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Sidran

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About Sidran

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    White Rabbit
  1. http://canadawatch.org/index.php?option=co...2&Itemid=57 Sadly, rarely anyone will understand this seriously until it happens in their own country
  2. New web server speed

    I had no special problems with previous forum, this one seems faster
  3. Server stress test

    Invasion of non aggressive creatures around(or near) storages indeed seems interesting as that would strain bandwidth even more.. But thats up to Radu to decide
  4. Elder and ancient monsters

    Ill post, as thread wasn't deleted or locked till now.. and yes idea isn't original but is a good one.. Even a more shallow implementation of it would be quite fun to see. By shallow I mean having just a few prefixes for some monsters as > young, mature, elder(veteran), alpha(warlord). Changing their stats just symbolically would make a difference and break a monotony which sometimes is present. Good one
  5. Global Encyclopedia Links

    Floating window can also be with fixed position, showing on right side of inventory, store.. Could be convenient.. Was just an idea.. "Look" is imo too awkwardly done atm..
  6. Global Encyclopedia Links

    Maybe just a transparent floating window (like a hint) with excerpt from ency... Could be turned on and off in options ofc.
  7. Great idea. I would leave animal nexus as requirement, as thats important part of improving the game. But when you reach required nexus, you must pay for mule upgrade. It opens additional options for those interested and allows for bigger money sink thanks to those irresponsible whose mules die of starvation. That could prove to be a big and functional sink, with a strong side that it avoids all those who pay effort and act responsible.
  8. Steam engines were also fulfilling their purpose, but were substituted with diesel and electrical engines. I understand your (your personal and evilmangopie`s) skeptic thoughts. And I agree that some things can go wrong if we tweak them too much. But without steps forward no progress would ever be made. If we all thrive for EL to be best possible (and this is beta), we must think hard and discuss fundamental issues. Changing colors of clothes is cool and brings some very important aspects, but doesnt make the game more fun to play in essence. Instead, I would like to hear your opinion of what could go wrong. I do have a right to use all legitimate means to bring attention of people on issues I find important. But I dont have a right to do things which I know are irritating for you. And I assure you, Ill put additional effort to avoid my message being shown in your local chat. Thank you for understanding.
  9. I am sorry if my messages distracted you in any way. I really try hard to mention them once in awhile and at diverse places. I would gladly hear how it could be made less distractive, while reaching active players.
  10. Bringing animal nexus in it is crucial, thus making animal nexus more useful for certain purposes and bringing much needed spread of nexus desirability. 5000EMU was just an exaggerated example to show my point, I am well aware of actual restrictions.
  11. I am glad that this thread managed to keep constructive tone Ill touch some of mentioned spots, and try to explain how I envisioned it Exact mule (could have a different 3D model for different tastes) capacity imo depends mainly on the way harvesting changes would take place. For example, lets take a look at possible implementation of ratio WASTE/VALUABLES. On a place that has ratio 5:1 (on 5 WASTE units comes only 1 VALUABLE) increased emu would be of no significance because you would still need more time then today to harvest needed amount. In other words, whats the point of even 5000EMU if you manage to harvest a single unit of silver in 10 seconds. On other hand, if you chose to move and test some other spots, increased harvesting speed and a ratio of 2:3 (on 2 WASTE units come 3 VALUABLES) on that other spot would feel up your increased EMU, thus rewarding you for finding it. Increased EMU would also be highly needed as you would be positively motivated to traverse locations not so close to storage. That way, every harvest session would look more like a journey than sitting on boring spots clicking all day long. Also guild networks would receive another purpose, to inform and spread its harvesters throughout the lands. Sharing of dynamic informations (not just static secrets) would put to test all communities. Those spots you call "sweet" are nothing but a static places that in more or less time get invaded by hoards of people making them pretty lame imo. Not fun. Dont forget I am one of you, this also counts me in that hoard. Your words depicts them adequately> "Easy to find, and once spots are initially found, the knowledge will spread very quickly". hmm.. I think some indication would be useful, tho by no means as exact as current astro stones. Possible implementation that comes to my mind would be the following> You do have a stone and when you enter CERTAIN map, you activate the stone and get a random resource on THAT map that has increased yield. For example> You enter Irsis, activate the stone and get a message> Lupines. That still means you have to find that exact bush(es), in case you do need lupines. That stone should cost at least 50gc. Tho it could mean adding of additional resource spots, such as more sulphure spots in DP. I see mules more as avatars shadow. Also they must be fed. Less then player, but they would die if hunger level gets below zero. As for combat, only pkers(in pk zones) would be able to attack them. No creatures would attack them. In every aspect they should act as a walking and eating bag that follows you wherever you go. That also opens up possibility for some buildings to become stables. Meaning mule storages. There, they would not lose hunger level, allowing anyone to go to battle or simply walk around without obligation.
  12. Sound FX bug reports

    Iscarlith Dungeon (296,143). Place where silver is mined in Trassian. When there is crowd, ambient sound becomes as one near storages, instead of sound of mining site as its heard for example near diamonds in WS cave.
  13. I think that whatever we suggest about prices is simply not up to us.. but I agree with you, they should be kinda free or cheap (<3000gc).. Another money sink.. If they starve near iresponsible players, that would open more potential for money going out
  14. What I will describe here is plain idea. But precise one. It could be branched and refined as needed. I will keep it simple and short as much as I can. It consists of two suggestions, which are connected. First one is to introduce different mining and harvesting mechanics. Places and infiniteness of those would stay the same. Only internal numerical properties would change, meaning the following: 1. All places would change as in astrology (in unpredictable fashion for general public). 2. Also, additional ingredient would be introduced, an almost useless one (like slug for ores and useless grass for plants). 3. Every resource source would have a ratio of RESOURCE/USELESS_CRAP at the given moment in time. 4. ~20% of all sources would be highly profitable at all times(less crap while harvesting). 5. Also improved harvesting speed should be introduced(partly-proportional to harv skill). Thats important. 6. All bags left on ground that consist only of those crap materials would disappear in ~1min to lower the pressure on server. Second and connected idea to this is to introduce a sort of mule(one per player). Its capacity would be equal to> number_of_animal_nexuses*200. Thats just example, but my idea was that mule gets 200EMU per its owner animal nexus. Those mentioned changes would give incentive to players to move more and explore, as that would allow them to find sweet spots which are much better then todays average. Those who do that should profit. Some other incentives connected to finding the right spots could be introduced. All this, imo, would allow for a layer of real harvesters to appear and to increase overall money flow in system. For example, more rings would be used by lazy harvesters to find right spots. Most importantly, knowing that good sources exist (you just have to find one of them) will make a much more dynamic and fun gameplay. I will try to follow this thread in case it gets any attention, and will try to answer on all reasonable questions or suggestions.
  15. Removal Stones - where did you find one?

    I found one animal removal stone harvesting mullein in VOTD
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