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bkc56

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Everything posted by bkc56

  1. Tel to loc problem

    Not trying to be too dense, but just what was the problem "solved" by changing the range?
  2. What if a modable sword was just an enhanced version of the normal sword. Say the same attributes as the enhanced version, but only half the added damage bonus (and able to be equipped). That would make it better than the normal version (since it's rare), but not as good as the magic/fire/ice/therm versions (which requires more work/cost to mix). So if a s2e is: +10-14 damage, +1 def, +2 acc, +1 CtH and +2 CtD, A modable s2e might be: +10-14 damage, +1 def, +3 acc, +1 CtH and +2 CtD, +3 regular damage An enhanced s2e is: +10-14 damage, +1 def, +3 acc, +1 CtH and +2 CtD, +6 special damage based on the type. [Numbers taken from viewing swords in inventory] It seems silly that you can make these things, but you can't actually use them.
  3. Economy Idea

    Just like general market prices, bot prices could (not so easily) be controled by just adjusting the buy/sell prices of NPCs. Lower the NPC sales prices on items and the bots (and people) will all have to drop to that or lower. Radu has total control over this (but again, adjusting the market is not easy to do well).
  4. God Please save PK

    What the actual PKers (which excludes me) found is that no cooldown reduced PK on the PK server to more of a battle of EMU. That is, it became less about strategy and more about who had the most supplies to outlast the other person (no mana shortage unless you ran out of SRs). And as a footnote: the main reason I've never done any serious PK is the same as posted elsewhere: the expense and risk is just too high to justify getting killed a bunch. And without the fancy toys, you just die faster.
  5. Astro does make a difference. High events, higher chance of breaking, low events, lower change of experience bonus. One could argue either way as being "best". I don't believe harvest level has any impact (other than how fast you harvest and therefore how many events you may get for a given period of time). Although, I'd like it if a higher harvest level reduced the chances of breakage. I would agree that the harvestable matters, but I'm not sure if it's due to the speed (and therefore rate of events) or if some items are actually "softer" and less likely to break a med. I've done testing after each break rate change on the meds (I think they've been modified twice?). After the most recent change my testing indicated they might be break even (given experience has value) but the frustration of them breaking so often still has me only using them for the #day.
  6. Tribute to Cyberwulf

    Another option would be to do what has been done for some other players, add some text to a tombstone in one of the graveyards with an appropriate inscription.
  7. Boss for the 80-100 Invance

    What if the "boss" was added like the invis-rat, but rather than by time have the it/them added when the overall critter count gets blow some threshold (say <10). That way there can be a group focused on them without being picked off or multied by large numbers of other stuff. This is especially important if you want the rangers to come down off the wall and help as they often don't have the build or gear to come out in the thick of things.
  8. Memory footprint increased

    I've had a couple clients open much of the day (one on main, one on PK) and their size in the task-manager was in the 40K range. I started another client on main and noticed it was running around 200K (this was after I'd made some el config changes (changing the max food level)). After trying various things, I restarted the other client on main - it too jumped to the 200K range. So then I tried restarting the PK client (which had no changes) and it too jumped. Now I suppose one possibility is that the client always starts high, and drops over time as it frees up stuff. But I've never seen that. My experience is that the more you play (especially map changes) the larger it grows. There haven't been any Windoze changes (no updates or anything like that). So I'm at a loss as to why the client appears to have had a 5x size increase during the course of today.
  9. Memory footprint increased

    OK, here are the numbers collected from 4 spots: before and after logging in, then minimized/maximized. State | Mem Usage | VM Size ----------| ----------|-------- Login | 158,844 | 427,148 Started | 172,828 | 438,120 Minimized | 8,408 | 438,296 Maximized | 12,876 | 438,304 I guess the implication is that the program size is 400K+, and the amount RAM resident starts large and drops when minimized.
  10. Memory footprint increased

    OK, so these two are the ones you asked for above. It it would be useful for me to capture those two values at startup (before login), after login, and after minimizing (when it drop again)? Those should be pretty easy to capture and post.
  11. Memory footprint increased

    Win-XP's task manager doesn't have those. It has: Memory Usage Peak Memory Usage Page Faults Virtual Memory Size I'd be happy to take some measurements if I know just what numbers to capture.
  12. Memory footprint increased

    Could be, but it would be a pretty large coincidence to see the same problem on multiple computers with different video cards (and therefore different drivers). And then to have the same action (minimizing the window) have the exact same effect (size goes down) in all cases. It just seems unlikely. I wish I could still test the previous client and see it's behavior.
  13. Memory footprint increased

    I've confirmed this happens on two different computers (so it's not related to one specific configuration). Both computers run Win-XP, one being up-to-date on Windoze updates, the other being months behind. Different networks, different hardware, etc.
  14. Memory footprint increased

    Well I never minimize my clients (unless it's an accidental click) so that doesn't explain the size, but... If I minimize the client it's space drops down to <30K, and slowly climbs as I switch maps. I wonder if there's some other way to trigger it freeing space besides minimizing. That could explain what I see.
  15. tutorial quest series - intro to potions

    This topic was pretty hotly debated over here: http://www.eternal-lands.com/forum/index.php?showtopic=56296
  16. Spelling And Grammar Errors

    Yeald (in Portland) for the Haidir daily quest: At the entrance of the titanium mine, there are some skeletons that sometimes will go out and cause trouble. I need you to kill 30 of them. And kill the once at the entrance, don't bother with the ones on the lower levels. The "once at the entrance" should be "ones".
  17. It seems that it would make some sense for rangers in invances to get ranging experience instead of only att/def experience. What if the experience reward was somehow tied to what you did most (melee or ranging) during the invance? Or perhaps you had a choice when you entered: if you have 2 amber in your inventory you get a/d exp, if you have 3 amber then ranging experience. It just seems silly that a person who spends the whole time on the wall ranging (which is rather expensive) doesn't get any experience bonus in ranging.
  18. The rangers would probably like that because those arrows are expensive. But I suspect the community will still want the exp. I still prefer ranging exp for those who range (the exact implementation open to debate).
  19. So you want to remove the a/d reward from Invances? I'm sure everyone will just love that idea. As with the post above you, that totally misses the point of this thread. But I guess if you want to remove the a/d bonus, then this comment does make sense. Keep a clear separation between battles and training.
  20. That would certainly be a reasonable solution within the spirit of the suggestion. I have no idea about the implementation complexity though (compared to other solutions).
  21. I can't speak for others, but I do this. I like to team up with a strong fighter and wander around. Easier stuff I can kill melee, harder stuff I range while they fight. Things get pretty boring on the wall for the 2nd half of an invance as little comes in-range.
  22. That would work (although some might complain that ranging exp AND the a/d exp would be unfair). Did those videos also show how much gc a ranger spends in arrows and AP pots, or how a pure ranger build cripples many other possible builds? Besides a trained fighter with the right build and the right weapon can do some pretty serious damage too. I don't understand what you mean. How is ranging not an exp skill? How is Sun-Tzu + Invance more fair than Robin + Invance? I must range in the wrong invances because no one has ever offered that anytime I've gone. Still, I think some sort of experience bonus tied to the skill you use in the invance would be more appropriate.
  23. Instance mode

    This looks great. Would it make sense to have the same granularity of settings for yourself as for creatures and other-players. I personally would probably like to get ride of my background.
  24. Tank_Rabbit's Tank Building Guide

    Finally. Someone presents a point that makes sense (and probably should have been obvious). Thank you.
  25. Tank_Rabbit's Tank Building Guide

    What value does the wide a/d gap have over little/no gap given the attributes/perks/build is the same. If the build is for instance/invances then there's nothing wrong with getting some hits in there. And if it's not for afk training (a bit of a urban legend anyway I think) then killing the critter isn't much worse than flee-training.
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