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Rabbitman

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Everything posted by Rabbitman

  1. Ultimate PKer Contest September 7 2015

    Planning to come.
  2. BOMB PROTECTION IN PK!

    So I had the no hope numbers wrong , my bad I don't have the perk to test. Also, you can get 41 armour but max hp then is 415, so yea using 445 with 39 armour is a better estimate. And yes you need to consider 445 because you can br for +5 above max. Running your same numbers, it only takes engineering level 120 with no hope perk to do more than 445 damage in a single hit with max armour. So it is definitely possible to get the kill on map change without an extra rc set. But really, the extra mine+det on entry to get the kill is easier than getting eng to 120. If bombs are going to get nerfed in some other way, increasing the damage on diagonals would be good imo as they really don't do much at all atm.
  3. BOMB PROTECTION IN PK!

    I will present the mining entrance calculations below. The known facts/assumptions I use in this calculation are listed below: Known: 1. Optimal mine placement - 8 rc mines around player (4 for direct damage, 4 for indirect) and 1 high explosive mine on entrance location (direct damage). 2. Direct placement does 100% raw damage. 3. Indirect placement does 50% raw damage. 4. 1 armour removes 1 damage from each mine. 5. Maximum armour is 41 without ecolam, 39 with ecolam. 6. Maximum hp is 475 with ecolam, 445 without (assuming no mol/spoh/sop shenanigans prior to map entry). Assumptions: 1. No hope perk gives 20% bonus to all mines (unless it is fixed it actually does not give bonus to high explosive iirc, but only to remote mines). Thus the calculation for no ecolam (445 hp and 41 armour) is: #calc 4*(75+x/5)*y+4*(75+x/5)/2*y+(125+x/5)*y-9*z = t where x is engineering level of opponent, y is the presence of no hope perk (1 if no perk, 1.2 if perk), z is armour, and t is total damage/max health. This equation reduces to: x = (5*(t-575*y+9*z))/(7*y) Thus, for the case where the bomber has no hope perk, the victim has 41 armour and 445 health (best case scenario), the required engineering level to kill them on entry is: x = (5*(445-575*1.2+9*41))/(7*1.2) = 74, round up 75. If we assume the player does not have no hope perk, the calculation changes to: x = (5*(445-575*1+9*41))/(7*1) = 170.7, round up 175. This is much less doable but still possible. Now, in the event that the large mine does not get a bonus, it is still possible to kill the player by sitting next to spawn and ctl+1,ctl+2 spamming rc mine/detonator for additional damage. It is easily possible to get another 4 mines in which would deal additional damage. There are ways to mitigate this method of course, such as using ghp/restore during map change; however, that is inconsistent at best..which is why I said on @@6 that it is basically a 50/50 chance if both players do everything exactly properly. Rabbitman If I recall correctly, no hope perk gives +20% damage to all mines on raw damage. Armour subtracts -1 damage from each mine for each armour value. Assuming that the miner has no hope perk.
  4. BOMB PROTECTION IN PK!

    The current engineering system was never really balanced for pk. It has found a place in the game but is open to many abuses. A few suggestions on the various aspects of engineering. On mining entrances: The damage and range of mines is fine. However, there are 2 relatively easy fixes which I think would make this whole system much more "fair". #1 - Grant players 5 second immunity on map entrance to engineering damage (just like a/d aggro, and magic). #2 - Randomize entrance location to map within +/- 10 squares of the door. Thus, someone mining an entrance would need to move to the target and get ready to bomb within 5 seconds and do it before the player reacted. This would account for map loading times, and make bombing much more skill intensive. On mining during active pk: #1 - Players should NOT be able to place mines/wards/caltrops while engaged in combat. It does not make sense that they would be capable of this while fighting anyway. #2 - RC mines/detonators should have some cooldown. In my opinion the detonator have a cooldown of 1 second. Thus a player can still place multiple mines around a spot and detonate them at one time; but they cannot sit in the same spot and ctl+1/ctl+2 spam to place/detonate to do 300+ damage in 0.5 sec. On wards and caltrops: #1 - Add new wards that have varying effects such as crippling players (lowering a/d), silencing players (disabling magic), berserk players (put player on diss cd for 10 seconds), dispel (players lose accu/eva/ts effect). #2 - Add caltrops with greater area of effect and slightly lower damage. On mine protection: #1 - Keep the armour defense as is, this is well balanced imo. #2 - If a point defense/mine diffuser style item is added, it should either a) NOT stack or weigh 30-50 emu per unit. This means that players must decide how many to take with them into a pk map, and it is not simply an auto-include item. The price should be a bit less than the average price of a mine; however, they should not be too cheap (~500-1000 each). Rabbitman
  5. Expiring bots, may of 2015

    bugs_bunny renewed: 4BM74560UB740264S
  6. level 179 OA

    This argument is flawed. Buying 1 pp from npc is 1.75mgc. White wizard hats are jusy about the best mixing xp you can imagine. 16Kxp for approx 800 gc yields 20 xp per gc. Thus, #Calc (L179-L178)/20 = 4.9 Mgc for 1 pp grinding oa. Why would gc buyers pay MORE to buy 1 pp via levelling oa? This idea allows for players in the long run to obtain more pp without gc or $$ which is the opposite of pay to win. Additionally, fighters who train and do dailies have almost always levelled faster than pure mixers regardless of gc buying or not. RM
  7. More single player choices?

    What Orick is feeling is a symptom of one of the biggest areas in need of improvement in EL: End Game Content (EGC) A quick and dirty definition of EGC is the stuff you do in game to have fun after you finish story/questing/levelling. Currently EL has a few activities that fall in this category: Nenorocit, Badaran, Leonard, and Pear hunting, High-End Mixing, Instances, Invasions, Invances, PK. All of these activities require a team/other players except Badaran, Leonard and Pear hunting, High-End Mixing, and Invasions. However out of these remaining activities, Pear hunting can only be done 1x every 6 hours, Leonard hunting can only be done 50% of the time, Invasions will not get started without a team and will typically come at most 1x per day, and High-End Mixing lasts a total of 10 seconds once you have ingredients (And generally the ingredients are not all something you can obtain just by working towards it (see enriched essences, binding stones, serpents stones etc). So the only EGC you can log on and do from start to finish by yourself consistently is Badaran. I think this is what Orick is trying to point out, that if you are not interested in levelling there is not much you can do if you just want to have fun for an hour before going back to RL. To Oricks specific idea, a 1-3 person instanced invasion which you can start just like a regular instance would add another EGC which is good for the game. However, just like everything in game the risk-reward-fun must be balanced for it not to ruin the game. But we should not focus only on fighting EGC, since that is only one aspect of EL. An example of a rounder solo instance: Start at NPC who tells you an item or harvestable you must obtain within a set time limit (1 hour perhaps). You instantly fail if you withdraw any items from any bags or storage or complete a trade with another player. So you must do it all from scratch as quickly as possible. Basically juat things to do for fun when your friends arent online. RM
  8. Encyclopedia Update

    Hey all. I realize this hadn't been updated recently and we've had quite a few updates, so I went ahead and updated it. Here is the change log: Alchemy: Added Enriched Energy Essence Archery: Made stats more specific Armors: Added Blue Dragon armour and shield Added 2nd page for titanium/steel special armors and holam Added Big Book of Manufacturing Fixed Typo in life drain shield Books: Added all new books to my knowledge Clothes: Added hyperlinks between capes and the perks they give Crafting: Added Enhanced Sun and Enhanced Unicorn Medallions Added Ring of Morcraven Marsh, Ring of S Added Big Book of Crafting Added Turquiose as ingredients for harvester medallion, heaven spawner medallion, MoL, and MoM Fixed Medallion of Mana image Creatures: Added Frost Troll, Legionnaire Orc, and Blue Dragon Added a/d for all mobs (according to wiki) Fixed "Yeti" typo on Frost Troll page Fixed "Uknown" typo on Frost Troll and Blue Dragon page Engineering: Added Treasure Finders and Pear Finders Added Predictor ingredients Updated poison caltrops EMU Fixed Night visor tools Harvesting: Updated amber information Maps: Updated Iscalrith to be Multi-Combat Miscellanea: Updated Horse Whistle information Perks: Added new section "Neutral Perks" Moved skeptic to "Neutral Perks" Added Dedicated Harvester Potions: Added Potion of Action Points Summoning: Added Little Dragon Blue summoning stone Added Black Dragon summoning information Updated Red Dragon summoning information Updated Yeti, Arctic Chimeran, and Giant summoning stone ingredients and amounts Tailoring: Added Wizard Hats Added Vests Added Dresses Added Boots Added Skirts Added Peasant Dresses Added Peasant Skirts Added Doublets Added Jackets Added Wedding Dresses/Skirts Added Big Book of Tailoring Weapons: Added Blue Dragon Sword Updated Halberd and Spear ingredients and stats Added 3rd page for great sword special weapons Added Big Book of Manufacturing The updated version can be found here, make sure you back up your current encyclopedia just in case : https://github.com/Sir-Odie/EL-Encyc Edit: Things listed here are not included in the file above but have been fixed in my file. Once I work through some of the other things people have been bringing up I will repost the file. Updated caltrop, and snare EMU Updated training arrow and bolt images Added Dung Teleporter to misc items Rabbitman
  9. Hello everyone, I decided to post some of the ideas I have had floating around in my head about how we can make EL better and more fun. I would like to do this in a weekly format, with 1 new idea per week. If you like/dislike aspects of it, feel free to post below with comments. I'll edit my post here to add a 1 sentence summary of each idea and a link to the starting post of that idea. Current Ideas: Post No. Description 1. Modify elemental damage on all "X of Fire/Ice/Magic/Thermal" weapons 10. Let's talk about bosses and boss mechanics. http://www.eternal-lands.com/forum/index.php?showtopic=59651&p=584933 14. Let's talk about great swords and armours. http://www.eternal-lands.com/forum/index.php?showtopic=59651&p=585112 16. How about some new perks. http://www.eternal-lands.com/forum/index.php?showtopic=59686&p=585336 11/2/2014 Idea: Current Weapons (using serpent swords as an example but applies to all elemental weapons) Titanium Serpent Sword of Fire - gives +10 fire damage Titanium Serpent Sword of Ice - gives +10 cold damage Titanium Serpent Sword of Magic - gives +10 magic damage Titanium Serpent Sword of Thermal - gives + 10 fire damage AND + 10 ice damage (for a total of +20) Suggested Change Titanium Serpent Sword of Fire - gives +20 fire damage Titanium Serpent Sword of Ice - gives +20 cold damage Titanium Serpent Sword of Magic - gives +20 magic damage Titanium Serpent Sword of Thermal - gives + 10 fire damage AND + 10 ice damage (for a total of +20) How this helps players: 1. Allows for more interesting creature design (using specific gear/damage type for specific creatures) 2. Adds variety to the game 3. (Hopefully) can make the swords cheaper individually since more will be sold (which would help the casual player at least have 1 good end game weapon) How this helps Radu: 1. Sells more elemental serpent swords since people will want each that is used for maximum damage on specific mobs
  10. Rabbitman's Weekly Improvement Ideas for EL

    For this week, I posted on Radu's thread asking about new perks. You can find my post here: http://www.eternal-lands.com/forum/index.php?showtopic=59686&p=585336
  11. New perk ideas

    Here's a few new suggestions and a few modified from posts above: I glow in the dark 2 - 7 pp, does the exact same as I glow in the dark, but they stack (rather than trying to say you can only have one or the other or w/e). Life Saver - 5 pp, grants permanent 10% chance to get healed 25 health. Gatherer - 3 pp, grants permanent gatherer medallion ability. Vampire Strike - 7 pp, grants permanent 20% life steal on melee attacks. (or 10% if it stacks with iglow/mirror) ACP Fast Regeneration - 3 pp, when you gain action points naturally, you gain 5 instead of 1. Excavator 2 - 10 pp, 4x harvestables. Cannot be used with excavator perk or cape. Elementalist - 7 pp, adds 20% to your elemental damage when fighting. I.e. Therm would deal 12 fire and 12 ice damage. Cotu - 10 pp, gives you cape of the unbreakable effect. Sharpshooter - 5 pp, grants +20% perception. Ethereal Summoner - 7 pp, 30% chance to not lose ingredients when summoning. Epic Mule - 7 pp, allows your character to achieve up to 6 new mule levels. Radu's beloved - 7 pp, 10% chance to not lose a rostogol stone on death (still no drop items). Big Drinker - 7 pp, BRs heal 100 hp, GHPS heal 300 hp, srs grant 30 mana, emps grant 70 mana, feasting potions give 100 food. The Recycler - 7 pp, grants you 1% chance to recycle ingredients when mixing.
  12. Pr0 instance race

    So the first instance race today had the following teams: Team 1: Cherut Etienne24 Jr_ Mandalore vs. Team 2: Alphabet Chel Noah Talon In the end, Team 1 finished more quickly than Team 2. We decided to split 1/2 the prize today and save the next for another race next week. Available prize pool is 272,000 gold coins and 5 daily cooldown reducers. We'll post when we do the next one, hopefully even more players can join in!
  13. Rabbitman's Weekly Improvement Ideas for EL

    11/20/2014 Idea: Let's talk about great swords and armour balance. In EL there are two major types of fighting gameplay which are often competing with each other: Player versus Player (PvP or PK) and Player versus Environment (PvE or player versus creatures/radu). Changes to armour and weapons since 2008 have worked to find an odd balance for PvE, but really imbalanced PvP. Specifically, before dragon armour and attribute caps were implemented, you could use an orc slayer or jagged saber as a legitimate pk weapon. However, once players' might was capped and dragon armour added more damage reduction, all great swords in pk pretty much became a thing of the past. Basically, there are few viable end-game equipment options in the game now. For armours, there is dragon and bronze. For weapons there are radioactive rapier, bronze sword, fire/ice/thermal serpent sword (similar weapons), halberd, staff of protection, scythe, and maybe can consider eagle wing as well. This leads to a stale strategies where there is a single best gear for most situations, and limits many aspects of game design. The following series of suggestions aims to open the possibilities in game design and allow my strategic options for players. The goal is to make each piece of gear actually different from each other, and give some pros and cons when compared to other gear. Torso Armour: Steel Platemail: +14-18 armour, -5 heat/cold/magic/radiation/range protection, -5 defense, -2 accuracy, -2 crit to hit, -2 crit to damage Titanium Platemail: +12-13 armour, +2 heat/cold protection Bronze Platemail: +15 armour, -10 defense, -10 accuracy, -10 crit to hit, -10 crit to damage Red Dragon Mail: +10 armour, +10 heat protection, -5 cold protection Black Dragon Mail: +10 armour, +10 radiation protection, -5 magic protection Ice Dragon Mail: +10 armour, +10 cold protection, -5 heat protection Blue Dragon Mail: +10 armour, +10 magic protection, -5 radiation protection Legs Armour: Steel Cuisses: +8 armour, -2 heat/cold/magic/radiation/range protection, -3 defense, -2 accuracy Titanium Cuisses: +6 armour, +2 magic protection Bronze Cuisses: +7 armour, -1 defense, -1 accuracy Red Dragon Cuisses: +5 armour, +5 heat protection, -2 cold protection Black Dragon Cuisses: +5 armour, +5 radiation protection, -2 magic protection Ice Dragon Cuisses: +5 armour, +5 cold protection, -2 heat protection Blue Dragon Cuisses: +5 armour, +5 magic protection, -2 radiation protection Feet Armour: Steel Greaves: +6 armour, -1 heat/cold/magic/radiation/range protection, -1 defense, -1 accuracy Titanium Greaves: +3 armour, +5 radiation protection Bronze Greaves: +10 armour, -1 defense, -20 material points Red Dragon Greaves: +3 armour, +2 heat protection, +20 material points Black Dragon Greaves: +3 armour, +2 radiation protection, + 10 damage Ice Dragon Greaves: +3 armour, +2 cold protection, +20 etherial points Blue Dragon Greaves: +3 armour, +2 magic protection, +10 range protection Shields: Steel Shield: +4 defense, +4 armour, -2 accuracy, -2 crit to hit, -4 magic protection Titanium Shield: +8 defense, -2 accuracy Bronze Shield: +4 defense, +4 armour, -3 accuracy, +4 magic protection Blue Dragon Shield: +5 defense, +10 range protection Weapons: Emerald Claymore - 35 damage, +8 accuracy, +2 defense, +5 crit to hit, +5 crit to damage Cutlass - 35 damage, +15 accuracy, -5 defense Sunbreaker - 35-45 damage, -5 accuracy, -5 defense, +25 crit to damage Orc Slayer - 40-60 damage, -10 accuracy, -20 defense Eagle Wing - 20-40 damage, +8 defense, -3 crit to hit, -3 crit to damage Rapier - 30 damage, +17 crit to hit Jagged Saber - 35 damage, +5 defense, +5 accuracy, +2 crit to hit, +2 crit to damage Bronze Sword - 40-60 damage, +5 crit to hit, +5 crit to damage, 1/50 chance to break Radioactive Rapier - Rapier +15 Radioactive damage Blue Dragon Sword - 10-20 damage, +2 defense, +2 accuracy, +2 crit to hit, +2 crit to damage, +15 magic damage Halberd - 40-60 damage, -10 accuracy, -20 defense, +25 crit to damage Scythe - 35-45 damage, +5 accuracy, +5 radiation damage, +5 crit to damage, 2% chance to do 150 damage Special serps - keep all the same except make bannana serp more magic damage How this helps players: 1. Allows for more interesting creature design (using specific gear/damage type for specific creatures) 2. Adds variety to the game 3. (Hopefully) can add additional strategy to instance/invasion/pk How this helps Radu: 1. New creatures/mechanics means more bricks from people tryign to figure it out 2. (Hopefully) will make game more entertaining so players who have left will come back to try it out.
  14. Rabbitman's Weekly Improvement Ideas for EL

    11/10/2014 Idea: Let's talk about bosses and boss mechanics. Today I'll start off with a bit more discussion of the motivation before going into my suggestions. There are 2 main strategies used in EL to fight bosses. The first is to melee tank a boss while other people attack in melee. Generally in this strategy people will use a sword (rad or thermal) plus an elemental arrow (fire or ice) for damage. In this strategy, the only way to help better than someone else is to be higher a/d or have higher attributes. The second strategy is to melee tank and/or flee tank a boss while other players range the creature. This strategy has the advantage of not requiring players to really level up much to be able to participate and help. One big disadvantage to both of these methods is that the time required to kill a creature does not matter. A single player with high enough levels and enough motivation can solo any boss in game with relative ease. This is because overall the mechanics dont really get easier or less complex with a single player, it just takes more time. Currently, the biggest excpetion in EL is the Castellan creature which spawns giants at 5 predetermined points in the fight. However, now that players are higher a/d, even this is soloable without too much difficulty. So the suggestions I would like to propose are to make some new mechanics which will make new bosses more difficult to solo, requiring more team work but also not limit participation to the highest of a/d players. Here are just a few possible new boss additions showcasing some mechanics: Bulangiu Shaman Health: 32000 Attack: 145 Defense: 145 Armour: Similar to MB Resistances: Similar to Castellan What makes him special: When damaged by any method (melee/mage/range/glow/mirror) has a 10% chance to summon a creature (if radu wants to be evil, it can be spawned with no drops). The creature is random, and can be anything from a brown rabbit up to a little pink dragon. Why this makes him a good team mob: It makes things more difficult for the tank by having him consistently attacked by other creatures. The summoned creatures can be bears/white tigers/hawks or little dragons all of which could make the tank's life very difficult if there are not other players helping clean up the creatures. Cocoral Mage Health: 25000 Mana: 2000 Attack: 120 Defense: 120 Armour: Similar to Cocoral Resistances: Medium-high magic resist. What makes him special: The Cocoral Mage will heal himself 5k health every minute. Additionally, he will harm any players within range if they do not have Magic Immunity cast until he runs out of mana (~100 damage harm, some randomness to his attempts at casting, maybe every 2-20 s). What makes him a good team mob: If somone tries to solo this creature, they will have a really hard time getting the damage per second (dps) required to actually lower his health more than 5k per minute. Thus, you really need a team just to be able to actually kill him. Additionally, giving him a lot of mana means a large team could potentially mana drain all of his mana to make the fight easier by making it so he cannot cast harm on people. Mxyzptlk Health: 25000 Mana: 0 Attack: 100 Defense: 100 Armour: Similar to MB Resistances: Range resistant similar to MILF. What makes him special: Mxyzptlk is a trickster imp. Whenever he takes any damage (melee/mage/range/glow/mirror) from a player with higher (a+d)/2 than him, he gets +5 a/d (with NO cap limit on his potential a/d). However, whenever he takes any damage (melee/mage/range/glow/mirror) from a player with lower (a+d)/2 than him, he gets -2 a/d (Lower cap at 7/7 a/d). What makes him a good team mob: A high level player trying to solo this creature will quickly start to take a ton of damage and not be able to hit him. This mob will require lower level players and higher level players to work together to take him down. Polyphemus Health: 15000 Mana: 0 Attack: 40 Defense: 40 Armour: Similar to MB Crit-to-hit rate: 5d10+40 Crit-to-dmg rate: 5d10+40 Might/Damage: Similar to a cyclops Perks: Mirror skin, I glow in the dark, Evanescence What makes him special: The crit to hit and crit to damage rate coupled with the low a/d make it so that high and low players alike will struggle with this creature. Regardless of a/d, he will not be pleasant to tank for anyone. However, the randomness factor on him will still keep it interesting. What makes him a good team mob: Lower players and higher players alike will have the same difficulty. Lower players who think through their builds and strategies may actually have an easier time tanking this creature than someone who is 120-150 a/d with a less optimal build. This allows people of any a/d to have a difficult but nice rewarding boss. How all of this helps players: It makes the game more fun! New mechanics and strategies freshen the game and get people thinking and working together. How this helps radu: People experimenting and tring to figure out how new bosses work will probably end up in many many rostos for the castle. These are just a few ideas for how we can spice up the EL boss mob experience. Questions, comments or additional ideas please post below.
  15. Nexus removal from NPC

    I really think this would help the game. At this point there is a huge discrepancy between players who are willing to spend $$$$$$ to buy gc and pay exorbident amounts of $$ for pp. With recent additions to the game, bought pp really are a necessity to be competitive in pve at 150+ a/d. This will allow players to have a chance to compete with a lower entry cost. I voted 1mgc but tbh I would prefer 500k.
  16. DPA Battles

    Achilles will try to make it for 40-60.
  17. Buying 100 rostogol stones

    Buying 100 rostogol stones for 70k ea. Will provide 10% shop coupon if buying from radu for me. Pm me in game if interested. RM
  18. DPA Battles

    Can we enter multiple ranges on different chars :?.
  19. KF Clash

    Mandalore will try to make it
  20. Pk event - Protect Your Team Captain- Sunday -

    I would like to participate but depends on wha time Sunday. Edit: Rule addition suggestion. Whenever a team captain is out of kf (due to death, restock, diss/tele, etc) their team's stoppage time clock rcpunts down. If a team's time clock hits 0 before either captain dies 5 times then that team loses by delay of game. Each team starts with 30 minutes of stoppage time.
  21. Rant on random shop ideas to follow. All is based on my experience and what I think would make the game better as a whole Really imo rostogols as a primary $$ for game, while effective, is not good. It creates this atmosphere of enmity between developers and players...I.e. developers make $$ off of player misfortune. Personally, I would prefer if rostogols were sold by an in -game npc for in-game currency. Shop sales being generated from bots, xp boosts (passes and cd reducers), premium equip (specials/thermal serp), early access new content (e.g. halberd of action and blue dragon set for sale for $$ for 1 month before mixable), sponsored invasions, cosmetics (p2p races, name change, color change, novelty equip like santa hat), convenience items (horse whistles, bones, fps, he/sr), and build rearranging stones ( attribute, perk, and nexus removals). Additionally, the shop could contain other convenience items such as the stone that gives 100 he when used (discussed on 6 at some point), EMPs, GHPs, vials, mercury, tokens, etc. Some pricing would need to change to really make this viable, such as reduce cd reducer to approx $1. As a side note: I think EL would benefit a lot from all the enchanted weapons having their special damage bumped to match that of of the thermal weapon of the same type. I.e. make serpent sword of magic give +20 magic damage, serpent sword of ice give +20 cold damage. Doing this would help in a number of ways. 1. More design freedom for creatures. Developers can design bosses and invasion only mobs that are mostly immune to some types of weapons but not all. So certain weapons will be better against different creatures. 2. Can lower cost and increase break rate on the special serps. People who want the premium benefit of best damage will still buy them all for $$, however, f2p players will be more able to buy a single useful end game weapon for reasonable cost since they are cheaper. 3.In general will just add more flavor to the game. It might be worth casting heat defense or cold defense in pk based on what your opponent brings to the party. In instances/invances/invasions we will see all sorts of shiny colors. Another note on what I said about shop selling nexus removals: At first glance this may sound like p2w, but the reality is the EL system of pp buying is already p2w. To max attribites you buy lots of gc/ship items and set your bot to buy nexus removald for a ton more than any others and just wait. With the current system, there arent enough available to actual fill the demand for the p2w players. Yes, byselling them at the shop, there will be more players with max attributes quickly, but there will also be more available for f2p players to buy at reasonable gc rates (just because people can buy 50 nexus removals from shop doesnt mean they instantly have 50 hydro bars per to get the pp...imo they would likely buy more than 50 nexus rems and sell the extras for gc to buy hydro from the npc).
  22. Most fun I had in invances was in 100-120 on rabbitman and 40-60 on theseus. They were challenging but that is what made them fun. Idk how many people are left in the 100-120 range but it is definitely doable with 5-6 players. The 120-145 invance can be fun as well..you might have better luck if ypu try to go to that range. @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.
  23. Maxine made 2 very good points. Adding all the intance only mobs as invasion possible mobs woud add a ton on lower bosses and huge variety (meltean, scarba, dilimac, chitros, labagiu, cocoral, japita, jegos). And remember the invasion drops can be different. The 2nd point has been brought up a lot since pp buying became possible. There haa alwaya been a huge power level difference between designayed fighters and rounders. At thw higher levels this diffwrence has continues to vecome more and more evident as more "standard" invasion mobs have become more difficult (little dragons as standard). I dont know the solution..rhese types of mobs were added to bring radu bricks and they do that...hrnce people not wanting to go to uncapped unless they areva full fighter build and hogh 160s.
  24. New Haidir Dailys

    How I would enjoy haidir more. Changes to existing haidirs: 1. Iscalrith yeti- change from 30 to 20 New Haidirs: 1. 30 cockatrice in wv 2. 20 acw in hulda 3. 15 giants in aa 4. 1 red dragon 5. 1 black dragon 6. 1 ice dragon 7. 1 blue dragon 8. 20 frost trolls in trassian
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