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Suggestions - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: Out of Character (https://chronicles-of-eternia.com/forum/forum-1.html) +--- Forum: Suggestions (https://chronicles-of-eternia.com/forum/forum-7.html) +--- Thread: Suggestions (/thread-2179.html) Pages:
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RE: Suggestions - CrystikRage - 08-27-2022 If everyone gets RPP cost reduction then just reduce the cost across the board. It's not special if half the races have it. RE: Suggestions - StarMann - 08-27-2022 Yeah just half the cost of crafting across the board. RE: Suggestions - Whatever - 08-28-2022 Please give us some more tilesets. I hate that stone floor in the 'flooring' category with all my soul. Not all the tiles we are given need to act like carpets, having singular tile pieces is more than fine. Like the below Jianghu floor tile. ![]() There are so many assets that are missing from the flooring section and the game could only benefit from more being added. RE: Suggestions - Mouse - 08-28-2022 Recently talked to a friend who made a new character, and discovered something; Hey, you know the tutorial quests, kill an enemy for the reward? Every fucking enemy is level 300 now because of people abusing the farm of them. Here is the suggestion: Place a 'target dummy' NPC next to the tutorial guy that respawns quickly but rewards 0 exp when killed. This gives no incentive for other players to kill it (unless they want to grief it in which case easiest ban of your life) but also lets New Players learn how to use their spells and fight without having to mana ripple a level 20 boar or lupin for 30 minutes. Change the quest text to "learn how to fight" instead of "kill a monster". RE: Suggestions - Bologna Prime - 08-28-2022 Both Melody and Symphony lack cooldown indicators for their active abilities, it would be nice if they had them. It would also be nice for Melody's active ability to have some sort of visual effect, as currently it has none. RE: Suggestions - Danteric - 08-28-2022 Haha wiiiild suggestion here but; In line with the IC fluff of holy magic, it is apparently capable of being a potent source of pain relief, moreso than lax essence (a widely used alchemy potion). So what if we gave holy magic a non-combat spell, much like Nature’s growth spell, that costs x energy and halves or quarters the vit loss on temps (maybe perms temporarily? Maybe too strong?) And then give occult a similar spell that’s opposite effect, maybe temps hurt more. Maybe they can life drain (s u c c) from wounds to empower themselves. You get the idea. Non combat utility spells that will probably be more for fluff rp, but would be nice! RE: Suggestions - 8245R - 08-28-2022 Make your RP/white text/looc 'view range' adjust to your screen when you're observing someone in an RPB. It's easy to miss the combatants' posts when you're stuck on the sideline and one of them is on the opposite end. RE: Suggestions - Myradin - 08-28-2022 Add the occupation Outlaw. Give it the benefits of double AP gain for danger+. :) RE: Suggestions - Whatever - 08-28-2022 Alright. Time to be divisive. Wars are a bit boring and uninspired at the moment. Back in late Spires of Agartha a requirement was added that, in order to raid, you needed to spend a certain amount of a 'food' resource to supply your troops. As a certain real world war has shown, a lack of supplies can be deadly and require retreat. As far as I can see, Meranthe does not have that. Instead you declare a war and just show up for the battle. The closest to preparations seems to be sparring beforehand. Let's change that, yeah? I think we should bring back the farmed food mechanic. We already operate by RPG-Like city health systems, so why not add more game mechanics in? It added so much more use to farming and made every raid matter. Did the cost of war justify its outcome? Do you really want to pound another city into the ground when you have enough political instability at home and a shortage of resources? I think we've all seen the gang bang occurring against Delphina and I believe adding a mechanical gatekeeper would go a long way to avoid outright obliterating an enemy. This would also help lower the need for excessively long cooldowns, because the aggressors pay a price and can not so easily spam out attacks. So, yeah. Farming would have more mechanical use and attacks would become more calculated. I believe food is the best mechanic, but as a lazy compromise gold could be used instead. You are paying to have your enemy wiped out, after all. Your troops got to eat. Either from food you provide, or by buying it themselves. RE: Suggestions - Iotasilver - 08-28-2022 Add bushes that you can forage for with a randomized list of items you can get from em. Costs energy to forage from them with a cool down. Higher foraging means better resources. |