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Drobus

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About Drobus

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    Rabbit
  1. Has there been an update today?

    Yes, and don't forget the anti-virus subscription.
  2. Changes to the PK system. Yes or no?

    I agree that anything that makes PvP more like frantically trying to click on rabbits on IP is probably not a good thing. And you shouldn't be able to automatically get away(but it shouldn't be as random as it seems to be now). Changes to make things more strategic would be fine. ie, make more or all maps multicombat, get more useful spells and things, maybe implement things like walk speed, encumberance, weapons speed, and so forth, but if the attacker has higher speed at a given moment, fleeing shouldn't work, I shouldn't have to click again just because the target started moving away. I don't think changes should be done that makes the game more about reflexes. Skill levels and strategy, good. Reflexes and connection speed, bad.
  3. Map bugs in live version

    Drobus stuck at: You are in The Linux Community [246,73] Inside a house and cannot get out. The exit door doesn't work.
  4. What happens when we die

    I don't think they are saying you should be automatically reset. Anyway, what I would do is leave nexuses and stats, like physique and coordination, alone, but the player would go to 0 food, and all skills would be halved, which would recover at a rate of 1/minute while food level is above 0. Thus, if my attack skill were 50, it would go to 25/50 on death, if I died again when it was back up to 30/50, it would go to 15/50. Thus, this would let me keep adventuring if I wanted to risk it or I could wait half an hour or so to get skills back to normal. This also has the benefit of making death more costly for higher levels. Someone who has 100 attack would go to 50/100, and have a 50 minute wait for skills about that high to get back to normal. Hmm, you might also have to change some XP formulas, so this couldn't be abused, as when your A/D is lower, you get more XP versus the same monsters (I would imagine without some programming modifications, the affect would be the opposite effect of attack and defense potions, which make you stronger, but reduce the experience you get).
  5. Potions

    Instead of tieing each potion to the level of the original maker, just make higher level type of BR recipe available, which would obviously be harder to make. 20 hp healed is a joke, although very good for low levels. Maybe have one recipe that does a potion that heals 100 hp, and maybe an ultimate one that heals 200. Maybe have a recommended potion level of 50 for the 100 hp version, and the 200 hp version would have a recommended potion level of 70 or something. These shouldn't require ultra rare ingredients, obviously, because the intention is for it to be a commodity item to provide an alternative to SRs+HEs. Instead probably just a different forumla, maybe use rubies instead of red quartz. This won't be as effective in terms of healing power as restoration spell, however, drinking the potion never fails.
  6. Pack Animals

    Its a neat idea, however, having pack animals like this would reduce the need for people to work together to make stuff to overcome their EMU limitations (you know, things like 'essence parties'). Thus, from a realism standpoint, it is probably a good idea, but from a gameplay standpoint, , IMHO.
  7. Negative Perk discussion

    I think its a bad idea, especially for reason number 4 you mention. If you just make it your level in a skill that 'determines' the nexus, then everyone can master everything and have equally high levels of P/C/W. True, with the nexus system, low level characters can use plate and serp with 5 a/d or something, but honestly, why do they need it, if they want to wear expensive equipment on lower level monsters with crappy loot, then so be it. But the big plus side is it increasese diversification of characters. If you want to master several trades, you'll have to have more OA and or more negative perks(even though they need rebalancing, the same principles apply). Think about it this way, lets compare a fighter that does manu with one that does manu and potion making. The one that also does potion making spends and extra 5 nexus points on trades, and the higher OA he gets, the greater the XP difference he has to overcome to reach an equivalent P/C, and with equal OA, he will always have lower stats and/or more negative perks. If you just get rid of pp's for nexus, both characters can master both(and all other trades) and will effectively have the same number of pp's for stats. Characters will become even more cookie-cutter than they are now.
  8. Negative Perk discussion

    I agree on this. The current system lets you be, if you like, a 'Jack-of-all-trades' or a master of one(or a lesser master of a few, or whatever miix you want). If you choose to get the nexus points required to do multiple trades, then you will have lower physique/coordination, which will limit how much you can carry for those professions, thereby reducing your efficiency, or at the very least, you won't be as strong of a fighter for doing so. But you CAN pursue whatever trades you want, with or without reset. The fact that it is harder to be as good in multiple trades is IMHO a Good Thing. There are issues with negative perks giving too many pp's for their negative conseqences. Here's what I think about the perk system: Antisocial - Clearly gives too many pp's for its effect. -8 or even -6 would be better. Gelatine Bones - I've never used this on a fighter type character. Obviously this is too many free pp's for those who don't fight. Probably remove, because a non-fighting harvester/manu'er could just take these points to pay for something useful like MM, and have a free point to boot. Godless - Erm., this one is probably perfect. 20% bonus to XP in 3 skills is worth time and PP's in and of itself, in the long run, so I consider it a painful one to take. Any less, and it wouldn't even be worth considering. Hellspawn - I would never take this(at any price, it would ruin the game). I could only see this as useful for bots, or someone who is pk and wants to play 'King of the Hill' or something like that on a pk map. I Can't Dance - I've never had this on a fighting character. I would imagine my comments about Gelatine Bones apply here (free points for non fighters). Power Hungry - No brainer, there's three of your Nexus points for whatever you do. This is good to have but maybe it should make you eat 9 food per turn instead of 3. As it is, you can end up with average 30 higher emu from these points, which if you fill with fruit, would take over 3 hours to use up, as it is currently. Most positive perks are fine, I think. Except MM. MM - This should be removed or cost more(pp's and gold). Maybe 10 pps and 1000 gc or something. Back to negative perks, they need some rebalancing, I think, but I would not object to outright removal of them, as long as it doesn't mean a total wipe. Give everyone the one time opportunity(requirement for those who had negative perks) to redistribute their pp's from OA without reset. MM might be ok as it is if people couldn't get the pp's for it for free from a negative perk that will have no effect on that particular character.
  9. Nordacarn Cave

    I'm not a pk-er, but I like the excitement of going to NC cave to get better than normal XP for fighting the plentiful armed goblins while having to deal with the risk that someone high level pk will come in and try to kill me. I don't go in with good equipment, and take a few dis rings(I've found them to be very effective). Also, its not that often that someone attacks me, I can usually fight in the cave for a good hour or so before someone comes in with a serp to kill, sometimes more depending on the time of day. If someone does attack, just use a dis ring and most likely you can get away. Go outside, and the pk-er will get bored and leave after a few minutes.
  10. Eating Delay

    Terrible idea. I don't know about you, but when I first started this game, I logged in, and had no idea for a long time that I even needed to eat. I wasn't healing cause I had no food, and I know I stayed at -30 for a while before I figured it out, and when I did, I tried to eat raw meat, then I figured I could sell the meat and buy expensive(at the time; remember, I was a complete newbie and didn't know any good ways to make money) bread to get only 10 food in the bar at a time, even killing rabbits to sell the meat and skins was tough, because I had died and hadn't healed any because of the negative food level, sort of a vicious cycle for true newbies. A more reasonable solution rather than dieing would be for people high enough level to lose items would maybe take one damage per minute when food level hits -30, but I fail to see how this 'solves' any problems. Power hungry already puts a crimp on the ability to 'afk read'(something I also REALLY fail to see as a problem; doing otherstuff while reading is much less realistic* than sitting down somewhere to read a book, and what is the point of saying you have to be at the keyboard watching your food level while passive reading takes place) * I don't mean to imply that I think this should change; things are fine the way they are. Too much realism is bad for this kind of game IMHO.
  11. Cvs Runtime Crash - Linux

    Everything compiles and links fine for me in CVS. Problem comes when I try to run the binary. It immediately crashes with the following errors: I/O warning : failed to load external entity "languages/en/strings/console.xml" I/O warning : failed to load external entity "languages/en/strings/console.xml" I/O warning : failed to load external entity "languages/en/strings/errors.xml" I/O warning : failed to load external entity "languages/en/strings/errors.xml" I/O warning : failed to load external entity "languages/en/strings/help.xml" I/O warning : failed to load external entity "languages/en/strings/help.xml" I/O warning : failed to load external entity "languages/en/strings/options.xml" I/O warning : failed to load external entity "languages/en/strings/options.xml" I/O warning : failed to load external entity "languages/en/strings/spells.xml" I/O warning : failed to load external entity "languages/en/strings/spells.xml" I/O warning : failed to load external entity "languages/en/strings/stats.xml" I/O warning : failed to load external entity "languages/en/strings/stats.xml" I assume there is some new support for different languages, and it is trying to default to english. The binary is in my el directory for CVS, and I extracted el_100.zip which is sufficient to run the vanilla client from the same location. I suppose there is some place to download these languages files but I can't find them anywhere at the developer site or on these forums.
  12. The Interface

    Perhaps a larger, more easily visible clickable area to travel between maps. Boats are fine, I'm talking about those tiny signs you have to click on when going 'by land'. Those signs are almost impossible to see on some maps at night in the game. Either make the signs glow or something so we can see them, or make a larger signs to click on on to change area.
  13. Aluwen Quest Question.

    Erm, I got some healing the other day at the Aluwen temple. It wasn't entirely obvious what menu options to take as I recall, but you can get healing.
  14. Boom!

    BoBomb, he's currently sitting in the vegetable patch working on that level 20 harvest. I've already gotten Self Destruct and MM perks for him, Mirror is next.
  15. Harvest And Teleports

    I agree on the teleports thing. Twice today I was teleported while sitting in a vegetable patch working on essences, only harvesting 3 veggies every time I ran out of food for making essences. I got teleported before I could even get 3 veggies which meant I had to 'beam me up' and do the walk back to the veggie patch to continue. Bee stings and walls caving in are fine, as are other events stopping your harvesting. Random teleports are not.
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