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robotbob

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Everything posted by robotbob

  1. New bug, old issue was around case-insensitive this one is about string length. is_in_buddylist() (buddylist.c) Currently is: (changed to strncasecmp, from strncmp) if(buddy_list[i].type < 0xff && strncasecmp(buddy_list[i].name, name, strlen(buddy_list[i].name)) == 0) But the strncasecmp in this case will check up to "length of buddy_list.name" So: Bernie BernieMadoff Will return equal because only the length of "Bernie" was compared. So: To:
  2. Item restrictions

    Please reread the_piper's suggestion, they can still wear it. But they take a risk of increased breakage because their -skill- level isn't high enough to -master- it. No 50 A/D needs or should be fighting monsters their level in full Ice Dragon Armor. They also should not be anyone at the <60 arena in full ice dragon armor.
  3. Mages

    I totally agree with this, I recently reset and its startling how important the attributes are VS the actual Attack and Defense levels. If attack and defense levels mattered more, then PP buying would not have such a profound effect. Absouluty correct! Spot on I agree... in fact, i suggested it (for a/d anyways) like a year ago Sadly it wasn't more to Radu's liking then, but i wish you guys the best of luck trying to convince him of it now {Disclaimer: this isn't another PP buying is evil post, its to why someone would spend 1 Million Gc per point} Well we have hijack'd this one now, but anyway maybe a new thread Lately we have had some positive discussion about changes, maybe this is the time. Well every other skill is dependent on the actual level of the skill for successful mixing, fails, etc I found (been a long while since my last reset) I cannot hit anything my level or <20 defense levels lower than me. Attack and Defense should be the primary number in calculating a successful hit or dodge and not a collection of attributes that can be purchased. IMHO by dexterity and reaction (Might for damage makes sense) pick points overpowering the attack and defense skills, its equal to a NPC that sells AD levels. We wouldn't want an NPC selling attack and defense levels, so why do we have an indirect method for the same thing? Alter the effect dex\reaction has on chance to dodge or hit, and you successfully solve all the damage Pick Point buying has caused without the headache of removing it. When nexus removals came into being, I assumed using the nexus NPC & using a removal stone was a bug\exploit. Was this the original intention or is this a pandora box kinda thing? ...OK hijack over, we really need to be another thread.
  4. Mages

    I totally agree with this, I recently reset and its startling how important the attributes are VS the actual Attack and Defense levels. If attack and defense levels mattered more, then PP buying would not have such a profound effect.
  5. Mages

    Because you are a Fighter|Mage hybrid build and he was a pure mage build. Could he kill yetis+ like you could easily? Nope. If its purely based on magic level and there isn't a PP commitment, we have Strong 140ad fighters, harming for 120+, now that would be problematic.
  6. Summoner Related Changes

    This poll was requested in regards to this >thread<, please read it before voting. These changes are (hopefully) for balance, and not to overpower anyone. So please take this in mind in voting, its about summoner VS mage(etc) player combat balance. If I missed anything and this poll is FUBAR, please quickly state why and what I missed. I started it quickly to 'get the ball rolling' but I may have missed something Thanks to TigerClaw for beginning the discussion.
  7. Making EL better

    I am all for making the game greatly easier for noobs. Really once a player has reached 40+ in whatever skill they like, they will be "hooked" to play onward. If it wasn't for the market being dynamic when I started, I would have quit facing hours of selling lilacs to an a npc. (which is THE way for noobs to make any money, (was also the blue lups) ) -- I'll +1 a stock market, exchange system, commodities exchange. Real life capitalist economies are dependent on them, why not el, since its 'free market'. --- Maybe a "entrance poll" to real newbs to see "what was fun, what was tedious, what made them stay" no real way to get a "exit poll". -- I 2nd the_pipers "newb island return" and more freebies from the Tutorial NPC, suggestion. I recommend a 'unlimited freebies, based on skill level of that particular freebie.
  8. Item restrictions

    OUTSTANDING idea (gota love the pen&paper for tested ideas) I think its perfect. Its solves it completely and leaves the posers happy
  9. Item restrictions

    So that means noone besides the high a/d lvls will be able to wear a dragon armor, dragon armor gives low lvls a nice advantage in pk, so giving it a lvl requirement it would pretty much kill pk, since tit is getting pretty useless in pk especially when ur pretty low on a/d.. The idea is to stop a <40ad, or <60ad person from using dragon armors to totally shut down the DPa arenas. From observation there is a IDA person at <40AD DP arena, and not a single 'real' noob would ever kill "mr unkillable". Just change the requirement to 80 Defense and problem solved. No beginner should be sportin' IDA & therm. So if its EMU based, only people with MAX P\C will get an advantage too? Or is this another system like emu? So does everyone get the same amount of points? If not how does this solve anything? Full dragon and a tit long = a bunch of people that cannot hurt each other. This would only make El look like patch work armor, since no one could wear anything 'full' as it was intended to be.
  10. PvE/PvP weapons and armors multiplier

    Easy................ just cap how many books can be read. If thats is joined to Radu's modifier idea you could have the following (at a very basic level) Combat Mastery: Each player can only read one of the following and Reading the book would half the negative modifier for PvP and maybe give a plus modifier of say 5% for PvE Book of Great swords (would not include bronze swords,this will always recieve the full negative modifier for PvP) Book of Armour mastery Book of Elemental Sword mastery ( therm/ice/fire serp/s2e etc ) Book of Magic Swords ( Jsoc/Osmn etc) Book of Specials ( Som, Bod, Dragonblade etc ). Now if the system wanted to be Deeper, reading the book could open up other books to read along the chosen path ie: Armour Mastery Path Pre-Req : Reading Book of Armour mastery Book of Red Dragon Armour Book of Ice Dragon Armour Book of Steel Plate Book of Shields (non magical types) Book of life drain shield Book of Tit plate of Freezing Book of Uber def greaves etc etc etc Players would also be capped on how many books within a certain path they could read (eg can only read 2 books) Imo Mastery Paths + Radu's proposed idea + maybe new Mastery path perks would help do away with the standard cookie cutter PK builds and items and make each players set up more varied @Knowledge Class Book Idea: Yeah classes see players do really want character directions You can still call it class-less, if perks and books have removal options, but not having set classes still does not make a game "class-less". (Mixer\Fighter\Mage\Ranger\Summoner\healer\IP AFK PRO) This system should include Ranger Mage and Summoner (engineer?) or another combat problem is created. (Combat disciplines, from warrior to barbarian to knight, so on) This system is almost straight out of d&d ish things, like the game Shadowbane. Its in the grand daddy of RPGs because it works, people like to play it, and many games take from it. It has a proven track record, it exists in many paper based RPGs for a very good reason. However since in EL you cannot make a new 'toon' and level it to R75 in 2 weeks or spend 1k per point to remove mastery points at a 'refiner'. The books should clear on a reset (imho resets shouldn't be destructive anyway, but another thread, one of el's flaws imho, you can't change your mind without a year of recovery. A very terrible plan for a game, another thread again ) @groomsh Only issue I see is, pkers will just restore far more often and when the damage drops too low, it will be totally negated by toughness. I personally still like the idea of variable weapon speeds, it to me solves Bronze sword issues, by making it 2-3 turns per swing, with the same damage. OS would be slower than Rapier and so on, but the PvE/PvP weapons and armors multiplier, reaches the same result with a different method.
  11. Item restrictions

    I don't like item restrictions (well it is kinda like my barbarian perk idea, can do massive damage but massive -defense and cannot wear plate armors) ...but I do think (as many many people do) there should be item level requirements. Such as "Kill a dragon to wear dragon armor" Must have 60 defense to wear titanium plate, 45 defense to wear steel plate, etc. Hi Jack
  12. PvE/PvP weapons and armors multiplier

    I love the idea (Entropy's Original). The idea that some weapons could have bonuses or negatives based on what it is facing, makes perfect sense, great for PvE (PvP). When I started playing, I thought (before I bought one) that an Orc Slayer would have bonuses to kill Orcs faster. This is obviously wrong but with a system like this, this could be true. In another game, now long gone, but being D&D like, slashing weapons failed against plate armor, but piercing weapons would tear through it, and so on. It created a wonderful tactical planning about what weapon you should use against what armor\defense. Obviously to make the >> Dragon Blade << the weapon it should be, it should have bonuses against Dragon based Armors. And so on, sounds like a wonderful idea, I'm glad it got a '2nd chance'. (Hell even a bonus against dragons themselves, cut a diamond with diamonds kinda thing.)
  13. Here is a summoning related suggestion that has been on my mind, and I figure I should "get it out there" while the summoner related poll is going, so... I know this has been mentioned before, in some form or another, its been a key issue since they have been released, but here is another idea: Summon Stones cooldown times aka OMFGBBQ tiger spam. (although spiced tiger meat in a can...nvm) The suggestion is: >>> Make the summon skill a factor in stone (summoning) cooldown times. <<< A fighter(without summon levels) can still use summon stones,but not nearly at the current speed. It would require actual summon levels in order to 'machine gun' tigers. The min time would be no lower than it is currently with zero summons creating a base (?5-10 seconds? for max). I think it would (if the other changes occur) finally seal summoning as its own combat skill, and perhaps move fighter to fighter combat back into the Smashie Slashy type It may have been suggested in some form or another, since this topic is now ancient. But here it is repackaged, since lately we have more newbies than olbies. IF you agree, you could ignore the bottom text (shit you can just ignore it all ), but here are my counter arguments. ----------------- (1st Counter Argument) The first obvious one I can see is this: Well then why not make Potion usage require a potion level? and so on. If you want to make stones require a summoning one. While not a bad idea, it would unbalance all players current abilities, since mages\fighters\summoners etc need these potions as a part of the games core design. IF there was an alternative, then it would be a reasonable equal. Also, potioners skill is not a part of el combat as it currently stands, but the summoners skill is however. In the roleplay sense "Anyone can drink blue happy water from a vial, but it would take a particular skill to use magical stones quickly in combat" (2nd Counter argument) Why not make it require nexus (animal) instead of this? Well, rich players could just quickly buy 6 animal with hydro and then its just a matter of buying pps and not working on levels. It would do nothing for combat balance and restoring pure fighters as fighters. (3rd Counter argument) Won't this make summon stone sales decrease? Yes, but ask any summoner how often they sells stones to players vs how many times they sell them to npcs...The stones will still be made, and they would leave the game at the same rate, via the npc. (I had 100 bear stones in my bot at npc buy price for nearly a year *cough*, npc got em ) -this ends my epic wind baggy suggestion, tyvm please drive thru
  14. (One More) Summon Suggestion

    So some fighters leveling summons, removing items from the game, improving the market for LES, and buying noobs animal stuff is bad? So its NOT? who can click the most summons already? (been that way since they have been implemented, I've personally spammed something close to 20-30 bears in one large fight, but with this change I would have only managed 10-20) How will fewer stones used in PK make it more expensive? So its a bad idea because you would have to earn the privilege of spamming stones? Its not like I'm suggesting a major difference, between the current rate and ~5-10 seconds per for someone with zero summon level. But if someone is 60+ summons and 130+ ad, didn't they earn the ability?
  15. Evanescence Perk and Def XP

    My humble reply (currently sugar ray retired from pking): We asked for monster drops (gc) to be raised for quite a long time, and please don't start with suggestions to change it again. No reason to alter the PvE system in order to make 20% of the games population happy. If you want to remove gold coin from the game, make dragon armor fragile "surely pkers will complain, but oh well, nothing in life is perfect"
  16. Summoner Related Changes

    gentle bump since the votes stopped. it may have run its course.
  17. There's no Fork

    I figure since this thread is necro'd Id post a recent link that answers this directly. Because the speculation about it in this thread is wrong. Evanescence Perk and Def XP, Does it affect xp?
  18. Making EL better

    from what I heard, though getting no a/d exp. you still get the oa exp. aka if you used to get 150k att, 150k def exp while train, after you hit 100/100. you still get 300k oa, but no a/d. Can we get some confirmation on this, because the questions I posed 1 yr-ish ago was replied as "don't reset, no exp from AD leveling post 100ad, but you can alch for oas". (Don't misunderstand, trying to promote the pk server. (No mini harvest events too) The pk servers design covers many peoples reasons why "el could be better" but they wont play the pk server for some other reason.
  19. Making EL better

    Little fyi: On the capped server (100ad), you receive no attack or defense expeirence after you hit the cap. So a player like me, who recently reset and is waaay over 100ad, is offically screwed. I only want to fight giants etc. Make it dynamic in PK only and not a 'whole' game effect, or say bye bye to PvEs that do not pk. (anymore ) Really FFS go to the pk server, its capped at 100ad, you can pk most anywhere. They need more people (8 people online as of this post) $5 dollars for life per account and you can multiplay! Why isn't this server (pk) packed? The horseshit about "starting over" is insane, its a 100ad cap. You can mix with fruit due to no cooldown. For those that do not like "no cooldown" I'm certain the game will never meet these peoples standards, ever. For those of you who didn't know, you STILL get OA exp even after you hit the a/d cap. that is, if you're max a/d, and reset, it's not a big deal to get your OA back up and running. [...] Yes but not from attack and defense, but from mixing\harvesting. Not nearly as easy as the OA exp you would get from attack and defense leveling.
  20. Summoner Related Changes

    It would be the same whether the summons originated from a stone or the mix window. It would also be the summon level of the person casting Smite Or Heal and not the level of the original stone maker. Items in EL do not have unique IDs, and there would be no way to (directly through code) to track who made the stone. If EL's item database ever changed to unique IDs, then you have items with individual durability, etc. (its the same for engineering items, its the level of the user, not the mines creator)
  21. Making EL better

    So would it help the pk server people to request SRs\EMPs to have cooldowns added? I assume it must be the only reason, because I can't believe anyone would prefer using FPs over IEDP-like fruit. "And such" can you elaborate on this?I assume if there is a glaring reason why their populations isn't increasing, the people on the pk server would gladly encourage the change. (I know this thread isn't about the PK server, but its is in fact an alternative eternal lands, so I think its related.)
  22. Summoner Related Changes

    umm nope, only ACs that DOESNT have TS is Summoned ones... if the invis person "clicks" on someone and ATTACKs them then that makes u visible.. other wise ur invisble. if someone attacks u and ur invisible.. u stay invisible unless ur the one who "enaged" the combat. To requote Entropy: I do recall from attacking invisible markusweck, if he didn't cast restore before he diss\tele'd no one saw him. Its been a while but is this still the case (sounds like a test for me later, unless someone has a does\doesn't list that is current)
  23. Summoner Related Changes

    I do understand that but any changes should be made to the Summoner not the summons (like the suggestion in my edited post above ) or make the summons see what the summoner does, if the summoner uses Ts and see's a mage then the summons do, its then down to player skill and tactics, not just summoning 8 TSed ACW, going to make a coffee, coming back and counting the death msgs (extreme example ) Ah yes I see your point. With (preloaded) TS it does make it 'automated', perhaps your suggestion of: Is more in line with tactic<->counter tactic, than ACWs with TS. Would this just work with all summons? Or only only ACWs? I think "TS on summons creation based on master's TS" is easier than casting a buff on a summon with the current ID design (assumption based on Entropy's statements) Because with the summoner perk, and MI bypass, etc its already there, just waiting for one more line.
  24. Summoner Related Changes

    They don't drop bags, they are hollow on the inside However I think knowing a mage is there is enough. You can always alert people or quaff a ts pot and go slain the foe the old way. Hard days ahead for invi rats Oops, I was probably imagining invasion birdies. Perhaps a invisible player is visible while in combat, but if they can flee combat, they return to invisible state (at the point they left it, time wise) ---- On ACWs with TS, they are suppose to be a tough creature, if they can ignore monster magnetism, why not invisibility as well? It not like the request is: make all summons ignore invisibility, since they ALL ignore monster magnetism. One question: Are the no votes on ACWs Ts because "AC summoned in Pk" or the fact ACWs with ts, would make assassinating hulda trainers a bit more difficult ? Yep, make spells cast-able on other people, like remote heal. Tada you have a healer type mage. Should be 2 types of mages, ones that do harm, and priest-like ones that heal and buff. (bard maybe?) ---- @ conavar On your list, I think his complaint is: He doesn't want to be a Fighter\Summoner hybrid in order to be a Summoner in pk. its underbalanced if you need everything from another combat discipline to survive. Even pure mages that have reasonably high Attack\Defense levels, are still never equal to a pure fighter of the same AD. They (mages) aren't dependant on AD, so neither should summoners.
  25. Making EL better

    Little fyi: On the capped server (100ad), you receive no attack or defense expeirence after you hit the cap. So a player like me, who recently reset and is waaay over 100ad, is offically screwed. I only want to fight giants etc. Make it dynamic in PK only and not a 'whole' game effect, or say bye bye to PvEs that do not pk. (anymore ) Really FFS go to the pk server, its capped at 100ad, you can pk most anywhere. They need more people (8 people online as of this post) $5 dollars for life per account and you can multiplay! Why isn't this server (pk) packed? The horseshit about "starting over" is insane, its a 100ad cap. You can mix with fruit due to no cooldown. For those that do not like "no cooldown" I'm certain the game will never meet these peoples standards, ever.
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