Jump to content
Eternal Lands Official Forums

RallosZek

Members
  • Content count

    364
  • Joined

  • Last visited

Everything posted by RallosZek

  1. About TSP changes

    Some people buy ingredients. For me it means I stop making TS no matter the fur, cause I bought toads + wormwood and easily found the time to get the henbane myself and still sell for considerable profit to NPC. With >30k from memory on my deleted counter and little under 7k on this one, I'd say the impact is quite big. And I can assure you a lot of people "became rich" with this (or used the coin to reinvest into other skills). Good idea. Might I also suggest to use something else for the def pots besides silver ore? I think that's one main obstacle for newbies to make them and would reduce this overabundance of beaver furs. Reasoning pots is already under price pressure as M&P breakage hit hard at low level (more food failures, more tries, more breakage), so on alts I usually go straight from mana pots to coord.
  2. About TSP changes

    True, but puts pressure on the newbie skill path is what I was referring to. Also, snow leo is used for invis, so leo for TS makes sense in the same way
  3. Adopt a newbie program started

    I think you had 400 of your own in sto, I donated 100
  4. About TSP changes

    Same issue: def pot, fur hat. Leopard fur would be my choice, also increases chances of people missclicking Leonard Also, leopard isn't a very good monster to train on, high crits, low hp animal with good alternatives like armed gob, unarmed orc and even sticking to snow leo and moving straight to feran. So it will defenitely limit TS pot production once all currently saved up furs are out of the game.
  5. discouraging bag mixing ?

    Then why this post? Since there's already mums on iotf. And for someone not having known the Zirankinbar maze and Choyun's bar factory, you complain about nothing in comparison.
  6. Is there a list of features that is needed for those already written quests? Maybe some of the programmers replying in this thread can do the higher level work?
  7. Add factions: by slaying enemies of group X and/or doing quests for them, one becomes more favorable and less favorable to those enemies. At different levels of favor, different quests open up. Groups can be rooted in alliances (Whitestone for example), races, deities or all of the former. Rare quest mobs, spawned by lesser forms, which then drop an item needed for a quest: f.e. killing a goblin can with low chance spawn Bob the Goblin Warlord. He drops "head of bob", which is used in "Unravel the Goblin Conspiracy" quest. Access quests: talk to npc, choose the right answers from several given, bring several items/proof of kills, get a key to enter an instanced (group) map, survive and get flagged for a reward type map. This system can be used as a pyramid leading to a "promised land". Within the existing game mechanics, I don't think there's much you can do that is dynamic and suitable for long term.
  8. Looking at how hard it is to get a balanced team together for killing monsters like the mare bulangi, I thought of a summoned unicorn: Cannot be attacked by players, to prevent abuse for attack exp 150 def (or higher as group monsters scale become stronger) but 0 attack, no offensive skills at all, mirror counting as offensive maybe evanessence High HP, no self-healing capabilities Some taunt skill that attracts attention of group monster even though summon has 0 attack This would serve as replacement tank, or supplemental tank if the group is low on them. It would make sense (for me at least ) to use a rosto, unicorn and sun med in the summon recipe. Maybe make it wear "hoofs of uber def" if summoner is >110 summon. I just see a lot of good will and effort lost because tanks are unavailable, so this may help and still not make it too easy to kill an MB.
  9. New summon: unicorn

    I'm more detailed though. @Pye - I'm not bound to the unicorn as creature. I chose it, as it's already in the client, logical for players that it can't be attacked and symbol of Aluwen, the defense goddess. From an RP point of view it fits perfectly. The only RP flaw is that Aluwen and Selain are enemies, I'd see that as a better argument then "abuse". As such, I wouldn't be against Aluwen's blessing being changed to "Divine Aid", which will allow an Aluwen worshipper to call for a tank at map foo, loc x,y. But I'd think that would be way harder to implement.
  10. Removal Stones - where did you find one?

    Day before yesterday, Veg Removal - IOTF silver. Today, Will Removal, Irsis rue. Yay me, for finding the ones others need!
  11. No alt month

    There's been some speculation about the effect of alts in the game and it made me curious, what the actual effects are. So maybe it's a good idea to adopt a month where alts are blocked (in the same way that some people are only allowed one character). This could be a one time event, or pick a month and do it yearly. I personally expect the availability of iron ore to be near non existent, but there may be more effects. Either way, I think it would be good to find out and if people like the effects (yay, poll!), make it a recurring event.
  12. No alt month

    Ah, if not easily technically enforceable, then forget it. I got the impression from some comments radu made on channel 6, he knew alts from mains and assumed it was tagged on the server. Feel free to lock (if only to stop the trolls from feeding).
  13. Gold membership

    I think more experience comes too close to cheating, as it is an experience race in it's essential form and more drops/rares still have to be converted into experience. Less breakrate I'm mixed about, didn't choose it, cause overall the breakrates are good enough. There are only a few items that could use adjustment, but they need more adjusting then I think a gold membership should allow for.
  14. One character per person at a time

    Sure, p2p, 5 bucks a month. Does that make you happy? If it makes the game become more playable again, yes it would. I have no problem with paying for services I enjoy. I have way more problems with a game system based on rankings, where "allthough officially unsupported" players can gain significant advantages. 1-2000 USD for a char that takes years to build, talk about inflation.
  15. One character per person at a time

    Well, until a while ago, if people wanted gold, they bought EFEs from the shop. So there were plenty of EFEs, and the price was relatively low. Now people want to get 'deals', so they buy stuf from the gold farmers. We need to make some money too, so we have to decrease the EFE rate. Eventually, when the EFE will be around 16kgc, then people will buy back from us. It takes little research on the net, to find out that saving time is the main stimulator for virtual to game currency conversion. With the introduction of requiring insane amounts of resources to create low value and relatively low experience items, you opened the door for gold farming. Decreasing drops and rare rates have as you now realize not been able to combat the inflation, yet it successfully took fun elements out of the game. This thread should really be about finding a new business model for EL and not about continuing on the same path and taking more fun elements out of the game. Also, I can play my alts if I harv on my main then? Cause this is what I usually do, let my main fill up which can take as long as 30-40 minutes ( if I forget to eat ), and level my alt.
  16. One character per person at a time

    This is a problem not related to alts, but to how the game works. If this were a seperate person you'd have no problem with it, in fact you'd find joy in the higher number of online players. Don't be misled by the poll answers that alts are bad for the game. There are basic economic flaws in the gameplay that have been hashed, rehashed and rejected year by year, that cause inflation and as a side effect, stimulate gold coin farming. The problem is that this bypasses the game's (real life) income, so the solution is rather simple: find a way to integrate it into the game and generate revenue from it.
  17. One character per person at a time

    I think a bigger problem is people selling gc for RL cash to other players, not so much the purchases made in the EL shop. Just my opinion tho. And the gc is used to acquire items. What I'm proposing is for people on the "Dollar Server" to be able to officially buy say 100k iron for 20 dollar, through the game itself and that Radu takes a cut on each transaction, so there is no more need for people to trade gc/dollar if they can immediately acquire from players what they need and the actual problem (not enough revenue created to sustain the game) is tackled as well.
  18. One character per person at a time

    No. The rule excludes people who do not play alts for gc and if there were exceptions to be added for those, then moderation would be impractical. I'd like a third option in the poll because of this, as it polarizes the issue without taking into account people who do not sell gc for money, nor overflow the market with stuff, but simply like to level different chars as their main gets bigger, because playing a main requires more boring time (no matter how many animations or events you add to harvesting). Since this isn't the proper solution to the problem[1] I am not in favor of using a discriminating rule. [1] Instead forbid gc for dollar on the free server, create a second server where dollar payments can be used to acquire items or characters and take a cut. The price of playing on the free server then is that a) you can't get any real life money for your time and that you're subject to economy balancing changes before they are implemented on the "dollar server" and highly encouraged to give feedback on those.
  19. FreeBSD Notes

    Since Makefile.bsd is unmaintained, here's a BSDmakefile you can put in elc dir and will be recognized by FreeBSD's pmake: VERSION=150 PROG=el.x86.bsd.bin.${VERSION} NO_MAN=yes EXTRA_INCLUDES?= EXTRA_LIBS?= CPPFLAGS=-DBSD -DELC ${EXTRA_INCLUDES} CFLAGS+=-ffast-math CXXFLAGS+=-ffast-math # Core sources SRCS=2d_objects.c 3d_objects.c \ actor_scripts.c actors.c alphamap.c asc.c astrology.c \ bbox_tree.c books.c buddy.c bags.c \ cache.c cal.c chat.c cluster.c colors.c console.c consolewin.c \ counters.c cursors.c dialogues.c draw_scene.c \ elconfig.c elwindows.c encyclopedia.c errors.c events.c \ filter.c font.c framebuffer.c frustum.c \ gamewin.c gl_init.c hud.c help.c highlight.c \ ignore.c init.c interface.c items.c \ io/e3d_io.c io/elc_io.c io/map_io.c \ keys.c knowledge.c langselwin.c lights.c list.c load_gl_extensions.c \ loginwin.c loading_win.c \ main.c manufacture.c map.c mapwin.c \ md5.c mines.c misc.c multiplayer.c \ new_actors.c new_character.c \ openingwin.c \ particles.c paste.c pathfinder.c pm_log.c \ questlog.c queue.c reflection.c rules.c \ skills.c serverpopup.c servers.c session.c shadows.c sound.c \ spells.c stats.c storage.c \ tabs.c text.c textures.c tile_map.c timers.c translate.c trade.c \ update.c url.c weather.c widgets.c \ cal3d_wrapper.cpp # Feature related sources ENCYCLOPEDIA_SRCS = books/fontdef.c books/parser.c books/symbol.c books/typesetter.c sort.c symbol_table.c MEMORY_DEBUG_SRCS = elmemory.c NOTEPAD_SRCS = notepad.c POPUP_SRCS = popup.c SFX_SRCS = special_effects.c MINIMAP_SRCS = minimap.c SKY_FPV_CURSOR_SRCS = sky.c NEW_FILE_IO_SRCS = io/elpathwrapper.c io/xmlcallbacks.c NEW_FILE_IO_SRCS += io/elfilewrapper.cpp io/elfile.cpp io/zipfilesystem.cpp USE_SHADER_SRCS = shader/noise.c shader/shader.c PAWN_SRCS = pawn/amx.c pawn/amxaux.c pawn/amxcons.c pawn/amxel.c \ pawn/amxfloat.c pawn/amxstring.c pawn/elpawn.c USE_SEND_VIDEO_INFO_SRCS = sendvideoinfo.cpp CXX_MISC_SRCS = exceptions/extendedexception.cpp xml/xmlhelper.cpp EYE_CANDY_SRCS=eye_candy_wrapper.cpp \ eye_candy/eye_candy.cpp eye_candy/math_cache.cpp eye_candy/effect_lamp.cpp \ eye_candy/effect_candle.cpp \ eye_candy/effect_campfire.cpp eye_candy/effect_fountain.cpp \ eye_candy/effect_teleporter.cpp eye_candy/effect_firefly.cpp \ eye_candy/effect_sword.cpp eye_candy/effect_summon.cpp \ eye_candy/effect_selfmagic.cpp eye_candy/effect_targetmagic.cpp \ eye_candy/effect_ongoing.cpp eye_candy/effect_impact.cpp \ eye_candy/effect_smoke.cpp eye_candy/effect_bag.cpp eye_candy/effect_cloud.cpp \ eye_candy/effect_harvesting.cpp eye_candy/effect_wind.cpp \ eye_candy/effect_breath.cpp eye_candy/effect_mines.cpp \ eye_candy/orbital_mover.cpp eye_candy/kepler_orbit.cpp # SDL. Some old ports use sdl$version-config, set accordingly SDL_CONFIG?=/usr/local/bin/sdl-config SDL_CFLAGS!=${SDL_CONFIG} --cflags SDL_LIBS!=${SDL_CONFIG} --libs # XML 2. XML2_CONFIG?=/usr/local/bin/xml2-config XML2_CFLAGS!=${XML2_CONFIG} --cflags XML2_LIBS!=${XML2_CONFIG} --libs # Preprocessor basics CPPFLAGS+=-I/usr/local/include ${SDL_CFLAGS} ${XML2_CFLAGS} # Linking basics LDFLAGS+=-L/usr/local/lib LDADD=${SDL_LIBS} ${XML2_LIBS} -lSDL_net -lSDL_image -lopenal -lalut -lGL LDADD+=-lGLU -lcal3d -lm ${EXTRA_LIBS} # Feature related libs ZLIB_LIBS = -lz NEW_FILE_IO_LIBS = -lz EYE_CANDY_LIBS = -lpng PNG_SCREENSHOT_LIBS = -lpng OGG_VORBIS_LIBS = -lvorbis -lvorbisfile # Include features and add them to sources, defines and libs .include <BSDmakefile.inc> .for _FEATURE in ${FEATURES} CPPFLAGS+=-D${_FEATURE} .if defined(${_FEATURE}_SRCS) SRCS+=${${_FEATURE}_SRCS} .endif .if defined(${_FEATURE}_LIBS) LDADD+=${${_FEATURE}_LIBS} .endif .endfor .c.o: ${CC} ${CPPFLAGS} ${CFLAGS} -c ${.IMPSRC} -o ${.TARGET} .cpp.o: ${CXX} ${CPPFLAGS} ${CXXFLAGS} -c ${.IMPSRC} -o ${.TARGET} pawn_scripts/features.inc: BSDmakefile.inc echo "#if defined _features_included" > ${.TARGET}; \ echo -e "\t#endinput" >> ${.TARGET}; \ echo "#endif" >> ${.TARGET}; \ echo "#define _features_included" >> ${.TARGET}; \ for feature in ${FEATURES}; do \ echo "#define $${feature}" >> ${.TARGET}; \ done .include <bsd.prog.mk> This uses BSDmakefile.inc, which is basically make.defaults with the sanity checks deleted as these are in GNU make specific syntax. Tip: move those checks to Makefile.linux Anyways, have fun with the new client all.
  20. Disclosure of the rate changes

    If hoarding is the problem, then why not add an expiration date to a rare item. This would instantly take care of all the rares that are on accounts that haven't logged in in ages and still affect your view of 'too many rares'. Technically, it requires one extra field and dynamic 'eye icon' texts. Some caution should be taken to make the fields visible at all times during a trade. Personally, I think this is the best approach to the problem. Most of these items aren't meant to sit in storage, but meant to be processed into usable items. Rostos are a bit different, maybe one could limit hoarding there, by only allowing a maximum in storage, although this could easily be worked around by storing them on a bots' inventory.
  21. High level monsters adjustment

    If the "prob" is that the att and def exp are uneven, well, that usually is the case when u simply dont have enough Might for what your fighting, irrelevant of att level and dexterity. Rallos, try with an iron sword, perhaps a steel long, and check the results... I could be wrong about that being the reason why the a/d exp is uneven, but i would think your att level + your dex + moon med would be enough to score hits on d.chim, so Might seems to be the only possible reason. I already said that you need more might. FYI, I have 5 more might then when I started fluff, which in light of the 5 a/d levels, 2oa per a/d *should* be enough. And it's not just might either, cause I get very similar results with a tit short, just less def And I already said that too. Make them 100 a/d then, then that's a valid statement. You want people to progress through the chims, means that if people spend the oa gained through a/d in attributes, they should be able to move on, once they have made the a/d level difference between the two monsters.
  22. High level monsters adjustment

    Here's the prob with DCW: That's one Desert Chim fight, which lasted for 15 minutes, cost 5 restores, 2 Mana Drains, 5 coord, 5 instinct (wildness) pots and it dropped 6 gc. Personally, I don't care about the cost, a/d isn't my primary skill, but a lot of people do care. DC has 5 a/d more then Fluffy and I'm starting it now, with 5 more attack then I had when I started fluffy. Even though as you can see, I have little trouble defending it, I can't hit it at all. Basically only crits. Personally, I do not mind that, part of my build. But most people who train on them, have more phys, do more damage and then the 180HP (as said more in this thread) is a problem for them. If I find the time tomorrow, I can show you hourly exp rate differences.
  23. Nexus/removal stones should not be rare.

    So how about finishing the stones with perk removals and remove #reset (maybe with a transitional period where #reset can be used only below oa 40). If you can shape your builds that way, currently hardly used PK perks like fatal man, self-destruct, glow in the dark, may get more usage.
  24. When I started to play EL ...

    Biggest impacting change for me, was the vial removal from potions. Especially the vial-drought was rough, since Harvy was the only option or drinking mana pots. Things that got worse a lot: bagworking spots in secret places on c2. They pretty much all got nerfed, partly cause of more 'friendly' visitors. Made a lot of gold rings from scratch in PV, simply cause no one else was there to 'check your bag'
  25. Specific Bot market channel?

    That would be quite ineffective programming. One site, can service all it's hosted bots, by having one listener and sharing the command received via whatever means it wishes.
×