FrozenSolid Report post Posted November 18, 2014 So I returned recently to game and noticed the invances have been split into 120-145 and 145-200. And here is what I have noticed. 1. The 145-200 still runs almost every day furthering the astronomical gap between those who find EL to be the end all be all of existance and the casual player. 2. The 120-145 seems to run once or twice a month. Taking away a fun and crucial activity for leveling in the higher levels. 3. 120-145 players tend to die more then 145-200 players there for lessening the rostogol usage. So I guess my question is this... Why the change? It doesnt seem to be beneficial in a players stand point nor an owner/entrepeneurs stand point. Frankly the games economy already blows due to having to many lazy pr0s and not enough noobs. So why continue to punish the casual player? Share this post Link to post Share on other sites
Cabman Report post Posted November 19, 2014 I second this. I remember scrambling to get to the 120+ range so that I could do invances since the 100-120 was rarely being run as most had capped out. Once I got to the 120-200, I went as often as possible and really enjoyed it. And ofc I did donate my share of bricks. It was a fun invance for me as I could hold my own against the lower level mobs and help the team as a ranger on the nasps and bosses. Then one day, the instance was split. I think I have seen at most two 120-145's since then. I don't begrudge the 145's for the experience they are getting, I just feel that I've been chasing the cap since 80's a/d and always falling short. And I feel that you are probably correct; this is causing a drop in rosto usage since it was us 120-200 newbs that would do a lot of the dying Share this post Link to post Share on other sites
CherUT Report post Posted November 19, 2014 Do not quote me I dont have old chat logs but iirc it was the 120-145 group who suggested this split Share this post Link to post Share on other sites
hussam Report post Posted November 19, 2014 (edited) My chat log file points to /dev/null so I can't be quoted but if I remember correctly, the 120-200 had over 40 people sometimes so they split it into two groups (I may be mistaken here but this is what I remember happened?). Edit: The 145-200 was only ran around 9 times this month and we've often not had enough people to send a request. Edited November 19, 2014 by hussam Share this post Link to post Share on other sites
Maxine Report post Posted November 19, 2014 If there is a team for the 120-145, do a #help_me and ask for it to run. Other teams do that and get run as well. If you dont ask, dont complain. And yes, I have the same recollection as Cher, the 120-200 was too wide a range with huge teams and the lower levels asked for the split. Share this post Link to post Share on other sites
FrozenSolid Report post Posted November 19, 2014 (edited) If there is a team for the 120-145, do a #help_me and ask for it to run. Other teams do that and get run as well. If you dont ask, dont complain. And yes, I have the same recollection as Cher, the 120-200 was too wide a range with huge teams and the lower levels asked for the split. To quote you " if we have a team to ask" I think the point of my article is that there isn't a team. There are not enough 120-145 online at the same time to make a team. And if what Hussam said is true about the 145-200 team only going about 9 times..then clearly they don't have enough people either. Splitting them was a good idea in thought I guess? Cause I do remember some crazy 120-200 with a ton of people. But Idk i feel you need that commrodery between the 120s and the big boys. And like I said in my first post. I don't see the change benefiting the player or creator. So perhaps changing it back or finding a new way to split it up. So that they could at least run a few times a week. Just my opinion I suppose. Edited November 19, 2014 by FrozenSolid Share this post Link to post Share on other sites
hussam Report post Posted November 19, 2014 There is a more or less complete list here http://holy-eternalland.de/mercatorweb/index.php#ui-tabs-3 (the data there can take a bit to load). 120-145 was ran twice this month so far, 100-120 twice, and 145+ 8 times so far. Share this post Link to post Share on other sites
Littlebig Report post Posted November 20, 2014 There is another reason for less ppl on invances, no def exp. on fight made me reluctant to go anymore. and i often pass them now. If there will be def exp, i would definitely start go there more again. Share this post Link to post Share on other sites
revi Report post Posted November 20, 2014 Well, that was a question of "abuse it, you lose it": there were a few players who did everything possible to maximise their personal experience, and couldn't be bothered to help finish the invance (and no, multi training in a remote corner of the map is not helping the invance). And I don't think seeing their actions defended by others helped a lot. Share this post Link to post Share on other sites
Faxie Report post Posted November 20, 2014 Well, that was a question of "abuse it, you lose it": there were a few players who did everything possible to maximise their personal experience, and couldn't be bothered to help finish the invance (and no, multi training in a remote corner of the map is not helping the invance). And I don't think seeing their actions defended by others helped a lot. I think it was a dumb solution to that problem. I have a def build char aswell and I used it to tank invances and I got NOTHING out of it besides the def exp I got for tanking. People just didn't share drops (80-100) and it costed me enough potions and essences. I didn't care because I like to help people and have fun. I never abused invances for training (I tanked to kill the monsters by teamwork, if I was alone I asked for help to kill it) and I left before the exp was given out (getting no attack exp was crucial for my build). So now I get even less and the message is clear: tank builds are not wanted. No solution was offered to the people that did use their builds to freaking tank invances to help and have fun. [opinion]Banning abusers is probably far to much work, punishing people that don't abuse them is much easier. [/opinion] Splitting up the invances in 120-145 and 145+ was/is a good idea. I remember invances being done in no time at all without any challenge because of the amount of high players. As I see it, that resulted in invances not being fun anymore and that has been dealt with Share this post Link to post Share on other sites
Littlebig Report post Posted November 20, 2014 Well, that was a question of "abuse it, you lose it": there were a few players who did everything possible to maximise their personal experience, and couldn't be bothered to help finish the invance (and no, multi training in a remote corner of the map is not helping the invance). And I don't think seeing their actions defended by others helped a lot. Yes, i know that was somewhat problem. but my view, no tinf, nor Aluwen, i have problems to keep def up, and need lot def training without weapon = no drops Share this post Link to post Share on other sites
Maxine Report post Posted November 20, 2014 Well, that was a question of "abuse it, you lose it": there were a few players who did everything possible to maximise their personal experience, and couldn't be bothered to help finish the invance (and no, multi training in a remote corner of the map is not helping the invance). And I don't think seeing their actions defended by others helped a lot.Yes, i know that was somewhat problem. but my view, no tinf, nor Aluwen, i have problems to keep def up, and need lot def training without weapon = no drops The point was that it was not allowed to train in invances, they were for killing the invaded mobs a.s.a.p., NOT training. Since people abused the invances for (def-)training, the def xp was removed. Not an elegant solution, since it also punishes the tanks that hold the mobs for other people to kill, but I guess it was a simple one. Share this post Link to post Share on other sites
Pati2 Report post Posted November 21, 2014 Problem in 100-120 is mostly because there is not enough people. Problem now in 120-145 is that poeple are to lazy, dont know that channel @@120145 exist and when someone find team to do it, comes a lot people. + few times it was started when on channel were ~5 players. If u know who should u ask its possible to do 15 and more invances in month. I was doing it in 100-120, now i dont have time and desire. Share this post Link to post Share on other sites
TelestoX Report post Posted November 21, 2014 I think for both ranges 100-120 and 120-145 there might be enough players. Imo the risk vs. reward is just not right. So a lot of them dont do them twice (a month). Share this post Link to post Share on other sites
Littlebig Report post Posted November 22, 2014 (edited) Well, that was a question of "abuse it, you lose it": there were a few players who did everything possible to maximise their personal experience, and couldn't be bothered to help finish the invance (and no, multi training in a remote corner of the map is not helping the invance). And I don't think seeing their actions defended by others helped a lot.Yes, i know that was somewhat problem. but my view, no tinf, nor Aluwen, i have problems to keep def up, and need lot def training without weapon = no drops The point was that it was not allowed to train in invances, they were for killing the invaded mobs a.s.a.p., NOT training. Since people abused the invances for (def-)training, the def xp was removed. Not an elegant solution, since it also punishes the tanks that hold the mobs for other people to kill, but I guess it was a simple one. Correct solution in addition with def removing would be tune finishing reward att exp down (or def up, but i feel first one better, exp is high enough already) That simple change would make some ppl again eager to go there. Edited November 23, 2014 by Littlebig Share this post Link to post Share on other sites
FrozenSolid Report post Posted November 22, 2014 Eternal Lands has always catered to the no lives and punished the casual players. Not sure why I would think this would change after a decade. Period the end. Share this post Link to post Share on other sites
kapbepucm Report post Posted November 25, 2014 120-145 no worth to do it, except fun Share this post Link to post Share on other sites
Multani Report post Posted December 11, 2014 increase a little exp from 145-200 invance since we not getting many ppls : < for like 500k each a/d...should be more interesting! Share this post Link to post Share on other sites
Patriot Report post Posted December 12, 2014 How about just roll invances back to how they were, that way we can actually have a chance of running 2-day so the ebul americans who have to work can get 1-2 a week. and bring back the defense XP in those as well as well as instances. Pretty lame not getting def xp from fighting monsters because 2-3 people were abusing it. Just restrict those players from invance and let the rest of us have some fun. Share this post Link to post Share on other sites
Multani Report post Posted December 12, 2014 patriot +1 agree totally Share this post Link to post Share on other sites
Zilding Report post Posted December 12, 2014 Could always cut back the # of mobs. Perhaps it'd be possible to have 2 different invances for each level -- one how it is now, and another that's designed for smaller team. That way it'd be a lot easier to get a team together, especially for those who don't play in the peak hours. Z Share this post Link to post Share on other sites
saxum Report post Posted December 12, 2014 Best thing would be number of monsters be adjusted for number of players who give amber to NPC. Share this post Link to post Share on other sites
Littlebig Report post Posted December 13, 2014 (edited) How about just roll invances back to how they were, that way we can actually have a chance of running 2-day so the ebul americans who have to work can get 1-2 a week. and bring back the defense XP in those as well as well as instances. Pretty lame not getting def xp from fighting monsters because 2-3 people were abusing it. Just restrict those players from invance and let the rest of us have some fun. And then it will abused again? No, rather tune final reward def exp up, (or att exp down.)...or just remove all fighting exp, and move it to final reward exp. problem solved. Edited December 13, 2014 by Littlebig Share this post Link to post Share on other sites
Zilding Report post Posted December 13, 2014 Best thing would be number of monsters be adjusted for number of players who give amber to NPC. Didn't even think about this. That's perfect! Can always get a team together, and if too many people go it will still be challenging. Share this post Link to post Share on other sites
TrueMen Report post Posted December 17, 2014 Really just need to change back to 120-200 cuz now most of the Us players never see the invance and the 120-145 never runs It really sucks when invance is ran everyday at like 12-2pm Us time so most of the players in the Us can't go.. Share this post Link to post Share on other sites