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Uberad

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About Uberad

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    d4man46

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  • Location
    Kansas
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    Teaching Kids Computers
  1. elders no chat channel

    HI, I've tried several times to type #jc elders to go to the elders channel only to find we don't have one. When I try I always get an error when I try and type a message saying I don't have a channle selected. Shpuld this have been setup automatically or is there a guild command we have to do?
  2. Prices in the new system

    I'm at a loss for why mony in the game is a bad thing? And I'm not sure that money is the issue. Money is merily are barting insturment. What I think your really sugesting is the law of supply and demand. When there is to much supply and to little demand there are anynumber of ways of solving this: 1 items could expire, We call this built in obsolesence Items wear out and expire Hence why we buy new cars. Same with weapons expecailly weapons swords need repair they break or are lkost in battle. Arour wears out. You should have quotas on Items in a game If Tit Items are to be really rare as intended make it so that there are only so many per population. You could use magic that gives the weapon a life expectancy. In other words tit reaures a magic spell to maintain its power or ability. Food should expire after awhile. Add finite capacity to NPC's so that not all itmes can be sold to NPC's like the 120 limit on harvest exp. Which BTW I still think is to low along with quanity of food which should really be change to a different counter like the HP or mana counter which can be grown like those. perhaps an enegery counter. Some of theses should be tied to nexsus By the way. If I have a lot of Human nexsus It implies I have more enegery to do other activites which would sugest and increase enegery capacity Like a marathon runner ~ not everyone can run a marathon that don't have the conditioning for it. The point is there are creative ways to address these problems. I Agree that failure rate does add to value of doing activities but I believe that if you state a rate that you can do a certain activity Then the rate of failure should dramatically drop off once that rate or higher is achieved. It should not be a failure rate that is excesive. It just annoys people! Think about it a person goes through all the effort to achieve a lvl to accomplish a task and then finds that means thay only experience a 50% failure rate at the given lvl! That means they have to spend 2X as much and harvest 2X as much materails and then they can't even sell it for what the materail cost when the failure rate is factored in. And oh by the way when they lose ingfredents they lose all the ingredents and 0 exp to boot. At least give them the experience. Often we learn more through failure than sucess. Any ways that is my point of view and sugestions ~ but I know it takes real effort to program these factors Saying it is 100x easier than programing them .
  3. Prices in the new system

    This isn't the only area that dosent make since. Don't you guys do mathmatical modeling to see the result of what your coding? I've been doing this on quite a few items and both the selling price / maunfacturing price / cog's (cost of goods sold) dosen't make any since? take your leather Products which BTW is the only way to level up on mfg cost 10gc ea. Mfg of leather gloves requires 4 leathers 40gc and 4 threads 1 gc ea. then factor in failurte rates which even at lvl are 50% and the person trying to make this item loses money with every glove made not to mention he can't really sell it to anyone? This game is respite with these kinds of issues. It may be alot of work to fix this byt it should be done. The prupose of this game is to make it enjoyable to play not fustrate everyone and see how anoying you can make it. I'm not truying to slame anyone But I was taught if your going to do anything you should tey and do it right! A mmrpg should have a model that your trying to implement. Your creating a world with rules and structure. You've done a great job from the technical side of it The intercation of the players the way the cahacters work the diffeent activities that people can do You are to be commended for. Now you need to focuss on The structure of your world. What are the social / econmic / physical relationships and interactions. They should be logical an consistent. I'll proabbly get blasted for this sugesdtion but I'm sure I'm not the first nor the last to mention this ~ I'm not trying to piss anyone off or attack anyone.
  4. I didn't see it but is there a coomand for getting a list of all the players ina guild?
  5. Pick points

    I understand what your saying but I'm sorry I don't agree with you... There are manny things in this game that don't refelect "real life" You can say it is by desing. But then that is what sugestions are for ~ THey are proposals for a differnt thought or view point That you may not have consider. Many things in life do not get more diffcult as time goes on they get simpilier. You should ask yourself "why do People play this game" MY guess is that that it is not becuase You have to do the same task 10,000 times so that you can move up to Higher levels. And as an FYI doing the same thing in repetition is not the same as making something harder to do or amking it more challegening. The higher up you move in a skill is becuse you have obtain a greater mastery that is refelected in your work more arcane knowledge or your people skills got better Or you have a talent that you evolved. Some times you move up because you know the right people. Like the people in the game who know someone who will make a tit Item for them. My point about the pick points is that you are effectivly rewarding people for working har and achiving a certian level It gives them and incentive... and brings some balance to the people who have higher skills.
  6. I had a tought and thought I would sugest it here. What if you use the model of 16 centruy. Create NPC that are guild masters, (you would have to change the current use of the word guild to clans or teams), A player if he wanteds to learn a skill would hae to apprentice himself to a guild. The NPC would thjen train him. He would learn at a certain rate but the NPC would own all of his craft till he reached the lvl of master than he could strike out on his own. You could have players that can learn a craft on there own but they would learn faster by apprenticing themselves. The guild master would be responisblae for taking care of them but they would get no reward for that particular craft. For fighting skills make players join an army. They would learn there skills by being a solider for an NPC where they would have to go and fight for the NPC or take quest from the NPC or players could submit quest. same deal as the guilds. For hunting there would be a woodsman guild You can add special rules like punishment for not doing a good job. a chance to sell goods not to the guild master but a severe punishment ifyou get caught which would be some random chance thing like 15% chance of getting caught thrown out of guild and lost of experience etc.
  7. Ilike what you did in combining skills with acquiring knowledge. However I have several thoughts on the books. First have you give thought to giving overall experience for reading books? I believe you could make some changes for the acquiring of skill and knowledge. Right now when you look at the game People do the same task over and over again a thousands of time to increase there experience lvl. This lends itself to boredom. Why not add challenges to the game like having to acquire the knowledge on some dangerous journey or by solving some obscure puzzle. each skill, when you look at the world around you has specific hurdles that you have to overcome to get to the next level Some are just rote as you have built into the game but others are a combination of intelligence, hard work and to a certain extent luck why not incorporate some of these into the game.
  8. Pick points

    I've pointed this out in the game but I thought I'd point it out here in the forums witha sugestion and reason as to how to improve this area First off I like the idea of Pick points vs the old method of buying attributes. It forces you to develop on going skills. Not that an incentative is needed But still it keeps consistency with other skills... But binding pickpoints directly to lvls in overall skills punishes the higher rated players witht he as you move up you have to earn a dishproportionate amount of experience to get pickpoints for attributres As I pointed out to get lvl15 on basic attributes you have to be lvl 61 in over all experience this does not take into account any nexuses or perks. Why not modify this: so that you get 1 pick point for each lvl above 10 to pickpoints for each lvl above 20 3 above 30 and so on.... so from 10 to 20 you would have 10 + the basic 5 from 20 to thirty you woulkd get another 20 pick points from 30 to 40 30 pickpoints
  9. I don't know if this has been sugested before but why not create a heaven as well where people are rewarded when they die. You could set it up with like a 2% chance to get there. This would deal with those who have done good and died acidentally Why don't you change the structure for getting out of hell to performing some task for some one or that they come back as a rabbit or a monster for either a period of time or till they get killed or till they kill someone else
  10. First they have to be PK because the only real advantage is the posibility of losing area in a war. Second, The guilds are going to need balance, They will need both fighters and craftsman. You will need to add the ability of taticts and stragegy to the game. You'll have to develop a guild tokken Which can be used to identify the current owner of a land. Guilds will be force to make create alegince. And it will require some sort of point system for one guild to take over another guilds land. Simply a guild player would not give you the land. and remember that a guild gets a guild advantage in there own land. I would sugest that there be method of managing the number of lands one guild can own and that they would have to be adjacent. It forces players to balance there skills as well if done right I think it could add a lot to the game - obvious this would require quite a bit of thought but the fact that there seems to be some dialogue sugest the idea has some merit...
  11. Why not create PK maps that Guilds could own? The idea is that there would be reasources and a guild boost to the guild that owns that land. If there were enough of these and and each guild would then become like a country With control over that resources. they could negoiate contracts it would create various classes of players and guilds there could be several new classes of players like spy, mercernary, Diplomat, Judges or watchers, There could be criminal bands like pirates or outlaws, Guilds could have wars to take over other guild lands. but only on some temporay bases... Would evole this game to a Unique kind of game You could even have a technology thing where a guild could create new weapons or artifacts etc...
  12. YYYYYYYYYYYYYYY - baned and IP blocked

    I was thinking you could PM them in the game
  13. YYYYYYYYYYYYYYY - baned and IP blocked

    This issue may be resolved by procedures vs a lot of new tools. If you have the ability to see what IP the player is using then yopu may be able to scan to see if other players are using the same IP. Chances are there is a senior player (one who has a vested intrest in not being baned that you could use to deal with the deviant player. This may work and again appoligize for the player that caused all the issues in the first place... We are erally enjoying this game and I'm recomending that the center offer a donation to support the work.
  14. YYYYYYYYYYYYYYY - baned and IP blocked

    Your absloutly right!!!! I've dealt with that - When you banned our IP you dumped 5 players at once. I just wish I had been able to interven prior to going this far....
  15. Can you pleas unban our IP - It was a yougn kid that was running his charcter - THis a computer Lab for Kids at an army post and One of the main games they play is eternal lands
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