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Kaddy

EXP Bonus after the kill

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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? :P )

- 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 :D

 

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. :P 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

Edited by Kaddy

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I love this idea. I only did dailies in EL, but when I came to OL, I actually grinded a/d with this system. It's much more fun. And I bet you people would start training/grinding again lol
Just make it as OL has it, problem solved. It's a brilliant idea.
And I don't think more gc will come to EL, cos more armors/weapons will break and shit ya know.

I am 100% down for this :) gg

-StouXy-

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Not a pr0 fighter, but I really do like this idea. A chunk of XP after a kill would be incredibly motivating, particularly for the more casual players.

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sounds good

 

Pros:

No more afk farming

 

Cons:

Makes life harder for people who want to stay on cap and fight in instances (well maybe the instance monster could give no exp)

a/d gap build, such as higher def will be reluctant to invasions

Edited by dragon_killer

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I liked the idea too, but after certain period of time this thing will force game to go beyond 179 cap of skills, because with faster leveling many people will reach near cap sooner or later.

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 :hiya:

 

 

Ok. I have thought about this a bit before replying. I am not going to just say what I think, I'm going to try to explain why I do. Unless I get bored quickly.

 

 

Firstly, what bonus?

By which I mean - how much of a bonus? If it's like 10k exp per mob, whether it's a rabbit or a Castellan, that would be wildly out-of-hand. Far, far too much - obviously. So, maybe a bonus of 5% of all the a/d exp you just earned fighting that mob? Easy - get the Bricks R Exp perk cos that's what it does. does it for dailies too. Not just that, it stacks with god's bonus as well as any special #day!

So maybe something in between the 2? Ok then - so how much of a bonus? And is it for a/d or just one of them? Possibly the one you have the god for? If so, then no god bonus should be applied too, in order to offset this 'bonus'.

 

Next point: the 'pro's' listed. I don't understand them & this is why:

"More encouragement to training than..." - No. The encouragement for training is to be better. Train more, be better. Simple.

"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." - If you are having to save your pp's in order to 'train efficiently' then you are not only training wrong, you have no idea how to build a char. Sorry to say it, but it is true.

"Mixers who wants to have max carry can also train efficiently" - They can anyway ffs! Remember - just cos you have 'your way' of training does not mean it is either the best nor the only way.

" 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" - Wrong. Honestly, totally wrong. A/d exp does NOT give you more pp's cos pp's come from oa levels. A great many mixers/harv'ers are already max oa so how does a/d exp help them get pp's? How does it help anyone who is oa 179? I am and I can GUARANTEE you that more a/d exp gives me NO extra pp's.

 "More people for high level instances/invances/invasions mean more breaks, more rosto-burns..." - The most active range is 145+. There are already more people in the "high level" range / events / fights / invasions than the other ranges combined. Btw - if your main is 160's but you have 2 alts in 80-100 or something, those alts DO NOT COUNT here as 'other people'.

"More people could be back to the game, especially who disli…" - No. They won't. It is always nice to say "this idea will bring all the old players back!" but not only does it never, ever, work out that way but let's be honest - there are a lot of players who left who no-one wants to see again so this is another bogus point.

" 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." - No it wouldn't! the reason for the difference in exp earned in invasions is due to the fact that an invasion is predominantly non-stop multi-combat so OF COURSE the def exp will be massively higher. You want more attack exp, go train. And don't flee-train cos that's just pure def exp too.

 

The 'con's':

"Even tho the spawns are limited, more gc will be coming into the game..." - Lmao - what? How on earth will having an a/d bonus for each kill bring more gc into the game? Honestly - I am asking how cos it seems like a crazy thing to say. The same mobs get killed, the same gc - surely?

"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?" - Wrong. It was hard as hell to get where I have so far and I'm not even close to maxiing out yet! And yes, it most certainly WOULD piss off not only me but the other people who have gotten above 140's (140's? really? that is what you call high level? damn...) by doing it the way it is to be done. Who the hell gets to say that we should have done all this just to have everyone else from now on avoid all of that just cos they want it easier?!? You want to be strong, fkn train like the rest of us did. You want the 'pride' of saying how high your a/d level is, work at it. then it is worth having cos you worked for it. Like the rest of us did.

"Needs radu to be convinced and work for a exp/kill ratio also decide what to do with team-kills..." - What the hell? This is exactly what I was talking about in the earlier bit! What bonus? You can't just say "I want this thing to make it easier so go figure out how much easier you're going to make it for me. Oh and if I don't think it's enough I'll moan again". Honestly, this is just not on. There are SSSSSSSSSSSSOOOOOOOOOOOOOOOOO many things in game now that make it a hell of a lot easier to level - not just a/d but very much a/d yes - and now you want more? I genuinely do not understand this.

 

All in all, there are so many things now that help levelling - with regards to getting big exp fast - that it honestly surprises me that people still want more. On a #day of Sun Tzu (providing you have spent the time on your char to be able to do this) it is pretty damn easy to get over 30mil a/d exp.

FFS! If you want a massive, and I do mean TRULY MASSIVE, amount of oa exp to fly in then train your tailoring level up to the point you can spam white wizard hats in a school on #day of Tailoring. I understand this to be in excess of 60mil exp in the 6 hours of the #day. But noooo, of course people won't do that - it involves actually working on your char first.

 

 

I do like new ideas for additions to the game, honestly I do. This one, however, seems to miss on too many levels for me. I find it unbalanced, hugely unfair to those who HAVE actually worked to become something better and just a weak way to level without working at it. You should have to work at it - if you didn't everyone would be max levels etc & bored. Besides, if I have worked at something & achieved a good level in one skill or another, I deserve to be able to say that I have reached that level. Just being given levels is pointless. Go play Candy Crush.

 

 

 

 

There have not been many responses so far, but of those:

Comparing OL or ANY other game is just laughable. If you like the way another game is made, go play that one. Simple as.

 

As for this one...  

"sounds good

 

Pros:

No more afk farming

 

Cons:

Makes life harder for people who want to stay on cap and fight in instances (well maybe the instance monster could give no exp)" - Do shut up you hypocritical, ridiculous moron. You are one of the most prolific afk-farmers & afk-trainers in the whole damn game. Your hypocrisy is sickening in it's blatancy. As for your 'protectionism' over your desire to stay in the same range so you can just farm instances, grow the hell up. This is not about you and your faming so just sod off.

 

 

I know most people who click on this thread won't even read more of this post than the fact that it was me that posted this so will just disagree with me cos it's me but I don't really care about those people anyway so knock yourselves out with your nonsense replies.

 

 

 

:medieval:

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2 hours ago, FairyTail said:

I know most people who click on this thread won't even read more of this post than the fact that it was me that posted this so will just disagree with me cos it's me but I don't really care about those people anyway so knock yourselves out with your nonsense replies.

 

I'm sorry but I am going to have to prove you wrong.

1. I read your entire post.

2. I agree with you.

 

It seems that the point isn't playing the game anymore.  People are either buying  pre-leveled characters or they're constantly begging for ways to get more, more, more, faster, faster, faster, wanting instant gratification play-for-me-button "play" in a race to be done with the game.  Then they whine they are bored in EL and threaten to leave if they don't get their way.  

 

The game part of EL was supposed to be the actual journey through an MMORPG - instead we get people buying their way through, macroing their way through, and nagging for things to always be made easier and faster.  Nothing is ever good enough.

 

I just don't get it, either.  I really don't.

 

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3 minutes ago, Aislinn said:

 

 

I just don't get it, either.  I really don't.

 

 

 

What game content are you delivering to those who do not buy or spend shitloads like FT does to the game to say “people buy their levels” ?

 

How many mid-range player can survive the breaks or rosto loses with this economy? When was the last time we had an invasion or event that a 100,120,140 level can participate and how many could?

 

At some point you have to adapt the modern gameplay or you are going to die, do we want to die? Not many people want to spend 3-4 years of grinding to actually get to participate decent invasions...

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There are loads of things to do.  You just don't want to do anything except whatever gets you the most amount of a/d leveling for the least amount of cost in the least amount of time.  EL is not just about invasions and 179 a/d.

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You guys think bonus kill exp will be coming while sitting in sto afk? Really? I am not home now but I will give some detailed calculation when I get home. It is not something like it will give you 178 a/d within a year for gods sake. 

 

How can you say “go and actually train” when we are talking about ACTUALLY KILL BONUS?

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You are missing the point.

If you are so anxious to get to the end, then just leave the game already.   The game was not supposed to have the end be reachable.  You know, "Eternal" Lands.  The game is about what happens along the way.  "Modern gameplay" sucks if your version is all it's about.

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:) make the kill xp 13 times the xp per hit that you would get on the creature. and remove the xp per round. if you can kill creature in less then 13 hits great you get more xp then you would get otherwise, if not flee train will not work anymore.

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:hiya:

 

 

I love Aislinn np :hehe:

 

 

 

As for the "actual kill bonus" - dude, you have to remember how far this game has come & how much more this game has now than it did even 5 yrs ago. Yes, there will no doubt be more but seriously - I didn't get to these levels (in ALL skills btw) by simply buying stuff in the online shop. I did it by putting in the time & effort through the massively, at times seemingly-endless, training in that/those skill(s). Yes, the 'chronological time' it has so far taken me has been reduced a bit by buying stuff but so what? It's not like poofing bricks helped me level manu - I did that (to lvl 68 iirc) with nothing more than poofing helms in schools, and not always on manu/school #days either. If I do ever get to the point where my char is where I want it (which, incidentally, is a minimum of a few years away I think) then I will simply do the same to OnePiece & after that I'll just have to make another char to do it with.

I'm HONESTLY not looking for an argument but people need to understand that an RPG is not a "reach level 100 & win the cup" game, it is a long-term, character-developing style of gameplay that is - and this is very important here - SUPPOSED TO TAKE TIME! There is no cup, no fireworks or anything for 'finishing' an RPG because they -do- -not- -end-.

 

Additionally, I am NOT an example for any kind of argument - good or bad. I'm really not. Quoting me around here will just lose you any argument you try to make cos, you know, it's me :omg:

 

 

I'm also not saying there are not improvements / fixes etc that I would also like to see but if you genuinely want a game you can pick-up/put-down and level at speed for a while until it's finished - go play candy crush or something.

 

 

 

:medieval:

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I’m not going to try to explain some of the stuff to people who are away from gaming industry and any other gaming experience. 

 

What can I tell to someone who doesn’t even get the idea of more incoming gc would increase because of non-flee kill-all system would increase the number of mob you kill per hour. 

 

You don’t even get the basics yet you claim to win game dynamics arguments, I just laugh :)

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*sighs loudly*


Did you not read my earlier post? The bit about different methods of training? Cos flee-training is shit. Always has been, always will be.

If you're flee-training on mobs cos you otherwise won't get the full amount of exp per mob then you're not training, you're flee-farming. Stop wasting your time & move on to stronger mobs. When training you should be getting 13-15 rounds of exp per mob before it dies. Without fleeing. Yes, it costs more resources - but it levels you faster & you get more gc back so it almost evens out over the long-term. Yes, that is a fact cos I've done it that way and I am now 163/167 (semi-pro level) whereas you call yourself a high level fighter at 140's...

                    You don’t even get the basics yet you claim to win game dynamics arguments, I just laugh :hehe::D:hehe::D:hehe:

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I have questions:

  • How much bonus does OL give, since it's basically what you are suggesting?
  • How does OL handle magic kills?
  • How does OL handle ranged kills?
  • How does OL handle any other kill that is not melee combat (engineering, summoning, possibly others)?
  • How does OL handle multi-combat scenarios?
  • Are you suggesting removing the on hit/dodge model currently employed completely, or adding a separate bonus at the end of a fight?
  • Have you made a character from scratch recently? If so, what build?
  • What's your current preferred training method (including what level you are)?

Apologies for all the questions about OL, but if the suggestion is basically their system I would like to know what it is, since I do not play there.  If what you are suggesting here isn't essentially what OL has, then an additional question:

  • How is this different than OL?

Personally, I don't really like the idea. EL has it's way of doing combat, I don't see the need to reinvent the wheel. If you like the system OL has... last I knew it was still up and running, maybe go try it?

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7 hours ago, FairyTail said:

Without fleeing. Yes, it costs more resources - but it levels you faster & you get more gc back so it almost evens out over the long-term.

 

lol...

 

Also this is my last reply to you because you basically lack of understanding what you read. 

 

I said I was 140s BEFORE dailies. So I was a top 50 fighter when you didn’t even know about EL. I am the first player in EL to kill Ice Dragon in Bethel, first player to kill acw in hulda along with 2 friends, was in the first team to go WTF instance. What experience you have of EL? lol. I am high 160s now, so screw you and your trolling comments. :)

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12 hours ago, Aislinn said:

 

 

It seems that the point isn't playing the game anymore.  People are either buying  pre-leveled characters or they're constantly begging for ways to get more, more, more, faster, faster, faster, wanting instant gratification play-for-me-button "play" in a race to be done with the game.  Then they whine they are bored in EL and threaten to leave if they don't get their way.  

 

The game part of EL was supposed to be the actual journey through an MMORPG - instead we get people buying their way through, macroing their way through, and nagging for things to always be made easier and faster.  Nothing is ever good enough.

 

I just don't get it, either.  I really don't.

 

I would like to address this in particular AIslinn.

Ok, let's take a look. The game was created in 2005?ish, don't know exactly.
Now, it's a year of 2018, where people have millions of games to choose from. And what do people want? Do they want to spend 8 hours of training ( in general, on computer playing one game ) or do they want action? Well, sorry to let you down, but they want action. That's why League or Fortnite are the leading games in this age. People, sadly, became lazier and however this might be painful, they won't come to play EL. Actually, what are we trying to save here? It's not about this- the exp after kill. It's about trying new things to make NEW people come to EL. Start with something small and progress from there. You might argue with " Well, fk those people who want something quick", well- I say " fk you, because you can't adjust to the age we live in and you're looking for 1% that still want to spend hours on PC and play MMORPG which takes years to achieve something in. 
Don't get me wrong, I love EL and the in game mechanics are just awesome, I agree. But people in this age won't come, because everything just takes too long and people are not patient as they used to be. 
But it's just a fact which radu, you Aislinn, me or no one else will change. So why cry over it? When we can try to do something with it and adjust to the system that is working in 2018?
You just CANNOT have the mindset from 2005ish to be working in 2018. 
We all see EL s just hanging on because of old and hardcore EL players. No new people coming. You have to focus on new players and make something they will like. 
Sorry to be honest, but put your egos away and focus on something that will work in this age, and not that what worked 10 years ago. 
Surround yourself ( @Entropy @Aislinn ) with people who know the newest trends in gaming ( not saying it's me by any means ) and put some time and effort to revive EL and get new people to play the game, because EL is very good game, we ca agree on that :)
There's very many young freelancers who are good in coding, advertising, advices ( or w/e the word is- advisory? ) and many more, who will basically work for a nickle. Just find those people, make them work together, motivate them and you will see, that EL could get thousands of people in no time. 
Not criticising, don't get me wrong. Just trying to help. I play and will play EL even tho nothing changes, but I am sure it could get better. 
Just let this sink in and maybe you'll see I am right. 

 

If you try to prove me wrong on any point- just ask yourself this first: how many new players did we get in 2018? How many of those still play till this day? What are radu's sales recently? As he said on c6 that sales weren't that great lately.

Well, when you answer these questions afterwards, you will see, that something is not working as it COULD be.

Just my opinion, do or think whatever with it :)

 

EDIT: And most importantly- don't hate people who are trying to come up with something new. They're helping. And if you don't like the idea, doesn't mean others won't and also doesn't mean the "change" won't be good. We are just trying to help because we love EL.

Thank you for your time.

-StouXy-

Edited by StouXy

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I don't hate Kaddy in the slightest - we go back way before you ever knew EL existed.  

 

You have to remember, a good number of us know what EL was...before it was overrun with "modern gaming" people.  And we loved it that way.  As you say, there are millions of games to choose from.  Why on earth should they all be the same?  If you love OL's game mechanics so much, go play OL.  If you love League and Fortnight, then go there.  But don't expect everyone else to love them, or want to change our own game into something completely different to be like those.

 

I don't consider being overrun with the type of modern gamer you describe as a good thing.  New players are great, yes.  But new players who want what EL offers, not bribed to come because of promises the game is working on being like League.

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Before someone gets their panties in a bunch, I am neither for or against this idea.

 

I would take some of the att and def exp 10% off the top. Then give that back to them at the end as a bonus, reduced by the number of rounds it takes to kill the monster.

i.e.

My new fighter alt gets 22 att and 60 def exp from a male orc.  Bonus exp would be this: 2+6=8*15=120/2, which equals 60 att and 60 def. Then I'd reduce it by the number of round it takes to kill the monster. If you killed the monster instantly, you'd get the full 60 att and 60 def. If you took all 15+ rounds to kill the monster, you'd get 0. Fighting the orc he'd get 20 att and 58 def exp.

 

 

 

Edited by RipTide

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1 hour ago, RipTide said:

Before someone gets their panties in a bunch, I am neither for or against this idea.

 

I would take some of the att and def exp 10% off the top. Then give that back to them at the end as a bonus, reduced by the number of rounds it takes to kill the monster.

i.e.

My new fighter alt gets 22 att and 60 def exp from a male orc.  Bonus exp would be this: 2+6=8*15=120/2, which equals 60 att and 60 def. Then I'd reduce it by the number of round it takes to kill the monster. If you killed the monster instantly, you'd get the full 60 att and 60 def. If you took all 15+ rounds to kill the monster, you'd get 0. Fighting the orc he'd get 20 att and 58 def exp.

 

 

 

 

Basically you would get no bonus from mobs that you should actually get bonus like dragons. lol

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 It would:

 

  1. end afk drop farmers
  2. end tank builds. nope, they take longer than 15 rounds to kill something.

 

You may not get a exp bonus on dragons, but you'd rack up bonuses on all the leg orcs, yeti, and other lower level monsters that you therm serp your way though in an invasion. In essence, you'd get a full 15 round a/d exp for every monster you sliced though.

Edited by RipTide
add info

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