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DanRothar

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Everything posted by DanRothar

  1. **Generation X**Harvesting** - the 3rd Degree

    The order has been listed as 3 batches, but as I have around half in storage, I'll claim the whole order. OK'd by QBee Ready for delivery/pickup 2008-10-11 Picked up by JoshyBoy
  2. **Generation X**Harvesting** - the 3rd Degree

    The order has been listed as 3 batches, but as I have around half in storage, I'll claim the whole order. OK'd by QBee
  3. **Generation X**Harvesting** - the 3rd Degree

    Done and Delivered 2008-10-07
  4. **Generation X**Harvesting** - the 3rd Degree

    Xarondas - 10k Mugwort/Wormwood (32.5k) [bATCH 2] - Claimed 2008-10-05 Harvester have Wormwood in sto
  5. **Generation X**Harvesting** - the 3rd Degree

    Gildrig - 10k Cotton (5k) [bATCH 2] (old price) Claimed, and ready for pickup/delivery 2008-10-04 Delivered 2008-10-05
  6. **Generation X**Harvesting** - the 3rd Degree

    Done! Ready for delivery 2008-09-25 - Delivered
  7. **Generation X**Harvesting** - the 3rd Degree

    Lartherel - 10k Diamonds (32k) [bATCH 9] (Re-Order) - Claimed: 2008-09-25 Edited: forgot to put date on
  8. The number of invasions I have actually fought in can be counted in single digit figures, and at the last NDD invasion I participated in I managed to kill 1 lion, before a high level player walked through all monsters around me and in a matter of minutes there were no monsters left in VotD. I enjoyed the few seconds it lasted, but it was to short. This set me thinking of ways to make invasions more fun for all level players. (Note! By the nature of the topic level in this post regards only combat related levels.) The problem as I see it is that: for low level players the most invasion monsters are to strong. for mid level players the available monsters are cleared out to fast. As all monsters that we can kill are killed almost before we reach them maps where they are. for high level players there are to many low level monsters clogging up the maps. I'm somewhere between the first two categories, so most invasions as they are now, are no fun for me, and I thus end up harving in safe spot or mixing in a storage. In some invasions the mods have added low and mid level monsters to specific maps repeatedly during an invasion. I assume this is to make the invasion fun for low to mid range players. But in my experience there are always a few high level players one-hitting the monsters and thus by the time I have killed the monster I was fighting (or returning from the Under World for failing to do so) there are not many, if any, monsters left for players at my level. What I have been thinking of is a system that will leave monsters for all levels of players. The idea is that in some invasions, each map has a combat span, so that players can only attack invasion monsters of a certain level relative to themselves. This system will most likely only work on smaller maps, as ie. White Stone is so large that it would require to many players of all levels to clear it out. An example could be that in VotD you could only fight monsters with a combat rating +/- 10 of your own, in Portland the number would be 20, in Nordcarn 30, in MM 40 etc., and in pk maps there would be no limits. On each map there would then spawn a range of creatures, so that there will be monsters for all levels. The numbers above have just been taken out of nowhere as examples, as I have no idea how combat rating affect combat ability. And I know it's not very realistic that invasion monsters should be unaggressive to some players, especially to players that they could kill with a few quick strokes, this is not about realism but about making invasions fun for more players. I don't know if it is at all possible to make such a system without major reprogramming, but I hope at least some of my ideas can make it into the game in one form or another.
  9. Polymorph ideas

    I tried to log onto the test server to test the mule, but I couldn't run EL on test server, so I have a few questions, and my comments to why I might/might not use the polymorphs. Mule: How high is the EMU increase? If it is to low the loss of EMU to food and token will negate the value of using it over any greater distance. Phoenix: Might be a nice way of combating poison while mixing on Red Toadstools. As I'd not get any combat xp I'd not use it for combat expect for maybe healing, but not very likely. Wood Spirit: Might use it for sneaking into KF for some mercury, but only might. If it has some harvest benefit I might use it for harvesting and then switch to a mule for hauling my stuff back to storage. On a general note, some have suggested harvest bonuses for certain polymorphs, this however won't be much use if the polymorphs can't "wear" tools. Furthermore they need to have some special ability that makes them worth using, IE the increased EMU for mules, and various perks or perk-like abilities for the higher level versions, as have been suggested in this thread. For instance I would definitely use a polymorph for mixing if it gave me a greater chance of making a rare, saved me some food, or gave me the ability to make items I could not otherwise make. Of cause this depends on the negative side effects, there should be some, but not to much and the bonus should increase while penalties decreased for each level. Just my 10 cents
  10. Mule testing

    I have logged into the test server with my alt on my Windows XP desktop, but have not been able to do any testing of the actual mule. As a non-English user my keyboard has some extra characters, some of witch are placed as a third char on a key, to use some of these most usually the @ and $ characters in EL I need to change my keyboard-layout to one of the English keyboards. For this I use the combination Left Alt + Shift. On the regular server this poses no problem and I can switch back and forth but on the test server EL freezes and I have to ctrl+alt+del my way out of EL. All my error_log.txt file contains is this: Log started at 2008-09-13 09:04:04 localtime (Rom, sommertid) [09:04:04] Using the server profile: test [09:04:06] Error opening sound configuration file [09:04:09] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates170/files.lst [09:04:09] Downloading http://www.eternal-lands.com/updates170/files.lst from www.eternal-lands.com [09:04:10] Error: Can't open file "alias.ini" [09:04:10] Finished downloading http://www.eternal-lands.com/updates170/files.lst [09:04:10] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates170/files.lst [09:04:10] Downloading http://www.eternal-lands.com/updates170/files.lst from www.eternal-lands.com [09:04:10] Finished downloading http://www.eternal-lands.com/updates170/files.lst [09:04:11] Failed to download (files.lst) 3 times. Giving up. Witch is the same as when I run on the main server, so no explanation on the freeze. Processor Intel Core 2 Duo E6600 RAM: 2gb Graphics: nVidia GeForce 7950 GT with 512 Mb RAM Windows XP SP3 Running EL in Full-Screen at 1280x1024x32
  11. Harvesting skill

    Sorry for reviving an old argument, but the encyclopaedia's explanation of harvesting might be technically correct (see below why I say might), but as an explanation to the player it can be compared to explaining combustion theory when explaining why a Formula 1 car runs faster than the family sedan, and thus from a game play perspective it is uninteresting. What is interesting to the player is that the harvesting speed increase with increasing harvest level. I have made several tests timing my harvest speed at high level items (dung, yew, and tree mushrooms) and the speed is constant within my ability to measure individual harvests. And when timing 10 or more harvests the number is constant until my harvest level increases. The only thing that does affect the time it takes for a full 120 yew is the number of events and whether or not my food level is positive. This indicates that there is very little if any chance involved in the time it takes to successfully harvest an item.
  12. Do saws break?

    I don't think they do break, and if they do it's a very rare event indeed, my counter says 62k yew and I'm still using my first saw. (and no they have not been harvested with the excavator cape on.) so untill proven otherwise I'll say they don't.
  13. Invasion Improvement Idea

    I did not propose to make all moderated invasion the way I describe in my first post, and I fully agree with you, Eiri, that Mortos and Centau invasions could not be run that way, and that invasions should not be easy training sessions. But designing some invasions in a way that would let low and mid level fighters experience the adrenalin rush of fighting in an invasion, would in my opinion be a good idea, and that was and is my intention with the proposal. An idea that might work better, and fit better with the storyline of the game, could be that during the first phase of this type of invasion (not any other kind of invasions), certain maps are accessible only to players of a certain combat level range, the excuse could be something like the "defence council have decreed that it is not safe for you to be on that map", or "the defence council have decreed that your fighting skills are required elsewhere." The last NDD invasion I participated in was fun....... the few seconds it lasted.
  14. Invasion Improvement Idea

    I thought the spirit of invasions as well as the game was to have fun, but I might be wrong there.
  15. RC 2

    284 hour's ago I decided to test this RC of the client and post any crash-logs I got, (the latest release has been crashing a lot) but no such luck, lol. After running the client continually for almost 284 hour's I decided it was time for a reboot of my PC, as some of my other programs including Windows show signs of needing a reboot. Over the almost 12 days of running EL I have switched maps and continent's, beamed, teleported, harved, fought, died, alched etc. while afk the client has been running in the background, even with my PC in power-save mode. The client has survived two server updates, several network failures, and anything I have been able to throw at it. The only thing I have to report is, that when the fps is low, or during lag, clicking on elevated items with a limited horizontal length often result in a click far behind the item. As far as I can tell, this seems to be caused by the click happening after the item has moved relative to where the mouse was pointed at the time I clicked. So, all in all this is just a thumbs-up for the good work.
  16. Artwork additions & improvements

    Am I missing something? She's asking for ARTWORK additions and improvements... not programming stuff. Learn to read guys. Sorry, I understood it as a question of whether to focus on artwork or programming improvements, and that was the question I gave my opinion on. As to artwork I'll say that I'd go for more variation in the creatures/monsters (including player and NPC races), some creatures looks a bit like just being the same monster with different skin and size.
  17. Attacking PK'ers/PvP/FFers - Outlawry?

    I do not like PvP and PK'ing and I avoid PK-maps as much as possible, but if you enter a PK-map or area, you do so at your own risk and become a lawful target for anyone, so no, someone killing you there is not an outlaw, unless he/she/they broke some agreement between you and them, or lured you there under false pretences. Another thing is PK-honour: Interfering in a fight I consider dishonourable behaviour. The honourable thing is to let the combatants finish, and give the survivor time to either heal or flee. In PvP arenas, I think there should be some sort of duel code, so that only agreed upon fights occur.
  18. 1.6.0 Map Bugs

    Port Anitora has a red dot at 248,182 for a bookseller on East Isle, but there is no npc there. Furthermore the Encyclopaedia doesn't mention a bookseller at Port Anitora
  19. and the time per hour not harving can be used to gain xp in other skills... ...unless you're one of those ppl that afk their character in tree mushies while they're at work... nah! no one would do that Well actually lots of people harvest like 90-100 relative fast items, and then switch to dung for the remainder of the hour, while at the computer, but not actively playing. Or when playing: drop everything at the beginning of each hour and rush to the nearest harvest spot with an appropriate level, harvest 120 items, dump (or store them if there is a store close by) them and go back to what they were doing. Why is this? The 120 item limit! The only way to avoid this is implementing a different way of limiting the harvest xp. Edit: forgot to mention that lots of people store everything and stay logged in afk'ing while they are at work or during the night to make sure they get their 120 items-xp when they return to the game.
  20. When we are talking about the begining your right about you will get faster levels by harvesting than fighting, but from a lvl, the best for oa is a/d aka fighting. And the only thing that might be a bit anoying is that thing when you log on and no xp for harv. I learnt to live with it:) I think that nothing have to be changed in this system, it is perfect with a little flaw, but even the greatest diamond on the earth is flawed Oh I live with it, as a matter of fact I have learned to use it to my advantage, I still think it should be changed. As it is now I harve for xp, gc, or ingredients, never all tree at the same time, witch to me seems plain stupid. But it will most likely not be changed. So I won't press the matter.
  21. I have only been playing EL for a month or two, and by now my overall xp is arround 3.3 mill out of witch almost 3 mill comes from Harvesting. When it comes to gc I have probably made and used arround 50k in the game. Out of those most have been made harvesting while not gaining any xp. The main reason for this is the harvesting limit of 120 items. In this game the fastest way of gaining xp for new players is harvesting. By the time I had gained 2 levels in combat I had gained 10-15 in harvesting, this seems a bit strange. OK I am not the that much of a fighter, but still. What I would propose is that the 120 item/hour limit is removed, and the xp gained from harvesting is lowered drastically. First I would halve the base xp and then make the xp gained relative to the harvest level. The actual xp gained should then be from 10% to 200% of base xp. The formula could be something like: base+base*(RecL - CurL)/100 This should maybe be capped at 5 or 10% and 200% I know this is a verry old system, and that it carries lot of tradition to some players but I still think it needs changing.
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