Jump to content
Eternal Lands Official Forums

Ghrae

Moderators
  • Content count

    2479
  • Joined

  • Last visited

Posts posted by Ghrae


  1. What about the ability for players to remove the day for themselves only.  It would require a new item, similar to a Haidir Pass (purchased through radu to help offset the coding that would need to be done).  Once used, a individual player could attack creatures, monsters, and other players who ALSO had removed the day.

     

    To prevent players from bag jumping during an invasion on peace #day, perhaps peace day would also prevent you from picking up bag contents.  I know this may affect some mixers who pull components into a bag to mix from.  But perhaps it would only preventing you from collecting bag components when you are not the owner of the bag.


  2. My guess is that most people get the achievement regardless if we have the perk or not. Those having the perk probably aren't paying enough attention to damage to know if it was that perk that sped them along to the achievement.


  3. A bit hard to help when you are that vague... but could you mean that F1 gives you no image? Quite possibly because the area you're in is newly created and thus for those people who create F1 maps, none have as of yet been created?


  4. i think i started in late 80s or early 90s. cant remember my memory has gotten worse over the years

    I think I can safely say that you weren't playing EL in the late 80s or early 90s. Game wasn't around then. Try adding a decade ;)

  5. The skill level is the limit, and people has to train constantly to get it; a rare day of increased nexus will only allow people to try out new stuff IMHO.

     

    It would also let people complete tutorial quests where they couldn't before because they were unwilling to take on the extra nexus for some of the high level items. Let's face it... if you had MOST of the nexus needed, you could level to L100 in most skills reasonably. But as you are aware, as you level, those pick points are harder and harder to come by, so grabbing an extra nexus or two just so you can make a few items at the top of a skill list... items that may or may not come up regularly maybe be considered wasteful by some people. This suggestion all of a sudden gives them the ability to complete the tutorial or have a day every once in a while to load up on those rarely needed items.

     

    I'm guessing that may not be desired by Entropy (just guessing - I don't know his mind). But I believe having some challenges that can't be negated by a special day is what separates those that are serious about a skill from those who aren't.

     

    If all you wanted to do was toy with the idea of manu for a while (as an example)... you could also reset. A bit more extreme... but an option I have seen some people do in the past.


  6. Oh. the events are calculated per number of items harvested, not per minute (time). OK thanks Ghrae. Now it makes more sense.

    Exactly. Sort of a trade off. Fast harvestables (roses) make it easy to load up your storage faster... but in a given time (let's say an hour), you have to make more runs to storage and have a lot more events. Slower harvestables are a bit more peaceful, but take much longer to load up storage (as I'm sure anyone making creature food or RVMs know)

×