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Thorus

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About Thorus

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  1. Misleading message from Maia

    For added confussion, Dorel's deliveries for Maia did require to actualy bring her stuff in inventory.
  2. Recycle day stone

    Yes, but x,y,z would probably have actively defined chance rolls while default case k would be just k=1-x-y-z-... I think it's not unlikely that as special days are added only default case shrinks.
  3. Recycle day stone

    I'm not familiar with the special day mechanics, is this an actual fact?
  4. atm, only rare, harvest and degrade astros are worth trying. As they're the only ones with values large enough to produce curves to start with. I've been pretty successful with make rare and degrade. Less with harvest, but largely because I don't care about that one... And the single digit fail astro was exactly that - fail.
  5. Because astro function is a sum of co/sine waves with varying periods that individually, without scale, range [-1;1] ? Nothing. You would just be able to tell the periods and scales of the individual waves and reconstruct your astro function. That, however, requires values with higher precision.
  6. So you can, eventually, produce a function that tells you your astro at any given time without astro stones? meaning ? Meaning that currently it's next to impossible for most astro that is scaled and truncated to a single digit. The loss of information is just that great. And since some posts from the time astro was first tested gave the impression that teh G0d wants us to map it out, I thought I'd just ask...
  7. So you can, eventually, produce a function that tells you your astro at any given time without astro stones?
  8. Most astro modifiers are, apparently, in the single digit range, but could we have indicator/predictor stones display large values or fractions to make it more detailed - like make rare, harvest and degrade astro stones that have 2 or 3 digits to work with?
  9. sound warnings issue

    A few seconds after an alert has been played there's a sudden, debilitating, spike in cpu consumption. Is it just me? UPDATE: Multiple consecutive alerts delay the lag, until after the final alert and quickly disabling and enabling the sounds apparently cancels whatever the client is being made to do after alerts. UPDATE2: Got a newer version of OpenAL library and it appears to have solved the issue.
  10. Well it's probability ...I broke 4 in one day, but also only one in a whole month (harvesting a lot). It's just how lucky you are when random number generator computes the numbers And from the economic perspective, do they pay for themselves? Or is it merely something someone with lots of money to spend buys so they don't have to babysit their harvest more than absolutely necessary?
  11. I only searched for "durability", so I missed that. From that thread I gather it's actually a big deal? I just broke two of mine, one of them on red astro, so I figured I'd give up on them entirely if nothing improves... Since, the one that broke on green even having survived a load of events and still didn't paid for itself.
  12. Exactly what it says on the tin. Could the random chance of destroying the Harvester Medallion be remade into durability based on Action Points or something? Random event happens when wearing the medallion - Action Points reduced. Not enough Action Points - break. Edit: Perhaps a "Dedicated Harvester" thingie...
  13. Yeah, it's a minor annoyance, I know. I believe there was some saying about how minor annoyances make life hell or something?
  14. No, definitely not. Instead of a counter for the number of harvests there would be a counter on all experience gained from harvesting. Whether the harvester receives experience would be determined by formula that multiplies the base experience of the harvestable item being harvested at the time with 120 (or 140 with the perk). The result would be compared against an experience counter and experience is granted if the counter is less, and the counter is increased. It would not be possible to get experience for more than 120 harvest of the same item. However higher level harvestables would have higher cap to compare the experience counter against, so you could gain experience until you've received the total amount of experience that is as if you've done 120 harvest of the higher leveled harvestable. For example, Lilacs would have a cap of 120*4 = 480. You wouldn't get any exp for harvesting anything that grants 4 exp if you've harvested 120 Lilacs Fruits, have a cap of 120*22 = 2640. After having harvested 120 Lilacs, you could still receive exp (2640-480 = 2160) for 98.1 harvest. After that you could still gain exp for 44.5 harvests of toadstool. At that point, the total experience would be only as if you've harvested 120 toadstool from the very beginning.
  15. It's not like EL prevents us from getting both. It just sets our pace in a, imo, unnecessary limiting way.
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