Jump to content
Eternal Lands Official Forums

Kerrighan

Members
  • Content count

    27
  • Joined

  • Last visited

About Kerrighan

  • Rank
    White Rabbit
  1. New Manufacturing System

    Well the topic of non standard items has appeared beafore, And entropy said that the game engine doesn't allow it for some reason
  2. Well. Being certain that adding skills/spells isn't always the best solutions, i Think adding new types of skills could be Basically, now the game it's full of "previsisble result" skills. When you combat against a fox you can know if you win or loose before starting a combat ( ie for level 17/17/17 i know i always win a combat with all the foxes) it's ok for some things like combat but should be this way for some other skills Waht about you're able to negotiate the price of things with shop Npc's? Define a "negotiate skill" wich depends on randomnes ( as every other), level ( as every other) but on market state too. Then the chararcters has the skill to negotiate but THE PLAYER should have the inteligence to know WHEN to sell/buy to get the best price Another one. Bribery. should'nt be fun to be able to bribe a Priest so the quest for a god could be easy, paying him for iit? What about "seduction", viewed as a kind of "natural involuntary unnoticed bribery" The fact about this kind of abilities it's that they are relativeley simple to implement in relation to NPC's but they are damned dificult to get on use on Players. That's what make very dificult that a RPG becomes real. Other players only respect money or power, but never are prone to bribery or seduction tries. There are ways to force them a bit. but i can see a lot of people whining because "my character don'tdo what i want", forgeting that in a true RPG. no character do waht player wants. The charactaers should do what the characters want. That's why MMORPGS seem all so unrealistic. In any story on a fantasy medieval setting, no character stay mining for more than a month only for getting " higher mining level". at most they get tired, boredand leave after at most 3 days
  3. Moonshadow. AS per Topic "Please update the web site" seems like you are a kind of maintainer of website: This is not a request, only a question by now Should be posible to export all the web site In-game info ( manufacturing, summoning, item and magic info) in some easy format ( without graphic and so on, XML seems a good option). so we can inmport this info to client (or someother external info tool). Instead of looking it in the website everytime we need it? How much work will require to implement it? I mean we have an url wich return a file in this format GET http://www.eternal-lands.com/XML/manufacturing.xml <class name="Fur Items" group =""> <item name="Fur Gloves" exp="xxx" basecost="yyy" craftskill="Manufacturing" level ="0"> <mix quantity=2>Brown Rabbit Furs</mix> <mix quantity=1>Thread</mix> <tool>Needle</tool> </item> ...... <item name="Fox Cloak" exp="xxx" basecost="yyy" craftskill="Manufacturing" level ="xx"> <mix quantity=3>Brown Rabbit Furs</mix> <mix quantity=2>Fox Furs</mix> <mix quantity=2>Thread</mix> <tool>Needle</tool> </item> </class> <class name="Weapon" group="Gloves"> <item name="Leather Gloves" exp="xxx" basecost="yyy" tohit="0" damage="+1" weight="2" craftskill="Manufacturing" level ="xx"> <mix quantity=3>Brown Rabbit Furs</mix> <mix quantity=2>Thread</mix> <tool>Needle</tool> <item> ... </class> ..... <class name = "potions"> <item name="Body Restoration" exp="xxx" basecost="yyy" craftskill="Potion Making" level ="xx"> <mix quantity=1>Wine</mix> <mix quantity=2>Sunflower</mix> <mix quantity=1>Rose Quartz</mix> <mix quantity=1>Empty Vial</mix> <tool>Mortor and Pedstle</tool> <item> ..... </class> <class name = "essences"> <item name="Body Restoration" exp="xxx" basecost="yyy" craftskill="Alchemy" level="12"> <mix quantity=1>Quarzt</mix> <mix quantity=1>Rose Quarzt</mix> <mix quantity=1>Blue Quartz</mix> <mix quantity=1>Iron</mix> <tool>Mortor and Pedstle</tool> <item> ..... </class> .... Same, but in another file for magic (spells and summoning) and creatures If format seems too complex, anyother one that gives all info could be ok
  4. More inventory space for items

    From "Resolution to long time problem" thead: Anyway the only real neat result of doing it is that you fuck again the manufacturers, not the users of potions. They should make outside the Depot area'as, carry the materials, (that are usually weighted hard) carry meat to don't suffer penalty for low food. and now, the last, they can only do this for 10 or 20 potions without returning to depot because they are not stackable. Well, this means that the only target for potion makers could be get level 30 for the cape and then forget potions. Another brilliantly fucked up skill in honour of game balance. And is the third, with magic and summoning (last one should in fact not exists, it should only be an spell). Now what? Will go to fuck alchemy too? I really cannot see the unbalance of you can carry 200 "potions of spirit restoration" Yes it's much, but isn't unbalanced, as everybody can do it so it gives no special power from one player to another It only gives special power over wild animals and monsters. and they have no rights, nor opinion. They only exist to die. Any way who is interested in WASTING potions to kill a puma? or a goblin? Don't know others, but i save my potions for something more interesting and /or profitable
  5. Kasgoroth, Kayliana: You're ture in part. Jevik, you too. Leveling is boring. After playing tabletop RPG's for years i found that after you reach some level and some richness, NO GAME offers anything. It's up to you, the player, to seek something interesting to do. Not in the way of beign the better, nor beign rich. Something more..... "novelistic". Perhaps something that cannot be reflected by the stats Do you Never though " what if i could kill Trik to thieve his Potion Maker Cape? Never Thought " Ok some body should take the rulership of portland to keep this damned goblins out. Never imagined " waht if i get the boat, travel to south and find a new continent ? That's the kind of things i mean. leave your step on earth. and when you leave the game. everybody can rememeber you as legendary because a mountain, a valley, a city or a nation have your name Respect to nobility it's ok. but as you planned, everybody can got it. I see no diference with any of the other statswith enough time, the max 100 player allowed per server will became nobles ONe small solution to this is that players should be able to create some kind of special item. Ie: While manufacturing a sword, there should be a small random chance of "discovering" a new type, a bit diferent of the standard. This type is only known by the player who discovered it. And only he can teach you to build it up. Something "Kasgoroth's Titanium goblinkiller sword", which is a titanium short sword with a +1 hit and +1 damage to kill goblins. Simply introduce a "teaching skill", and kasgoroth can train other's to build "HIS" sword.Same can be applied to any manufacturable item, spell or potion in the game. And remeber. totally random, with independence of level. We can easily end with hundreds of sword types without too much effort on server side. And in fact there's no need for a new graphic for it. An "aprraisal" or "Evaluate" icon could do the job REAL Magic can also help because it can be very creative. But anyway, all we now Ent didn't like too much magic so better don't loose time talking about it. Kayliana: Nobles are ok but i disagree in one thing. WE are not commoners. We are the high class. We are adventures. WE kill goblins.WE kill trolls. Ever imagined Flora killing a goblin?. WE are the Elite. NPC's are commoners. They are the crowd. WE are here to do important things, to rule the world. Thats' why i don't understand that flora has a HOUSE AND A SHOP and Jevic has no private room where sleep or where leave his things
  6. I totally disagree, with all. I play this game because i'm not forced to nothing. I have no class, no profession, no guild, no nation and no religion. And i like this way I never colaborate, not request colaboration of nobody to solve a quest ( except for the information exchange ) And i like this way I pertain to no group. my interest and the way i develop is dcided by me, and only me. no fucking GOD is going to tell me waht i should do. And I like this way I'm not a top character, has no hight stats, not incredibly rich. And i like this way I'm suficiently adult to no need a forced game plot. and suficiently clever to follow my own plot. And i Like it this way I continue playing EL because i think it is a Game for adults ( weel some times i look the others behaivour and i doubt it), becuase i can play as i want without stupid limitations in honor of playability, interest and so on I always thought that the big interest of EL is that because the whole concept ( and all that boringness that you're talking about) will make that all the teeneagers with the "I wanna be the topper-ultra-maxy-mega-hero" don't came here. I always expected that games evolves and people could do things other than established plots I always expected that the actions of players could modify teh world, in the sense that changes become permanent. I always expected that Ent could manage a way that things could be done inteligently, way that players can get into politics, become kings,etc without the use of the force ( which is way things usually happen) by using bribery, negotiation,torture, espionage. But all the above proposals go in way of a more PvP world. Classes, weapon specializtion, guilds, powers granted by gods,etc If all of any of this happens, this became another "Tibia-like" game, only looking a bit better on graphics side
  7. WEll. Solution is simpler. All items should be stackable I explain: Same way we have an items with weight described in terms of EMU, they should describe Volume in terms of some unit ( EVU). Then you can stack any quantity of any item provided you don't surpass you max EMU AND max EVU. This way, some ridiculous things disappear ( like a needdle wasting same space than a Sword), you can carry lots of small items ( potions, theads,etc) but you can't carry, said, 50 swords Also a "carriable bag" wich extends your "weared" inventory should help
  8. how bout this idea...

    Well, in fact, apart from the graphic difference a system could be easy added where "HOW YO ATTACK" has combat implications: ie, if you "short attacck,fint,long attack" combo succeeds, the second attack should have a bonus to hit ( and to damage?) as the previous 'fint' has unbalanced the oponent Then people will be much more careful win designing his combos Also. obviously it's near trivial to see that isn't the same to fint with a foil and with a War hammer or WAr Axe, or anyother "BIG" weapon, except the staff posibly
  9. how bout this idea...

    There's still another approximation posible. Better explain with an example Imagine you use a Foil as weapon ( expect its said theis way. i mean a kind of sword similar of The Muskkeeteres type sword) It's a very manageable sword . You could do a lot of things with it while in combat. So you get the 'basic' sword actions ( 'short attack, block, parry, fint, long attack and so on) and Build a couple of ( say three) combos, this way Attack combo 1: short attack,fint, short attack, fint , long attack Defense combo 1: parry, parry, block Mixed combo 1: block , short attack, parry, fint, long attack Then, while in combat, the game sellect what combo use depending on combat state ( Attack, defense or mixed) Problem is that this requires That animation for each basic move are created for every weapon, but as advantage, we could end in having multiple "combat styles" for the same weapon Also, it opens a range of quests to win extra 'Special' basic moves fro different weapons ( disarm, break oponent weapon, bare hand parrying, inmobilize,etc)
  10. friends list plz

    Not really. Firts of all, it requires some server side work, and this is a low priority Item.Also, it should be carefully crafted in both sides ( server and client) to minimize the bandwidth and resources wasting
  11. Can we name our houses?

    OK, i see Then, if player owned houses come someday ( I mean , a really private house, where you and only you can store things,etc) should i assume that this will be the method of getting one? Or There will be Real and offcial Rules to do it?
  12. Can we name our houses?

    are the player owned houses already enabled ? Waht are the ruels about it? Wheer i can find the info ?
  13. Eternal Click

    And what's the problem? Yes, you can get a cup of tea. But also you could chat, socialize with other players,etc. Also it don't makes harvesting easier or faster than now. it's exactly the same as a player hitting the click button as fast as he can but without the network overload Posibly the only difference will be that it makes haversting more comfortable. People harvest more with this? I douybt it, taking into account that are players that NOW are able to Harvest for 14 continued Real Time Hours, stoping only to go and leave the load on depot or sell it If you want to put "artificial" playability limits to harvesting , why not eliminate the click and force player to write a full command like "#dO haRveSt" while pointing the item to harvest? I think the game is ok as it is. Only a couple of the firts tries in an hour give you experience, so balancing game betwwen who can play the whole day and who can play only 2 or 3 hours is ok (in fact I think this should be enforced fro every skill on a daily, rather than hourly basis, but this is a totally new discussion). On the other hand,There's no "good" way to limit people for harvesting continually. They want the money. Putting a limit here directly makes that much people leaves the game. They didn't want to spend 5 years to be able for mine Gold ore, ( like in real life it's suposed to occur). This is a game.and, with some limits, should be FUN to play it My suggestion goes thath NOW, IN FACT people clicks for harvest near once every second. So take it into account, dont' modify the game behaviour that people is used to, but stop the whole network bandwidth waste Because for, the same reason you suggest, we should have a real click-to- hit combat way, instead of the current combat-mode( yes you could have a minutes long. imagine a 50's combat player hitting a Ogre with a pickaxe), or a click-to-step walking, or a .... ( get the point?)
  14. Eternal Click

    Funny topic isn't it? Well. Joke done. Now for the real content I've been observing players and doing test myself to get the idea. Usually, harvesting it's one of the most used skills in EL. Harvesting includes clicking and clicking near every second over the same spot again and again during hours ( well you don't win exp on every click, which is ok, but if you need the money....) Yesterday I harvested Silver ore for near two hours. Taking into account the food modifier and my harvesting level ( currently 31), this means that i failed about 6 in 10. If if got 9 full loads (like 140 silver ore per load) i've done 1120 winner clicks. In total like 2800 clicks Now. if every click sends a message to server and you multiply this by the number of players harvesting at same time, you get an enormous number of packets related only to harvesting Why not use an aproximation similar to combat? You start harvesting by one click, and you continue while you don't do a second click or get overloaded. The server introduces the one-second latency, and could inform player in one of every 10 winner "virtual-clicks", so the harvesting network traffic is reduced from 20 to one packet (95% less traffic), not counting the non-sent "slow down" packets taht near never need to be sent, for the too fast clicking players. Opinions ?
  15. Channels.

    AFAIK, if i didn't misunderstood there's a future "chat window" that allow to have more than one channel open at same time ( ie Default, Trade channel, Genral channel and 1 or 2 PM channels). No idea on when/how perhaps a kind of Notebook/notetab windows under the game area or similar, will be my proposal ( I've seen it this way in a lot of "Multichannel Chat Apps,including some Online games, and seems people feels ok with it)
×