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Burn

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Posts posted by Burn


  1. Based on what I've seen harving, I don't think the "normal" events are affected by this, just by astro. (Just my opinion based on experience.)

     

    Mini-events seem to be much less on low-level flowers than before the last update, just may not seem like it since they harv so fast. But per harv, yeah, less than higher-level stuff.

     

    Thus far, the latest update seems to have been a nice compromise between reducing (possible) event annoyance and still stopping afk-harving, so very well done as far as I can see. :whistle:


  2. Now that they've been around a bit, the opinion on them here is still... well, neutral.

     

    Slight slow-down on them on the low-level fast harvables would be nice, mainly to survive the 3-line spam with each stop so it's actually possible to keep up with 3 channels and PMs (and GMs if you're in a guild I guess).

     

    You gained 12 extra harvesting exp.

    You stopped harvesting.

    You started to harvest Sunflower.

     

    It only takes 3 events to pretty much fill the top of the screen. Harving low-level stuff means looking at those lines more than the actual chats, as most people stick to "view all".

     

     

     

    Higher harvs (mostly done turquoise since the change) don't feel bad enough to be concerned over. Sure, more clicks, but the harv is slow enough that it doesn't feel overwhelming like the faster harvs do.

     

     

    So... can be lived with, and really not as bad as they're being made out to be (excepting that it would be nice to see the reduction a bit on the faster harvs, hasn't stopped me harving though).


  3. Taking into account that I have found 6 rostogol stones in 2.345.752 harvestables removing all chances to find one is of no importance really.

     

     

    ^^^ Ditto with only 5 rostos in over 4 million harvs. I'm better off with binding/serpent/attribute stones which I can sell to buy rostos, heh.

     

    Definitely sounds like a pickpoint grab.


  4. Its kind of hard to make a trailer exciting if we have to show someone mixing or harving eh..

     

    Consider shows like CSI/NCIS, lab work scenes aren't exactly the most interesting thing but they use quick cuts with music showing small "highlights" of what's going on, thus keeping the storyline pace going. Those scenes would grind the shows to a halt if they weren't done this way in the same way showing someone just sitting there clicking on harvables or the mix panel would. :P

     

    For non-fighting skills, level eye-candy, radon/cavern wall event, "you started to harvest dung" for the WTF??? value :P Manufacturing (creating a sword) would probably be appealing (ooh, I can make my own sword!), or making anything else that could be related to without knowing game play. Clothes/armor, jewelry... things like essences would just make people wonder "what's that?"

     

     

    (Don't have the comp or skills to try a video myself, just tossing some ideas for those that can)


  5. My point is simply he gave some specific options, I think those are fine, and would get it on those alone. I really don't want "too much", because keeping game play as fair as possible is an absolute necessity.

     

    It's the appearance that 11 pages of suggestions gives that is beginning to look too much like greed, everybody wants something different. It could have the opposite effect and derail the whole idea. I'd rather see it happen with the original ideas. Reading through 11 pages shows there's no way to make everyone happy with it. None of the suggestions thus far have given any indication they'd get more yes-marks than the original poll-suggested options.

     

    What's the end result when everyone's calling out for something different though?

     

     

    Also, keep in mind the coding involved. I'd imagine the original suggestions are all relatively easy to implement as there's already something in-game that shows they can be done. (Gods give more exp, artificer for chance of more rares, bots/NPC/invaders have diff-colored names, NMT reduces breakage, and he can already change chances of finding rare stones/making rare items.) If storage, for example, is as hard-wired as it appears to be in other discussions about its limits, that would be a lot more work to implement.

     

    --------------

     

    As for the storage idea itself, reducing slots would be severely detrimental to non-players. There's more than a few all-rounders in the game, and having stock to be able to work on all skills makes the current 300 fill up quite fast. I'm personally at about 260 slots filled and there's very little I could part with without hurting one or more skills. Add to that temporarily holding some stuff gotten from drops like books until I have time to get rid of them... And as well, I haven't reached the tailoring level where I'd need to keep a supply of all the various dyes in stock, and colored fabrics. That's the rest of the 300 there alone. Skills have been added without storage increase so the 300 limit is already problematic for someone who tries to enjoy every aspect of the game.

     

    I'd give a definite No to that suggestion because non-payers should be able to be all-rounders as well. Less storage would be a severe detriment to game play.


  6. Problem is most of the suggestions being given do give unfair advantage, directly or indirectly.

     

    Enough people have indicated they'd option for this based only on the given poll suggestions. If those get improved or added to later to get more to sign up, okay, assuming it's within reason.

     

    But I'm betting the specific suggestions given in the poll were done so because those were ones that he could see doing, otherwise he wouldn't have bothered to ask. And I'm noting nowhere in the poll is there an option for "other benefit (specify)" :)

     

     

    Considering the yes-response thus far (currently 45.6% will buy, with a 21% yes-won't that could be swayed), I'm thinking it's best to stick to what was offered rather than what is reading as an 11-page IwantIwantIwant-fest. Put the membership up with what has been offered, then consider adding to it later if more of a response is needed. Baby steps are needed for something that can breed discontent.


  7. From what I understand from past discussions (because all-rounders actually do hit close to the 300 mark because of stock for various skills), increasing storage slots would be a huge undertaking code-wise. That's based on what I've read, not any familiarity with the code.

     

     

    I'd vote no in a heartbeat for anything that would give paid "membership" an unfair advantage over non-payers, because as important as it may be to get people to sign up for it, more important will be the game play, which would get severely screwed. Token "bonuses" allow the game to not get screwed up because anything more will tear a rift and breed discontent among the players. Those players you will still be in the same game with, you're not getting floated off into some paid fairy world where you'll never see the non-payers again.

     

    Anything of that nature will kill the game. Then there won't be a "gold membership" to worry about at all.

     

     

     

    Token bonuses to help it look like you're getting something for your money, but the actual payment is to help support the game continuing. Lest we forget the actual purpose this was proposed in the first place. Attempts to create a rift among the players are hardly going to help anything.


  8. Actually, since going into heavy-harv mode for supplies today, I've noticed the huge amount of orange-pink-green spam on every stop/restart is a bit frustrating when trying to chat. Even missed a few PMs because of it. Chances are you'll stop harving within seconds of switching to console mode as well, making that difficult as well. Particularly noticeable when stocking fast low-level harvables like snaps, lupies, and BSFs.

     

    Hopefully the afore-mentioned reduction will clear that up a bit. For the sake of community interaction, not the events themselves.


  9. Wading through the ton of non-poll added suggestions, most all of which seem to be a bit too much to allow the game to continue without too much preference to payers (which would be game death), the original suggestion with token benefits (as suggested in the poll itself, the diff-colored name excepted) still sounds best here.

     

    And keeps it simple. Too many people wanting too many things in 11 pages of reading.


  10. certainly there is always enough swords and armour but sometimes i struggle to get hes. i can often 2k off a bot but i never really find anyone selling like big 20k batches. id happily pay 150kgc for 20k hes but i currently can't find anyone who would do that for me.

     

    Don't think that has anything to do with the topic of this thread. The most common HE-sell ads on market have always been 10k or less. Alchers usually sell long before we've made 20k. If you were getting that many without specifically ordering them, it was a rare event, you got lucky.

     

    But that you can't find 20k now to buy has nothing to do with the harv events. There hasn't even been enough time since they were implemented to harv the ings for that many and make them, short of someone being on 24/7. 20k HEs = 40k of silver to harv, that alone is a couple days of harving.


  11. To me anyway its not about each mob dropping 5k GC but just having creatures drop GC based on their strength would be nice ( get 3 gc from a Mcw, 10 from a Giant or 26 Gc from a Dragon and you will know what Im on about)

     

     

    This is honestly no different than the mix/harv skills.

     

    Is an alcher making a buttload of money off of high-level alch items, or is the primary income lower-level stuff like HEs?

     

    Is a potter making a buttload of money off of high-level potting items that few buy, or is their primary income lower-level stuff like SRs?

     

    Is a harvester getting more money selling high-level harvs, or is there better income from low-level iron/silver/etc.?

     

     

    While I'm in no way a "high-level fighter", I do understand what you're saying as it's still fresh in my mind how ogres were profitable compared to clops and now fluffies. I could easily have gone through the entire ogre phase without doing anything else but fighting thanks to the drops. No way I could have done that with clops, and no way I'm doing it now with fluffies. But I chalk it up to the cost of experience.

     

     

    Everything is not going to be profitable (several skills prove this, as well as quite a few items in each skill), and part of the tactics of this game is finding that "sweet spot" where you can most effectively gain experience and earn enough profit to keep getting that experience.

     

     

    Edit: on-topic though, yeah GD2D it is a multiskill game, but look at the main page of EL, you can be whatever you want to be, meaning you could do w/e you wanna do, including only being 1 thing.

    might need to be changed to "in order to be something you need to do harvesting for Gc though"

     

    Rangers, tailors, and most-likely manuers and engineers are giving you a very evil eye at the moment. :P


  12. So fighters should get both the most gc and the (incredibly overwhelming compared to mix/harv) most experience.

     

    Compromise, you get more gc, but the experience you get fighting drops to the level of the best a mixer could get. (And ouch, that would really hurt.)

     

    Any other way is handing things to fighters on a silver platter. Hardly a way to handle balancing in a multi-skill game.


  13. There are no skills that come even remotely close to the amount of overall experience you can get from a/d-ing.

     

    Harvest - Hardly an OA skill due to its 120/hr limitations. Even if the 120/hr limit wasn't there, harv speeds dictate you'd never see the amount of experience kicking (your-level) critters does.

     

    Alch/Potion - Possible to get some gc, but once you're at high levels you're talking an incredible amount of mixing to get an OA. Not to mention all the time spent harvesting to get the ings, or killing your income by buying ings if they're available to buy at all. (OMG, trade-off of gc for exp!) And still, an a/d-er will get an OA long before an alcher or potter.

     

    Crafting - Only way to be profitable is to self-harv, meaning slower leveling than alch/pot, which means even that much more slower leveling than an a/d-er.

     

    Manu - Good luck being profitable, and if you're leveling it you're doing helms which means your net profit is negative. (OMG, trade-off of gc for exp!)

     

    Engineering - Still not profitable from what I've seen so far, slow leveling, nowhere near a/d-leveling speed.

     

    Summoning - Until you're making stones, profit is negative. When you finally get up to making stones... well, I can't speak on that, but considering NPCs sell most stones cheaper than it would cost to make them, I'm doubting this is a profit area. or a fast leveler.

     

    Magic/Ranging/Tailoring - No way to make a profit, and slow to level as well. (No profit and little experience!)

     

     

     

     

    So what do people who have chosen these skills do when they're needing OAs to get pickpoints? We a/d because it's the only fast way to get one. Otherwise we spend days on end mixing to get a pickpoint that an a/d-er would get in 1/4 of the time or less. If I need a pickpoint, I go kick fluffies, not sit and mix HEs or whatever. At a loss, but I found ways to pay for it.

     

     

    The point: Mixers may have better gc, but fighters have much better access to pickpoints/OA leveling. There's your trade-off. If mixers have to go fight to get their pickpoints in a reasonable amount of time, then fighters can stop what they're doing and earn their gc.

     

     

    OMG, you actually have to stop having a one-track mind for a while. Oh no, it's the end of the world as we know it and you don't feel fine! (OMG, R.E.M. reference from a metalhead, the world is definitely coming to an end!)

     

     

    That's your trade-off, you want to fight all the time, you get the (much easier in comparison) OAs with less gc. You want to mix, you get the potential for better gc at the expense of (much slower in comparison) OAs/pickpoints. A healthy player finds a way to combine those to make it work. It's called tactics, something that isn't limited to fighting.

     

     

    I find it hilarious that people say harvers are the only whiners when threads like this show up...


  14. 42k henbane -> 1050 P Ivy/Henbane/Poppy extracts -> 210 ref veg mixes -> 12,600 creature food -> More than enough to fully level your inner mule :pickaxe:

     

    Though granted, noone stocks that much solely for extracts, heh.


  15. What I quoted is exact, there was no "qualifying" text before or after it that indicated a server or client fix. I ass-u-me-d that it was on the server side and would be fixed on the next server update (along with the range arena target).


  16. Um... harv price goes up = item prices go up = noone wins who's actually playing.

     

    Who wins from harv prices going up? The gold farming scumbags who are the real cause of this in the first place. (Don't fool yourself into thinking this has anything to do with afk harvers in general, they've been around for years, and this didn't suddenly become an issue until it was determined gold farmers were killing shop sales.)

     

    Don't support the gold farmer scumbags who did this to you, don't fall for a price hike over this.


  17. Er, guys, see my post above.

     

    The problem is known, and only occurs when you are still getting harvesting experience.

     

     

     

    And is apparently already fixed (just needs a server update I guess):

     

    [aesop @ 6]: the ongoing harv effect after mini event is fixed in cvs already


  18. Pretty representative of all the BSF hauls I've done this morning, though I'm getting less normal events now due to astro change. (So it was worse during high astro, but due to the normal events, not these.)

     

    See molime's post. They don't depend on astro.

     

     

    Read, then re-read, then respond. I said it was worse during high astro due to more NORMAL (as in not these new ones) events. Those haven't changed.

     

    These new events are "in addition to" the old events, thus there's still going to be more stops during high astro because of the old events.


  19. Just for reference, sample of a single load of BSFs harved. Green times are from (re)start of harv to when it stops by an event.

     

    This is on a 2x plant, 756 BSFs harved. 69 extra harv exp total, and 6gc. :P

     

     

    Pretty representative of all the BSF hauls I've done this morning, though I'm getting less normal events now due to astro change. (So it was worse during high astro, but due to the normal events, not these.)

     

    newharvevents.gif


  20. Quite hard to confirm since astro doesn't change that fast, and the events haven't been implemented long enough for astro change comparisons.

     

    I just know that I have high harv event astro atm, and BSF stocking is stopping close to every 5 seconds.

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