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Marcvs

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Everything posted by Marcvs

  1. A simple idea for an item to be sold only for real bucks from the shop: a special skull/skeleton keys that create a password protected hyperbag. For opportunity reasons and to avoid abuse of the special hyperbag those bags cannot be created close to any resource spot. Once opened, anyone can take it and close it eventually with another password, or closing it with a normal key so it will become a normal hyperbag.
  2. password protected hyperbag

    K, I take a mistake don't finding those posts (but I searched bah) but consider this post is 5 years old, and my idea were a bit different but anyway sry
  3. password protected hyperbag

    The base of the idea was to find useful objects to boost shop sales that doesn't change the life to players not buying them. I searched but found nothing similar, Master Jedy
  4. Global advantages

    for some time after completing a global quest (a week? a month?) and only in this period we can use some special stones or so that gives different special bonuses: e.g. some perks for a delimited time (1 hour of NMT; a day of MM; and so on - to be decided if you can take more than one perk). those stones could be mixed also in normal periods and of course will be one-use only. To make more complex, you can make a first global quest in wich you can ONLY mix those items (and/or find them as a random drop for every creature - higher creature could mean higher chance of drop) for a certain time (maybe only two days?), and then do another global quest in wich you can USE that stones/items. To be decided if you can have multiple, different temporary bonuses or only one per time. those stones could be of lots of different benefits, also the ones readed in this thread (eg temporary rise food benefits; give a lower chance of drop items when dying, lowering or cancelling the harvesting mini eventis; and, why not, att def bonuses; etc). With this system you can choose what personal benefit you could have from the special global quest, and maybe we could have also a good market for that stones
  5. I usually play EL on three different pcs , so I have three different counters. I love statistics, so if I wish to know how many EFES I've done on my total number of mixed FES I have to check the data in all my pcs. I wonder if in the future we can have a way to simply edit the counter file, or (this will be awesome) maybe the counters can be stored on server (yes, this will require server space so isn't a good idea). Someone says that with an exadecimal text editor you can do something on your counter file, but sinceirly I've heared of exadecimal editors in that talk for the first time... oh, and... I wonder if it's possible to put also bones in the food storage section for IEDP perkers
  6. Counters editor :P

    thx for your toughts, I'll get a try to those data synchin'programs
  7. Animal evolution

    yeah this can be fun! but we may think, at this point, that the creature you summon can *not* be the one you wish to summon, intending this also that you can have a weaker creature than the desired one. p.e. if you summon an armed orc it could be a chance to have a giant OR an unarmed goblin...but say if you're summoning a dragon and comes a white rabbit...Fedora wouldn't be happy anyway the original idea is not applicable imho: we have Lenny that just make this concept real, a random-spawning, random-powered creature that wanders c2 and can attack you while training on foxes...what you wish to have more?
  8. GC Buying & Selling

    As I sayd in another thread, the base idea of make gc buyable between players with a $ tax on the transition could be a solution for a lot of problems, like: - gc farming: this will not be considered anymore a game problem, 'cause people who make money with EL will pay a tax to the game maintenance (the gc farming can be a way of enjoy the game - like the pk game style and so on - ...but in the actual system if you make the gc farmer you are an enemy of the EL economy) like it happen in the real life in every society. - black market emerging: this will allow the pratice of the "black market" to be naturally downsized, avoiding also the scams due to the non protected money/gc transitions of course the introduction of the possibility to exchange gc per $$ inside the game must carry with it the ban for who pratice the black market outside the official channel, that could be more work for the mods. the only negative side of this system can be the fact that not all the players will put their money to the game, and this will mean that some players will rise up much fastly than other ones, but this is what really happen with the black market system (or with who buy items on the official EL shop), so it's better to legalize it...or not? I dunno how complex the implementation of a sort of "bank" can be...of course systems like paypal have to be used mainly...
  9. Your play times

    voted for 4-6 hours as an average time, but consider that most of the time I'm afk (I log on mostly from my work place), and only sometimes I can play on week ends.
  10. New engine test 2

    with top-settings I have roundly 550fps, and with medium settings fps goes from 1500 to 2500. I had no crashes and everything worked fine. Ati radeon HD 4830 512mb installed on an intel core i7 920
  11. New special day, will you use it?

    I've used schools in the past, but only sometimes, and only to get the last amount of exp needed to take a level. But the 3x instead of 2x can really change the situation (you will get much more exp per "wasted" gc), so I think I will use this day to get some good extra exp if implemented! maybe the day can have also a "random" school (only one, randomly choosen on all the schools in the game, regardless of the skill) that gives 4x, and that have to be searched around Draia?
  12. Councils (parliaments) in rl is needed 'cause people cannot take care of the same laws they have to respect. The problems of parliaments is, in fact, that very often the council members makes laws for their personal purposes (with less or more hidden intent). For that reason this game goes well while is only Ent to take decisions: he doesn't play directly at the game, so their acts will not influence his skills and/or way of gaming. If we will have a council, must be of people who don't play directly. But the point is: who will have the power to nominate the council members? if we give the election power to the crew, this game will become a persistent political campaign ("I will promise to do this!" "If you vote for me I will force ent to give you the rights to have a manu strike!") in wich ent will become a code-machine to write what the council likes this day (will last very short time...). On the other hand, if only ent can choose/fire the council members, we will have a ghost medieval state with no real power (that will last very short time...). We at least can create a comitate of players (not elected, just people who wants to cooperate to find the ways to make this game better - indeed I like this game as it is now...for example ) who have only a couple of spokesmen who will post the suggestions of the comitate, surely planned with ent. A first wave of members of the comitate can be choosen by ent with the help of the mods, than to enter the comitate you have to know at least three other members, who have to invite you. of course the suggestions of the comitate will not be in any case final decisions. i think that in this way the comitate can post real argumentated suggestions, full of details pre-planned by the members in their discussions. Suggestions that create disputes between the members theirselves, probably will not work in the game, and will not appear on the official forum at all. The comitate can take place in a reserved area of this forum.
  13. Depletable Resources Poll

    that's the point. I think we have to work first on the point of the gc farmers: solved this one, we can talk about furthers implementation (or radically modifications) in the game, without trying to hidden this objective in every implementation. The gc farmers question have to be faced directly, without running around it. There is a black market problem, that sucks resources ($$) from the game (the game NEEDS $$ to live)? good. we can act like a real life governament: legalizing the black market into the game (with an NPC who act like a bank, I dunno, or via the official shop), appling real $$ fees on the transitions (yeah, a tax) and punishing who is discovered to exchange money outside the official channel (this can be monitored by the mods...if I have understood what they can see). Solved this point, we can talk pacefully about how and when implementing new interesting things into our beloved game, like delpleting resources, multiplaying and so on. If we will continue to make suggestions on how to modify the game to run around the gc farmer's problem, we will not reach any place - as we say in Italy.
  14. Depletable Resources Poll

    I've talked with some buddies today: most of 'em are only afraid of that this change will not be a simple implementation of the game, but that this will lead to have another game, different from Eternal Lands, that they can like or not. You have to admit that changing the resource system will change the game itself (considering combined also with allowing multiplaying), in some ways...some people are only askin'theirselves IF they will like that hypotetical game like they enjoy the actual EL, that all of 'em love. Anyway I've voted yes 'cause we can always *try* the new system (even trought trying it on the test server: people won't come there to not waste time? offer them the chance to win some good stOOf on the main server), and take a rollback if it doesn't work: will not be the first time
  15. Depletable resources and multiplaying

    I haven't read all the replies (I'm at work), so I'm sorry if I will say something that some1 sayd precedently the idea of making resources limited is not wrong (as in the real market, a resource CAN have a price ONLY if it is not unlimited...but this is probably valid in the real life only and not in the mmorpgs), but allowing a free, unlimited multiplaying in a world that has limited resources is not a good idea. This will mean that the people who spent all the time in EL will become richier and richier (and Ent will calibrate the game to make those people to not become allmighty), and all other players that can spent on our beloved game only some poor minutes (with the other time afk, trying to collect the resources to be mixed in this minutes) will become poorer and poorer (relatively to the richier ones). And you know, in this game as in the real life, the gcs MAKE the difference. so...my foolish idea (if you think that this two things - multiplaying and limited resources - had to be implemented both): the quantity of items to be harvested in a certain time (an EL day? a RL day?) depends on the math average of your 5 best skill. So there isn't a real world lack of resources, but the depleting of a resource depends on the character itself. This will work also if can be implemented a cap for a certain quantity of items to be harvested per IP. In this way, we don't have to "adjust" the total amount of harvestables items in base of the people that are on line at the same time (if there are 2k people playing, cannot be the same situation when we had only 300, if the depleting is related to the resource itself). Behind this system, it can be a random or calculated depleting of a resource for ALL the players, maybe an event by chance that can evaluate how many players are using the same spot. In this way, the people who play with multiple character had to work hard to raise at least 5 skills of every single account they use, and this (hopefully) will prevent players to sum all the resources on a single character, making this last one very rich (the worth of a character is ALSO the time you spend in his grow). In this system, multiplay will mean that a single person can share resources or semi finished goods between his characters, specializing one in manu, one other in a/d, and so on. Yes, this is much more complicated (to be implemented) that the original idea, I know (or not?). Surely I've missed to considerate a lot of things...but those are just my 2 cents
  16. Gatherer Medallion

    aww I losted this thread to offer my gcs If they will go under crafting I will offer the first two I will mix for a contest so we will gettin'even (hoping they doesn't need cra 100 to be mixed )
  17. Monday april 6th, 2009: in the hearth of the night (3:30 local time), my wike wakes me up: she is in panic 'cause everything in our home, in Rome, moves and waves. the glasses in the cupboard are tinkling, the bed is swinning a little: is an earthquake! Still some seconds and then all is gone: "ok, nothing has broken, no1 gets hurted". After a little check of the home, we come back to bed: Monday is a working day and we have to sleep! The alarm drills, it's time to wake up. We turn on the tv, and here's the bad new: a 6,3 richter degrees quake (here in Rome the wave were "only" a 4 degrees) took place near L'Aquila ( http://en.wikipedia.org/wiki/L%27Aquila ), the first count says 30 deaths, a lot of building damaged, entires cities were destroyed. ( http://en.wikipedia.org/wiki/2009_L%27Aquila_earthquake ) the last, actual death count is 279, around 1000 people get hurted, and 30.000 people is now without a home (even if a lot of homes are still there, a lot of buidings now are precarious and cannot be used before big works). U.S. government says that he will help the reconstruction of the most important artworks that got damaged (in particular, one of the most precious is the church of St. Maria di Collemaggio ( http://en.wikipedia.org/wiki/File:SMariaCollemaggio.jpg ), founded by Celestino V in the XIII sec. - we don't know if the precious facade is still there or not...). One of the most sad think is that here in Italy no1 has ever thinked to do a reinforcement plan for the ancient buildings that makes our Italy knew in the whole world (and we had a lot of studies and a lot of plans of how this think can be done)...the politicans here are most commited to chit-chat between them than to make something in concrete terms. And the people die. And the artworks heritage get destroyed. And, we ask now, why has got damaged also the buildings realized most recently, even with rules (and laws) on how to build sysmical-secured buidings? this early morning (thursday 9th) we had the last wawe of earthquake: 5,1 richter degrees, and other buildings get damaged. AFAIK, there were no EL's player from the region who suffer the most damages: let's think it's true. your Marcvs from >FA<
  18. yeah, this is what really happen anyway, the italian bench just started a lot of investigations to seek for responsabilities on those events: I hope that something will change in the future!
  19. Gold membership

    Yeah is why I'm the fist one to not like this system. But if we think that in other games you have to pay only to take a look, and if there also a ca$h problem to substain the game we all love, I can consider that a system to force players to pay from a certain level of some skill is less bad than other.
  20. Gold membership

    IF the problem is ALSO a real-$$$ flow needed to manage the game, we can think this "goldenship members" in another way (that probably most of us will not like...): - when you reach a high overall level - say 100 - or, better, when the sum of the experience of your skill reaches the equivalent amount of oa 100 (this because if people reset, the overall experience is deleted) - you will automatic enter in the "bronze membership". - when you enter the bronze membership, you have some negative effects on your statistics like in the experience you gain, the chance of making rare items, and so on (and your name color doesn't change). Maybe the negative effects can rise as long as you gain more oa levels. - to avoid those negative effects you can pay to enter the "silver membership", in wich the $ year duty is "acceptable", something like 15$ or 1.5$ per month (maybe this fee can be payd also in-game with gold coins?). Staying in the silver membership means that an OA > 100 player will play exactly as (s)he do now. - besides, you can put in more $$ and enter the "gold membership" in wich you have the bonus we're discussing. This would be a simple sistem to allow the more levelled players to automatically support the game. This system will probably not help the base thought that wishes to modify the economy, and probably this will not help to avoid players to become gc farmers...but we can imagine that this sistem is applied in a different way, focalized on the harvesting: - you enter the "bronze membership" when you reach a determinate harvesting level (relatively low?). once in the bronze membership, you will have a cap in the amount of resources you can harvest per hour (or something like this?). The harvesting cap can become lower and lower as your harvesting level become higher, but stopping anyway at a certain level (for example, you will start to have a cap at harv 50, in wich you can harvest only 1000 unit of each material per hour[or differenced caps: 1000 for ores, 3000 for flowers...and so on]. But at harv 70, the cap is only 250 items per hour). EDIT adding this:"we will need a system to avoid a single person to have 10 low-levelled players - under harv 50 - to escape from the cap and being a gc farmer anyway" - to avoid the cap, you can pay to enter the "silver membership", but you will have no other bonuses. - and you can pay a little more to enter the gold membership to have also some bonuses, maybe connected only with the harvest (more harvesting exp, more positive harvesting events, doubled the effects of the harvester medallion, less item break, or the capability to use a legendary "everlasting" pickaxe? ) or maybe a combination of the two systems. just my 2 cents EDIT: added a thought, the one in italic
  21. Gold membership

    I'm sorry I haven't read all the replies, I hope to say things not discussed before (if so, feel free to delete my post ) The idea is not bad, and can be implemented with all the benefits suggested (may I suggest also to reduce the chance from 50% to 49% to lose items in inventory when dying?), but will be fully appreciate from who don't want/can spent real money for the game if you can put in the game some rare item (invasion drop, rare harvesting stone...?) that, once used, will give you the same advantages of a "golden" one. Maybe also only one advantage per rare item. The advantage of course will be temporary in this case (a day? a week? a month? real or in-game? depends on how much we make this item rare).
  22. Hello all, To increase the uses of the dragon scales (as I've hear, wouldn't be a bad idea to remove the big quantity of them from our storages), and to give the players other good new stOOf, I've got an idea: give the possibility to make potion of nexuses, to temporarily rise one nexus. We all know, having the chance to rise even one step of nexus is a huge think, as the nexus steps allows you to make items of higher level than the previous step (for example, take potion nexus: with 4 you can mix all the "base" potions, but you need 5 to make the hardest ones and the extract, and 6 is needed to make the top potions. So who has nexus pot 4 can have a big advantage if he can rise his nexus, even temporarily). So those potions, if you think they can be useful, have to be very expensive, also considering that you can buy a nexus for 50 hydro bars, and keep it definitively. So those potion must have exphensive ingredients, such dragon scales and enriched essies, but also hydro bars or extracts? I think a single potion have to worth on the free market around 8-10kgc each (1/50 of the 50 hydro bars'worth), considering the fact that you can obtain more potions from a single set of ingredients. Also, for what I've sayd before, a nexus potion cannot rise your nexus by more than 2, and the bonus can last only some minutes, like 3 or 5. So they can be used only to mix some important object only when you need, and not to wear huge armors or the arti cape. But different potion can have different bonuses: for example a Potion of human nexus can give temporarily 5 points, and lasts 8 minutes; a Potion of artificial nexus can give 1 point and last 1-2 minute/s (so only to mix a few huge weapons or armors, once gathered a lot of ingredients). Or, even, we can rise the nexus required for the most important objects in the game, "forcing" players to use those potions to mix them, instead of buying a lot of nexuses. To make this potion maybe you will need to have a high pot nexus (say 8), and, of course, a high potion level (80-90?). Those potions can help players to try highest objects even without invest pps or hydro bars to take definitively a nexus or two, and can rise the use of dragon scales, beside of potions of attack/defence reduction. If you think that the potioner has already a lot of st00f to mix , we can think about a one-use stone (to mix under engineering or crafting) instead of the potion. on the other hand, those potion can prevent people to take nexuses in artificial and/or magic in particular. I cannot foresee if it is a good idea or not, so I ask you: what you think about this? see you ingame! your Marcvs from >FA< P.S.: I've performed some searches before posting this: I hope there weren't other discussion like this
  23. Thx for your posts, they're all very interesting of course maybe some nexus potion can be not implemented at all, like the vegetal one. And, in my imagination, a nexus potion can be used to rise the nexus only for a point or two, so to answer Michic0_oL, no1 can wear important armors if their base human nexus is 0, imho. But yours scenarios took problems I haven't considered, so maybe you're in right to say that those potions can create much problems than advantages to the game. Anyway, let's see if some1 else have interesting ideas (positive or negative) about them
  24. Wannabe crafter needs advice

    I hope you meant success rate, not failure rate! of course yes
  25. Wannabe crafter needs advice

    I will share my crafting experience (I've just reached lvl 70) I've starting playing this game when threads cannot be mixable: in those ancient ages I mixed raw silver and gold rings to be sold to other high-levelled crafters. But the failure rate were very high and the money back not so good (well, I have ever harvested and mixed all the resources by myself...so we cannot say that I've lost money). When Threads arrives I were around craft 12 (iirc), so I begin to mix tread up to 22-25 (cannot remember exactly, was a lot of time ago... ). At those levels I begin to mix polished sapphires (a good noob that wishes to become crafter have to read all books about sapphires pretty soon like all the other mineral books ), approximately up to 60. When also vials become mixable, I've seen that they can be good starting from 40s to level. Then I begin to do some glac rings, with very high rate of losing ingredients (Always making ingredients by myself). Now, at craft 70, I have a failure rate of 87% (using some potions anyway...will be 85-86% without pots at all, 88-89% using potions all the day), and if you consider that I buy only en essies and mix all other ings I have also a good money retourn. But mixing all the ings is a huge work (now I will need at least 1k glac rings to reach craft 71...so it will be 2k polished sapphires, 2k silver bars and A LOT of fes, without considering rubies... ). Anyway, for the lovers of the statistics, glac rings faliure rate was, for me, the follow: - cra 60 - 77-78% - cra 70 - 85-88% (depends also what is your astro bonus when mixing, and if you use crafting potions or not...) hope it will be useful for your conveniency extimations
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