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hhip

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About hhip

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  1. Herny, i'm growing tired of your shortminded answers, to me and to other ppl in this forum. If I follow ur logic, in addition to clicking for each item you harvest, u would probably have to remove the path finding algorithm that is so prone to help macroing. Let's have the charater go in a strait line from where it is to where it wanna go, stoping at each obstacle. Please provide proper argument against my suggestion. ssjgohan: i thought so, but i didnt manage to find your post, reason why i cared to suggest... Leeloo: lol! Placid: yeah i've not been here for a long time indeed, and i thought that things must have been a bit more boring in the "good" ol' days. My guess is that when they introduced the automatic harvesting feature, shortminded refractory ppl shouted to whoever wanted to ear that it was going to be the revenge of the macroers. For this reason, thking ppl implemented the falling wall and the rewarding mother nature to limit macroing and improve the fun. Of course, try now to suggest to go back to the 1click1item harvest system, u wont get many supporters. Someone suggested somewhere else cut or burns during manufacturing. Good idea to transpose automatic harvesting to automatic manufacturing.
  2. 1) if u thk carefully about it, you'll see that making 100% boring stuff automatic, you will actually reduce the temptation to go the macro way. Would you like to have to click once for each item you harvest? Why should manufacturing be any different? 2) Your point that it would render macroing easier is irrelevent. If someone wants to go the macro way, it is completely trivial to have ur macro click repeatedly instead of once. 3) C'mon. The rules are here to rule what players do. Not to rule what feature might be implemented. You are not convincing me at all...
  3. Sellable Books

    excellent point Kenneth. I totally second this... I'd really like to see some mechanism for the economy. I already suggested something in that direction (as a side remark in this thread http://www.eternal-lands.com/forum/index.p...howtopic=12339), but that was maybe a too long shot to start with... Trying at a smaller scales sounds good, and rare book might be the ideal place to start.
  4. What a about an addition button in the manufacture windows (called "Repeated Mix" or sth) that would just keep mixing the same ingredient until one of them is lacking, or not enough food? A "Stop Mixing" button would be usefull too... This would spare so many mouse buttons for us poor players :-) And clicking in sync w/ ur manufacturing speed is kind of boring. I thk everybody would like it and I cant thk of a disadvantage... my 2 cents... hhip
  5. storage level trading

    i got that... but you know as well as me that the only way of keeping scammers and cheater from acting badly is not to make the game in the first place. So, if some feature would be convenient for 99% of honest people but might help the remaining 1% of cheaters, let's implement it! That's democracy ;-) Seriously, maybe something can be done to avoid problems. For example, some evaluation of value of what's being traded could be done, and there could be a limit on the difference. Simply put, it would be forbidden to trade something for something else that is worth more than twice or less that half of the value. By keeping the range wide, we let some economy take place (with market values possibly fluctuating, etc), but you keep the transfer of lots of thing from one character to the other... Also, for people like me that want to collaborate closely with someone else (like my roommate - i'm more of a harvester/manufacturer and he's more of an alchemist/potion/magic, and we need to transfer lots of resources back and forth), we just can have some amount of cash we use to pass things from one player to the other. The bigger the cash reserve, the largest quantity of stuff we can pass, but still ensuring that the global, long-term value of stuff passed is more or less balanced. Of course, this causes the problem of giving a value to things. That can be done this way: 1) things that can be sold to NPC already have a value. Let's use this. 2) by making some large-scale statistics on what's being trade, a value could be computed for things that dont have a "NPC value"... this would reinforce the "market" side of the game in a nice way... And: why not, after all, publishing those computed values, let 'em fluctuate, etc, etc, thus creating a real dynamic economy? OK. Things are going kinda offtopic regarding the original issue, but i still think that some good can be made in this area, and i'd be glad to discuss more.
  6. storage level trading

    ok, but scammer1 will do that if he wants to somehow, even without this feature... I think it's stupid not to implement feature that would be convenient for everybody just so it's inconvenient for scammers too...
  7. Maybe it's been suggested before, but i couldnt find it. I would find it great if one could trade at the level of the storage, that is trade content of each other's storage instead of inventory. It would allow much easier trading of large quantities of item, esp. items that are not stackable. Maybe this could be done only near storages, or at a special market place... But I see no reason not to let ppl do it anywhere really... Let me know what u ppl thk of it and keep up the good work!!
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