Jump to content
Eternal Lands Official Forums

Search the Community

Showing results for tags 'please read before hate'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official
    • News of Game Updates
    • Rules
  • Help and Information
    • Help Me
    • Bots
    • Bans
  • Game Topics
    • General Chat
    • PK Server
    • Events
    • Skills
    • Marketplace
    • Guilds and Clans
    • Disputes
    • International
    • Stories
    • Off Topic
  • Development
    • Suggestions - General, Misc.
    • Bug Reports
    • Programming
    • Map making
    • Encyclopedia

Calendars

  • Events Calendar

Found 1 result

  1. EXP Bonus after the kill

    Dear fellow EL'ers of many years, I have searched in the suggestions area about this subject, a few comments include the idea but there is no TOPIC about this completely.I know this title might be irritating for some of you, who have trained their chars up to very high levels, but please read before discriminating and think about trainers before dailies too As a high level fighter, a 140 a/d trainer BEFORE DAILIES and a no-lifer trainer back then (got a few ss of 10 hours non-stop training sessions lol), I suggest to have an additional exp bonus after the kill. The reason why I am suggesting this is pretty much high to mid level range A/D playerbase is dropping rapidly. We defo need more players entering 100-120, 120-140 range and +140 range. I don't really need more levels, please think about this as sake of EL, I'm not asking this for myself. Pros; - More encouragement to training rather than just doing dailies. - No need to save pps for efficient training, so char's capability can also be used without screwing training exp = more contenders for low level invasions too. - Mixers who wants to have max carry can also train efficiently. - Making training a little easier, flee BORES the fuck out of people. - A/D is a nice way to get more pps for those who wants to spend pps on nexuses, mixing is slow exp but mixers can get more pps with fighting too. - More people for high level instances/invances/invasions mean more breaks, more rosto-burns, giving opportunity to IMs to make harder invasions for mid-range (like 120-140 caps since the team will contain more people) = more people = more fun. - More people could be back to the game, especially who disliked endless grinding, more player base = more sales, more rostos burned and more breaks again. - When you attend an invasion and kill shitloads of creatures but only get 150k attack exp is pissing off right? This would solve the problem. Cons; - Even tho the spawns are limited, more gc will be coming into the game (economy is fucked up anyways, isn't it? ) - Pissing off people that trained hard to get those levels, but we didn't have dailies when we were 140s and after dailies people got the 150's easy af, right? - Needs radu to be convinced and work for a exp/kill ratio also decide what to do with team-kills (well it is usually 1 hard mob so doesn't really matter who gets the bonus, imo) - Idk what else, please comment. Show some love What do you think? -Kaddy EDIT# So here how it works; First of all I'll answer the questions because the questions cover most of the open points. I'd like to add to my list of questions (the old ones first): How much bonus does OL give, since it's basically what you are suggesting? Idk the exact formula, but I have been getting around total 3.5-4k bonus exp from cyclopses at 90 a/d. Please don't forget that the idea itself is not a copy from solely OL since ALOT of mmos give bonus exp per kill. How does OL handle magic kills? Magic kills DO NOT GIVE ATT DEF BONUS EXP. How does OL handle ranged kills? Ranging kills DO NOT GIVE ATT DEF BONUS EXP. How does OL handle any other kill that is not melee combat (engineering, summoning, possibly others)? There are no engineering kills there. Summoning kills DO NOT GIVE ATT DEF BONUS EXP either. How does OL handle multi-combat scenarios? In OL, the last hitter gets the bonus exp in cases where 1 mob 5 player. In 1 player 5 mob scenerio, the bonus exp is halved but me and alot of people found it kinda silly since it's harder to kill mobs in multicombat so I'm suggesting at least same exp as 1vs1. Are you suggesting removing the on hit/dodge model currently employed completely, or adding a separate bonus at the end of a fight? No, hit/block still should be in the scene so that people may still want to flee-train to maximize exp per hour. Have you made a character from scratch recently? If so, what build? Recently, 2. Total about 10 chars since 2003. Last 2; 1 of them is tank build and the other is regular oldschool (no will) build. What's your current preferred training method (including what level you are)? I do barely train since at 165 a/d, dailies are just painless exp. How is this different than OL? In OL, most of the times to maximize xp/hour, you gotta kill the mob as fast as you can. Which means you gotta use weapons, best weapon if necessary. Also if you build good enough to kill higher level mobs than yourself, it makes you use ALOT of resources but also make you GAIN really nice amount of exp. If I don't ever hit the mob via melee, but still kill it, do I still get bonus att exp? (example: magic kill while engaged, summon kill, igitd kill, others) You have to hit at least once to get the bonus exp. Right now in EL, IGITD kills do not show up in counters if you are not facing the mob. I think about the same, no exp bonus if you are not facing the mob and IGITD kills it. If I don't ever dodge the mob, and still kill it, do I still get bonus def exp? Yes, since it's a bonus for killing, not blocking. But I liked your point of view. An added emphasis, what happens in multi-combat situations (meaning two players hitting the same mob)? In OL, the last hitter gets the bonus exp. But my suggestion is to give "BAG-GETTER" to get the exp. What happens in PvP situations? (both vs players and summons) Same formula is applied. What happens if I flee, then re-engage? (take something [say a dragon] that might have a BIG bonus down to very low hp, flee, re-engage, and kill within 15 rounds) If you find a very low hp one and kill it, you should be still getting full bonus. Not your fault if someone almost killed it but had to diss. Also the server cannot track it right now and radu makes it simple as possible. Assume the same scenario as above, but my buddy damages the dragon down to very little, then I come and kill it, what then? The killer gets the xp. But since the spawn time and access-easiness of dragons, it wouldn't be logical to do this. Just go kill mobs around your level and you will get better exp. There are some examples of the exp bonuses, first of all, the formula is; BONUS EXP = (OPPONENT ATTACK LEVEL * 3 - PLAYER DEFENSE * 2 + RATIONALITY / 3 + OPPONENTS HEALTH / 4 ) * BONUS RATIO. (This is for defense, for attack is the same just swap a/d levels) Bonus ratio for HP LEVELS; 0-1000 hp = 8 1000-10000 hp = 4 +10000 hp = 2 70 a/d Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 386 866 1252 Armed Orc 75 70 120 8 896 1016 1912 Cyclops 80 80 200 8 1296 1296 2592 Fluffy Rabbit 95 95 250 8 1756 1756 3512 Desert Chim 100 100 250 8 1876 1876 3752 Feros 105 90 300 8 1736 2096 3832 Forest Chim 110 100 250 8 1876 2116 3992 Frost Troll 120 120 380 8 2616 2616 5232 Artic Chim 130 130 300 8 2696 2696 5392 Yeti 125 125 400 8 2776 2776 5552 Giant 145 145 650 8 3756 3756 7512 Red Dragon 150 150 3500 4 4788 4788 9576 Black Dragon 160 160 4000 4 5408 5408 10816 Ice Dragon 170 170 7000 4 8528 8528 17056 Blue Dragon 179 179 9000 4 10636 10636 21272 Mare Bula 160 150 32000 2 16644 16704 33348 100 a/d Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 21 386 407 Armed Orc 75 70 120 8 416 536 952 Cyclops 80 80 200 8 816 816 1632 Fluffy Rabbit 95 95 250 8 1276 1276 2552 Desert Chim 100 100 250 8 1396 1396 2792 Feros 105 90 300 8 1256 1616 2872 Forest Chim 110 100 250 8 1396 1636 3032 Frost Troll 120 120 380 8 2136 2136 4272 Artic Chim 130 130 300 8 2216 2216 4432 Yeti 125 125 400 8 2296 2296 4592 Giant 145 145 650 8 3276 3276 6552 Red Dragon 150 150 3500 4 4548 4548 9096 Black Dragon 160 160 4000 4 5168 5168 10336 Ice Dragon 170 170 7000 4 8288 8288 16576 Blue Dragon 179 179 9000 4 10396 10396 20792 Mare Bula 160 150 32000 2 16524 16584 33108 120 a/d Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 21 66 87 Armed Orc 75 70 120 8 96 216 312 Cyclops 80 80 200 8 496 496 992 Fluffy Rabbit 95 95 250 8 956 956 1912 Desert Chim 100 100 250 8 1076 1076 2152 Feros 105 90 300 8 936 1296 2232 Forest Chim 110 100 250 8 1076 1316 2392 Frost Troll 120 120 380 8 1816 1816 3632 Artic Chim 130 130 300 8 1896 1896 3792 Yeti 125 125 400 8 1976 1976 3952 Giant 145 145 650 8 2956 2956 5912 Red Dragon 150 150 3500 4 4388 4388 8776 Black Dragon 160 160 4000 4 5008 5008 10016 Ice Dragon 170 170 7000 4 8128 8128 16256 Blue Dragon 179 179 9000 4 10236 10236 20472 Mare Bula 160 150 32000 2 16444 16504 32948 140 a/d Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 21 21 42 Armed Orc 75 70 120 8 21 21 42 Cyclops 80 80 200 8 176 176 352 Fluffy Rabbit 95 95 250 8 636 636 1272 Desert Chim 100 100 250 8 756 756 1512 Feros 105 90 300 8 616 976 1592 Forest Chim 110 100 250 8 756 996 1752 Frost Troll 120 120 380 8 1496 1496 2992 Artic Chim 130 130 300 8 1576 1576 3152 Yeti 125 125 400 8 1656 1656 3312 Giant 145 145 650 8 2636 2636 5272 Red Dragon 150 150 3500 4 4228 4228 8456 Black Dragon 160 160 4000 4 4848 4848 9696 Ice Dragon 170 170 7000 4 7968 7968 15936 Blue Dragon 179 179 9000 4 10076 10076 20152 Mare Bula 160 150 32000 2 16364 16424 32788 160 a/d Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 21 21 42 Armed Orc 75 70 120 8 21 21 42 Cyclops 80 80 200 8 21 21 42 Fluffy Rabbit 95 95 250 8 316 316 632 Desert Chim 100 100 250 8 436 436 872 Feros 105 90 300 8 296 656 952 Forest Chim 110 100 250 8 436 676 1112 Frost Troll 120 120 380 8 1176 1176 2352 Artic Chim 130 130 300 8 1256 1256 2512 Yeti 125 125 400 8 1336 1336 2672 Giant 145 145 650 8 2316 2316 4632 Red Dragon 150 150 3500 4 4068 4068 8136 Black Dragon 160 160 4000 4 4688 4688 9376 Ice Dragon 170 170 7000 4 7808 7808 15616 Blue Dragon 179 179 9000 4 9916 9916 19832 Mare Bula 160 150 32000 2 16284 16344 32628 178 a/d Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 21 21 42 Armed Orc 75 70 120 8 21 21 42 Cyclops 80 80 200 8 21 21 42 Fluffy Rabbit 95 95 250 8 28 28 56 Desert Chim 100 100 250 8 148 148 296 Feros 105 90 300 8 21 368 389 Forest Chim 110 100 250 8 148 388 536 Frost Troll 120 120 380 8 888 888 1776 Artic Chim 130 130 300 8 968 968 1936 Yeti 125 125 400 8 1048 1048 2096 Giant 145 145 650 8 2028 2028 4056 Red Dragon 150 150 3500 4 3924 3924 7848 Black Dragon 160 160 4000 4 4544 4544 9088 Ice Dragon 170 170 7000 4 7664 7664 15328 Blue Dragon 179 179 9000 4 9772 9772 19544 Mare Bula 160 150 32000 2 16212 16272 32484 Please ignore below one, couldn't delete lol... Creature Attack Defense Health hp ratio Kill Bonus Attack Kill Bonus Def Total Bonus per mob Male Ogre 70 50 105 8 21 386 407 Armed Orc 75 70 120 8 416 536 952 Cyclops 80 80 200 8 816 816 1632 Fluffy Rabbit 95 95 250 8 1276 1276 2552 Desert Chim 100 100 250 8 1396 1396 2792 Feros 105 90 300 8 1256 1616 2872 Forest Chim 110 100 250 8 1396 1636 3032 Frost Troll 120 120 380 8 2136 2136 4272 Artic Chim 130 130 300 8 2216 2216 4432 Yeti 125 125 400 8 2296 2296 4592 Giant 145 145 650 8 3276 3276 6552 Red Dragon 150 150 3500 4 4548 4548 9096 Black Dragon 160 160 4000 4 5168 10336 Ice Dragon 170 170 7000 4 8288 8288 16576 Blue Dragon 179 179 9000 10396 10396 20792 Mare Bula 160 150 32000 16524 16584 33108
×