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Kasgoroth

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Everything posted by Kasgoroth

  1. Hi everyone! First of all - I don't really have a problem. The music is beautiful and plays fine, but I'm not sure what I ought to do with this music update of the three *.pll files, namely: map6_cave.pll, map14f.pll, and cont2map9.pll. The first file - map6_cave.pll isn't even included in the single file downloads, as well as in the full music download package (I've downloaded the two 33Mb files). The remaining two files are on the download page, but downloading them isn't as straightforward, as it should be - at least in Opera. Whenever I tried to "right click & save as" I got a *.html page as a download option. Clicking on the link directly opened a new page with some symbols and the file's name on it. I could only download them by copying the url into FlashGet (download manager). Ain't really user-friendly If you ask me, or did I miss something? Oh and btw - my IE isn't working, so I couldn't test it out, I use only Opera ATM. I've checked the modify date of the two files that are downloadable (map14f.pll, cont2map9.pll) from the full 2x33Mb music DL-package and they're dated on 02/24/2006 - two days before the update, thus I guess, this would mean, that the described update is not included in the FULL DL packages. So what about it? I compared cont2map9.pll from the full 2x33Mb DL download to the single downloadable file in WinHex and their content is the same and now I'm really confused... Was it ever an update, or an attempt to update that has gone wrong? Or just a long forgotten text on a page that noone seems to notice?
  2. Thanks for answering. I've checked Firefox and yes, Save Link As... works just fine, so the download issue is with Opera. Oh... and it might be interesting to notice (for pll who find this topic later), that IE 6 SP2 (6.0.2900.2180) also has problems recognizing *.pll files, on Save As... IE gives you the only option to save them as *.html files. Changing the file extension within the download window to *.pll or using download managers are both working solutions for this issue. At least I could help a bit
  3. Don't you think it would be better for the FR perk to heal a percentage of your MAX health instead of only a fixed value of 2 additional points? Like give you a 3%, 5% or 10% faster healing rate. Because right now this perk is a useless waste of PP's for recovering HP/Mana in the long run. As a noob with 45 HP 3 points do help, but when I have 150+ HP later, I couldn't care less about those 2 points, I'd just take a healing pos. Same goes for IGitD perk, but here it's a little bit different. A % value might be to much, since you're always dealing a certain amount of damage on a successful hit, although it can perhaps be limited to something like 3% of dmg you would deal if your attack came through. It would need further adjustment and testing, but what are 5 points dmg when fighting a yeti or another player with 200+ HP? Again, it is good for a noob and I really like the idea of this perk (it's actually my favorite, right next to I Eat Dead People), but at higher levels it won't be worth the PP and it's effect becomes a minor one. So what do you ppl think?
  4. @trollson: well I still think that a %-ge increase would be more useful and give you more benefit throughout the whole course of leveling, BUT naturally if you compare between having and not having it you see things a little bit differently, but that's ok, we can't all have the same opinion on everything, now can we? That's what I did (for me) and some ppl (like Aislinn ) still find it useful, which is ok, but don't you agree that at higher levels the FR perk e.g. gives more of a "cosmetic" improvement, than a real benefit? I bet that when your stats in skills go as high as 30 and above you'll be making enough money to cover the costs of mana/health restoration potions and will use them on demand without thoughts about their cost. Well, of course it's up to the player to decide what perk to take, just wanted to add my 2 cents because IMO no medium to high-lvl player recieves a REAL advantage by taking FR compared to investment in attributes or nexuses he/she could've otherwise done. It's more a a feeling that you have a good ability, but will have no real value for a high lvl player. Like ppl paying TONS of cash now for a single ATTR or NEXUS removal stone and you're talking about 3 PP's as if they were nothing - I see a bit of contradiction here As for the IGitD-perk the very problem is to be found in the fighting system that doesn't encourage stronger hits and faster monster kills. I never liked it and I never will, but this is not the right topic for discussion.
  5. Well, my idea was making something that is already in the game actually worth taking. As the game is in BETA state, changes on less successful implementations are a subject to happen on a every day basis. There's nothing wrong about taking a constructive criticism, in fact that's what a BETA state is for, or should be. I'm not saying you have to like my suggestions though... Don't know what other players think, but IMHO there is no strategy of playing that would benefit from the IGitD perk in the long run compared to just using the PP's on attributes or nexuses. I've already given an example with a high lvl monster, so it should speak for itself. Speaking in in-game terms the perk becomes less effective with every level you get and for me this is completely against the logic of getting better/stronger, becoming more efficient at killing, raising skills and so on... Same goes for the FR perk. No offense to you Cyprom, but people often get used to what they have, become satisfied with what they get compared to times where they lacked similar skills/abilities. And this is really unhealthy for gaming development, as it slows down or completely ceases improvements. As you raise your magic level you have to spend more mana on spells, wouldn't it be logical if your ability to regenerate (FR perk) would go along with your higher demands? Come to think of it, with 50 MAX-Mana the FR perk gives you a 4% increase of the regeneration rate (1% of 50 = 0,5 points, so 2 additional points = 4%). When you lvl-up and add more PP's to attributes to increase your MAX-Mana capacity you'll end up getting a lesser benefit with every additional mana point. With 150 MAX-Mana your regeneration increase provided by the FR perk drops down to ~ 1,3%. Seriously, where's the logic in that?
  6. *BUMP* No official statement on this one? Does noone of the staff know why there is an update, that cannot be done? If I did miss something, I'd appreciate any points in the right direction
  7. Houses...

    @harrybacklarry: in each MMORGP that exists out there ppl will ALWAYS ask for houses, this happens everywhere if players see that it could be done. The demand will always be there. UO is a bad example here, or rather an example of a bad implementation, houses were just placed everywhere into the woods, combine that with lagg (especially with 10+ vendors in each house) and you'll end up with huge laggy areas. That was quite annoying in UO, but it's not an option here anyway. Those ppl who will get houses here will use those houses that already exist on maps and I doubt they will ever be able to just put them wherever they want on a map.
  8. Since when did UO allow you to change into a dragon of some sort after reaching a certain lvl? There are spells who turn you into a beast or a wraith, but if you've read DoD's post more carefully you'd know he wasn't talking about spells. In UO you can change your look for money with no LVL dependencies to do it and the outcome is limited to your appearance only, having a pink beard won't giving you any special abilities in UO... :roll: So what are you talking about?
  9. has anyone suggested that...

    Sorry Ent, but I don't see how it is "common knowledge" that a combat style like "full contact karate" gives you more experience in fighting than swordplay would give for example. I'm referring here both to RL and computer games in general. IMHO this is nowhere near common sense. I see it as your opinion, but I wish you would think over it... passing by ppl who kill a garg bare handed just doesn't feel right. Besides the "reality" factor it makes weapons in EL even less attractive than most of them have become now. Which brings me to the actual point of my reply here: The beaver syndrome.... The other day I was sitting at a lonely riverside enjoying the view, just chilling a bit and listening to the music Zenogias wrote as a newbie-Q appeared in Ch-Nr2: - what is a good level and equipment to kill foxes? she asked A routine question. For the last couple of weaks I've been playing and watching over Ch.2 such questions were the most common. So I PMed the person and told her that she'd probably be fine with 8/8/8 or 9/9/9 and some weapons/armor, "but don't forget the potions" I said... She told me she were 11/12/11 and it was clear she wouldn't have any problems, but then, just out of curiosity I asked what gear she had... - tit chainmail, steel shield.... blah blah.... whatever Tit chainmail... TIT CHAINMAIL? With those combat lvls? Probably played a couple of days, have never killed a fox and she already has the best armor EL has to offer?! Ent, do you seriously still think that the struggle for beaver fur was such a good idea? Noobs are getting insane amounts of money in no time... yes, it's circulating, but at the same time you kinda sacrificed 90% of EL's weapons/armor for this "new economy state". The reason why ppl are still wearing leather pants and boots is only because we have nothing better ATM, otherwise not even a n00b who has enough brains to follow the beaver-trend would take 'em for free... As I've started playing EL there were those ppl walking around in shiny armor wielding strangely shaped swords and I though "Wow, those are the veterans - one day I will have one too..." A week ago there was nothing wrong with such a thought, now? Now a serp just means a couple of hours of beaver-slaughter and any noob can have one in no time. In addition to that those noobs who got a serp or a tit chain surely won't risk loosing it, even if they would go anywhere wearing leather armor and some cheap sword, now that they have "their precious" they'll be even more careful at exploring the world. Ent I can only advise you, please rethink your future strategy for implementing new features, above all if you plan to add more similar fur-quests. Meanwhile JonLask's suggestion is a good way to try to fix the problem that occured. I wanted to suggest weapon & armor LVL restrictions myself, but then I went off for a couple of days and as usual missed the opportunity Don't take it as a rant, even if my post sounds a bit harsh. I understand that you are trying to improve the game, but unfortunately "Sometimes with the best intentions the worst mistakes are made" (quoting Oscar Wilde here :wink: ). It's not like the downfall of EL or something, but I see it as a problem and what's more important I'm not alone with my opinion. The current combat system that favors bare-handed combat so much, combined with the current state of economy where any noob can get his hands on the best equipment EL has to offer in such a short time span produces a deadly mix we need to find a cure for... IMHO. Again, JonLask's suggestion is well worth considering.
  10. Quartz Help...

    @ninja2121: ok, we can see now that you are familiar with image editing, but can you reduce the pic in your sig to at least half of it's current height? That thing is just HUGE!
  11. 2 second anti spam.

    Disabling it just because of some jerks who can't behave? Bad idea. How would we supposed to post links to websites, like Alastria's helpsite or a guilds website in-game? That's what I do pretty often after answering some of n00b-questions - "don't forget to visit http://el.owns.it/ for more info" - or something similar. A 2 second delay sounds fine, but it should only kick in after 3 or so messages. Sometimes you just want to correct yourself typing in one word that was written wrong or giving a short answer like - yes, no, maybe...
  12. log file and harvesting

    Would be cool if that could be done somehow. Perhaps it get's better in future IF system messages get relocated from the main console into another window?
  13. COOKING SKILL

    I mean "to be there to add more realism", not just to "be there" without any point. But, yes. A couple of new skills, as long as they can be put to use, thus bringing more variety would be good to have.
  14. World Politics (Was: Beavers!!!)

    Well we shall see. I hope it calmes down, but still the price is high enough to make it a problem. Besides those how already got the money and the good items won't loose their stuff so soon, since our weapons & armor last 4ever. So prepare to meet a naked n00b running around with a serp killing rabbits...
  15. Bug in #exp command

    The only thing that is important here that there's a bug to be fixed. Besides GetStat or the "Players Online" page on EL's website is used by players.
  16. Holiday drops

    Then you have never played UO... Just because one game fails to do something right, you can't blame the idea itself... Although personally I dislike simple drops of unique items at events, but then again... we have NO UNIQUE items ATM anyway and since the beaver-fur-boom even a newbie can get a serp after killing a reasonable number of beavers, so I don't see which items in EL are so "special" at all (except for the black cape)
  17. COOKING SKILL

    Uhhmm... ShadowKnight... (sam3773 & others..) I hate to tell you but RS is by far not the only game that allows you to cut wood or make campfires... Ultima Online has those skills, probably most of the single-player RPGs that I've played had either cooking, fishing or other skills that you ppl mention here as "RS-copyrighted"... Come to think of it, it's even possible IRL. Some of you act so paranoid at times... :roll:
  18. Tele-transport magic.

    lol duran, a remote teleport spell would be evil Just enter a PK map while a contest is running and teleport all those heavy *CO* fighters away so you can be alone with your prey :twisted: A bit of tweaking would help, but I like your ideas.
  19. New Manufacturing System

    Well I don't know about the math needed for this, you do so if you say that it will be so hard I guess you're right - so much for the math. But if we put aside the complexity of such a system just for a moment and return to the theory (the part I feel comfortable with *g*), so I can reply to your statement: There should never be a 100% chance of creating an item, not even if you hit the perfect value, I'd say the highest chance should be 90% in all cases for ALL calculations. Besides the item you are about to make will always get those end-modifiers at random, so even if you have a 90% chance of making an enhanced Iron Sword with a +5-13 Damage modifier you will still have no control over exact modifiers that the weapon will get in the end. They can either have a totally random assignment (between +5 & +13 in this example), or be calculated on their own, always in favor of the smallest number. Even for a high-lvl blacksmith it should still be hard to create a sword with +13 Damage or the like. If he makes 30 swords, perhaps only one of them will turn out to be +10, all the others more like +5 and +7. Thus accoring to your graphic there will be no MASTER-RANGE, the hidden value should ALWAYS, at each LVL require ppl to find it or come close to it. It should just be made a LOT easier for blacksmiths whose MANU is 10 or 20 LVLs over the required LVL to find or come close to this hidden number. The MASTER-RANGE could end somewhere in the middle of the SKILLED-RANGE in your graphic. I mean it won't be so hard to find it anyway, our blacksmiths are making dozens of swords within minutes of gameplay, tweaking it won't require SO much time. Besides the higher your MANU-LVL is the longer you'll stay at that LVL (because it's gettin' harder to LVL-UP), thus having more time to play around with the values. One more thing... the more modifiers you implement the better such a system can eventually get (in terms of variety of the final products). Right now I introduced the first 3 things that came to my mind (Strenght, Special Monster Bonus & extra Durability), but what you implement in the end can be more or less. You might want to start with a single modifier in the beginning and add more modifiers with updates. Also... to make it even more complex (so it's impossible to implement this suggestion for sure :roll: , the dev's will spit at me), different modifiers could (and should IMO) affect each other. So if you're trying to make a sword with +10 Damage AND +5 Special Bonus Monster you should be given a hard time in getting the best values for each modifier. The results of your crafting attempts should be balanced out, so that you don't get the highest modifiers for all bonuses at the same time (for the same item). Of course the problem of "a high-lvl blacksmith selling good items at low prices" won't go away that easily, but if you create a MANU-system that makes it quite hard for everyone (be it a lvl 21 or lvl 40 manufacturer) to craft exceptional items, every blacksmith will think twice before selling a really good weapon for a low price. Also, ppl won't play 24/7 - even the nuttiest of the powergamers will need to sleep, eat or work for RL money This is why a property like durability is important to solve this problem. Items that last forever are teh evil :twisted: they create such problems in the first place.
  20. el ( bis )

    If you downloaded the client you should have a *.zip file on your system that's called el_000_960.zip and is ~ 20MB in size. Open this file in winzip and extract it's contents into a folder on your harddisk, e.g. C:GAMESEL, both All Files and Use folder names should be checked in winzip while extracting. You'll find the the executable client file el.exe within the new folder, just execute it (double-click, or single-click it), create a new character and login into the game. This should be enough for the start.
  21. World Politics (Was: Beavers!!!)

    shash has a point here and I don't think this "boom" will fade of so quickly, because middle players from today will become rich players tomorrow if you know what I mean. It might've been a boost for the economy-system we have now, but on the other side it really made all low to middle-lvl items useless. This is the drawback from the beaver-fur trade. IMHO this is even a bigger problem than economy was before the beaver-fur-boom.
  22. No Mouse Ingame

    I'm not sure, but perhaps the problems anaemic has are caused by a faulty graphics driver? Have you tried updating the driver for your 3D card? (that is quite an oldie I must add :roll: ) Also, your mouse-driver might have become corrupted, perhaps it's also a combination of both scenarios. And what are YOUR system specs?
  23. Dual wielding weapons

    Yeah, I agree with that one. I would just love to see it :twisted: Though the def-bonus should never be higher than that of a shield...
  24. Invisibility

    It sounds quite good, though I don't like the idea of the cape cycling invisibility, maybe because it's illogical IMHO, I don't know. Perhaps 'cause invisibility capes have always made you invisible while you had them on, in every single fantasy book/movie/game that I've seen, so instead of a cape I'd suggest another powerful item that would just have MORE charges and let you be invisible for a longer amount of time, like this: Amulet of Shady Eye (wouldn't that be a cool name? *g*) - Charges: 100 - Duration of invisibility per charge: 1 minute - Dropped from medium level monsters (gargs?), chance 1/250 (this could stay the same as you Keknehv suggested it) Other than that I like the idea, though I also like Kami's idea of phasing, which is more unique than invisibility, perhaps those both suggestions can be tweaked a bit to exist at the same time? Kami's ---> Phasing <--- sigils: change, matter, spirit, energy, magic Reagents: 3 Magic, 5 Energy, 2 Spirit Level req: ??? Magic exp given: ??? Etherial points: ??? It'l phase you out of the world temporarily. In a phased state, you can't touch anything, which means you can't attack or be attacked as well as not being able to Harvest or pick up dropped items either. All you can do walk walk around for a while. Perhaps it can be made so that after the phasing state is over you don't appear at the spot on the map where you where standing, but instead get teleported to the The Portals Room - this way the "phasing" spell won't be used (abused) as an advanced invisibility spell. You could easily explain it: while you are "phased" your spiritual essence gathers in the Portals Room or the ether (having a strong connection to the P-Room) - whatever - and you only keep up a weak link to the world by concentrating your spiritual energy on a given spot in the world (map) in your body's shape. When your spiritual energy draws to 0 you lose this link and appear in the Portals Room in your normal human-form. How it could work: Nr.1 - The phasing itself may last forever untill you dispel it yourself, so you can watch those events but no way participate in them - you may want to watch an event for 10 minutes perhaps, this way you could without the risk to die. Nr.2 - The phasing spell withdraws your spiritual points faster than you gain them (I don't know the rate), so as long as you can restore your spiritual points with potions you can stay "phased", otherwise you'll get teleported to the The Portals Room. Of course you can also dispel it yourself - which would drain all of your remaining spiritual points (but won't require any special amount - your SP will just draw to 0). Personally I like the last one better. (thus version Nr.2)
  25. building problem help

    Do you have a problem with a particulat building or all of them? With buildings that are accessible you just hover your mouse pointer over the door and when the DOOR ICON appears over the door you ledft-click on it once, you'll enter the building. Rotate the camera by using the arrow keys on your keaboard if you can't see a door. Keep in mind though that some buildings are not accessible at all (are not ready yet - the game is in the BETA-phase ATM).
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