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DemonCowboy

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Posts posted by DemonCowboy


  1. i actually like both the suggestion for improvement first listed and brom's consider command i like the improvement because it would make sure that no1 had nething to complain about and it would stop alot of the worst PKers from suggesting getting to 4 nexus really fast and getting plate armor just to start PKing just so they can pick them off b4 they're strong enough to defend themselves (i've seen it happen) but if u'r only alittle lower then u can still get picked on if ur not smart enough to have taken precaution to have a backup plan in that case coupled w/ brom's idea it would stop ppl from wasting their time on ppl that they can't get nething off of or will get penalties for killing unless there was a reason in game either RP or some other type of vendetta that they thought was worth it but would deter from PKs picking on newbs and would give honor back to the PVP system

     

    and it wouldn't b hard to make things different the system could b modified to make it ELs only but i think this idea or some variation of it would be avery good thing


  2. i agree w/ enyo that an all NPC government would be more plausable and i'd like to see more NPCs here fill up some of the buildings

    There is a limit to how many NPC's are allowed per map, we can't just go "fill up" the buildings with them.

     

     

    i can't say nothing to that becase i don't quite understand it - y exactly are there limits of that sort NPCs shouldn't use up any kind of broadband or other resources unless they're being interacted w/ in some way shape or form or are moving (monsters) but since most NPCs stand still i don't see the reason - i'd like to know more because maybe we could come up w/ suggestions for that too :P


  3. well i know this opinion isn't going to b popular at all and it will probably upset more than a few ppl but i don't think harvesting should even be a skill nor do i think some1 should recieve experience for it

     

    I thought of it sometimes too, but if you think on it a moment you will find thousands of reason why it must give experience and be considered as a skill, one of the most powerfull one being what Arnieman says:

     

    My point is simple here - any idiot can go pick a flower, but someone who has more skill and experience at it is going to do it better. So, is harvesting a skill? I would say so (particularly with mining being part of harvesting).

     

    And I agree. As any idiot can take a sword or a gun, and we all know that idiots do, and also what DO happen when an idiot does such thing, but, well, that is another debate...

     

    there is a small point there but it could b done a different way it could b tied more to the vegetal nexus and give potions another 1 or something something where some1 could have to work for it to b faster or maybe just make a harvester nexus (could give new capabilities to the harvester perk as well) or maybe even tie it to coord to harvest faster because im sorry if u move faster than me in RL u could do that type of work faster not if u do it more there are limits to what ppl can do based on how they're build physically (ive done enough assembly and packing jobs to know that some ppl just aren't physically able to go too fast) it's knowledge based to know WHAT to harvest it's physical ability that determines how fast u can harvest when doing repetive actions like harvesting that u don't get smarter at it u'r body just gets used to it

     

    ... but w/ no experience on the harvestables themselves would improve things alot because 1 they would only harvest for sale (like ppl do neway) and/or would just harvest what they'd need to do what they needed - but i think it would sove a good few problems - and a WHOLE lot of debates like this 1

     

    Well, I think that the harvesting experience needs a revision, and needs it now. But do not take the way it works away. Just readjust it a bit. Additionally, I dont think that no one, above lvl 45 or so, harvest just for experience. You can get much more experience fighting in the right manner, with a very low attack and no weapons, if no one is "stealing" -lol- "your" spawns than you get harvesting. The harvesting experience is nothing when your next level is 800k points away. Whoever harvesting above oa 45 is not leveling, is needing materials. The only error is that the skills are not equilibrated. Some, for example, alchemy, are pretty near. That near that is harvesting is lowered a bit they will equiparate easily on new players. Others, like manuing and crafting, are ridiculously low on experience. You will easily end with 3x your crafting + manu levels if you harvest all the things that you need. When I stated in the other post above that harvesters do not need more help I was not saying that harvesting should be totally erased from the game, but that it should be lowered a bit or readjusted. The exact specifications to solve this: well, I leave that to the people that are more skilled than me in the game issues. I am no where an adwanced rpg player.

     

    -Cheers, people.

     

    actually there are even ppl here in the threads complaining about that 1 guy was talking about harvesting diamonds complaining about how much he had to harvest to get to the next lvl that required over 1mil exp complaining about how fighting got so much more - which i didn't feel sorry for him - my char is balanced not looking to b in the top 10 of nething because i'd get bored specializing like that but im nore in it for the fun and like to RP alittle when im in the mood and can find ppl to RP w/ - but ne1 who wants to advance should actually need to do something in a REAL skill - like alchemists do in the caves making bars or essences right there that at least makes sense to me

     

    but that's just my opinion


  4. actually that shows what u know about farming - i live in the middle of back asswards farmer-land...lol (im not riased this way i came out to the middle of nowhere by choice to get away) but FYI u put a farmer and a person off the street in the middle of the corn field it will b the person off the street that comes out w/ more corn simply because it doesn't take any skill to pick corn - the skill is in the growing it and keeping it alive - truthfully wheat farmers use machines nowadays neway ran by the ppl off the street i've even been part of a couple harvests to see what it was like and for some soda-pop money

     

    the mining i would concede to a point but not quite miners the ppl dredging it up were ppl off the street that would work cheap under dangerous conditions the skill was done in the prospecting which was done by a seperate prospector w/ seperate tools (which prospecting i could see being put in harvesting's place for mining)

    EDIT: but the way things r set up the mining spots are already prospected so u know where to mine and not guessing at what's inside a rock /EDIT

     

     

    but the actual HARVESTING in both cases is actually done by the person off the street and can b done by ne1


  5. This has been suggested before and if I recall, it was shot down since we DO use NPCs and we need CONSTANT ones, not ones that change because players quit. So if you want to RP an official, go ahead but making it official is overkill.

    I agree with Lord_Vermor. Even though your proposition sounds interesting and fun, I can't possibly see how it could work with EL. It would involve too much time and programming, something EL doesn't have in abundance.

     

    Maybe you should go back to the drawing table and remap your idea into something more plausible or achievable?

     

    I could see NPC who are programmed as Guards much the way we have them as Tutorials and Quest Leaders and Merchants, etc.. I could also visualize level restrictions for certain maps, that would be interesting, as well. Maybe there could be costly level restriction cloaks like for knighthood, etc. where a player could choose the colour, style and crest from a list in options.

     

    However, I can't really visualize a thriving government in this kind of game unless its all run by NPC. Players wouldn't be able to control taxes, etc. Thats not possible. I do believe that there should be EL taxes, though... I just woke up not long ago and now its only 4 am so let me think some more on this.

     

    i agree w/ enyo that an all NPC government would be more plausable and i'd like to see more NPCs here fill up some of the buildings (especially since we cant have them) and it'd leave room for more quests and things to do later i mean even if they don't talk i'd like to see that some1's home instead of being tempted to take it as my home when i can't and as far as stuff like guards to keep monsters out of the cities the programming has already been done - and i complain about them every day-ANTS - i'd complain alittle less if they were confined to certain areas like in towns to keep newer ppl safe while they're in town and actually provide an actual service instead of their function being more than half the time an inconvenience but that thread isn't about that - but i think an NPC government could open lots more possibilities to the game like w/ random events (ex. invasions) could add more aspects to the game like laws like the guards could b programmed to notice outlaws and can attack - like they at least seem to notice PKable ppl . meaning u can let ppl try to steal (adding another skill) the possibilities w/ that alone are endless if it would b imp[imented

     

    but what do i know i've been up over 36 hrs already...lol - but if this alternative idea has ANY merrit i'd like to discuss it further


  6. well i know this opinion isn't going to b popular at all and it will probably upset more than a few ppl but i don't think harvesting should even be a skill nor do i think some1 should recieve experience for it - it's more a knowledge than a skill - any idiot can get flowers or rocks and u shouldn't get experience for that the only challenge is in knowing which rock is what - which the book system should go to ALL harvestables and the skill should go away - maybe for levels increase the exp on the stuff that's MADE (takes skill) with the harvestables - but w/ no experience on the harvestables themselves would improve things alot because 1 they would only harvest for sale (like ppl do neway) and/or would just harvest what they'd need to do what they needed - but i think it would sove a good few problems - and a WHOLE lot of debates like this 1


  7. It will break the bot rules and also the general style of intended gameplay in EL. You are supposed to interact yourself or with other players. Bots will not play for you.

     

    it'd still b breaking fewer of the rules then the ANTs do - imho i'm not sure bots should b allowed at all and for the rules that allow bots i personally think that just because devs created certain 1's doesn't mean that they should b allowed to break the rules so again imho if ANTs r allowed i don't see y those shouldn't b i mean at least those bots wouldn't out and out cheat for the owner like the ANTs do for learner so i'll lead the defense of this idea as long as there are other bots that go against the EL rules in the game

     

    Im not gong to waste my time taking your post appart point by point. Youve been successfull enough at showing your own total ignorance relating to Learner, the ants, and their purpose.

     

     

    feel free to enlighten me (not that i really care as to their "purpose" as much as their effect) but i will give them this the ants do make the game more interesting as bagjumpers to b a money sink to other newer players and kill thieves to those who to make up for the imbalanced experience system by holding down the home key to get even defence at low levels. - so please feel free to enlighten their "purposes" because all they've managed to do is get in my way and cause inconvienience and haven't done nething special that i've seen. but i'll concede that i'm still on the newer side and have only limited experience w/ them


  8. It will break the bot rules and also the general style of intended gameplay in EL. You are supposed to interact yourself or with other players. Bots will not play for you.

     

    it'd still b breaking fewer of the rules then the ANTs do - imho i'm not sure bots should b allowed at all and for the rules that allow bots i personally think that just because devs created certain 1's doesn't mean that they should b allowed to break the rules so again imho if ANTs r allowed i don't see y those shouldn't b i mean at least those bots wouldn't out and out cheat for the owner like the ANTs do for learner so i'll lead the defense of this idea as long as there are other bots that go against the EL rules in the game


  9. there could be specialities which players can learn, which give them a big advantage in a certain skill. they can be learnt from the wraith by giving pps. there could be like 10 or 15 specialities, but players can only learn 3, 4 or 5, so you gotta pick your specialities wisely. it would add a lot more variety too. this would mean players should lose specialities after they reset or maybe another command which makes them forget their specialities, cos you dont wanna be stuck with certain specialities forever. these specialities could go along with the other attributes and nexuses and stuff. they're kinda like perks, but more based on the skills, and you're limited in how many you can have.

     

    some ideas for specialities are:

    -steady hand: less chance of failure when manufacturing

    -quick feet: better chance of dodging an attack

    -quick arms: more attacks, more often when fighting

    -strength: stronger attacks

    -magician: spells are more effective eg. "heal" heals 7hp instead of just 5hp

     

    i cant think of any more, but there's probably plenty more to think of. but anyway, tell me what you think of the idea. :pirate::D:)

     

    actually i think it should pry b limited to 1 or 2 because of the current lack of abilities and u should have to work to get that advantage but should b able to get rid of that advantage w/o doing something dramatic like resetting

     

    Decent idea. I however think it goes against the idea of the game. We are trying to keep EL in a way that one person can do everything. So, no classes, no specialties unless you want to. I love your idea and as long as there is still an option for "Everything" and a way to get out of only picking a few specialties, Im all for it. :)

     

    i think it could and should b done in such a way that they can do stuff effectively but still able to do CERTAIN things better than others but they'd have to b done seperately like perks but not using perks maybe something to the right of the perksthat u could build up for certain bonuses that THOSE themselves could b capped with percentages - like if u wanted to still b able to do everything equally then u keep it devided equally if u want an advantage in a certain area but don't want to do something else then u can divide the points, percentage from the things u don't want to do to the things u do want to do but only have enough points or whatever to fully speciallize in 1 or 2 of those (skillperks?) maybe w/ an option to gain or lose on them at u'r discretion so u have to work to change specialties but don't have to reset and start all over in just that portion of it maybe also having reset NOT affect those and only those would b nice too in helping u recover from the reset


  10. :o that explains it!...wait a second....how is that possibble?!?!?!? the spiders wern;t around til yesterday! so if we follow that rule surely something else, like goblins that pick em up and eat em should drop them!

     

     

    actually they were around - they were just little tiny house spiders that we couldn't see in game (like those bees that sting us during harvesting we can't see) and they got thread bound and that's y they're the size they are now :)


  11. i concur w/ jhunLEMON - that's a wonderful story and would make a wonderful suggestion - i'd just like to know where at and what world that garden and tree are so in case i ever decide to re-open either of my accts (doubtful but maybe - i like it here) i'd like to go see it sometime but wonderful story that i think more ppl need to read and i'd like to see that as a suggestion too!!


  12. If the NPC's buy above (even just barely) the cost to make an item, it becomes a place to dump goods and flood the game with gold. Then you will have massive inflation as people mass produce and sell goods to NPC's.

     

    The only way NPC's can be permitted to buy above the cost to make things, you need to make sure there are intelligent limits that aren't too artificial or prone to abuse.

     

     

    well couldn't a in stock program (like i said, i'm not a programmer) be added to the buying NPC's? like they buy up to a certain limit - but say items in inventory drop if sold or at the rate of so many an hr? (RP purposes the NPC would sell to other NPCs as well - best way i could think of to explain) to keep the gold the gold from flooding the market still making it preferable to sell to players because most of the time the NPCs won't buy in bulk at least not that often, but ppl could sell a few maybe to buy another book or more materials that can't b harvested or something


  13. Ttlan, we knew what you were saying before. However, WHY would you have someone in your guild that you don't want talking to other guildmembers? There still hasn't been a reason for this.

     

    just playing devils-advocate here but maybe they're still new to the guild and haven't quite acclimated to the guild attitude or don't know all of the guilds policies or procedures in certain situations

    Ok again then, why are they there in the first place if they don't fit in? It's a procedure to be able to talk to your own guild members? :blink:

     

    The point is this: Why are you accepting somebody you don't want to talk to the rest of the guild yet? If you are that unsure about somebody, why accept them in the first place?

     

     

    because if they work out they'd b an asset - case in point where that failed is the situation that started this thread


  14. Ttlan, we knew what you were saying before. However, WHY would you have someone in your guild that you don't want talking to other guildmembers? There still hasn't been a reason for this.

     

    just playing devils-advocate here but maybe they're still new to the guild and haven't quite acclimated to the guild attitude or don't know all of the guilds policies or procedures in certain situations


  15. it's an interesting idea but the price thing is WAAAYYYY off you are all thinking about at u'r current levels what about newer players? i think it should b variable like maybe 2-5gc per point needing restored that way if u need to restore 15material points only it would only cost like 30-75gc (naturally values should b adjusted - probably closer to the 2gc/point though) but if u neded like 50 hp recharged and fo mana recharged it should easily cost 200-500gc and so on and so forth but to make it worthwhile it should b pretty quick to do otherwise u could just sit and wait it out - and it should keep u'r food bar where it was (because u'd b eating the inn's food) or completely fill it up and not b charged in the gc/per point system


  16. a simpler suggestion playability wise (not sure programming wise) that might help the economy would b to limit experence to manu levels - so ppl don't just make things that are easy to ge the stuff for in mass quantities to level. like right now after doing the cheap leather quest it's much simpler just to buy a whole bunch of leather and make leather gloves because it's the most efficeint to make and if u harvest sulphur or catctus u always need them neway and can always sell on the spot to ppl who aren't as prepared and to ppl who want to b prepared but don't have the cash on hand to do it that way - so if leather gloves stop getting experience at a certain lv higher lvl ppl won't make them unless they need to they'll only make higher lv items instead

     

    just another suggestion that i think might help because i think entropys idea has flaws in it i don't think many ppl will use the higher experience option often because it simply won't b worth it because sure u get the exp but u have nothing to show for it and the other way the majority of the ppl will continue to use instead because even flooded good marketers can still make at least SOMETHING off of itfor their work - i think for entropys idea to work it would have to b like a quest and some sort of reward other than higher experience for it and about carrying issues it'd have to b something that could stop and start at any time

     

    here's a pitch to work off of entropy's idea - have those areas but put a NPC there that gives different quests for different items of different skill levels like saying "the citizens of Irinveron are going through a shortage of (certain fur item) . so if u make (so many item to get to next lv w/ the bonus exp) it would b a great help (and given money or some sort of reward for completion) and for the carrying part i think that like a quest it can b gotten back to (like to get more materials) so the NPC should b able to take the stuff in installments or like the god quests keep the stuff in storage and get the bonus exp all at 1ce to make it doable - otherwise i don't think it would b worth the effort and i think many others will feel the same way so it will do nothing for the market


  17. Keep in mind that since people can buy & sell as they wish price floors & ceilings are either useless or artificial restrictions on the game. NPC Buy/Sell prices put effective floors and ceilings for items that are bought/sold, but there is no reason why players can't go beyond their prices if they wish or can provide additional services (such as delivery)

     

     

    tht's true but that's not the problem - the problem is that the player market is too unreliable at times - there's not enough players that what's made can always b sold in a decent time frame at a decent price - that's y we need an NPC economy that makes senst - yeah we could still sell below or buy above NPC for matters of convenience but if something's not selling to other players right away we need a way to dump it even if it is for just over cost - so we can keep producing and if we can't find an item on the market we need to b able to get it even if it does cost alot more than we could get it from another player - is what we're going for here that and it just needs to make sense 5 quartz and 3gc - isn't a 3gc vial it's like a 12gc vial from what that quarts could have sold for yet u can buy a vial w/ something in it for 5gc


  18. But seriously. No more drops is just not an option at moment. It would take a rethinking and restructing of the way fighters can make money. Just removing drops without a completely analyzing the impact on fighters would only make things worse. A slow removal of items over various updates from the drop lists in addition to more dropped gc and additional ways for fighters to earn gc is the only way to go here. The effects can be monitored and adjusted without such a drastic shock to the game.

     

    well instead of eliminating drops all together just change the ratios of coins being dropped and just drop non-manu items such as leather or books, or wine (stuff already dropped in some cases) but add harvestable items in place of like swords and the like or if a manu item is dropped it should b few and far between

    Bots are player made and decided and so need no floor nor ceiling. If a bot can sell for less then you or buy for more then you and make a profit then you either are charging too much and need to restructure your production or the bot is charging too little and will soon be out of business. NPCs don't need to set a ceiling (though they do and it can't be helped; it isn't needed for an economic system) Ceilings are only needed in the case of monopolies; and the only monopolies are those run by NPCs anyway and they already have a set price. They do need to set a floor as I explained earlier.

    i think they should set ceilings for 1 reason and 1 reason only - convenience some1 doesn't want to waste time on the market channel then they should b able to go to a NPC and pay all the market will bear for it

    and that's just a partial ceiling neway - some1 breaks a leather glove (pickaxes should b make manufacturable) and they're in a bind instead of them walking back i for 1 will sell them 1 of my extras on the spot - for a a price even above the NPCs price that way they don't have to spend time walking

     

    besides i don't want a real life economic system i want 1 that isn't such a pain to deal w/ if u want a real economy go play Entropy Project - u'll pry do alot better there - i'm here to role play and have fun keeping things only as complicated as i want to make them for myself if i want to spend higher prices at an NPC because i don't want to deal w/ the market channel that day so be it if i want to b cheap and make it myself i should b able to do it for a good deal cheaper than it costs to buy the item i want it to make sense yet not b near as complated and full of hastles as the economy on THIS side of my monitor - i deal w/ that enough thank you!!

    Items do need to be made more complicated, with many more steps for the higher lvl items and means to encourage players to produce only those items within a certain skill window so that high lvl players aren't producing all the leather boots as well as titanium serps. (just and example don't get all excited)

    i agree to a point, that was also part of y the financial reward system i was thinking the end result on - no i know very little about programming and don't mean to even think of sounding like i do that's y my suggestion was on the end result and had no math in it. if the economy becomes stable a high lv player would find it much more rewarding to make a tit serp again instead of making boots because the financial reward would be better but i think essences are almost but not quite right as far as manu goesi think they should b lower levels and made w/ more common materials i mean emeralds for magic essences? when u use them at lv3 mag? what's the sense in that? it only makes things harder to get started for those who decide to go the hard route and make their own materials it shouldn't cost them more to make it then buy it when they're too low lv to get the ingredients.

     

    *off of the subject - ppl say that RICH are the 1s driving down the prices and that IS true but thats because we keep looking for flaws in the current patchwork market to exploit to make it cheaper some of which we have even posted in the guest commentary part of our board http://richtimothy.com showing u how to make feasting pots free for u for example and we do this to show how bad the market is so we can get a fair stable economy that makes sense (getting rich in the process is just a bonus) and when there is 1 that makes sense then it'll b harder if not impoossible for us to exploit the market to give us the advantage.*

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