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DogBreath

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Posts posted by DogBreath


  1. I think I have the solution for this :lurker:

     

    Would it be possible to base the odds of making rare items based on the number of that item you have in storage+inventory? So, a person 'hoarding' would have very little chance of making a rare, but the average joe, who can't find one, would have the best chance of making one.

     

    I think this would solve this issue at its core.

     

    Please don't flame me over this, just think it over and post your thoughts :) thanks....

     

    It might have a formula like this: if the standard odds were 1/10000, the modified odds would be 1/(number you have x 10000).

     

    It doesn't make sense to me for a very simple reason - no one who seriously produces anything that uses rare ingredients can rely on getting them without purchasing. Due to low chances of making EME & EFE or harving enrichment stones and binding stones probably all serious manuers and crafters need to buy these on the market. Also they need to gather quite a large amounts which are being considered hoarding by many, but for them are just minimum required for a small project to excel in their skill. Read ads on channel 3 where people ask to buy 20 bindings, 30 EFE's and 20k steel bars in one batch. And this is just for one "small project", in a few days they are be back trying to buy the same amount again. Not only that they struggle to get what they need to progress in their skill, shall they be additionally punished by lowering their chances to get anything rare by themselves?

     

    Disussion about hoarding in EL is like endless problem of lack of toilet paper in the former Soviet Block countries during communism era. Instead of creating circumstances that would allow to produce more and meet market needs, governments and the party were focusing on evil profiteers hoarding it ... :P

     

    Edit: spelling

    But this would make the person who uses them up have a better chance of making them than the person that 'hoards' them. I think that was what we're after here :)


  2. Meh, responsed to you in same thread, BEFORE found out this one :P

     

    Anyway, it wouldn't work in shape you suggested :lurker:

    Ok, I agree and will repeat it here to cut down on confusion.

     

    The formula would be based on the number of rares you have. To avoid the problem with hoarding on bots, they could be limited to the number of rare items they could hold.

     

    I think this would stop that problem (as far as hoarding on an alt, that's against the rules anyways...)


  3. I think I have the solution for this :P

     

    Would it be possible to base the odds of making rare items based on the number of that item you have in storage+inventory? So, a person 'hoarding' would have very little chance of making a rare, but the average joe, who can't find one, would have the best chance of making one.

     

    I think this would solve this issue at its core.

     

    Please don't flame me over this, just think it over and post your thoughts :lurker: thanks....

     

    It might have a formula like this: if the standard odds were 1/10000, the modified odds would be 1/(number you have x 10000).

     

    Some cons :):

     

    1. While going to harvest I'll give all of them to friend who isn't harving anything atm. (most freq.)

    2. I'll hoard them @ alt char.

    3. Give them to a bot (only for those who have one)

     

    Conclusion: work for nothing :) But INTENTIONS for this idea were good :)

     

    I see your point, but wouldn't giving them to a alt be breaking the rules and result in you losing them all if you got caught? I don't see how this affects this solution :) I do see your point about say, a storage bot.... hrm, not sure how to get around that... ugh...

    Perhaps, as an addition to this, bots should be limited on the number of rare items they can hold. That'd fix up the loose ends...


  4. I think I have the solution for this :P

     

    Would it be possible to base the odds of making rare items based on the number of that item you have in storage+inventory? So, a person 'hoarding' would have very little chance of making a rare, but the average joe, who can't find one, would have the best chance of making one.

     

    I think this would solve this issue at its core.

     

    Please don't flame me over this, just think it over and post your thoughts :lurker: thanks....

     

    It might have a formula like this: if the standard odds were 1/10000, the modified odds would be 1/(number you have x 10000).

     

    Some cons :):

     

    1. While going to harvest I'll give all of them to friend who isn't harving anything atm. (most freq.)

    2. I'll hoard them @ alt char.

    3. Give them to a bot (only for those who have one)

     

    Conclusion: work for nothing :) But INTENTIONS for this idea were good :)

     

    I see your point, but wouldn't giving them to a alt be breaking the rules and result in you losing them all if you got caught? I don't see how this affects this solution :) I do see your point about say, a storage bot.... hrm, not sure how to get around that... ugh...


  5. I think I have the solution for this :P

     

    Would it be possible to base the odds of making rare items based on the number of that item you have in storage+inventory? So, a person 'hoarding' would have very little chance of making a rare, but the average joe, who can't find one, would have the best chance of making one.

     

    I think this would solve this issue at its core.

     

    Please don't flame me over this, just think it over and post your thoughts :lurker: thanks....

     

    It might have a formula like this: if the standard odds were 1/10000, the modified odds would be 1/(number you have x 10000).

     

    EDIT: I made a post in suggestions for this, so it won't get lost in the sea of replies to the poll.


  6. I just wanted to thank everyone for the great support of the hosting service. We've reached a new milestone of 40 bots (31 trade bots and 9 storage bots.)

     

    The community has been awesome in pointing out places to improve and assuring we can make this the best service possible.

     

    Thanks again everyone :P


  7. I had a thought on this, not sure how complicated this would be or not, so I'm throwing it out here :P

     

    What if items that were equipped never left their inventory slot (just a copy of its icon would appear in the equipement if even needed there at all...) and it was highlighted in green (or something) to indicate it's 'in use'. Now, the person wants to swap headgear, they right click on their hat, it tries to wear it like it does now, but if there's a similar item being worn (some other hat) it just swaps the item being worn (nothing leaves inventory slots here....) Removal is simply right-clicking the 'in use' item again and it gets 'un-worn' (no color around it now in inventory.)

     

    This would allow one to increase inventory slots to 42 (6x7 looks nice) and every slot would have the potential of being 'equipped' or not, depending on the item (and what's already worn, of course...) The euipment slots would be just for show (to indicate your 'outfit') or even removed if you think they'd be uneeded at this point.

     

    The results would be 2 less overall slots, but every slot could be full and no swapping. The first reaction to this might be, "omfg, I'm losing slots" until one realizes that you now have 6 more slots you could carry stackables in, instead of just equipment, as the equipment slots are now (so all of the slots are more usuable.) It also allows for future equipment types without really having to add more slots (like waist items, for example...) as well as adding new slots to inventory later without really changing logic (just more slots...)

     

    Hopefully this all makes sense (it's clear in my head, but not sure I can make it clear with just words...) If this idea has issues, perhaps some flavor if it will help :P

     

    DB


  8. If Columba wants to take me to court let him. I will happily provide my address for him to serve me. I could do with the money I get from the counterclaim.

     

    What? You're surprised I know who it was? I guess I pissed him off when he tried to opt out of my player online time page. Tell him to sue me for that too \o/

    For the last time, I have nothing to do with anyone's claim/threat. If you want to tell someone something, feel free to do it yourself.


  9. Wow, not sure those people would like to see you post their pms, but I honestly had nothing to do with that. I know who did initiate it, and gave him a copy, as I've stated.

     

    Take all the pot shots you want at our community service, the code, the server, whatever... We really don't care what you think. Our track record speaks for itself.


  10. I had nothing to do with any threat against you. I don't make threats and don't need anyone to do my work for me (you seem to be into the cheap shots, not me.) I only claimed to be responsible for you not wanting to release your code. You do whatever you want and cast dispersions wherever you'd like.

     

    As far as servers go, I'd rather have a go cart that flies like a rocket ship than a rocket ship that barely works and keeps blowing up...

     

    EDIT: no worries, I gave the guy looking for code a copy of mine and for those that need it, here it is:

    http://forum.embril.net/viewtopic.php?f=10&t=145

     

    As you've heard, it runs well on nearly any pc, so you don't really need some big server to use it :) have fun...


  11. I'm replying to this post because indirectly I'm responsible for it.

     

    While I must agree with your quotes on the GPL lisence and the spirit of GPL. I think you've avoided the spirit of the code given to you. The code you're clinging to is code you didn't invent. If there wasn't some nice person around who wrote that code and gave it to you for free, would you even have any code?

     

    I think the point that you're losing business from your hosting service because you've given other people the code is just a horrible conclusion. You may very well be losing business, but I'm fairly sure the code you gave away (to me) isn't the cause. I personally believe it's your attitude and lack of commitment to the customer.

     

    It's a fairly common practice for businesses to get fat and happy. Then some hungry person comes along and does their job better than they do and they get a cold splash of water on the face.

     

    That being said, I'm not sure the person that gave away the code you're using for free (even if you modified it) really intended for someone to make the people who play this game pay to use it. I'm also not sure he intended for someone to make others feel it's too complicated for them to use on their own to assure they keep their business. And finally, I'm not so sure he intended for anyone to 'leech' off of people, using the code he wrote, to the point that they're grasping for an alternative.

     

    Someone teaches you to fish for free and you charge starving people to learn the same skills (and take pot shots at the skills of people offering to teach them to fish for free...) Can you blame others for expecting you to give to them the same courtesy that was given to you? (free code -- free fishing lessons.)

     

    All I can say is, you reap what you sow...

     

    EDIT: http://forum.embril.net/viewtopic.php?f=10&t=145


  12. Crashing as mule when harvesting.

     

    NVIDIA System Information report created on: 09/11/2008 02:32:57

     

    [Display]

    Processor: AMD Athlon 64 X2 Dual Core Processor 4200+ (2207 MHz)

    Operating System: Microsoft Windows Vista (Service Pack 1)

    DirectX version: 10.0

    GPU processor: GeForce 8500 GT

    ForceWare version: 169.25

    Total available graphics memory: 1279 MB

    Dedicated video memory: 256 MB

    System video memory: 0 MB

    Shared system memory: 1023 MB

    Video BIOS version: 60.86.34.00.75

    IRQ: 16

    Bus: PCI Express x16

     

    EDIT:

    OpenGL Version: 2.1.2


  13. i cant seem to acces the website.... when i click on the link, it goes to ask.com saying it isnt a real site. Anyone know whats going on here? or how i could fix it....

    Not sure why the sites aren't working for you, checking into it (everyone else seems to be able to reach them.)


  14. Hi all,

     

    In the spirt of the game (community supported/free) we're now offering free bot hosting service to whomever wants it. We have simple rules to follow (we won't put up with BS.)

     

    Here's the URL if you're interested:

     

    http://forum.embril.net

     

    The code is an enhanced version of artem's bot code, with many fixes/enhancements.

     

    Read the forums, register if you want to :brooding:

     

    The public page for the bots currently hosted is:

     

    http://dogpound.embril.net/

     

    backup is:

     

    http://dogpound.dragoncairn.net/

     

    You must follow all game rules concerning bots before even considering this service.

    http://www.eternal-lands.com/forum/index.php?showtopic=13063

     

    Which means: you have to have a paid bot before you need anyone to host it for you...

     

    Also, the code is available on request for those who want to host themselves.

     

    For more information, see the URLs listed above.


  15. The advertising is a bit tilted to the deceptive/dishonest side. I've already pointed this out before (to the administration) about an ad that suggested you could play eternal lands through the link, only to follow the link (being curious and wanting to help out by clicking the sponsers) to find it was nothing but adware with crappy games.

     

    While I can see the arguments, "no one's getting hurt", "it helps pay the bills." I also think, at a point, integrity comes into question. Obviously google doesn't care what they advertise(get paid for) as long as they're not getting sued for it. So where is the boundry then? I can't say I know... I do know this type of thing does strike me as dishonest/shady (by google and the people paying them...)

     

    I think you should be commended for pointing this out and the fact that many others have noted this too illustrates that there is some sort of impact (I can't think of how it'd be positive...)


  16. I wouldn't mind some clarity on this as well, just to be sure...

     

    But, as I understand it, that would be within the rules. I'm fairly sure I've seen that type of bot usage in the game (paid bot of course...) From what I've heard, this is some times referred to as a storage bot (even though it doesn't actually access storage.)

     

    Of course you couldn't do things like have it carry stuff for you to another location (muling) or trade between two of your other characters (muli-play...)

     

    This is based on my experiences so far and what I've read in the rules, so please don't take my word as the final answer.


  17. But I still don't agree with your profit :rolleyes:. With ingredients cost 5.3 (and that IS low, market value of ingredients would be more ~7.5gc) and selling for 5.5 each, the profit you made on each vial is only 0.2gc. 20k vials at 0.2gc profit is suddenly only 4kgc. With 9 molds. You said "No way they cost that much"? ;)

     

    "Profit" (only counting the ingredients for the vials) per mold then 444gc. Which with the cost of the mold makes it about 6-6.5k loss per mold, not your 5k profit per mold. That's about 2.5gc loss per vial, and for me that's not enough for the exp I get (because I like doing it I still make some every now and then when the last breaks were a while ago and I forgot the pain :D). Calculating the actual market value of the ingredients makes it even a lot worse.

     

    And no, of course I don't go by the idea 'it's all profit cause you can harvest everything for free'.

    Maybe I'm fooling myself and I'm not getting paid for the vials at all, only the harvesting and time I put into mixing... All I know is after I'm done, I end up with more coins than when I started and can afford to replace the broken molds (and the aforementioned phat exp.) I can live with that :P


  18. Actually, there's quite a bit of profit/exp to made making vials. My numbers clearly show profits even based on breakages and if you turn them into potions, the profit is even greater.

     

     

    I think is a great idea what Anamir propouses.

    Considering the ingradients from the beggining to make a vial u need: (the prices are the chippest i ever seen, not the normal ones)

     

    1 sulphur (1,5)

    1 red snapdragon (0.4)

    1 red rose (0.4)

    2 quartz (1.5)

     

    Considering that the price of a made vial is 5,3gc and that u need a vial mold, i can't see the profit of making then instead of buying them.

    Although I don't agree with your 'retail' pricing method (wholesale is much more true for sellers...) Even at 5.3, I sell for 5.5. Have made well over 20k vials per 9 molds, that's 12k per mold on average (give or take...) No way they cost that much... I guess that's at least 5k profit per mold and massive exp...

     

    EDIT: yes, EFE's are a different story, no wonder they cost 7k average per mold :D

    Hail to your math skills.

    Anyway I think its fine as it is,if you are smart and lucky,then you can profit,if not,you always get tons of crafting exp.

    hrm 20000/9 = 2222vials (give or take) * 5.5gc =..... ~ 12kgc... no? Luck really has little to do with it. As I pointed out in a previous post, maybe people are just overlooking something :) And yes, hail the crafting exp :)


  19. Hi,

     

    I've been noticing some odd behavior with the bots I'm running/hosting. If I tell them to turn right or left, they execute the command but if I relog the bot (shut down and restart) they're not 'saving' the orientation...

     

    Am I missing something here?

     

    Seems like if I tell the server, 'turn right' it should remember that the bot (or character) changed it's orientation.. and what it's new orientation is.

     

    Sorry if it's obvious and I'm just missing it.

     

    DogBreath

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