×