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Lachesis

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Everything posted by Lachesis

  1. Duel feature implementation

    I strongly encourage you to do this if you don't want this feature to be abused for training. Fighting do death (only) won't help, look what players are doing atm ... However -- if I may add my two cents -- please consider a "training mode" checkbox (exp gain and no fight-to-death). There is no difference if players train fighting each other or fighting monsters, except for the former is more entertaining Maybe you could limit the exp gain as is done in harvesting, include random stops, teleports and such for making it harder to set up bots. The code is already there These are just ideas, I dont want to argue about how the feature is to be used. I also see there is already someone working on this feature, so please tell me if you want me to work on this anyway so I can focuse on other projects if not. Sincerely yours, Lachesis
  2. Potential contributors meeting

    That is a sad thing as I am going to leave for at least two weeks tomorrow. Please post a log for me in this forum. Or mabye you could postpone it till the end of this month? That would be great But I don't ask for it With regards, Lachesis
  3. Hi, bags are a quite useful thing in the game if you temporarily need more things than you can carry, e.g. when manufacturing. However, there is a limited number of them in the game, and your bag may disappear abruptly. This will happen quite often since there are a lot of players dropping one bag after another when killing since they only need the fighting experience but not the items they could gain. Fortunately, there are several quite easy-to-implement solutions for this problem: o introduce a way to leave items without putting them into a bag o when choosing to delete a bag, prefer bags that no one is sitting on. o limit the number of bags that a player can drop, e.g. five per hour or so. o maybe increase that number if you pick up a bag There are some more difficult solutions that may even have impact on server performance, but might produce better results: o choose the bag do delete based on its value (cheap ones first) or o choose the bag do delete based on the number of bags the player that dropped it has already dropped that hour o maybe even make bags an item that you must carry with you in order to drop them. That's just ideas that would enhance reliability (and thus usefulness) of this feature, even without losing the benefit of the kind of randomness it involves. Please don't consider this as a "feature request". But maybe you like my ideas. :-) Of course I will offer implementation propositions if requested. Greetings from Lachesis
  4. Disappearing Bags

    I don't want bags to be reliable. But what are they good for at all? They should be at least a tiny bit more reliable than they are now to become useful. However, if they're just for dropping things (but not for picking up), then there's no need to talk about :-)
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