Jump to content
Eternal Lands Official Forums

scafativ

Members
  • Content count

    197
  • Joined

  • Last visited

Everything posted by scafativ

  1. Actors in EL

    I've acted nearly my entire life- strictly on stage. I started on the east coast, then spent a number of years in Los Angeles doing a few professional shows, then moved to the midwest. Since I've been here, I've done a lot- I've worked in experiemental theatres, and done some community theatre. Last year, I did two shows- one in the Wisconsin One Act Festival, and another that was someone's masters' thesis. I've never really had any interest in film, but I have written some, and directed quite a bit. Interesting thread! scafativ
  2. Feature freeze

    There have been a number of references to protocol changes in this thread. Would it be possible for someone (ttlanhil?) that has a good grasp of everything that's going into this client release to make available a summary of what those changes are, or at least what new client code to look at, so that bot programmers can get to work on compliance? That would be way helpful. Thanks scafativ
  3. Honey Bomb

    Spoken like the true wanna-be-pker-that's-afraid-of-any-addition-weapons that you are. Your post was the least supported comment I've ever heard in this thread. scaf
  4. Honey Bomb

    i could have sworn its the bees that do the kamakazie thing... hornets can sting more than once i found out the hard way lol...yes that is right the hornets are the multi stinging once and bees are the kamikaze... I find it out the hard way too... Here's the definitive answer: It is bees that die when they sting, but not all bees- specifically "honey" bees. Bumblebees, for instance, don't die. Here's why honey bees die: When a honey bee stings you, not only does the stinger stay with you, but the rear part of the bee's abdomen tears away and stays attached to the stinger. What's in there is the posion sac, and a pair of muscles that continue to expand and contract. That motion continues to drive the stinger deeper, and continues to inject the toxins. This is why it's wise to remove a bee's stinger immediately- usually you can scrape it off with something like a sharp stick. Just scrape in the right direction, or you'll drive it deeper. Why do they do this? Because honey bees, unlike other bees / hornets / wasps, don't hibernate- they stay awake all winter, generating heat by eating the honey they saved up. If something attacks the hive and takes / eats all the honey, the hive will die- they'll starve / freeze to death. Therefore, they protect the hive as violently as they can. Worker bees, which are infertle females, can't reproduce, so the only way they can pass their genes down is to protect the hive and the queen. Long live the queen! Interestingly, male honey bees, called drones, have no stinger. They only exist in life for one thing. In fact, after the breeding season is over, the female worker bees throw them out of the hive, and they starve. Harsh. scaf
  5. Freya bot problem

    Putting an underscore as a prefix is very unesthetic, and the bot_ prefix interferes with bots who are attempting to fill a role playing niche'. Moreover, if everone had to type an additional 4 characters to communicate with bots, the complaining would have quite a lot more mass than the complaints in this thread. The problem is not constrained to bots, so I'm unclear why there are solutions proposed that would only attempt to fix the issue with bots. I have a guild member that had a NameNumber combo, while another player had just the name. I sometimes pmed the wrong player. I got over it. scaf
  6. Artificer broken?

    A top notch solution. Bravo! scaf
  7. Artificer broken?

    Not really, entropy. The people with the perk haven't had the benefit of those 7 PPS, so it's a quid pro quo. Scaf
  8. Artificer broken?

    Huh? Double the chance? Where did you get that from? Thats what the encylopedia says. Also- that's what the wraith says when you take the perk. I took that to mean the following: If a rare item usually happens 1 in 4000 times, then with the perk is should happen 1 in 2000 times. I don't have it anymore... I guess I'm glad. scafativ
  9. This is... unbelievable: LONDON (Reuters) - Users of online worlds such as Second Life and World of Warcraft transact millions of dollars worth of virtual goods and services every day, and these virtual economies are beginning to draw the attention of real-world authorities. "Right now we're at the preliminary stages of looking at the issue and what kind of public policy questions virtual economies raise -- taxes, barter exchanges, property and wealth," said Dan Miller, senior economist for the Joint Economic Committee of the U.S. Congress. Full Article can be found at: Virtual economies attract real-world tax attention I would guess that, before long, the FDA will be regulating who can manufacture BR potions in Draia... scaf
  10. EL Lottery

    Lunchbox's OA is in the top 1,000- not exactly a newbie. You should poke your head out of pk areas once in a while- you'd meet all sorts of new people. scaf
  11. Bigfoot

    You can't believe everything you hear... I mean, consider the source! scafativ
  12. SMS notification!

    If you subscribe to the special day, for instance, how do you turn it off? This is explained in Gossip's online help. -.- /gossip subscribe reset Will unsubscribe you from everything. If you want to then sign up for just message notification by email, type: /gossip subscribe messages scaf
  13. Where's the Joker?

    I think that all the competitors used every resource they could find for help, like good competitors do. I probably shouldn't post this on the forum.... but as a hint: Joker moves as a chess knight does, moving northwest. Each "square" is exactly 65 squares, so that translates to 195 north, 65 squares west each time he moves. If the new spot is off of the map, one must consult the overall Seridia map to determine which map the new spot will be on. If that spot is not legal, move to the next spot. One last "twist": While the top of Seridia wraps to the bottom, the western flank has a half twist before hooking up with the eastern flank. (This creates twice as many potential spots... think about it). Of course, you still need to find him once to get started. I hope this helps. scaf
  14. Odd skellie experience

    It is currently peace day, and I summoned a pack (9) of skeletons in KF. For some reason, they won't follow me! I walk away, and they stay put. I got them to budge once, by walking out of their "sight", then back in, but that wasn't repeatable. I don't know if this is related to the special day, the fact that I was in a PK area, or specific to skellies. I thought that this was worth posting. Thoughts? scaf
  15. Odd skellie experience

    Bing! That was it. Oustanding...thank you. scaf
  16. Client RC available.

    I copied the entire directory over to a new one, and unzipped the new file. When I ran it, it hiccuped, like it was doing an auto-update. #ver gives me 1.3.2p9 Here's the rub. I'm completely, and permanently invisible. To myself, anyhow. scaf Update: When I was in the first room of Vermor, I was getting a resync every second step. Also, when I tried to create a character, it bombed. Final Update(it's late): I tried Acelon's suggestion of rerunning the update. No improvement on the invisibility. Interestingly, when I sit, the perspective doesn't change, but I know that I'm seated. Really Final Update: How to get it to work Do everything that ent said to do, but before starting the client the first time, delete (or rename) mirrors.lst. If you already ran it once, rereun the update and nuke mirrors.lst before you start the client. I can see again! It's a miracle! scaf
  17. Best Death Message

    <name> has begun the long, hot trek north. scafativ
  18. Where's the Joker?

    Here's a bit of a hint... I've heard he only appears on one Continent. scaf
  19. Crowd noise

    I think that sound is a very under-utilized ambience in EL. I like some of the ideas in this thread, and would like to add two: The first, I suggested before, and it had highly favorable comments, even from Roja, as I recall. It is to have the sound of a clock tower bell chiming at the top of each game hour, that you would only hear if you were in a village. I know the base of the code is in place, because you can hear teleportals as you approach them, with them getting louder as you get closer. I think this will be a nice detail to draw players into the virtual reality of the game (much like the crowd noise suggestion). The other idea pertains more to user interface usabiliy. It would be really nice to have audible cues when certain events occur in the game. I am forever getting drawn into conversation, while harvesting, for instance, and don't immediately notice that an event has terminated my harvest. After 10 minutes, I think to myself "Isn't this load completed yet!?" and notice that I'm standing there with an inventory of 12 chrysanthemums . Maddening. Having subtle audible cues for "manu run ended", "harvesting interrupted", "pm recieved", etc would, IMHO, really be helpful. Another example would be upon the discovery of a stone, or the creation of a rare item. Call me inattentive, but I have, on many occasions, asked myself "where the heck did this rost come from?" when arriving at storage. An alarming sort of squawk upon death may also add to the shock of that experience (or even adding a nice ambient sound to the underworlds would be equivalent). They should, of course, be configurable for folks that feel it would just be noisy. If the PTB want this, I'd be happy to code it and create the noises, as long as someone who is responsible for client development contacts me to say that there's interest. scafativ
  20. bot owners...

    Please add me as well. In-game name: scafativ bot name: gossip scaf
  21. I have an idea that will address the prevalent complaints of both the pkers and the crafters, those being "because of rostogols, I get no benefit of a drop when I kill another pker," and "nobody wants to buy my magic jewelery." Here's the idea: Rostogol stones, as we know them now, are "activated" rosts. They will no longer be found. Rather, "unactivated" rosts are found, and they must be activated by a crafter. This is accomplished by embedding some number of gc into them, say 15k or something. Presumably, a few additional essence and a full meal will be required to to this, too. When a player that is holding an activated rost dies, nothing drops except the embedded gc. Unactivated rosts do nothing. Benefits: Pkers get a drop when they kill each other, so... Pkers have a bit more 'skin in the game'. Crafters have a new source of revenue. Money is not added to the economy. Comments? scaf
  22. For Pkers and Crafters

    Happy, I don't think anyone suggested that the rost persist past a death. The suggestion, among others here, is that it would vanish as usual, but would leave behind its embedded gold coin, or some portion of the players inventory. I think that when a rost does its thing, it has to vanish, or they will have no value due to an enormous supply. scaf
  23. For Pkers and Crafters

    Well, the problem with this is- in what price book do you establish worth? EL Blue Book? You did give me another idea though- maybe the rost can protect only certain cells of the inventory; maybe just what's worn, or what's worn and the top row. scaf
  24. For Pkers and Crafters

    I don't know why you get that idea. The point was to provide successful pkers a drop when his or her opponent has a rost. scaf
  25. For Pkers and Crafters

    Well, that's one way of looking at it. Another is: crafters sell activated rosts, and buy unactivated ones. If a crafter is living hand-to-mouth, and has no activated rosts in stock, then the pker would have to trust him or her. I think that senario would be the exception, though. Good comment! scaf
×