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Elgoran

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Everything posted by Elgoran

  1. EL Urban Legends

    I especially liked the "went insane and deleted his char after too much grinding"-part. XD Also i heard once that radu offered to change the datatype for experience should anyone ever be limited by that. This might be an urban legend as well though.
  2. EL Urban Legends

    This one i heard about a year ago, so sadly i'm missing one of the names. :-/ There is a maximum level you can reach in any skill (including oa): 178, due to the limitations of the datatype radu used for experience. (This part might actually be true) There used to be 2 legendary characters, DonPedro and ????? (that's the name i forgot). Both of them reached that level at some point. One was banned for massive cheating, including being played by over 10 players. The other went insane and deleted his char.
  3. Eternal Limericks!

    There is this one game called EL which keeps you once for it you fell Even though you once stopped as soon as you logged back in you can't quit, WTH There's a mine in EV once a secret the way it seems people can't keep it you get out your pick and mine for a brick the crowd is so thick, you can't leave it Some mages harm you with a blast the damage they're doing is vast I trained without sleep and tried to compete Now a-gain though iron i cast Edit: inserted Nr.3 Edit: Edited Nr.3
  4. The "sto all" button is a pretty handy feature. Yet, at the moment the only option you can set for it is to keep the last row. I'd like a second option implemented to keep the first row, since that's the one the quickbar displays. So, for fighting i generally put all my food, HEs, replacement gear, etc. there and for bagmixing all of my food and additional ings. An even better solution would be to implement a filter "keep first X items", but this would be way too much work to save the players from storing stuff manually. Making a second option to keep the first row seems to be not too much work, but i'm too lazy to learn the ropes of the client code myself atm. XD Cheers.
  5. What's your favorite fantasy book series?

    I really liked the Zamonien series by Walter Moers. Dunno if the translation to english is any good though. The originals are in german.
  6. Buying hydro bars

    Got all i need for now. Thread closed.
  7. What the title suggests. Items labeled auction will be auctionated, min bid increase is 1kgc and the auction will end if one bid stays the highest one for 48 hours. Means of contacting me are posts here or ingame PM. In the next few days i'll be online pretty regularly, at least once per day, so delivery should be swift. So, have fun buying. ^^ plants 50k Daffodils 50kgc 50k Valerian 75kgc animal stuff 1066 white rabbit furs 9kgc 21131 meat 105kgc Thread closed
  8. selling some plants and animal stuff

    anonymous ingame bid of 145kgc for the wtfs
  9. selling some plants and animal stuff

    anonymous ingame bid for wtfs: 135kgc
  10. Harvesting

    By now this topic is 5 years old, so there's maybe another, more recent, thread to post in. Still i'd like to express that i definetly support the idea for harvesting/mixing animations since those activities are a big part of the game. Also when stumbling upon negative texts about EL on the web, i found that these little things summon a huge deal of criticism versus the game. And with fedora making those nice emotes recently, there'd also be a developer already familiar with the animation system at hand. So i'd like to see this discussion reopened. For me, even the most simple animation without regard to the actual direction/distance to the harvestable would suffice. Just something that makes large crowds of harvesting players seem less like a wax museum.
  11. Boycott Learner

    Allright, i won't make many new friends with this, but i'd like to state my opinion on this matter. I personally support the idea of more expensive rostos. First off, it should be plain to see that learner as a player is entitled to try and monopolize a resource as everyone else is entitled to try and counter this. There doesn't even have to be a special aim behind this other than simple profit. If the price of rostos does rise though, i see a couple of positive effects this might have. 1. It might endow invasions and death in general with a bit of dread, which they imho should have. I've never taken part in any invasion in rl, yet i strongly believe it is something that makes people scream "Aaaaaahhh" instead of "Yay". 2. It might lead to people fighting without rosts, which in turn could lead to: 2.1. Reviving the "careful guy"-perk. I don't believe anyone took that with rostos at 20k. 2.2. Enforcing teamwork in invasions as well as normal fights. Diying next to a friend picking up your st00fz doesn't cost a dime. 2.3. Vitalization of the market due to equipment poofing. I consider decay an important factor in a (nearly) closed market with a constant number of consumers. I just read someone brought forth the argument that this might drive newbies away, this collides with my interpretation of the word "newbie" though. I'd say that most newbies, if they do, leave the first day or week they come here. Long before rosots even come into their focus. So, that's it. Looking forward to getting flamed to death yours truely, Elgoran.
  12. Crosslinks for the ency

    I posted this topic already in the suggestions forum, but was told it would be more suitable to post it here, so that's why i do that. Hi. I read some threads about links from the inventory to the necyclopedia or formula bots and such stuff. In my oppinion it would be completely sufficient if the encyclopedia contained links to go backward in the production process. So actually to put links on all the ings, tools and knowledge books needed to make a specific item. This would allow players to navigate it more freely instead of going forward only and using the Back-buttons at the top of the page. I would not recommend underlining these new links though, since too much underlining makes a text in general unreadable. Just adjust the textcolour a little, so everyone knows they're links. In my oppinion this would greatly enhance the usability of the ency and might not require much work. (In html this could be done in less than 1 day, but i don't know anything about c) With best regards, Elgoran.
  13. NPC pricings

    Hello all. In short terms my suggestion is to raise the prices NPCs pay for ALL mixed items. To make my point clear, i will try and explain everything behind it. MMORPGs are played by people who want to dive into another world, who want to make social contacts with other people and many other reasons. One of the mayor points for many people, me included, however is the idea of progress. You have this basic idea behind many games, strategy games, shooters, even Jump'n'runs. In a RPG however, the most valid form of progress is the progress of your character. This is achieved via a doublecorded system: You get experience which improves your character and money which improves the equipment of your character. As you play, the ammount of experience you get and the ammount of money you get for doing things increase. Which is (one of) the reason(s) why you play. For example you slay your 50th goblin which gives you 10 coins, not for the sole purpose to be able to slay your 51st goblin with more ease, but to be able to slay orcs which give you 100 coins or so.(Example drawn out of my ...) Now let's take a look at EL. The pursuit of this idea is visible when you fight monsters. But, no offense here, the fighting system in EL is not what makes me play this game, since it's relatively simple. As a pure fighter for example, you'd have nothing to do but click on the monster once to attack it and drink a healing potion when you health gets low. No, the strength of EL lies in it's system to make stuff, nearly every item in the game. But here the doublecorded system doesn't seem to be in use (anymore (I started to play this game with version 1.6, so i can't make statements about earlier stages of the game)). You get more experience for higherlevel items, but the profit you make on them stays the same. It doesn't matter for example, if you're an experienced blacksmith who makes swords or a new player who picks flowers. The ammount of gc you make per hour will stay about the same, which is most disencouraging. After all you trained for many days, spent PPs on nexuses and bought expensive books to get to that point. Maybe this was made this way intentionally, so to keep lowlevel and highlevel players closer together. But in my opinion it has lead to a warped situation. That's why i think the NPC-prices for mixed items(so made with the skills alchemy, tailoring, engineering, crafting, potioning or manufacturing) should be raised at least by a small amount. I'd like it best if the prices were raised to a level where you even get more money for selling the made item then for selling the raw materials to the NPCs. I am not talking about the playermarket here, since you, the developers, have no direct influence on that. I think however, that a change in NPC pricings does affect the playermarket. The other way around would also work, so to lower the prices that NPCs pay for harvestables, but this would further slow down progress in this game in general, which isn't too fast at the moment already. The reason why Ok. I hope i made my point clear and didn't forget anything. I look forward to a reasonable discussion based on arguments and some pointless flaming in my direction as well, Elgoran.
  14. NPC pricings

    Allright. I'm getting worn out and tired by my own thread. After all there has to be some point i missed with EL having a playerbase of nearly 600 people logged in at every time of the day and night. So they have to be quite happy with the game. The model i used as basis was the following. I split up activities in EL in 3 categories: 1. Harvesting: After level 50+ I think one can say the ammount of exp and gc one gets per hour stays the same. So, in general harvesting gives you decent gc, but low experience. 2. Mixing: The ammount of exp you get in theory steadily increases as you're able to make higherlevel items. The ammount of gc however stays the same. Around 0. So in general mixing gives you decent exp, but no gc. 3. Fighting: With fighting the ammount of experience and goldcoins you get steadily increases with your skilllevels. When you change to a bigger monster and your skilllevels are high enough to easily slay it, the increased cost for HEs/SRs is in no relation to the increased gc/items you get. So in general terms fighting is awesome for exp and gc as well. According to this model everyone would be fighting most of the time, but they're not. People crowd the storages all over Draia and mix like mad. So there has to be a fault in the model. I still think that it is the factor of "fun". So basically, the exp/gc you "waste" by making stuff is the payment for the fun you have, since mixing is the most highly developed part of EL. But i was asked to be more specific. So I'll post the examples that really made me upset the last time i played EL. First off: The iron plate. My manufacturingskill had just reached the level where i would have been able to make me one of those(with a skillpot/blessing and a really good astro). Now I would have had to buy the book for 40kgc(it's no monster drop). And then i would have had to aquire the 2 rare EFEs/Enrichment stones(they are nearly at the same price, so i don't differ between them). The pc for those comes up with 6.5kgc each, but if you want to aquire them fast(so in the course of one day), you'll nearly pay 7kgc each. So basically the rare ingredients for the plate'd have cost me 14kgc. And i still would have had to make the common ingredients. Then i took a look at the market and found at least 3 iron plates for under that price. As low as 13.5kgc from a bot! for example. So my fighting buddies run off and buy themselves such a thing where i, who might be considered to be good at having decent fighting equipment, since i used much of my time to level manufacturing, am left out in the cold. And even if i used all of my time in EL to make iron plates, there would never be a profit, since there is no rare version of the iron plate i could possibly make by chance. Second: The serpent sword. At the same day a friend of mine asked me to make her a serpent sword. She's a good friend, so i wouldn't even have minded if i would have had to make the common ingredients for free. Her offer, though, was 2 serpent stones for the sword. The making of it uses 1 serpent stone and an EFE, which is 2-3kgc more expensive. So I had to tell her that she would have to find someone else on the market to do it for her. And guess what, she did. At the same day she asks me when manufacturing will pay off, since she started to venture into that business herself. My disillusioned answer was "Never". Those were two examples for what i'm whining about. But my problem is, that it doesn't seem to get any better. There are two rules for manufacturing products: First, they aren't stackable. And second: Every item over recommended startinglevel of 40 uses at least one rare ingredient (not to mention the PK ores). Rare ingredients( like binding stones and enriched essences) are things that you can't really make yourself on demand. So when you need them, you'll have to buy them. And they are always at least as expensive as the finished product you make from them. Leaving beside the common ingredients and books. This is even true for such highlevel items as dragon armor. So am i to be patient and go on making weapons and armor and wait for a rare item to eventually come up to cover my losses? The other 2 categories have this chance as well. And i even see rare drops from monsters announced regularly, where rare armors/weapons aren't even found on the marketplace forum that often. So, in general, my impression of the game is that an a/d level of 100 is easier to aquire than an alchemy/ manufacturing level of 100. And it pays off better. Elgoran.
  15. An idea about vials

    Well, judging from the replies i got in another thread where i criticised this, you and i have greatly misunderstood the spirit of making stuff in EL. It's like what they call "generation 'period of practical training'" here. Mixing means working hard for a great loss so you'll be able to make more stuff even faster for an even greater loss. The goal of this game is, let's take manufacturing as example, to be able to loose 1 million goldcoins in less than half an hour by equipping everyone with greatswords. As reward, you'll get your name printed in the top50 list, but that's not all. If you're lucky enough, the PKers who you sold your swords to will eventually be nice enough to stab you with exactly those swords the next time you try to mine the ores neccessary for making them. Then the amount of money you wasted will be higher than everyone else's. Then you are the true champion of this game. If you and me can't see the noble-mindedness and true virtue of this goal, maybe we should play something else. Which is just the option i'm considering at the moment. Yours sincerely, Elgoran.
  16. NPC pricings

    Hi all. I'm back. And since people still don't get what i meant with this thread, i'm going to try and explain it once again. The economy in EL at the moment does not only differ from the economy in most other games, but is nearly the complete opposite of RL economy as well. Products in EL, especially, but not restricted to highlevel weapons and armor are considered to be worth the same or less than the raw materials they are built from. The only exception from this rule i found so far is the health essence, being an item where demand way outstrips supply. For anyone who doesn't believe me that this is in contradiction with RL economy, write a letter to a company of your choosing and ask them how much money they loose in making a pair of sports shoes or a frying pan. There have been attempts by players to counter this by imposing certain policies on the players market, like this one( http://www.eternal-lands.com/forum/index.p...7&hl=prices ). And of course they failed, since the number of players who are able to make higherlevel stuff steadily increases. Every attempt that puts the main focus on the number of players able to make a certain item will be fruitless in my opinion. That's why my approach targeted the npc pricings. There has been a poll about those for highlevel weapons and armor, where the mayority voted for removing the option to buy that stuff from the NPCs altogether! Sadly, the poll was only made for the PK server. No, at the moment, the most efficient way for people who would like to have fancy stuff is to consider this game as a chatroom with a titanium mine/flowerfield attached. Get people paid for honing their skills and making a great diversity of finished products. If they can't get fair prices from other players give them the alternative to sell to NPCs. If people were asured that they will make a profit of selling their stuff, they might also just keep the stuff in storage instead of gc or ingredients (including highlevel ingredients, where i know someone who was unhappy with their large ingame number ). Give the term "refinement via processing" a meaning in EL (again). Elgoran.
  17. NPC pricings

    Whoa. I didn't expect that much reaction to this thread and so soon as well. Well, perhaps i haven't grasped the problem in it's entirety, still I think some of the criticism i received misses the point slightly. The aim of my suggestion is NOT to disencourage players to trade with other players. My aim is to raise prices for made items on the playermarket via the raise of the prices NPCs offer. To pick up Pyewacket's example of the crafter who wants to buy polished gems: In my imagination a general raise of the prices wouldn't affect this at all. The crafter who wants to buy the gems would just have to offer more money, but could sell the finished rings/medallions for more money too, since he/she could argument with the fact, that he/she would get more money from the NPC as well. Nevertheless Pyewacket might be right about changes already being on their way and i just haven't witnessed them yet. Maybe the items in my focus are also only in this warped situation because of leftover issues from the changes made with the EFE. I'm also well aware of the fact that a small inflation would be the consequence of this change i have in mind. Still I somehow can't change the feeling, that when i fight, every new monster i am able to slay means a better income in the form of goldcoins and experience as well. But when i make stuff, it doesn't matter which level i'm on. My profit stays on the level of the ingredients that i had to harvest/fight for. I might be completely alone with my opinion though, since i see more people sitting at a storage and mixing then people competing over monsterspawns mostly all of the time. So perhaps players in general are willing to give up some experience and gold for the funfactor of mixing... Well, i dunno, it's late here already, so i best stop writing before my words turn into pointless ramblings. Elgoran.
  18. **Generation X**Harvesting** - the 3rd Degree

    Hi. My ingame name is Elgoran and i'd like to order 5k iron ore(17.5kgc). Thank you.
  19. Auctioning one will removal stone. The auction will run until Friday, June 20, 22.00 european standard time Starting bid: 10k gc. Raises by min. 1k gc. Post in this thread, or in case of anonymous, pm me in game with offers. I reserve the right to end the auction early if I receive an offer I can't refuse and to cancel it for any reason. Good luck, Elgoran.
  20. Auctioning 1 will removal stone

    The auction is over. Congratulations to Mortek.
  21. Auctioning 1 will removal stone

    Auction ends in 5 minutes.
  22. Auctioning 1 will removal stone

    The auction will end in exactly 7 hours.
  23. Hi. I read some thredas about links from the inventory to the necyclopedia or formula bots and such stuff. In my oppinion it would be completely sufficient if the encyclopedia contained links to go backward in the production process. So actually to put links on all the ings, tools and knowledge books needed to make a specific item. This would allow players to navigate it more freely instead of going forward only and using the Back-buttons at the top of the page. I would not recommend underlining these new links though, since too much underlining makes a text in general unreadable. Just adjust the textcolour a little, so everyone knows they're links. In my oppinion this would greatly enhance the usability of the ency and might not require much work. (In html this could be done in less than 1 day, but i don't know anything about c) Additionally, since i think the ency is saved client-side, although i'm not completely sure of this, i'd like to have a download option for an ency package like the one for the sound package. Since the encyclopedia might have to be updated more often than the whole client. With best regards, Elgoran.
  24. Vial Molds

    That's one of the nicest approaches to this game I've seen so far.
  25. Vial Molds

    I like the view you sport there, but I'd like to know what you do when the manu fails to create the mold.
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