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Diealot

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Posts posted by Diealot


  1. I use one of the exits you are proposing to remove in basically every invance I enter.

     

    Not all players 4060 or 6080 are fully prepared and/or are just new and do not know to bring a teleport ring. Also, not all are capable (or remember, or even know) of ttr into the fort to exit to restock, and asking the gatekeeper to move so that you can exit is contrary to the point of Invance. Many low level players have low max emu as well (Who would have guessed???) and may need multiple restocks per run.

     

    This change might not affect high level players, but at best this is exchanging one set of 'problems' for another for low level players. But I guess we don't care about low level players. So go ahead master map maker, make your changes and disregard any input from other people.


  2. Comments:

    1) I always thought of entering buildings as a feature not a bug, particularly the storage entrances. Also, what happens to the other map exits (glac, hulda, Irin, II, and whatever the new boat is that I forget is)?

    1a) Statue to battle hall is fine, I guess. Statue back to Iscal sto as is current seems more helpful to me, but I guess it doesn't need to be helpful.

    2-4) Yeah, seems fine.

    5) Would rather see the low level invances be run on an altered version of the MM map (which can be c1) and keep the higher levels on Iscal/c2. Alternatively, allow both maps for all ranges and have the server pick one of the two at random. Additionally, if all the current exits are getting removed, are the only ways to exit the map going to be death, winning/losing, or ring/tele/beam?

    6) Why? Running an invance close to a day change should have risks.


  3. As before, I'm for leaving peace day as is.

     

    As a potential change (because a change or anything is definitely for sure 100% going to happen...) make peace day affect only characters below a given a/d or oa level (edit: because that's definitely not exploitable at all).


  4. Answer to the poll - Leave it as is, or if a change must be made - make engineering items also do 0 damage on peace days as Ozzy suggests above.

     

    Opinion on the subject - The problem with peace day isn't actually peace day. It's lack of engaging content for players who's primary objectives are fighting. Negating bombs on peace days would provide one such activity. 


  5. Thanks for the fix and update Grum, bluap & team. Sorry for taking so long to install the update, things have been busy.

     

    Behavior with less strict pathfinding seems more similar to pre-1.9.6 behavior. Having toggleable button is also nice in case someone else liked it the post-1.9.6 way instead.

     

    Seems good to me, can mark this one resolved as far as I'm concerned.


  6. @Burn

     

    This is new at least from the 1.9.5 client I was using. (somewhere around p6 to p8 ish?).

     

    Have also chatted with a few other fellow explorerers and they also experience the same issue. As far as everyone I've talked to can tell it's popped up with the change to 1.9.6.

     

    It's nothing game breaking, but while exploring (or doing other stuff that requires a fair bit of walking around) it's more than a bit annoying to get a green X on a spot you actually cannot walk to.


  7. With the new client update I am able to click on many (or nearly every) unwalkable tiles and get the green 'walk-to' X indicator. I don't actually walk to the spot, or near the spot, just get nothing. This particularly applies to partially covered tiles that are unwalkable as well as the black edges of insides that are unwalkable, however it seems like you can get the X indicator on most unwalkable tiles with a particular camera angle and mouse click location.

     

    This includes, under walls, rocks, bushes, trees, mountains, outside of houses on insides maps, and basically every other place I have tried.

     

    To repeat, just click on the map tile you know is unwalkable. If there's an item (crate, box, barrel, rock, etc.) on top of the tile you might need to zoom in/out or rotate the camera to get a spot where clicking gives you the green X indicator. It's quite easy to duplicate on walls of inside buildings.

     

    In 1.9.5 you could click these places, but you would not get the green X unless it was a proper walkable tile.


  8. Thanks for doing this, . Any chance the sidebar can be edited to either match the old boofed wiki, or at least updated to include the most useful generic pages?

     

    This is the page, however it appears you need elevated user privileges to edit it:

    https://el-wiki.holy-eternalland.de/index.php?title=MediaWiki:Sidebar

     

    I pulled up the old wiki's sidebar and it is:

    Navigation
    mainpage|mainpage
    http://smf.el-wiki.net%7CForum
    recentchanges-url|recentchanges
    Help:Editing|Help
    Eternal Lands Wiki:Site support|Site support
    SEARCH
    Skills
    Alchemy|Alchemy
    Combat|Combat
    Crafting|Crafting
    Engineering|Engineering
    Harvestables|Harvesting
    Magic|Magic
    Manufacturing|Manufacturing
    Potion|Potion
    Ranging|Ranging
    Summoning|Summoning
    Tailoring|Tailoring
    Items
    Armour|Armour
    Books|Books
    Clothes|Clothes
    Food|Food
    Stones|Stones
    Tools and miscellaneous items|Tools and misc
    Weapons|Weapons
    Game components
    Achievements|Achievements
    Astrology|Astrology
    Attributes|Attributes
    Bots/Index|Bots
    Creatures|Creatures
    Experience|Experience
    Gods|Gods
    Guilds|Guilds
    Instances|Instances
    Invance|Invances
    Invasions|Invasions
    Maps|Maps
    Nexus|Nexus
    NPCs|NPCs
    Perks|Perks
    Quests|Quests
    Skill Schools|Skill schools
    Special Days|Special days
    Time Keeping|Time keeping
    User interface|User interface
    Other
    Acronyms|Acronyms
    Beginner Help|Beginner help
    Commands|Commands
    Customize|Customize
    External Tools|External tools
    Guides|Guides
    Servers|Servers
    Updates/Index|Updates to EL

    Much of this likely could be pared down or reorganized for better readability, but it's a reasonable place to start.

     

    Thanks!

     


  9. 14 hours ago, revi said:

    I basically see two kinds of PK-ers:

    - those that want to test their skills against a human opponent, not just the programmed monsters;

    - those that just want to have a large number of kills for whatever reason.

     

    Increasing the amount of the 2nd type of these could increase the amount of the 1st of these. Hunters hunting the hunters.

     

    Is this a sure thing? No, but I think there's a reasonable chance it could work with KF rules and location (as opposed to II where the 'incentivize to non-pkers' is the strategy at a dead-end in the middle of nowhere).

     

    As I said before: 

    Do basically anything the folks above are suggesting cause the current sucks and I have no reason to ever go to KF.

     

    What's your suggestion, revi?


  10. I am by no means a PK expert. As I mentioned in the other KF thread, the rules are confusing and the common strategies aren't really my playstyle. For my own 'list-o-KF-fixes' :

    Your points of eliminate SR/pot cooldown, remove the caps, and make a spectator area all make sense to me. Eliminating SR cooldown would additionally further incentivize use of KF (it's a heckuva lot closer to sto than TD), increasing the likelihood I'd ever actually go to the map.

     

    You have a yes from me.

     

    Repeating what I've said in the other thread:

     

    Do basically anything the folks above are suggesting cause the current sucks and I currently have no reason to ever go to KF.

     


  11. As someone who is mostly uninterested in PK, what changes would it take for me to get involved in PK (in KF or otherwise)?

    • Redesign certain spells (Magic Immunity being the main offender).
      • This deserves an entire topic to itself, really.
    • Clearly indicate fighting conditions/rules of PK areas (KF or otherwise).
      • Drop/no drop, rostos work/don't work, capped a/d, capped attributes, instant summoning possible/not, magic on/off, etc.
    • My mine/engineering knowledge is extremely limited, but as it seems to have been brought up a lot, consider some of the changes those more knowledgeable have posted above.

    Specific to KF in particular, since that is the topic of this thread. 

    • Incentivize the ever living eff out of the map. Possibly including but not necessarily limited to:
      • Put a gypsum mine in KF
      • Put essence/bar factories all over the place
      • Remove aggressive monster spawns, replace with non-aggressive high-profit spawns.
        • Basically make KF a Maia harvester's heaven. Have special very-fast respawn points.
      • Turn off Brod effects for PvP fights whether or not the player has CotU/equivalent equipped.
      • Add Neno as a permanent resident (similar to Badaran in Idaloran)
      • Add BR/SR/HE drops all over (NCA Mercury style).
      •  
    • As others have suggested above, possibly carve out areas with different rules/caps/etc.
      • Whether the intent of Matt's '120 cap' suggestion or not, possibly consider making players under a specified a/d unattackable by players over said specific a/d (whether the area caps a/d or attributes or not).
    • Add small non-PK zones to each of the over-land map entrances (as suggested above, but from SKF and DP as well) Or:
    • Redesign the entire map to have different areas with different rules all connected by a Non-PK path network (Think the PVMS biomes room where the individual biomes are PK areas all with different rules, and the upper areas are all non-PK). Include the 'incentivize the ever living eff out of the map' suggestions into the new redesign as well
    • Have PKer of the Month/Year (EL-time) competition. Track statistics somehow, have lottery-style shout-out to 'best' PKer of the whatever time period is chosen.

    TL:DR

     

    Do basically anything the folks above are suggesting cause the current sucks and I have no reason to ever go to KF.


  12. Thought this was a feature to make it so that you either:

    • Have auto disable on: get constantly auto-disabled while ranging near others fighting, accidentally walk toward a mob, get engaged with sub-optimal gear and die (brick). Or
    • Have auto disable off: forget you have a bow equipped with range lock on, or shoot a mob and pull it toward you, get engaged with sub-optimal gear and die (Brick).

    Maybe auto-disable is supposed to only kick in when you personally are engaged, not anyone else. But it's worked the way you've described for as long as I know.


  13. 1 hour ago, Raz said:

    Screen went black for the duration of the spell and a bit more.  With odd flashes of normal screen in the middle.

     

    I'm by no means an expert (or even good) troubleshooter, but any chance this session/bug was immediately after 49 day bug occurring (which was sometime earlier today)?


  14. 1 hour ago, bluap said:

    Edit: OK, found the ranging bug and committed a fix.  How it worked at all previously is a mystery.

     

    How ranging works at all is a mystery. *nod*

     

    Edit: Oh, I didn't notice that the total shots weren't the same. That could be on me being trigger happy, I might have taken another shot after printing to console (shooting PW in the face is so tempting).

     

    As far as the jumpy/empty line of empty text goes. Is an option for 'blank input lines on console' in the chat options possible? Default it to 0 (or 1) allow up to 5 or something (I use quite large text and could nearly make 5 lines of text with the narrowest width client possible, was 3 characters short). Then it's adjustable to anyone's taste, client/text size, and screen resolution. 


  15. 9 hours ago, bluap said:

    Its one of the things that splits opinion, it was not my change but I quite like it!  While its not going to be reverted in the strictest sense because its part of a larger change, it could be made not to shrink when the input is empty.

     

    I would prefer it to not shrink when the input is empty.

     

    Another thing found:

     

    EbNoarb.png

     

    Range window crit rate is not figureing correctly?

     

    Apologies if revi has already noticed the change, posted about it, and made a non-reversible change that I am incorrectly pointing out again because I haven't read every single post on the forum.


  16. Re: Warzard or Revi or whoever it was.

     

    The console chat issue pictured below:

     

    5tMII2H.png

    (yes I don't have the clients lined up perfectly, sorry)

     

    In console mode, without anything typed into chat, I get the client on the left, but as soon as I type something in, I get the client on the right, all the text visible in console jumps up. After sending the message it jumps down (chat is cleared), then up (very quickly), as the message is sent to the server. This is distracting. I'm fairly sure the old client version I was running just had the bottom text bar always up one line. If you typed a long message and the chat bar expanded, you got a little bit of this behavior, but it wasn't every single message.

     


  17. This sounds buggy without even being implemented yet. Run, walk, rest, forced stoppage, timers, sitting, modifications, oof, there's a lot going on.

     

    The pace of walking is perhaps quite slow comparatively to most modern MMOs... but so is everything else in EL.

     

    You've also forgotten the thing that matters the most. With this (however it actually works), fewer people will need/want to buy horse whistles.

     

    Overall, no thanks, I don't particularly like it. Leave speed hax and horses alone.


  18. @zamirah

    No, it's actually not magic (you don't need magic nexus for the magic skill either, but that's beside the point) It's alchemy. Transmuting one thing, EEE here, into something else, another enriched essence (or an enrichment stone). There's no 'teleportation' (crafting rings), fancy glowing swords, stat boosts, perked items, etc. involved in the process whatsoever.

     

    Also, when you quote someone's post, write your reply below the quote so that other people can quote you and people can follow the thread better. Without there being conflicting posts where you have put words into my text that I did not actually write.

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