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Alternate Means To Resources

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the answer lies not in capping the harvest per hour, but is found in the creation of npc's who can buy excess items from the players thus removing all the extra crap currently flooding the market, and also setting the minimum price for these items.

what we get instead is rampant infaltion and people haveing multiple millions of gold in storage as they have nothing to use it on (except maybe giving it away to newbies).

 

this just brings us back to the game before the introduction of books and the reset of peoples inventory...

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I dont think that anyone has said this yet, but incase someone has I'm sorry. If you want to stop people from OA leveling from harvest macroing, then you get rid of harvest xp or stop it from adding to the OA total. You could even get rid of the harvesting skill all together and just have the failure rate be dependant on OA level or just a random function. Limiting the what people can do is just going to make people leave.

 

Adding to what Derin said, if you limit the amount everyone can harvest per hour, you will have to decrease failure rates so that people don't get fed up and leave the game because they can't do anything in it.

 

Programs for macros are getting easier and easier to use and make. Some come with little recorder programs that you active and it monitors what you do in that program. With a very basic grasp of programming and following a simple guide you can make a macro that will do just about anything in the game. Sitting here now I know of one program that I could use to mine, then do some alch, then crafting of manufacturing depending on what I felt like leveling. All I would have to do is open the recorder make a few clicks and then edit the macro file edit in a few places. I could even use it for auto-eating while reading or even finding and killing monsters. I can't stand the fact that players use things like that for games. Alot of people don't want to put the work into a char they just want to be able to do everything from the begining. Also, if you limit harvesting that will not stop macroing, most have a "sleep" command that you can set to anything you like within limits and those limits are easy to get around.

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The way i see it what this game needs is having more specialisation (sorry stasia).

I already mentioned higher nexuses in another old thread so i won't go there.

Other then that, it's crazy that you get the same chance of getting an enhanced item regardless of level. I think that because you don't actually ever fail at makin enchanted items, they should be HEAVILY dependent on level (and still rare) - maybe even have a required level for each enahnced item of 30-40+ rather then a recommanded level.

And i mean this for potions (who should have a higher chance then now btw - they get used ....), manu, alchemy. And in the future add some enhanced things for crafting or maybe even harvesting (again depenent on level).

 

I mean noone complains that only very few fighters can tackle Chimerian Wolves or Fluffies, i think the highest things in each speciality should be just as difficult and rewarding for a player as becoming a good fighter.

Sure you can't stop (and shouldn't) a fighter from making his own things, but making the highest things in any field should require a LOT of dedication. Ideally we should have something left to do even after playing for a whole year...

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the chance of makeing a item below recomended level drops rapidly...

 

and a newbie fighter can take on fluffy from day one, its just the got something like 0% chance of success ;)

 

hmm, removeing harvesting as a exp gathering skill may not be so dumb but i have to think about it for a bit before i say anything more then a maybe...

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the answer lies not in capping the harvest per hour, but is found in the creation of npc's who can buy excess items from the players thus removing all the extra crap currently flooding the market, and also setting the minimum price for these items.

what we get instead is rampant infaltion and people haveing multiple millions of gold in storage as they have nothing to use it on (except maybe giving it away to newbies).

 

this just brings us back to the game before the introduction of books and the reset of peoples inventory...

incorrect.

 

you clearly didn't read the rest of my post.

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The Haresting Cap isn't so needed any more; It'd be quite simple to remove it without having too much trouble any more but even if you do keep it, My only concern is that it's still set a little too low. With the new system, (Along with a Limited Playing time) I barely reach a New Lvl for every day I play.

 

I understand that the game is meant to take time to play but at this rate, I'm going to have to play at least 6 hours a days in order to make any good Progress. And then there are some things that I'll never be able to accomplish in this game, no matter how long I play.

 

Sometimes the game feels like it just Slows down after a while, expecially because of the Harvesting Cap. I just feel that there should be a sense of Progress in the game at all times, with no Lulls or Moments of Standstill. I quit playing the game last time because the game got that way. Now it's starting to reach that same point again, And this time I've only been playing again for a week.

 

The Cap just needs a little more thought.

 

[Edit]:

I just had an Idea. I know that too many people are going to hate this but bare with me. What if every Source Itself had a Limit. Kind of like the "Pool" idea posted above but regenerating instead of static.

 

Think about Vegs. Currently, when you pick a Fruit/Vegetiable, another one automaticly grows in it's place. That's not very reasonable, is it? Even in a Fantasy Game, It's plain silly and it is also what causes many of the problems with the game. But what if each Basket of Fruit could only hold so much Fruit? And eventually, the basket will become empty and you'll have to wait until it refills (which shouldn't take long for the Game's sake) but long enough to slow player's harvesting. For Vegetiables, it'll be messured by how fast the Vegs Grow in the field.

 

Actually, On a side note, I still have my questions about how can you harvest a Fruit from a Basket, when it's only in the basket cause it was already harvested by someone elsein the first place! And How hard is it really just to pick a Fruit? How much effort does it take really in order to gain Exp from it?

 

Anyways, to continue:

 

In a Mine, it should obviously take much longer for a Ore to regenerate but regardless, an Ore Deposit should only hold a limited amount of ore, right? Now, the most obvious problems with this idea is that Players will tend to group around Ores to be the first one to grab the ore when it regenerates.

 

A Field of Vegetiables would grow pretty fast (For game time) in order to keep up with the high demand for food. Fruits should grow a little slower but not that much.

(Another added Twist to that is the Game can suffer Periods of Drought in which Vegs fields are harder harvest so Players would have to buy Vegs more often.... just a thought)

 

Also to solve the Food Shortages, Player's with Houses could grow their own Vegetiables. Plus, certain Large Cities should have more outlying Farms too. Portland for example should be a little bit more populated with more "Suburbs" outside of it's City Walls. I mean, It's a huge Metropolis yet it has no means to support itself ofther then Trade. But even then, it needs a base Economy. It's can't possibly survive on Trade alone. It needs more Farms and some Industry!

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The way i see it what this game needs is having more specialisation...

what are your reasons?

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[Edit]:

I just had an Idea. (...)

Kami... that's more less vartican and CarlosDeLaRia's idea... please read the whole thread :)

People detest it for some queer reasons <_< I'm glad that you're another soul that actually would like limited resources solution but ...well right now it seems majority is AGAINST this :(

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Aye, I read. I was more or less re-illerating and describing it from my own point of view. Their Idea is static, Mine is more Regenerative.

 

Also, I was trying to emphasize more on Realistic In Game effects more then just solving the Harvesting Problem...... I just got carried away and diverted a little from my main point.

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How about, do away with the MM perk and make those safe harvesting areas PK too. Then the monsters can munch on the macroers and enraged players can slay them and steal all their hard macroed materials.

 

Law is made by the sword and agreement, not by some divine power

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w00t good idea lady v. but dont get rid of mm perk just have it that when people start macroing the monsters know it and attack the people with twice the power.

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Yes, and that form of AI is already existent in the game isnt it.

 

It would be quite fun to watch, but an absolute bitch to program.

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there is no practical way for the server to tell if the actions done are done by a macro or not. hell, its not even practical for a closed source client if you have a mouse action recorder or similar and just record a repetetiv number of steps. then put it on loop...

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well not sure if this is feasible but with the titanum mines in portland and the crystal caves in desert pines,why not add a second level to them and move all of the higher level harvestables like titanium,silver etc down to the second level and add high level monsters like a few cyclops down there.

that way people will have to either

a) sacrifice using their artificer cape for a mm cape...(adding even more demand for mm capes to the market) to be able to get to the higher ores.

or b. buy their ores from other players.

 

well dunno if its a stupif idea or a good one <_<

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well not sure if this is feasible but with the titanum mines in portland and the crystal caves in desert pines,why not add a second level to them and move all of the higher level harvestables like titanium,silver etc down to the second level and add high level monsters like a few cyclops down there.

that way people will have to either

a) sacrifice using their artificer cape for a mm cape...(adding even more demand for mm capes to the market) to be able to get to the higher ores.

or b. buy their ores from other players.

 

well dunno if its a stupif idea or a good one <_<

Good one.

 

-Lyn-

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True..but monsters do move around so you have to go and find them which takes more work than just sitting on your ass and clicking all day at a flower bush.

This has always been a point of contention that fails to suspend my disbelief; how can a person sit at a flower bush and pick flowers all day? Add this to the fact that 10 or 20 other players are harvesting from the same bush, I imagine that bush would be dead after the first hour or so. Perhaps it is magic that keeps them alive ;)

 

Anyhow, randomly spawning resources with limited duration set either by time limit or amount harvested limit is the sanest idea I have seen posted. Static resources will always invite macro users, whatever the consequences are.

 

The punishment/reward system is an innovative idea, and should be kept regardless of the ultimate changes in the harvesting. I rather enjoy the unexpected surprises but as long as the resources remain static you will have macro users.

 

I had an idea to augment the current punishment/reward system of harvesting which might prove to be more in line with the game and possible future implementation; I was thinking maybe different grades of a harvested resource for instance...

 

"You harvest 1 low grade iron ore"

"You harvest 1 fresh vegetables"

"You harvest 1 enriched titanium ore"

"You harvest 1 wilted blue lupines"

"You harvest 1 flawless diamonds"

 

...you get the idea

 

Another thing; Resource engagement...

 

I was thinking that harvesting could be more like the fighting system with a few differences, you lock on and automatically engage in the activity (this is only a good idea if spawning resources in limited amounts is instated), while engaged you should not be able to perform any other task including drop objects, cast spells, and use potions, until you disengage from the harvesting activity.

 

I think the benefits of this would be tremendous, especially if you limit the number of players that can engage a particular harvest spawn. This also can be random if you make the size of the harvest spawns variable for instance...

 

"You see trace elements of silver!" = 2 players

"You see a vein of silver!" = 4 players

"You see a load of silver!" = 6 players

 

As a side effect new skills or books could be introduce on the subjects of prospecting, agriculture, and horticulture.

 

No, no, I'm not done yet... lets see we have random bee attacks... Where do they come from? :D Beehives = new resource... HONEY!!!! :D Maybe even a new monster... Bee Swarms :o

 

Back on the subject of random spawning of resources...

I think this could be implemented rather painlessly, I'm not thinking in terms of changing the harvest sites per se, however changing the ability to harvest at existing sites and perhaps adding new sites if locations of a particular resource are too few to rotate.

 

Well a few ideas anyways :)

 

Salutations.

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lol, what i worte in this post originaly was the same as what was at the end of the one above.

 

i realy like the idea of leaveing the map "models" where they are now (and maybe reduce the number of them in areas when it comes to mines, or maybe link those as one location).

 

basicly you would have to either look at the resource or try to harvest from it to find out if its in fact active. and as the server dont have to tell the client about a newly spawned resource you cant just create a proxy that detects this and moves you there.

 

what people can do is create something that moves you from location to location and harvest, but if this keeps on going for 24 hours or more is detectable to say the least.

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