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Kami

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Everything posted by Kami

  1. Monster Drops

    Why Mine siver when you can make more off of Lilacs? Why Kill Fluffies wen you can kill Orcs, Trolls, and Ogres? Just because you are able to do something, it doesn't mean you have to! When it comes to profit, it's better to do hold back to the shallows and have a steady supply of small gain then it is to invest in a Risky venture for one great score. It's wiser to hunt easier prey with less effort and less waste. Think of it in terms of Pirates. Although a Rich Spanish Galleon may hold the promise of a Wealth of Incan Gold, it's also a very risky for all but the most stout-hearted, experinced Swashbuckler while the wiser Buccaneer will stay close to a rich Port, picking off Trading vessals that are much more frequent and less protected. (If you haven't guessed, I'm a Pirate enthusiast.)
  2. My Lawyer can Beat up your Lawyer. Well, that Depends. How much is your Vote worth? Well, I like it. At least, I've always thought that we should do away with Death Bags altogether and just let player's "Search" the Bodies for Drops. Afterall, It's not very likely that items will just "Fall out of the animal" like they do.
  3. Monster Drops

    Enyo. First some advice. While I completely agree with your feelings towards Daxon, I've got to mention that you're only encouraging him. I've learned that if you just support your arguement to the best of your ability and just ignore him long enough, he'll lose interest and go away. Second, you are only looking at this whole thing from just one side of the equation. For every change implemented, Everyone is effected in some way or another. By Fighters picking up less drops, other Non-fighters really do suffer in someway for it. This is the general idea of the changes. The problem with it is that the whole Fighting/Drop System has been severly Scarred because of the way it use to be before that the game is just going to take a while to recover and in the mean time, there are going to be a lot of players that will feel the sting more then others. Stockpilers, for example, don't feel much but eventually, they will as soon as their stores are depleted. Then fighters are going to start recovering themselves. But overall, I do agree with many of your points. Like your suggestions for new drops; They're As good as anybody else's! The only problem is that you assume that fighters should be able to make immedient Profits. But this is the problem. No Player should ever be able to turn a profit so quickly in the game. And this fact extends to all Skills in the game, expecially Harvesters since they are technically the "Richest" Player's in the game simply out of the pure reliance on the skill. Also, the Fighters (at high Levels) start gaining a enormous amount of money from their drops, solely because they are almost completely unlimited in their choices of profit. Like, they could sell their goods to Player's for large amounts of money Or they could sell their goods to Trik for a Fast Buck. While Low level Fighters do get basicly nothing out of their long hours of Sweating Blood and Tears, once they reach a good level, that completely turns around and their profit potential skyrockets. Basicly, I do agree with what they did with the Drop rates but I don't exactly like exactly what they did. The way I see it, they just made it even harder for low Level Fighters just to make high Level fighter work harder for their goal. The truth is, they've been doing exactly that and stumbling down this same path everytime. "To Limit one group, they make it tougher on another Group." Suffice to say, the whole game needs a Drastic retuning on in all areas, not just fighting. Currently, the way the game is set up, The Experinced Player's Make the Profit and the inexperinced struggle in the dust. This isn't exactly "wrong" in the sence of the game since it's expected but because one's profit is directly porportional to one's level, a player soon finds that their profit from a skill becomes a direct multible of the Effort that they apply to that skill! Basicly this means, after you reach a certain level, you start getting more out of the skill then what you put into it. This is what's actually killing the game. To keep the game balanced, there really should be No Profit! At all Levels of the game, what you get out of your work should be exactly what you put into it. But that's not really much fun, is it? One suggestion that occured to me: NPC's should set their Prices according to the Player's Level. Then, the higher the Player's Level the more they have to pay for more basic Items. Tthen, they'll end up Having to buy from other Players. Though, I'm not sure exactly how that'll work. If it's based on OA, then a Player Resetting may end up making it all Moot. Then again, if a Player really wants to base their Reset according to the number of Wine they buy, well then I can just see them whining about it! :lol:
  4. Personally, I think we should be able to pick up the corpse of the animal and then be able to skin it and prepare it in Inventory but of course, Large creatures like Bears and such would be different. All in all, I'd prefer that but I think that'll be more complecated then it would need to be. I do think that collecting Goods from the dead should be more interactive at least. How about instead of the Death bags, the Body remains behind as a Manipulatible Object and a Player can Click on it to bring up a Little interactive Window with a close up of the animal! Then, the player can click inside the window on the part of the Animal they wish to get. Basicly, taking apart the Animal peice by peice.:lol: Well, I like interactive Games. So sue me!
  5. I'd say bring them back but make more use out of them. Frankly, they were Not Great Janitors! I noticed that all they would do is walk around IP, stealing other Player's kills yet bypassing all of the Bags of Bones lying around! One thing I'd like to see is another form to add to the Ants. We have normal Ants and the Ant Queen but what we really need is Warrior Ants! Then, the ants would have a Purpose! Kind of Like a Mini-Game. Get this: We have Worker Ants Wandering the Grounds picking up trash and bringing it back to the Hill. We can have Warrior Ants to Protect the Ant Hill and Whenever an Ant is attacked, the Warrior Ants will Swarm the Attacker. The Queen Ant should stay near the Ant Hill and Should be programmed to sort the Collected Junk according to worth and "Spawning" new Ants (Dead Ants respawn with her). Plus, the Queen Ant is Like the Adjective of the Game. Kill her to Raid the Ant Hill.
  6. Interaction

    Actually, I really Like this idea. I've always thought it better NOT to let every one around you see your name, until you've clicked on them or talked to them or something.
  7. Race Abilities

    Gnomes are rather Like Leprechauns (maybe a Distant Relative perhaps) in which they do have a touch of Magic running through their Blood but choose Crafting and Invention over the Arcane Arts. Much Like Leprechauns, Gnomes have been known to be able to Magically Vanish from Sight when the need arises as well as (Seemingly) to be Magically inclined where Gardening is concerned but Gnomes are Very Industrious and have little use for serious Magic beyond Enchanted Items and Magic Tricks (Probably Survival Techniques Passed down through Generation to Generation, the only ruminants from a Time when Gnomes use to Practice the Arcane.)
  8. Race Abilities

    Just a Few for the new races Gnomes: Less chance of Equipped Items bring Breaking/Degrading Improved Crafting/Jewelry Making Draegoni: Faster Regeneration of Health Can eat Raw Meat Bonus to Fire-based Magic Orchans: Fear (Monsters stop attacking at Lower Overall then other Races). Other words, Goblins stop attacking at 16 instead of 21 (When Karma in implemented) Karmatic Actions count higher. Which means doing Negative actions will count against your Karma more. Evil Gods Look upon you more Favorly. Just a couple I thought of. As for the comment that player's not wanting their Racial Attributes, I suggest adding Race Descriptions to the Character Creation Screen. Then afterwards, if they change their mind and decide they don't need their bonus, they only have theirselves to blame as the description was given to them. I mean, we really need to improve the CCS Greatly and this is one of the reasons why. A Great part of the Role-playing aspect of the Game is Character Development and I think players should have a greater involvement in the Creation of it too!
  9. I need your input guys!

    I for one don't like the fact that one NPC has all the power of character development and being so easily accessible to all players. I don't believe that the Wraith should be able to be able to do all three. As for it's position, I'd think would be nice to move it to Naralik, per the Previous suggested Story about Naralik (if that story is going in that direction) and include a completely different use for him. But, If the Wraith isn't to be moved (which I have nothing against), it should have it's powers stripped and instead It should be the TUT. NPC and we can do away with the other NPC at start-up all together. That'll make one less NPC for Newbies to worry about. Now, as for the Character Development functions, I suggest we go a whole different way with them. Nexuses: First, Nexuses shouldn't be based on the current Pick point system. Instead of buying them from an NPC, I think players should be able to earn Nexuses or Nexuses points during the course of the game. The choice of which Nexus a Player wishes should be available to that player immediately upon earning it. A player should be either be able to increase a particular Nexuses Level by way of a Quest or by way of earning Nexus Points in which that player may choose to accolate in whichever Nexuses Level that player desires. Attributes: Attributes should work the same way as the above Nexus but still based on the current Pick Point system. A Player should be able to immediately be able to accolate their Gained Pick Point into whichever Attribute they wish upon gaining by way of a Window (I'm thinking that it should just use the Player Stats Window) in which a Player can choose where the Gain Point should go right away without the need for a Middleman. Once they gain a PP, that player should be able to just open their Stats Window and push a button next to the Attribute they wish to raise to accolate it. After all, the way I see it, a Player should have more control over their training then an NPC and this way, the player has total control. Perks: I've touched upon this idea once before so I'll bring it up again. I think all the Perks should first be completely redesigned to be far more balanced with the game and ultimately be God-Associated and thus Earned rather then Bought from an NPC. This way, Player's won't all choose the same general Perks that almost every player does because their choices of available perks will be limited by their in-game choices. Not everybody will all have the same Perks since not every Perk will be available to every player at any given point in the game. An added bonus to this would giving the Gods in this game a little for purpose then they are now and God-Given Blessings are far more interesting then EXP Bonuses. In these ways, it would save all the time of crossing the Continent and the need for extra NPCs all together. Also, it would give the game a little more feeling of more player control and continuity rather then NPC reliance, so a player wouldn't need to stop playing just to advance a little. I'm sure not everyone will enjoy my version of the Perk system but I rather believe we need more limits in which we can advance our characters. Right now, there are just too many players choosing the same Perks over all over while there are several Perks that are still completely unused by anyone, Then abusing those Perks over and over with the Reset command.
  10. I Liked The Flower "bug"

    What's this? I've been away for a bit. What bug is this?
  11. cousin wedding = ewww

    Well, I'd like to think of myself as too "Enlightened" to allow myself to have what I see as absurd Prejudges that have no real merit or are formed by an outside observer’s Bias rather then true thought. Also, there are several “Levels†of Incest, Daxon. And for each Level comes different concerns and should each be treated on case-by-case basis. I personally think that relationships within one’s own Immediate Family are nowhere appropriate nor Healthy but I will refrain from Passing Judgment on anyone who chooses it to be an acceptable Lifestyle. Rather instead, I choose not to think of it at all! But It is my belief that cousins (even First Cousins) are well within acceptable Limits of a Healthy Sexual Relationship. The only thing that stumps me is how can you not? Genetically Speaking, I see little Risk of excessive Inbreeding, so long as this is not a Common occurrence within their family and they don’t plan on committing their Family to this practice. So yeah. As to this particular Level of Incest, I have nothing against these two particular cousins from having whatever relationship they darn well choose! And I take no offence from your Implication that I'd some sort of Pervert so please restrain your comments to the Peanut Gallery!
  12. Actually, I think the Stones shouldn't be Harvesting either but rather more special Events entirely. An NPC Like the Joker but Not the Joker. But the General Idea of the Ring is nice.
  13. cousin wedding = ewww

    And That's your Opinion. Not a very good one at that!
  14. cousin wedding = ewww

    I've been wondering this for the longest time and I'm hoping someone will finally Answer this for me: Just What is so sick about it, Aye? WHAT? Every time someone is introduced to something to "Outlandish" such as this, the first impression they get is SICK or Disgusting but I really don't think a single one can give a very good reason Why is it so sick? I mean, Is it the thought of Having Sex with someone so close? Because there was a time where you'd be lucky to find someone outside of your family to Marry! It use to be that for someone to find a Mate outside of the family, one would need to cross hundreds of miles. Hell, I bet if we all look far enough back, we each find at least one case of Marriage between cousins in our own Family Trees! Or is it the threat of them inbreeding? Well if that's the case, what if they really don't have any intention of having Children? No harm, no Foul! even if it turns out they do choose to have a child, there are ways around that too. Adoption and such. You know, there's a reason why Humans are considered the only Animals on the planet that are capable of consciously controlling the Rate of our reproduction! If Inbreeding is so much of a concern for them, they'll deal with it on their own. We don't have the right to make that choice for them. Or Maybe you’re reasoning is it something a little too Close to home? Maybe a few of you out there have that one Hot Cousin that you've been fantasying about lately. A Forbidden Love that you've always told yourself that there was no hope in it but this is opening a door for you and it's scares you!! :lol: Luckily, I'm fortunate enough to have totally hideous cousins so I've never had to be put into that position. Of course, that's a mixed blessing as it proves Ugliness is Genetic and I didn't escape the gene. Shoot, There's nothing wrong with this; Any of it! In a perfect world, humans marry outside of their family, not because it's "Right" or "Natural" but because it's "Preferable!" The idea is to at least TRY to keep the Gene Pool Fresh and Varied but it's not a Rule of Nature that's Set in Stone! Sometimes, Nature makes exceptions and surely it has flexibility to do so. Maybe we should learn to be a little flexible too! Surely, the Whole Human race won't Collapse overnight if these two Lovebirds marry. Besides, Marriage isn't all about the Sex you know! Love is Love and no one has the right to judge it where they themselves are not involved! Love cannot be dictated to us by another; Regardless of Race, Religion, Gender, or even Bloodlines! Sure, it can get a little "weird" at times (several Years ago, a woman Legally Married a Rock!) but as soon as we accept that it neither Affects us nor Concerns us, It gets easier to learn to understand and accept them.
  15. Harvesters heaven

    Ok. foncEmerlin, What you don't get is that in the game as it is now, this can't work very well, for both Balance and Programming issues. For one: Such a place has but only a few possible Locations in which to spawn. The Map just isn't that big right now. Given time, any player with a few hours to spare can map out each and every location the same way they did with the Joker. And Two: Any player who does manage to make their way in will be at a HUGE Advantage, being able to amass an enormous amount of Exp in several fields which would only be limited by Time and possibly Luck. As Long as the Harvesting Skill remains the Root Skill of the game, this will give a too great of an advantage. Now, the Idea of a Secret Location of a Special Cave is a great idea in itself but no amount of Negatives would succeed in balancing out a Place where one player would have everything at arms reach. I could understand and support, say a cave that just has all the High level Gems (Diamonds, Emeralds, Rubies. Etc). In this way, even Knowing the Spawn of it's location will only help those who are in immediate need of them. Plus, it'd be a great place for Harvesters without MM to mine the usually Protected wealth in safety. Another alternative would be that a player would only have a limited Time to do what they need to do. Say, One hour from entering the player will be teleported back out again. That will curve all abuse of it except for high level Alchemists for could do 1000 Matter Essences in an hour. One slight augment to that would be that the player would be instantly teleported out upon hitting their Harvesting Cap! That way it'll be fair for all Player's equally!
  16. New monster ?

    Yeah but just so we can't say we're stealing ideas, Lets call then Crocodiles and Emus instead!
  17. Harvesters heaven

    Other then just the "Awesomely Cool" Originality and comely Offbeat Idea of just HAVING this in the game, I really see absolutely no Worthwhile value to this in the game. Very much like the Joker himself, the time and effort of finding it would not be worth the benefits you receive. For example, When the Joker first apeared, he gave out some 50+ Titanium Items every night. Not only was he far too easy to find for anyone who memorized his Spawn Points but he almost single-handly made "Certain Players" the Wealthiest Player's in the game. Thus, the devs had to Cut back his Gifts down to Crap in order to Make players spead less time jumping from one Spawn to the next and spead more time actually playing the game. Now, the Joker's a Joke! Until the cane find a way to completely randomize his spawning, he'll continue to be either a Burden or a Joke. If the Joker gave out a few Quests or something, maybe he'd be worth searching for But I think he should get ditch him completely. And a Harvester's Heaven would effectively bring as right back to this point once again, even despite the low "Chance" that a player would find it. Right off the top of my head: Matter Essences! In one area that possesses all Harvestables, all a player would need is a Pickaxe and they could spead hours in there raising their Alchemy! And that's not counting all the other Essences that are so easy to make. And any "Negitives" we implement in order to balance it will effectively make the whole idea pointless.
  18. sad sad day

    One should never be so inclined to view the world in the terms of "The Big Picture." To do so often leads us to Overlook all the little peices which make up the Mosaic that is our world least we forget about those very peices that can most make it Shine. It's often that those little peices are what Makes the Picture what it truely is. Though Equally so, one should never scrutinize each and every peice so intently Least we forget to Step back every so often to acttually Look and see what Imagine of our world is being revealed. Like the Sculptor that does not yet know what he's Sculpting, every Detail is only as important as the End result and upon viewing, the unfinished product should never blind you to the finished form.
  19. sad sad day

    Oh Just Shut Up! Murder Is Murder is Murder! There's no two ways around it, Whatever your supposed Justification is! It's all a Sad Day, regardless of whether it's the Innocent and Pure or the most Corrupt, Vile and/or Despicable of us who die, it's all a miserable day and we should all be Ashamed of it when we play any part in the death of another. Now, Just weep your Tears and Get over it already and Maybe you all should learn the true Value of a single Human Life and stop arguing the Justification of taking one person's Life over the reasoning of taking another's.
  20. Insanity Test

    Interesting. 30.113636363636363% on that test. Why does my Sanity always come down to a Number! Why!! Why must I be SOOOO COMPLICATED!!!!
  21. Storage Areas

    What's the Point of that, Aisllinn? If someone Chooses to go AFK (or even Walks away from their keyboard) with a Bag under them, that's sort of accepting the fact that they don't care about that bag and except the risk of losing it. In fact, I think it's for that reason the AFK-Teleport time should be Shorter then the Bag Poof timer, if for the only reason to encourage player NOT to walk away from the Keyboard, even if they think they'll only only be away for but a moment. So many Player's do stuff around Storage, often with a very Large bag under them, only to walk away with the intention of coming right back while in the mean time, they are adding to the overcrowding problem. If a Player walks away from the Keyboard, they should understand there's a risk when leaving stuff just lying there.
  22. Bags

    Or rather, how about just fixing the "Grab" Curser To actually work when you want it too. When you click on a Bag, It should automaticly Open but sometimes it doesn't. Same as when you kill something, the bag should automatically open when you walk over it but it doesn't.
  23. new metals

    Like the Titanium/Steel Alloy Longsword? It is already there (see weapon descriptions). In Name Only! The Titanium/Steel Alloy Longsword is, in fact, Not a Titanium/Steel Alloy Longsword at all. It's a Mix of Steel Parts Put together With Titanium Parts in order to Produce a Sword But it's really no different then any of the other swords since they are all Combination Swords, Not Alloy Swords. We do not yet have Any Alloy Metals in the game, dispite the Misnaming of one sword in the Weapons Descriptions.
  24. mm perkers

    First off, I'll like to say that I believe the "Ignore Levels" should be completely done away with anyway and all Monster's should attack on sight. That way, players Can't just train up a little and then be safe from monsters and must keep struggling. (How's that for an equally balanced game!) But of course, that's not a viable solution in the game right now. Now, as to your concerns Ruln, I have suggested several ways of correcting the balance for each player without providing every player access to "Infinite Invulnerability." I see nothing wrong with any one of my proposed solutions and you have yet to explain MM to be better. If we do keep the MM Perk, I'd have to say that it should take players Constant, Hard work to both Get and Keep. Such as a God Quest that was discussed would be a good choice since not every player will be able to get it and then they would have to work extremely hard to do it. The Crafting God would be the best choice seeing as Crafters would logically need it the most out of all the professions and Crafting is highly underdeveloped and unsupported anyway. For players who do not choose the Crafting God, they wouldn't be completely at a loss. They could buy Potions or Monster Repellants that would have the ability to keep monsters at Bay for a short time but would not be permanent and would still require players to work for them. And yes, you're right. Instead of just "Gaining Invulnerability" and going on your way, player's will have to keep doing other things in conjunction in order to keep the effects going if they want to use it for a long period of time. Another thing, This isn't all about "Hurting all Players Equally." Oh, It will hurt Fighters. Maybe not as much as non-fighters but they will feel the effects pretty harshly. A few ways off the top of my head: 1. Fighters who are trying to train on Trolls will have a much more difficult time with that Cyclops wondering around. 2. Pker's will find it difficult to fight in Tyrnim Ruins and Tajhi desert not being about to fend off the Chim. Wolfs there. (Even Skeletons would start getting annoying to low level PKers in KF.) 3. Because Manufacturers can't make a Massive Cache of Weapons and Armor, Fighters are often going to either have to settle for inferior Gear for a while or are going to have to Pay out Huge Sums of money in order to get the Equipement they want. And those are just want I could think of. That's not the only problems that fighters will find. Again, Bagjumpers are not the Reason for MM nor are they the Reason it should be removed. Removing MM Will Hurt Bagjumpers somewhat by forcing them not to take as many chances and spend much of their hard earned Loot, though I do agree that will will never do away with them completely. You see, this all makes perfect sense. And I know you know that too, even if refuse to believe it. Either that or you just haven't read a Word I wrote and insist on just seeing what you want to see. Either Way, I said what I said and I fully support the removal of the MM Perk as it currently is in favor of a better alternative.
  25. mm perkers

    Umm..., No! By doing that, All a Player has to do is train a little on Harvesting and They'll automaticly get MM, which is almost easier then having it a Perk. If we were to do that, why don't we make it easier and just Give MM to every player when they join the game Or better yet, Why not just remove all the Monsters in the game completely. (There's your Disadvantage to Fighers!) The whole point is to Keep the game from being Easy, as well as keeping it Relevant to the Story and Gameplay (what does your Harvesting Level have to do with Monsters anyway?) Player's Can't just be able to Avoid monsters without some sort of constant and focused effort to that effect! On the Otherhand we could use your idea but the Minimum Ignore Level for anything from Goblins and Above would have to start at level 150. Then, I'll Concider your idea as viable. Of course, that will make the Game very Boring and a Long Wait, so that idea is out of the question.
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