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storm

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About storm

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    White Rabbit
  1. So, what do we think about the new changes?

    Vials do need to be reduced. Not sure the best option has been implimented yet workable if they were able to be made. Have to see how it plays out on the market. May be less potions sold though as low and mid level potion makers save them for themselves or friends to use. New day - Fasting day, seems like no alch/manu day except you are hungry to boot. Well, I suppose we will see how it works out. If not well, then Im sure there will be adjustments made.
  2. As appealing as that sounds initially for PvP training, unless some guild command or other safe guards were put in place it could quickly become a mess on any PK or multi attack map. Guilds currently do have options available to them be it guild maps or using the "kick" command or others for training purposes. Considering that these other options are available I say no.
  3. Should there be two Ant colonies?

    A second ant colony that is at odds wit the first sounds interesting. I agree with many others that ants should not be in the top players lists as they are not players. I do not like the idea of allowing them to PK other players, we have monsters to do that job.
  4. Radon pouch - one vent too many?

    I myself do not think there is much AFK harvesting anymore. There are many in the mines that are AFK but they are not harvesting I don't think. There are so many events now that a harvesting hour without an event seems to be the exception.
  5. More health?

    I think that could work out well with the added adjustments you mention. When you mention tactics I do also then think that some form of ranged weapon and skill could also be added (archery) to further increase the tactical aspects of the game. Right now a high level fighter can destroy several other fighters in close combat and even with increased HP that may still be true to some extent, by added ranged attacks that could change quite a bit. The downside may be that many other aspects of game play would also have to be chaged though also such as random damage events, potions and so on. May turn into a huge amount of work and reworking of the current systems I think. Storm
  6. Radon pouch - one vent too many?

    LOL...THAT would rock! You take say 10 points of damage and anyone in the area would take 5 points of damage...
  7. Bitten

    Thanks for the update. Doing the capes is not an issue, really very easy. When you said meshes though I thought you meant the wire frame coding. Unless someone should do something really wierd it would not impact the server side. It may impact some moron changing a file then complaining about the game not working right! Thanks! Storm I said i have the files on a different el folder completely I dont post about bugs unless i am using the stupid normal el clint If they would rather we dont then the "we" of the art department should say so It was just the .bmps wich are called the mesh's as you cant realy make new ones to have the game read unless you have server access or a modify'd client that thingsi the mesh's you mad are something like rabbits I cant realy help you with the capes but LabRat could he was doing that perticular thing before this last 'big' update and client switch
  8. Bitten

    You edited the meshes or the bitmaps? Looks like it was just a change to the bitmap files to me. If that is so that would all be client side without any impact on the server right? I ask as I was interested in making some custom guild capes for the members. The files would overwrite the default image files for the capes and such only and would not modify the client in any other way. Should be in its own thread I know but since you brought it up I appreciate any feed back you have on this issue. Storm
  9. Radon pouch - one vent too many?

    It used to be that each profession had it's own set of tools and skills. Now all players must have the same P/C and nexus as fighters to function as a harvester/alchemist?
  10. Radon pouch - one vent too many?

    Radon pouch - A radon pouch is a pocket of magic negatively charged energy held in stasis that is embeded within the rock and earth of Eternal Lands. Any time a person is mining say for gems or minerals you may encounter them. If in your excavation you should encounter one and upset its static state then it releases some of that negative magic energy and inflicts damage upon you. ...or put another way, it is a random harvesting event that does 30mp of damage to you which can be reduced by wearing plate armor. Storm
  11. Radon pouch - one vent too many?

    They do indeed increase the danger and I agree that that is an important element of the game. Many new players when they get into they get into the 20ish OA range are starting to harvest minerals esp sulfur and such as FEs are the first essence any one makes, so it does impact the new players. It will be interesting to see if eventually it does indeed trickle down on the pricing part. With cool down the time some people have to harvest has been cut into by that so unless you have guild support it makes it very hard for a freelancer to compete. Could be a plus for guilds then in getting people into them. I can not do anything about MN, but I can about cave walls with a moon med. Even MN is random though on the damage amount, usually ranging between 12 and 20 mp. Radon shots are just a straight 30 slap unless you have plate. Some good thoughts from you all, thank you. Like any thing new, I'm sure it will all work out fine. Storm
  12. Over all the radon pouches have had very little effect on me due to levels and HP. I am also pleased to see that they have been reduced in the damage they do. I do however wonder what the impact is with lower level players though. I think that any other players who are in the 20ish range and are just starting to harvest minerals and such will be very turned off by this event. It is not unusual to see more than one pouch find during a harvesting hour. A player with 70mp is about dead after two such events and only full plate can help them? Even loaded up with a couple BRS they still face an untimely death or worse yet be forced to walk away from the game and go AFK for quite some time to heal which may be the bigger concern. If they constantly have to stop playing will they keep playing? I personally believe that the events we had were enough, they keep me on my toes, don't allow me to be AFK, force me to be prepared and provide plenty of disruption. I am interested in answering the following questions among others: 1. What do radon pouches add to game play? (I see what cool downs have done and must admit it is not all bad) 2. Do you think they will turn off newer players? 3. Will it raise prices of materials? 4. Do they happen too often? 5. Are the damage levels still to high? Please do not turn this thread into a complaint session I am interested in opinions on if you think this event is having a negative or positive impact on game play and how. Events so far today (mining only) not counting teleports and broken picks: 16 times MN got pissed (293 mp, Avg. damage 18) 6 radon pouches were found (210 mp, Avg. damage 30) 2 times walls fell (21 mp Avg. damage 10 with moon med) 1 bag of gold, 1 blessing and 0 goodies found
  13. Summoning problem [SOLVED]

    Maybe they are having a little cool down period?
  14. Working With Cooldown

    So most other skills are slowed by cooldown, harvesting has become downright deadly!
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