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vytukas

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Posts posted by vytukas


  1. Once removable nexii were introduced, I came up with the suggestion but it was just ignored.

     

    My idea was very simple (albeit requiring slightly more disk space, that's why Entropy is gonna hate it anyway).

    Just introduce 2 variables for each nexus, lets take an example with human nexus. You have two variables, human nexus from wraith (H1) and human nexus total (H), including the advances with hydrogen bars.

     

    So if you have a fresh char, you obviously have H = 0, H1 = 0.

    If you earn some pickpoints and take nexus, your both values grow, H = 3, H1 = 3 lets say.

    If you save for some hydro bars and buy human nexus, your nexus grows, but H1 doesn't, H = 4, H1 = 3, for instance.

     

    So once you use a removal stone, both values are decreased, and you get 1 pickpoint. H = 3, H1 = 2 in our case.

    But you can't use removal stones if your H1 = 0, i.e. no taken nexii, only bought ones.

     

    So you cannot buy pickpoints any longer.

     

    I play very rarely nowadays (logged in yesterday after a few months), so it is maybe not that important for me though, but if outstanding game issues like this are fixed, I think some old players may come back or at least appear more often


  2. Firstly, a kind of disclaimer, I have taken some breaks from the game and my recent appearances might not be enough to understand the current situation.

    But from what I understand, Entropy likes the idea that items would be very important in PK, maybe even more important than levels unless the difference is extremely high. Correct me if I'm wrong on this of course.

     

    Obviously, in this scenario you either need to use very expensive items, or lose to others who use those items. The obvious downside is that cost of PK becomes unbearably high, and as a result PK is unpopular. In this case the game would need more attractions to PK, like the hydrogen system was a step in this direction.

    By the way, I think the game needs more PK spots that give benefit in any case, unless we want the game to be mostly peaceful (which might appeal to some people though :pickaxe:). For instance, I have seen an idea about depletable resources, so resources in PK could be not depletable etc.

     

    So back to the topic of the PK cost, it is not necessarily a bad thing. The possible advantages are that theoretically more people can PK, if they are rich from other skills, $hop, or they can manufacture good gear themselves, they can enter PK and be competitive with A/D only at moderate levels. Same for the accuracy and evasion, potioners who can make lots of these and drink them all of the time, can be more competitive. Well, at least in theory :pickaxe:

     

    Personally I prefer the system where levels/attributes/strategy would matter most. If we go in this direction, I think crowns of life/mana should be removed, since they make a player many times stronger, so they are almost a must in PK, while being not that cheap. So everyone must use a rostogol stone to protect them (and other even more expensive stuff), and everyone is afraid to die. Of course players can go to no-drop PK maps (even KF is now), but then you don't gain any material benefit from killing. Sure, some people fight for honour, points or just fun, but any kind of material benefit from PK would attract much more fighters I think. Because now it is very expensive fun.

     

    So, since I don't like where the game is heading, I play very rarely. But I'm not claiming that it's becoming shit, it just takes the direction that is not my favourite.


  3. When I was playing EL more than now, in our guild we used to do like this; generally you are encouraged to return the bag, but it's fine to keep if you have something against the person who died. I returned some DBs to PK enemies if they were just honourable enemies though.

     

    In any case, the poll options could be somewhat more precise. I selected "No" because it's closest to my opinion


  4. I patched it like this and it works, but yes it must be a driver bug.

     

    void take_snapshot (int width, int height)
    {
    int bg_width = 1024;
    int bg_height = 512;
    
    glGenTextures (1, &loading_texture);
    glBindTexture (GL_TEXTURE_2D, loading_texture);
    
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
    // texture sizes need to be powers of 2
    while (bg_width < width)
    	bg_width *= 2;
    while (bg_height < height)
    	bg_height *= 2;
    
    glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, bg_width, bg_height, 0, GL_RGBA, GL_BYTE, NULL); /* In GL version 1.1 or greater, pixels may be a null pointer. In this case texture memory is allocated to accommodate a texture of width width and height height.  You can then download subtextures to initialize this texture memory. */
    glReadBuffer (GL_BACK); // Reading from FRONT buffer is buggy atm, at least under DRI2+composited environment
    glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, bg_width, bg_height, 0);
    
    frac_x = ((float) width) / bg_width;
    frac_y = ((float) height) / bg_height;
    
    delete_texture = 1;
    }

     

    This kind of patch should be more or less harmless on other video cards too, so maybe Paul you could patch your packages like this? Or create a separate package eternal-lands-intel or something like that, would be helpful for some people...


  5. I have no intention to buy/sell chars, but I think it would also help to clarify,

    how about telling that in local chat...

    • On Isla Prima?
    • Near storages?
    • Just crowded places?
    • Remote places?
    • PK maps?

     

    is that considered public or private?


  6. Is your suggestion for a rewrite of that code or just some extra parameters that could override the current settings if present?

     

    Some extra parameters that override if present, lets say customhres and customvres. If found and both > 0, this resolution is available as 'custom' from menu


  7. Good points Tempest,

     

    even if one is caught bagjumping it is always possible to speculate that you have just walked on the bag and someone invisible bagjumped it fast unless someone with TS was doing hi-res screencast.

     

    It is always some small chance of uncertainty, but we warn others based on what we believe. Personally I have no doubt Dekke did this, he's an ugly player. Anyway be careful when Dekke is around, even if he is innocent this time he has proved you should be careful of him many times before.


  8. In short, this suggestion isn't a bad idea per se, but it isnt brilliant either. Efficient restores and magic is kind of a must in PK, so many players would just switch from reasoning to more defensive builds of instinct.

    Therefore it wouldn't add much diversity, just best 'reccomended' builds would change. Also as I've mentioned PK fights would tend to be more defensive, more pvp like with hits being rare. Might become boring?

     

    In conclusion: I am against not because I hate this idea but because it would make many people angry (rebuilding chars) with benefit being questionable


  9. This Korrode's idea is nice, PK is too expensive and many players agree as correctly stated.

     

    However, even after implementing this, there is no benefit from PK, just expenses are lower.

     

    How about implementing some mechanism for making players drop lets say a random amount of gold (3-7k or w/e) upon death? (death with rostogol I mean). If this is considered as a possible exploit for fast conversion $$-> gc even at a crappy rate, some extra steps may be implemented, lets say enchanting rostos before use by employing some items or even gc directly comparable to the dropped value.

     

    I know this has been discussed a lot, it's not my original idea, but I haven't seen any logical arguments from the developers against it.

     

    This may be somehow combined with Korrode's idea too, lets say you need items worth about 10k to enchant a raw rostogol, and 1-2k is dropped upon each death. However this way the loss of rosto should be random with some probability, not cumulative because otherwise new players would exploit 4 first deaths to get gold


  10. The game mechanics has already been changing too many times recently. Yes, it is a beta version, but some people are playing it quite seriously, and such changes require reset or rebuild with many stones which would become expensive. As a result, many people may be pissed and leave or play much less.

     

    There is one more problem - this way tank builds like full phys/instinct/vitality would become much more powerful for both PK and defense training. I don't say it's a bad thing, but when it is hard to kill even weaker players, fights get a bit boring, more pvp style with no winner.

     

    Although as for me, it doesn't matter, I'll adapt if needed.

     

    P.S. Korrode weren't you designing another game?

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