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Spirit

Member Since 29 May 2013
Offline Last Active Nov 09 2021 23:58

#858848 Karma

Posted by Susej on 31 March 2014 - 07:14

Hello and good morning.

 

I really like helping lower level players doing their dungeons, but yesterday i came to an idea.

 

the other day i did around 10 runs of vault and it cost me around 30gold of repairs, that is one ASV run to get the daily chest if you get gold just to help ppl...

 

I dont know the formula for repair but i could be reduced when killing lower level mobs, so i am level 40 and i take 100% armor damage(the normal damage we receive now) against a level 40, so i would take from a level 15 is 37.50% of damage repairs(from the normal damage we receive now).

 

This or we could have a Karma system in wich all damage we took if in party with our pupil would be reduced or we could be compensated in prestige/artisan points.

 

We have a reduced community and that makes the community even get shorter i am aiming for a bigger community when i help lower level ppl in wich i normally do everyday, with such a low community, lower levels tend to have difficulty in forming parties to do their dungeons most get frustated and leave the game before noticing how magestic it is.

 

Please hcs do something.

 

Regards

 

 

 

EDIT: a few grammar mistakes




#858785 Joxo the Meanie

Posted by KeS on 30 March 2014 - 21:02

On the level 34 quest, clash of the tiamatus, after killing joxo's arch nemisis, he turned on me and attack my summon. This is the last time I will help Joxo out; after all the running and dying I did for you and this is how you repay me? The next time Joxo needs help, make sure he fry in hell!

 

joxothemeanie_zps2a64a688.jpg

 




#858492 Foraging + Farming

Posted by lester on 29 March 2014 - 02:44

You get a Fruit seed lets say a Apple Seed aye.You plant the seed, water it and all the boring other stuff ,kill the insects yada yada and boom a apple tree grew gaining you some farming exp awesome , when you harvest it you need the right foraging level and it grants you foraging xp see how that works and you should get a lot more fruits from it than the normal tree/bush since its like fresh and stuff but mostly it takes a lot of time to grow it rather than let it just to spawn.Gives us a different way to train our foraging and takes out the moving to location to location aspect of foraging so you can just relax and click away.This will also help make the economy grow in the future (Probably in 1 year when we get 200 players)we have the workers who harvest the fruits from the farms to sell on the auction to alchemist , who then check this out makes the potions,then the alchemists  sell it to other the players  ain't this a great idea? Its a great working chain.

 

I like professions that have more than one way to train, everyone loves choices am i right?




#857570 Future Content

Posted by Crusader on 26 March 2014 - 11:02

I know we're all aware of the imminent content update on April 4th, but what happens after everyone has gone through all the content?

 

I know level 50 content is planned for the future, and that will keep us going for months to come, but what after that? I have a few suggestions that might give people an incentive to keep playing even after all the content has been explored.

 

In my honest opinion, there should be mini games. These mini games would require a large amount of people, and be fun and rewarding for players of all levels.

Now, I know games like Runescape had the most original and creative mini games like Soul Wars, Stealing Creations, etc, but I believe that HCS can come up with even more inventive ideas that take use of our professions.

 

For example, there could be a Survival Game where everyone starts out on a deserted island with no gear, and there are tools randomly hidden around the island. There are also basic crafting stations, so that people can make potions, weapons and armour. The teams could make use of their professions and forage ingredients for potions, mine for ores to make bars to eventually make gear. And basically, there is also an enemy team competing for the same resources, meaning you'll have to fight to obtain these items to craft your team some gear. Ultimately, you would fight for a certain time and the team with the most kills would win!

 

The rewards would be tokens that can be exchanged for vanity sets or experience boosters, giving people a big incentive to take part in these mini games and the community would be closer as a whole.

 

I'm sure HCS can think of some great mini game ideas. As for the community, what are your ideas?




#838736 [Superthread] Eldevin Guilds - Features

Posted by Tiffy on 09 January 2014 - 05:16

I'd like to use this thread to discuss some things that I personally would want to find in a Guild system, including activities to do with your guild, guild interactivity, and guild features; as well as guild interface expectations that you have.

 

Interface:

  • General Information: The Guild Interface should definitely contain a member roster, guild name, "Leave Guild" button, a small area where a tiny message can be posted (many guilds will use this to post a message of the day, or their voip/forum information). If we end up doing a Guild System with a Guild Level system it should display the Guild Level and an XP bar for the guild.
  • Management Tools: It should be easy for the Guild Leader and respective authority positions in the guild to manage the guild. This means that first and foremost, the Guild Leader needs to be able to set rankings and permissions. This includes things like guild bank access (deposit/withdraw), and kick/invite access, and access to change other (lower ranking) permissions. Obviously it should be easy for the people with the proper authority to kick people from the guild, meaning a right click over someones name in the Member Roster would pull up the option to "Whisper/Kick/Invite to Party". The Guild Leader or qualifying ranked members should be able to edit the area for the tiny message. Additionally, if we have things like Guild Battles and such, there needs to be sufficient management tools to initiate and disengage them.
    • Something that many games tend to forget when they create a Guild System that utilizes Guild Banks is a proper documentation system for withdraws/deposits; and the ability to set different levels of permissions for withdraws/deposits. This would be important to have in my opinion, should we utilize a Guild Bank system.
  • Member Roster: I would love to see a member roster that is both intuitive and tidy. It should list several bits of information about each member, and you should be able to sort the list in descending or ascending order for each of these criteria. It would perhaps also be useful to have either scroll-over text for additional details about each member that is useful, but would clutter up the interface too much (an alternative to this is the check-box system for what you want displayed in the interface, with a scrolling sidebar).
    • Some of the important criteria include: Online/Offline, Character Name, Nickname*, Guild Ranking**, Character Level, Talent***.
      • *Nickname: This is a special assignable name that the guild leader may give to each member, almost like a notepad. For instance if the user CowMagel33t has 40 tailoring and is willing to make tailored items for the guild, the guild leader might tag him with the nickname "Guild Tailor".
      • **Guild Ranking: These can be present universal rankings decided by Hunted Cow, or for extra customization ability, you can allow the Guild Leader to create a set number of rankings themselves. Essentially this is your stereotypical "Guild Leader", "Captain", "Lieutenant", "Recruit", etc. The ability to customize your guild ranking names could even be sold via the Cash Shop, or be unlocked at a certain guild level.
      • ***Talent: It can list the talent of the person by using a small icon that corresponds to the 6 talent trees available - the shield, the axe, the mask, the paw, the fire, and the sun - If talent privacy is a concern it could just display the icon for the tree you have the most points invested into, otherwise I think it would be very neat to display an icon for each of the trees that a user has invested into, starting with the one that you have the most points in and descending from there; and if you scroll over each individual icon it tells you how many points are invested in that tree.
    • Some of the more debatable information that might be found on the scroll over menu could include: Date Last Active*, Date Joined**, Guild Experience Earned***, Money Donated****, Location*****. I'm sure there are many more!
      • *Date Last Active: When did the user last log in on this character?
      • **Date Joined: When did the user join the guild?
      • ***Guild Experience Earned: If we utilize a Guild Level system that has members contribute something that earns exp in one way shape or form, it'd be fun to see who contributes the most/least. Some guilds might even impose monthly experience contribution requirements. It could be all time or time-based (this week/month/year).
      • ****Money Donated: In the same realm as Guild Experience Earned, this would show the total amount of money donated by the user. It could be all time or time-based (this week/month/year).
      • *****Location: I have played a few games that will list the current region or map that the guild member is on. This can be highly useful, but not necessary.

Guild Levels:

  • Games that utilize a Guild Level system give guilds a common goal to work towards that improves the guild. Sometimes the Guild Level will provide increased member capacity, or unlock various features such as Guild Banks, Guild Housing, Guild Logos, and Guild Apparel, such as capes.
    • There are quite a few different takes on Guild Level Systems. The most basic system normally just involves unlocking guild levels through purchase (X Gold for Level 1, X Gold for Level 2, etc). I don't like these systems as they don't really add anything to the concept of being a Guild at all; they just add an additional monetary goal for you to reach.
      • My personal favorite type of guild level system normally involves an activity that can be done specifically only for the purpose of guild leveling, such as a battle arena where you fight players or monsters as a guild, or add points to your guild experience by giving some sort of item to the Guild Experience NPC.
    • Personally I'd like to see a system that incorporates and appeals to all of the major activities you can do in Eldevin. My concept for a Guild Leveling system would be an NPC that accepts special items that can only be found once you have joined a guild. These items will be found while gathering via your gathering professions, crafting via your crafting professions, killing monsters, and via some form of PvP/GvG mini-game; there could also be an item for dungeons. I'd prefer to have the items be incorporated into the lore, and for it to make sense that you'd get the items from each specific activity. Unfortunately I don't know enough about the lore of Eldevin yet! So for the sake of the suggestion, we'll call them Guild Tokens for now.
      • For example, when you are Prospecting and gathering coal, you will have a random chance as you partake in this activity to receive a "Guild Token - Gathering". This would be worth X experience points, or you would need X of them to level up the Guild. The item might really be called like... "Raw Orb Shard" to tie into the whole Orb theme in the lore. PvP might result in "Bloodied Orb Shard", crafting might result in "Splintered Orb Shard", killing monsters might result in "Pillaged Orb Shard", and dungeons might result in "Cryptic Orb Shard".
      • One of the reasons that I like this system is that even after a guild has reached maximum level, we could create a mini-game that expands upon the Guild System that requires these items for control of realms or some other "contest" system. Essentially there would be an NPC that collects these items and doing so adds points to your guild total for the contest. At the end of each cycle of the contest, the guild with the most points wins. This could mean control of a territory, or something similar. If we wanted to make the system truly fun, you could allow guilds to place these items into other guilds "chests", resulting in REMOVING points instead of adding them.

I hope to continue adding to this, and hopefully we'll have some constructive conversation on what your ideas for the Guild features are! Please pardon the dust as I expand upon it ^^


Reserved for future use ^_^




#835190 Up To No Good Quest - Problem?

Posted by EssoUnknown on 27 December 2013 - 21:38

Ectoplasm from ghost in front of "Cursed tower" Eldevin kingdom east, and spider eggs are not any spider its lvl 20 white spiders near east eldevin gates : ) If you cant find it msg me on US server name is Essounknown i will show it to you : )




#834884 Eldevin Signature Generator

Posted by Robb760 on 26 December 2013 - 18:23

I had an idea for programming a script to make a signature generator but i have no programming skills, however I do for graphics, anyway...  This might not be too difficult for the awesome Eldevin Devs. 

 

Here is a prototype sample of a signature I have in mind. The numbers in the signature below are just for example reason not actual.

 

0RktFAQ.png

 

The above signature image is 647 x 64 pixels 96 dpi. It displays the character name, server last visited and on the right their level, stats, the character class. I didn't include the gathering skills just the professions. On the left a character window with gender and Eldevin logo. Have a option of uploading your own image into the character window or using a pre-rendered class picture or if possible a server generated image of the players current character.

 

Of course you would have to log into the website to generate this signature, class, stats, level, profession levels would be pulled from the server. Have an option of changing the background colours, border, etc. So after you enter your info and have a signature image generated that you can insert into your forum signature. I don't know how this would affect the server if the stats would be updated in the signature as the player levels their character, once a day update maybe and the link to the PNG image would be re-genarated with new stats. 

 

What do you think?

 

 




#834077 Current issues + suggestions

Posted by Neon on 23 December 2013 - 16:16

So, half the EU server has me on ignore because I'm right and they don't want to hear the truth but the devs have to know this as well ( if they don't already ).

Half the EU server has you on ignore because you're an arrogant troll who thinks he knows better than anyone else, and anyone that doesn't agree with you has a "low IQ".

 

I think you would have your suggestions more valued by the community if you weren't acting like a little child.

 

Next time you start to write in the world chat or make a post on the forums I suggest you refrain from writing stuff like this:

 

 

So, half the EU server has me on ignore because I'm right and they don't want to hear the truth but the devs have to know this as well ( if they don't already ).

 

Devs, don't read the comments, as all comments will be made by current active players, and all my suggestions are for players who don't like the game as it is right now and probably won't be reading this as they gave up on Eldevin like all my buddies did.

 

 

Current Player Base consists of people who:

 

Play 10-16 hours a day ( If you only play 2 hours a day you don't want to spend the next 10 days trying to get forestry from 10 to 16 )

Have the ability to put their brain on stand-by while grinding ( Probably very low IQ. No offence. )

Bot/Macro ( I honestly think this game is made for botters, because no human brain can grind this much without suffering permanent brain damage )

Work in a factory




#833560 Got stuck in school

Posted by KeS on 21 December 2013 - 18:44

Stuck in school; sounds like a nightmare T_T




#833361 Vanity Wardobe/Closet - For storage of (Bound) vanity items

Posted by Mongo on 21 December 2013 - 00:20

Vanity items.. some players love them, some players do not give a monkey's  :D

 

For anyone that enjoy's collecting vanity items and sets, storage of these items becomes a problem.

 

Suggestion is for a new Hub in Eldevin City... Wardrobe/Closet.

 

In this Hub we can store our vanity sets and items.

 

All items that can be stored here, would have to be bound (equipped already)... this would keep the Hub as our personal "fashion" space for vanity stuff and not as a storage place for merchants.

 

I would suggest an inventory space enough to store a complete set, as our starting point.

EXTRA pages of vanity inventory should have an Eldevin Point cost of say 100 Eldevin Points (maximum of 10 spaces?)

 

That is all I have for now, but I think this would be a fun addition for vanity collectors. :P

 

 

 

 




#831565 Broken Shore Ressurection

Posted by HuMoR on 16 December 2013 - 20:13

Upon finishing the Resurrection quest for broken shore you get to choose one of three foods that boost either a food that increases melee by 25,ranged by 25 or energy by 25

5OOo0.jpg

5OOs5.jpg

5OOuL.jpg

Can the last food that increases energy be swapped with the fish soup that instead raises sorcery by 25 instead of energy?

5OOyt.jpg




#826921 Do NOT make the game easier.

Posted by Booshy on 08 December 2013 - 06:13

I see quite a few posts from people asking for things like auto route, quest finder, etc.  As it is there is a sense of exploration and wonder in the game, an old school feel that I was drawn to regardless of the old graphics and I know I'm not alone.  Add all those modern "features" and you will kill the thing about this game it really has going for it, that all the AAA mmo's released in the last 10 years (minus maybe Vanguard and a couple others) have lacked - gameplay that encourages exploration, using your brain, reading quest text, and interacting with a community of people to form exactly that - a community.

 

Less is more here.  Less hand holding and playing the game for you equals more sense of accomplishment, community and fun.  There are endless mmo's out there that cater to those that want to be catered to - let them go there and please don't change this game to accommodate that mentality here. 




#826806 Eldevin Hospital Resus Point

Posted by Losien on 07 December 2013 - 23:50

Done deaths door removal for the Hospital but just recieved deaths door twice now. Comp[leted quest is in tome of reserection




#826395 Using a textile mill should give tailoring xp instead of farming

Posted by DirkaSnivels on 06 December 2013 - 22:36

Possibly 50% farming / 50% tailoring xp, simply for balancing. Same concept should be applied with the rack for LW / Skinning, and the forge for BS / WS / Mining (33% xp each). 




#826518 More achievement rewards please

Posted by Booshy on 07 December 2013 - 05:16

Was just browsing through the achievements and just would suggest adding a few more rewards.  There are a few but not that many from what I saw.  Adds a little motivation to complete some of them in my opinion and makes it more fun.  






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