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Burn

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Posts posted by Burn


  1. So your reason to suggest this is that you don't use them yourself.

     

    I don't pk. I want brod and bod and cotu removed from the game because since I don't pk, I don't use them. :)

     

     

    As for bagjumping and the complaints about it, it adds an honor (or lack of it) aspect to the game that would otherwise be missing. Many friends/enemies have been made over this game point, esp. for those who don't pk and make enemies that way. I loathe bagjumpers for their lack of honor, have made some friends from returning dbs, and see a bit of added gameplay in having to be extra careful when attempting to mix in bags. Loss of bags would result in losses of the human aspect of the game.


  2. If people like it, it would reduce the already-small number of people who use mule-shifting. Is adding something to the game that would chop the legs off a (relatively) new option so soon really the brightest idea?

     

    If not, it'll be the next big perk people scream to get a removal stone for.

     

     

     

    And cruella's math above looks good as a reason to pick mule over this, 3pps definitely being too little for an option like this.

     

    (Fighters might disagree on that pick mule over this perk point, more emu to carry more stuff to tie up a spawn even longer without having to restock, or be in the form of a mule while fighting, hehe...)


  3. You've said nothing.

     

    (Copy/paste previous post here, since you didn't read it.)

     

    As you can't possibly know (even devs themselves might not know) if perhaps something written, maybe even a bit off-topic perhaps, in one of those threads didn't spark an idea that might be or already is implemented, your response says nothing other than that you've never run a project that requires a lot of thinking/inspiration. People who run such a project, or write novels, or paint, are well aware that the slightest word or sentence can (even subconsciously) branch off into an entirely new line of thinking, and welcome such potential. Even if the basic gist of the discussion is repetitive, or way off the mark.

     

    To (attempt to) stifle discussion based on "been there, done that" mentality breeds contempt, and reduces the potential for the imagination to possibly see something new. It provides absolutely nothing, and gives less.

     

     

    Lack of imagination breeds nothing.


  4. Why don't you all just give it a rest? [....] Just drop it and either quit or get used to it...more whining about broken economy won't help anyone...

     

     

    The beauty of a forum is that you actually have to click to read something. If you don't want to read it, don't click. Whining about people whining is a tad bit sadder than the whining itself. Clicking on stuff you don't want to read about is... well... :D

     

     

    While I've never created, assisted, or moderated in a game, I have done online projects before where there were always crazy ideas, complaints, or whatnot being tossed up in the forums.

     

    And in a lot of cases, they were determined to be just that, crazy ideas that wouldn't work or were poorly thought out. Majority of this thread, and yes, that includes even my posts, most likely fall into this pit.

     

    However, as the project leader, I read such threads anyway. Not because of the crazy idea itself, but it does lead to other thinking. Take a small insignificant piece of an idea here or there, use it as a seed to come up with an idea that's not so crazy and might work. Let 'em keep duking it out on the forum over these crazy ideas, as someone just might say something that provides a seed to a different line of thinking that proves interesting. Inspiration comes from very unlikely sources.

     

    I learned as that project leader that: (1) People telling others to shut up are the biggest problem in any such project (well, second to blatant rule violaters), (2) overzealous locking of discussions is detrimental to the project as a whole, no matter how crazy the idea or against it the devs are. There's still the possibility of seeds for ideas in that craziness, even if that seed leads to something entirely different than what was proposed (as it most likely will if the idea is considered crazy or detrimental to the project). As well, locks just because it's a "bad idea" is detrimental to community spirit.

     

    Who's being harmed with such discussions? You? Don't click on it, and your problem with it is solved.


  5. Not sure of the exact minimum requirements, but they really aren't that high.

     

    Personally able to run the game fine (with some of the unnecessary extra stuff turned off) with an 800Mhz CPU and a quite cheap graphic card (Nvidia GeForce FX 5200 128MB) bought last year. This particular comp was bought in 1998 with no upgrade since then other than the graphic card and larger/more hard drives.

     

    But if it can run on this crappy of a system, the requirements can't be too high. :D


  6. Wanted a name that had no connection to my online name on other sites (at the time). Not knowing much about the game at the time, I figured it was mostly fighting. Was watching a Trek episode at the time, so the klingon pre-battle expression "Today is a good day to die!" came to mind. Was also not expecting to end up playing this long so didn't give it much consideration, hehe.

     

    Now that I've been ingame quite a while, I may eventually end up changing names at some point in the future. My name's a bit odd considering I never pk and consider myself more of a mixer than a fighter. :D


  7. Radu answered this here:

     

    Guard bots, being on their own maps, can use horses. Pet ants no.

     

     

     

    However, horse gets lost if there's an attack, so if the bot gets into a battle, the horse is gone. (A situation noted in the same thread.) You can put the guard bot on a horse, keeping him on one is a different matter. :D


  8. Think you missed the point completely.

     

    It's not a matter of "can't afford", those kinds get ignored anyway. People have proven the point of earning your way repeatedly in game, and that same response is told to anyone who whines about not being able to afford something. You hit on nothing new there.

     

     

    It's a matter of ingredients for an item costing more than the actual item, which leads to noone making that item. Particularly manufacturing skill items.

     

    The problem isn't people not willing to earn their way up, it's people who actually make the items not wanting to spend on ingredients to use them to make something that has a value less (sometimes much so) than the individual ingredients could be sold for. Why make an item that sells for 40k out of ings that cost 55k?

     

    Quite a number of items are at this point now, and it's making some items become close to impossible to get hold of. Alembics and vial molds for example are in an all-time low, people begging at all times of the day every day for one or the other. EFE cost (and apparent rarity) has less people willing to make them. Since they break relatively easy, a constant supply of those two items is needed, but that supply has dried up.

     

    That's just one example, of which I'm more familiar with. A fighter would probably better tell about a lot of the gear, but primarily manufacturing items.

     

    Your Ferrari... would you buy all the individual parts to it at way over the cost of buying the car whole, then put it together (with the chance of actually losing the parts, every single one, in the process)? You'd rather buy the car whole which costs less and no chance of losing the parts putting it together. That's the manuer situation for the most part, not willing to waste those (when they can be found) to risk losing them, only to find out it's impossible to sell at anything even close to breaking even.

     

    If a manuer does put something together that includes a stone or EFE or other expensive ingredient, they'll likely keep it for themself rather than put it on the market and lose money.

     

    Daily life, a company buys individual pieces/ingredients, puts them together to form a product, then sells that product at a price that provides a profit. Or go out of business. The manu situation is the exact opposite, where most everything causes loss with noone willing to pay more to make those things profitable, or even worth making at a break even point.


  9. Hmmm.... kay, sounds like what I was thinking based on months of watching market. Can only recall one time someone asking to buy bronze bars, and maybe 2-3 for seridium at most. Hard to determine usefulness with little info.

     

    Guess I'll stick to the plan... make a couple just to say "I did it" :blush: Save 'em for my own use should the time arise. As an all-rounder, it could happen... maybe. :)


  10. i think a better way to ensure the availabilty of rare ingredients is to automaticaly delete them from an inactive storage after a person hasnt logged in for 6 months .....

     

    As they are already technically "out of the game" for people like that, sitting in an unused storage is no different than not being in the game at all, just not counting them would be a better idea (expanding on Zamirah's reason against this).

     

    The number of people who reappear after such a long time aren't that many, and their return, while bringing those items back into the count, wouldn't count for that much anyway and could be adjusted after the fact based on the new counts.


  11. And again, I'll state on a completely different note from the above:

     

     

    Instant drastic changes like pretty much everything suggested thus far will do nothing whatsoever to change the economy. They will serve as bandages only to eventually fall off, solving nothing.

     

    Only a well-thought-out solution, that is implemented slowly over a long period has even the remotest possibility of doing anything significant. Not one has been suggested yet, and honestly I don't know either. But there's no rush to come up with one. And certainly no need to make drastic decisions that not only will not help the economy, but kill game play in the process.


  12. ...as soon as a good day for alching comes up I will do my best to lower that amount alot....

     

    BUT

     

    - Have a limit in total number of items in storage or a limit in EMU stored at storage. That way no one can hoard into storage and are forced to sell the items that is just saved for a special day when alching is profitable and they want to sit and make items for the whole day.

     

     

    Sorry. Now or never, as you're wishing to force on everyone else. Perhaps a mod could do a clean for you to make it less painless... and half all your experience as you wanted, er, suggested.

     

     

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

     

     

    Now, much of this was said before, but because they were significant points you chose instead to peck at other insignificant things instead.

     

    Even with the 1 million gc for a useless 50k storage:

     

    (1) IEDP perk rendered useless as keeping a food supply just got near well impossible. That's brought up in particular because it costs pp's, but keeping a supply of any useful food (toadies, fps) has been rendered impossible as well. Many have 50k emu in food stock alone, which doesn't take long to use and thus requires constant resupplying. A large stock of food is pretty much a necessity in this game, and you'd have people relegated to food that might last 2-3 hours.

     

    (2) Any special mixer day such as Joule and Scholar day may as well be taken out of the game completely, as it will be impossible to get any benefit out of them.

     

    (3) That iron ore you're currently trying to rip off people at a measly 2.5 each would be upwards of 10gc each minimum with this, as noone would be stocking it to sell. They'd not have the room to stock it. Schmurk can turn his market site off, stocking to sell to other people will be a thing of the past. The only thing that keeps good sales between players going is storage.

     

    (4) You've failed to state how the 40k tree shrooms I have in my storage (or the 395k I know one person has for that matter) is in any way even remotely affecting the economy. How my silver stock is any business of yours. Why I should be relegated to 5k of gypsum (if I have nothing else in storage, at all) for some odd thinking that having more than ONLY that in my storage would ruin the economy.

     

    (5) You've killed any possibility of working on more than one skill at a time. It will be impossible to keep any semblance of stock to work on more than one. Jack of all Traders or even people who actually like to do more than one thing in-game should not have to have their gameplay ruined because of some deluded idea that "owning" more than 50k emu of anything is somehow destroying the economy.

     

    (6) Invasions would no longer be able to be appreciated by many, as their entire storage, devoted to a mixing project, had no room to keep anything else like fighting gear and ways to stay alive. (Er, and god forbid they get a stone off an invasion critter but they already had their 25 spots full.)

     

    (7) Tailoring would be even more of a wasted skill than it already is. Tailored items barely sell as-is, that would go to null if there were a storage limit as every single emu point would have to be thoroughly taken into account... non-necessities (like tailored items) are out.

     

    Beyond a shadow of a doubt, you have in no way, shape, or form thought this through.

     

     

    Quit nitpicking on the insignificant petty details and face the real issues. Or don't respond, as your inability to listen to the plethora of people trying to tell you that you have no clue is tiring.

     

    You have shown repeatedly now that you yourself couldn't possibly live with such a horrendously low limit, but expect everyone else to anyway, without even a clue as to what this would do to the economy. Get your storage emu down to 50k NOW as you would force on everyone else, or don't bother posting again. Put your money where your mouth is. You think you can do it, prove it.

     

     

     

    You have completely failed in all ways to say how making the game too much of a pain in the ass to play could possibly help the economy. Oh wait, people quit playing because it's damn near impossible to do anything. Problem solved?

     

    You're not suggesting anything that will save the economy here. You're suggesting completely ruining any form of game play for all who are primarily mixers. And killing the game completely for Jack of all Traders.

     

    That, and make sure this gets through that skull (unlike anything else stated thus far), does not help the economy. At all.


  13. The EMU of the iron for a steel bars are many times more EMU to haul. So if you hate hauling bars you should really hate hauling iron ore. You have to run alot more if you have to move the iron ore to the storage before mixing.

     

    (Looks at seriously underpriced offer to buy iron in sig) Because nobody ever buys large amounts of iron off others at storage...

     

    Got that storage down to 50k emu yet? Still deciding which flowers to keep perhaps? Don't forget all the other sections. You speak a lot but I really don't think you could live with your own suggestions, even paying 1Mgc for a lousy 50k emu storage. (That's 5k of gypsum, btw.)

     

    S2Es. From scratch. Limited storage usage per your suggestions. Get to work, live up to your own expectations. :medieval:

     

     

    And good job skipping the well-thought-out responses, sticking to responses where picking on tiny details you think you might still be right about. :rolleyes:


  14. Already thought about it.

     

    Therein lies the problem. Thinking and doing are two different things.

     

    I don't think you grasp how extremely difficult that would be just by "thinking about it". Never did the hydro run, but I have made 100-batch of S2Es. That in itself would have been extremely painful without decent storage, doing a full 50 hydro bar project would be unthinkable.

     

    You're officially challenged. Make just the S2Es if you don't wanna hydro run, they'll sell quickly. Just make 'em from scratch, in the manner that you described. Let's see if your thoughts are truly feasible.

     

    Er, get your storage down to 50k emu first, guaranteed it's not. Most people who've been around a while that have that in just flowers.

     

     

    Don't forget in the end, EL is a game, supposed to be fun. Making things painfully hard is not fun. Get to work. ;)

     

     

    Oh, and when you're done, ask yourself how much you changed the economy just by doing things in a more painfully difficult manner.


  15. A Q for the higher-level alchers out there, really.

     

    Just hit alch 98, and while doing stuff to level is okay, I try to do other things just to do "something different", which reduces repetition and adds to game play of course.

     

    When it comes to alching, I realised I'd hit 98 without ever having made some items. Just eliminated one by making 6 seridium bars.

     

    Those items were all higher-level bars, from tin and up. (Actually made a handful of tin and seridium bars, though in both cases only to "do something different", and they so far gather dust in storage).

     

     

     

    The question for the high-level alchers is... do you do any of the (tin and up) bars? If you do, why? (Personal use? Sell?) Do you feel there's a value to making them if you do (or tried to at some point)?

     

    Hydro bars have their obvious value, lots of making/buying/selling going on with them, so for the sake of the discussion, let's skip those.

     

     

    tin/copper/bronze bars - Is there any value in going through all the trouble to make two different types of hard bars, to make a different hard bar? Market?

     

    seridium bars - a handful of higher-level medallions, night visor... are these made enough to warrant the making/selling of these bars? Better to make them only when you yourself need them to make these items?

     

    wolf bars - 10 wolf ores and a serp stone, value? I know some uses for them, but especially with consideration to the serp stone, do you find them valuable to actually make?

     

     

     

     

    Basically looking for feedback on the market for such items, their usefulness, and whether people who have tried them have found it worthwhile to do so considering the time it takes with sword/glom making and such.


  16. - To stop people from hoarding stones put stones in a special place in storage - a slot for valuables. And only give players X slots - say 25 available slots for valueable items - and make them non-stackable in storage. That way no one may have more than X valueable items in storage of the types you don't want people to hoard. The rest of them they are then forced to sell on the market. This is not only applicable for stones but also for enriched essences and magical items or anything hat you would like to make sure there is not an ambundance of. Ok some might use guild bots to hold those items but its only X more for the whole guild so its not a too big problem.

     

    Only way that would work is to include in this list EVERYTHING that generally has a higher value than the lowest-valued item. If including enriched essies that would be EWE. Otherwise anything left out would become the hoarded items.

     

    By everything, that includes hydro bars, worth more than any enriched essie and many stones. 25 would not allow for the 50 needed to buy a nexus.

     

    You got 23 of the slots taken for some project. You take flowers down to sulfur and wow, 3 EFEs! (Chances are incredibly slim, but happened to me with EMEs, so go along with it.) You head up and, crap, you're screwed.

     

    This would not solve the problem, just transfer it, be it to items left out of the list, or even just to massive gc hoarding.

     

    - Have a limit in total number of items in storage or a limit in EMU stored at storage. That way no one can hoard into storage and are forced to sell the items that is just saved for a special day when alching is profitable and they want to sit and make items for the whole day. Of cource this could be added with a way for people to buy more storage space - the first 10000 emu is free and to get 20 000 emu cost 10 000 and to get 30 000 emu cost 100 000 and to get 50 000 emu costs 1 000 000.

     

    You just killed the IEDP perk. As well, Shroom eaters can easily go through 10k of shrooms in a day or two if they're primarily mixers. Mixers can sit sit and mix all day, special day or not, and do regularly. That requires actually having the ings. 10k shrooms = 30k emu, leaves little room for anything else. I can go through 2k+ FPs in a good mixing day. That's 10k emu.

     

    You're not suggesting anything that will save the economy here. You're suggesting completely ruining any form of game play for all who are primarily mixers.

     

    Currently there is a shortage of EFE on the open market even though I know people with 10 of them in storage. Forcing them to sell them would make them more available and would lower the prices for them. Both of the above ideas will lower the value of the items people have in storage.

     

    Your sig suggests why they are at the least not selling to you. I'm sure you'd love anything that would force them to sell to you at a price they've never sold for in the 8-9 months I've been here.

     

    I don't make FEs as often these days due to changes in what I've been doing in game, but I did make a couple k 2 days ago, got an EFE, and sold it. They're still out there.

     

     

    if you double the harvest time you should also double the experience given to players for making the items so that new players have a chance to get to the levels that old players are at.

     

    And higher level players, getting double on the higher-level items they make, would be even more higher. Applying basic math to this sentence kinda nullifies it.

     

     

    If you double harvest time you also might want to remove half the experience and half the items of existing players so that new players get the chance to catch up.

     

    Trying to piss everyone off? Get on everyone's never-sell-to-again list? I worked hard (and put a lot of time in) for my experience, as did everyone else. 9 months of play = completely deleting 4.5 months of my time playing. People playing longer than me will have even more reason to be pissed. Fixing things doesn't require MASSIVELY screwing everyone over. I would not be in the least bit surprised if people walked away from EL if this happened. Quite a few of them. Even I'd wonder if it was worth it if such things happened, and I'm still relatively new compared to the long-timers this would screw even more. Someone who'd been playing for 4 years and getting 2 years of their play wiped over your suggestion should be looking to get you permanently pk-able on any map for even suggesting this.

     

     

    And, after it's done, and people finally get back to where they were... you'd be right back where you started. With less people since they got pissed and quit. Not a solution that would work long-term.

     

     

    People hoard expensive items because any use of them causes their value to drastically decrease. No amount of limiting what people can have is going to change that. Using them causes too many items to appear that TPTB don't want easily accessible to everyone. Storage limiting, destroying people's long-time work, etc. are at best bandages that will eventually fall off (and cause other problems in the meantime).

     

    I'm no economy genius, but the one thing I do know is sudden changes like these suggested are NOT going to have any effect in the long-term, they'll just transfer the problem. Even having only been here a short time compared to a good number of people here, I've seen drastic changes occur (mostly affecting harvables, but others such as the made-makeable uni hoods causing a sudden new interest in EMEs and even saving stones), and in the end the players adjusted around these changes, and nothing is really that different.

     

    A long-term plan, slowly implemented and tweaked, is much more likely to succeed. The problem obviously is coming up with that plan, ;) Drastic instant changes don't work, and the ones that have been made so far have shown that. People are still managing to play just fine, albeit with some gripes, so there's no need for the insta-changes that keep getting suggested. There's time to plan ahead and make slower transitions that have a much better chance of succeeding. (I definitely don't have those plans or even ideas for them, but I'd trust such thought-out changes coming from devs a lot more than drastic spur-of-the-moment things that have proven futile thus far, yet keep getting suggested here.)

     

     

     

    Lot of words just to say: Look at long-term, slowly-implemented ideas, not drastic sudden changes that will only succeed in moving the problem elsewhere. :)


  17. If you're still seeing bots spamming market after using the command, then you didn't actually use the command. Market is quite bot-free and quiet when the command is used.

     

    Perhaps you misspelled the command, like in the above post? #ignore_bots , not ingore?

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