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RallosZek

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Posts posted by RallosZek


  1. This one is from last night, but identical to the one taken this afternoon (just don't have it in my shell anymore).

    % traceroute game.eternal-lands.com									  <[0:48:05]/58.0C>
    traceroute to game.eternal-lands.com (213.152.3.5), 64 hops max, 40 byte packets
    
    3  hv00cat12.brain.upc.nl (212.142.19.126)  9.981 ms  8.791 ms  9.517 ms
    4  84.116.244.57 (84.116.244.57)  20.436 ms  15.957 ms  17.765 ms
    5  84.116.244.37 (84.116.244.37)  18.700 ms  17.671 ms  15.186 ms
    6  84-116-131-9.aorta.net (84.116.131.9)  16.803 ms  36.087 ms  17.295 ms
    7  213-46-161-146.aorta.net (213.46.161.146)  16.463 ms  15.905 ms
    ge-3-3-6-0.ams10.ip4.tinet.net (213.200.75.57)  16.473 ms
    8  eunetworks-gw.ip4.tinet.net (213.200.75.166)  22.254 ms  16.449 ms  17.774 ms
    9  * * *

    At the moment problem free. Last disconnect was 17:17:55 CET.


  2. You're forgetting something. EL has very limited content and adding a level cap makes this more obvious.

    No I did not forget, I'm of the opinion that compressing the amount of content into a lesser amount levels will actually make it seem like it has more content.

     

    Really? 60 a/d is two-three weeks if you know what you're doing, two months at best for a newb. Then what? 80 in all skills....maybe a year, with harvest being the one that'll be tricky.

     

    Also as I previously stated, that since the majority of people will be around the same level the already overworked dev's can then contentrate on the masses, instead of throwing a bone to one group at a time every few months.

    But EL has nothing to offer if everyone is the same level and the nature of the game doesn't allow for much change in that. You'd have to turn the game up-side down and since that would upset mostly the people that generate the bulk of the income of the game, that's a pretty big risk to take.

     

    edit: sorry forgot to reply to your 2nd paragraph: yes there might be some small exodus, but where have you been the past few years? Players are getting less and less, with very few newbies sticking around for above stated reasons. Population might take a small knock, but it will steadily increase after that.

    Your small knock is likely to be entire top 50 in non-combat and top200+ in a/d (yes, this sounds more dramatic then it is, cause there's overlap). I would first draw up a road map on what changes there would be, get consensus on that, start implementing the most dramatic ones and then reset.

    The fact that el doesn't gain much in population is only partially because of the level grind. In the core, it's a solo game with a chat box and the more popular MMO's require one to work together much more, because of class/race/deity restrictions. The irony is that frustration with these restrictions is what sparked this game. Another major factor is that a lot of small joys have been removed, because game income dropped (rare rates, drops on monsters etc) and grinds have been made more labor intensive.

     

    Besides, you can make an alt and dump your main if you wanna regain some of the joys of easy levels. Trust me, it helps.


  3. You're forgetting something. EL has very limited content and adding a level cap makes this more obvious.

     

    Everquest has done this recently by providing a Legends server, but that's a game where the char is defined by it's gear, flags and grouping skills and where levels are secondary. So there is a lot more content to revisit and you can't rely on your main to provide your alt or the market/bazaar to provide you twinkies. Also, it was optional. The server was added, not the entire game was reset as that would've resulted in the mass exit you will see here too from players that have spent years on their chars.


  4. You can't control the reasons why people red tag a guild. It may have nothing to do with PK why you get red tagged and there certainly isn't a "code of conduct for red tagging" that would allow you post in disputes if violated.

     

    However, if you want to organize Friendly Fights, I suggest you hold a tournament and solicit some guards (though in my experience, tournaments are rarely disturbed, people stumbling on the tournament while looking for a PK rather join in the fun or place side bets).

     

    The full proof option would be a guild map and hold your tournaments/friendly fights there.


  5. I have an idea that hopefully most people will agree with.

    Basically, I want to make the NMT breakable, with a 1/40K chance (+/- something due to astrology).

    However, after it breaks it would transform into a new cape, which would also give the NMT perk, but also some accuracy and armor, maybe 6 points in total. This cape would also have a 1/40K break chance, and would just disappear when it breaks. And if a lot breaks, I can increase the drop rate too.

    So, what do you think?

     

    I think it's a bad idea. It adds mucho gc to the game. The NMT cape won't devalue much and the degraded version will generate a second income, overall probably going over 500k once the dust settles.

    I already posted an idea, that will actually remove gc from the game, initially by devaluation of the NMT cape, followed by mass leveling in the tailoring skill (and a few hydro bars for the nexus) and finally make No More Warlock a used item and it's rarity can be controlled by 2 different drops.

     

    Or you can combine the two. Make NMT breakable, apply your NMT idea to No More Warlock instead.

     

    [edit]FYI, the cost of fast leveling tailoring with 24 rat an 99% yield, is 25450gc per 20790 exp. The first wearable product takes 539507 exp. To get to warlock rec level takes well over 2 million gc.

    Also, which ever you choose, since the degraded version is better in stats then the normal version, branch should probably destroy NMT without degrade, to prevent "mass production" of the degraded version in guild maps :P

    [/edit]


  6. I meant the toads and 60 HP damage lol

     

    But there's a nice way to level on mana pots and level magic to 21:

    • Get/make 1k matter essence
    • Be 21 def safe and able to cast the shield spell.
    • Get harv cape and FR cape (or perk), 2 or 3 vials. Bring some matter essies, leave about 200 free carry.
    • Go to sedicolis and harv fruits or veggies. Fruits pay a little better.
    • Sell to tavern
    • In the jungle, there's a 2x blue lupine. Harv about 150.
    • Take a seat in the tavern. Put on FR cape if required, drop 100 bl, from the veggie/fruit coin buy wine.
    • Mix a few mana pots, cast shield till out of mana, using mana pots in between.
    • Mix and use mana pots till >11 mana, cast a shield etc etc.

     

    It goes somewhat faster if you bring enough coin for the wine, but this is real el cheapo and you get some harv exp :whistle:


  7. Edit:

    You can really only blame fixed NPC prices that don't scale with the times for HE shortage. Anything silver based should be re-evaluated, so that base price can go up.

    In the mean time, I'm keeping Trader stocked as much as I can with silver ore and trying to have him pay a reasonable price based on his location half way to storage. While I may not have time to try to mass produce HE, I'm at least on silver whenever possible instead of dung. OF course you can always check Camael.

     

    That would be a lot more useful if you can trade in mule form (or only with bots for all I care). I don't mind for 1 emu stuff, but for heavier things, I find myself being more productive by harvesting/mixing at mine then running back and forth a bot.


  8. Right... most of them simply will keep their stuff to use for other skills.

    Or the same. EMP are quite nice "mixer oa". Just need to keep gc in storage to buy that occasional 50k+ ogre toes on market and you're fine.

    Fact is that SR isn't use in that high quantity by trainers, so really few people can serve the market (Erma/Piner can handle it by themselves if they wanted to). Being able to sell SR quick is more about contacts then anything else.

     

    Also for summoners it's more profitable to make their own SR, given the strong connection throughout the skill with pots., I'm sure there aren't that many summoners that leveled it without veg nexus.

     

    Edit:

    You can really only blame fixed NPC prices that don't scale with the times for HE shortage. Anything silver based should be re-evaluated, so that base price can go up.


  9. You changed the Ice Dragon Armor because it was quite OP, same goes with the helmet. :(

     

    The helmet was changed for consistency.

    I don't see the virtue of that. Also, all dragon helms have radiation protection *except* ice dragon and consistency of the armor line should be preferred over consistency of a change set.


  10. i vote no to day of no grief but yes to day of more grief and acid rain day. we don't have enough gc sinks

    Sure we do, there's just not enough advantage to them to get used much. If NMT would be breakable, but Cloak of No More Warlock would not be, that would be a nice gc sink as more people would take up tailoring.


  11. One annoying thing with HE is the food costs. I would say that is the 2nd biggest reason for there not being enough HE.

    No, that doesn't play a part at all. It hasn't changed and with mules in game there is no shortage of mixing food. Besides, steel bars are abundantly available and cost 5 more food. A harvester's choices have been broadened:

    - iron @ .87gc per emu but close to storage

    - quartzes @ 1gc per emu

    - emeralds @ 1gc per emu

    - diamonds @ 1.16 per emu

    - silver @ 1.25gc per emu

    - extract flowers except toadstools/mullein/tree mushroom @ 1.5gc per emu

     

    Funny thing is, the cheaper per emu, the easier to find, since time is a more valued commodity.

    Wow....can you add in average steps to storage to that? (asks for something that would be harder to provide, but goes with the "easier to find" notion.

     

    Won't do you any good. 35-40 minutes for me to load 840 emu with wormwood. The few steps to storage don't matter at all.


  12. ALL skills should get the greatest benifit from the level of those skills and not from attributes

     

    Yet, none do:

    - Damage cap limits attack bonus for low level farming (with 120 att, you really should 1-hit black bears with a bone)

     

    Well its a might cap at 48, but what does this have to do with conavar's statement?

    "Yet. none do" :icon13: so summoning skill levels are not a primary determining factor in the success of a summons?

    How is this 'none do'?

    Hmm, summoning may actually be the exception, though an 104 summoner 4 charm and a 60 with 48, it'd be interesting to see who makes with the same ammount of ingredients the most creatures the fastest.

     

    - crits mitigate defense effectiveness

    True, its luck, its a chance to hit or bypass armor, but what does this have to do with conavar's statement?

    I'll say this once and feel free to apply it to the rest.

    Read his statement again, it doesn't say "chance of success" it says "greatest benefit". If he really means chance of success, then it's quite a void statement, as for mixing skills and harvesting attributes don't contribute to success rate at all.

     

    Whether they should matter more, with the 178 cap, in a year or two it won't matter much. Until then, I think they're balanced ok, tweaking them so that it's noticeable would spark a similar thread about the effectiveness of crits.

    Just my 2c.

     

    How did you arrive at "they should matter more" ? Do you mean actual levels, or the attributes Dexterity and Reaction?

    What does the 178 soft cap have anything to do with this?

    And the effect of criticals are pure luck, no were as certain as the result dexterity and reaction have on hit and dodge.

     

    I mean the levels. The cap has everything to do with it, cause once the top players have all reached it, it'll be all about attributes, no?

    Secondly, if you make def/att weigh more in the roll, the lower level player will turn to high crit modifiers to try and defeat the higher level player, then whine they don't help enough.

     

    Really conavars statement is a total no brainer, The skills levels should determine the success of that skill.

    So should other skills require attributes for success and failure?

     

    A/d is different and for obvious reasons. It's physical. Think office job vs military. However, should attributes help? Yes, but we have no wisdom attribute.


  13. sed -ne 's,^\[[0-9][0-9]:[0-9][0-9]:[0-9][0-9]\] RallosZek was blessed by the Queen of Nature with \([0-9][0-9][0-9][0-9]\).*$,\1,p' .elc/main/chat_log.txt|awk 'BEGIN { total=0; } { total += $1 } END { print total; }'
    247936
    
    sed -ne 's,^\[[0-9][0-9]:[0-9][0-9]:[0-9][0-9]\] RallosZek found a bag of gold\, getting \([0-9][0-9][0-9]\).*$,\1,p' .elc/main/chat_log.txt|awk 'BEGIN { total=0; } { total += $1 } END { print total; }'
    31065
    
    sed -ne 's,^\[[0-9][0-9]:[0-9][0-9]:[0-9][0-9]\] RallosZek found a bag of gold\, getting \([3-9][0-9]\) .*$,\1,p' .elc/main/chat_log.txt|awk 'BEGIN { total=0; } { total += $1 } END { print total; }'
    2240
    
    sed -ne "/^\[[0-9][0-9]:[0-9][0-9]:[0-9][0-9]\] Mother Nature decided to destroy RallosZek's/p" .elc/main/chat_log.txt|wc -l
      34

     

    (247936*11/12*0.25+30965*14/15+2240*14/15)-(34*6750) = -141690

     

    What's that?

    11/12*0.25 = 12 multiplier, so 11/12 more exp at 0.25gc per exp (4exp/gc)

    14/15 = coin multiplier

    34*6750 = 34 meds at current average market price

    -141690 = 141k gc lost

     

    That's not quite break even, but astro plays a big part. I'd say the breakrate modifier of astro needs adjusting to the positive. With full green harv/degrade astro I break more meds, because I get more events. Not "just a few more", a lot more. 4 in an hour being the most memorable, but minimum 3 if I harv the entire period.


  14. ALL skills should get the greatest benifit from the level of those skills and not from attributes

     

    Yet, none do:

    - Damage cap limits attack bonus for low level farming (with 120 att, you really should 1-hit black bears with a bone)

    - crits mitigate defense effectiveness

    - High level mixers benefit more from nexus pp's to corner a market area, then their level and need vast ammounts of ingredients to keep their top position.

    - Many skills have a "ok, anything above this level is useless except for ranking" area.

     

    Come to think of it, a/d has probably the best advantages.

     

    Whether they should matter more, with the 178 cap, in a year or two it won't matter much. Until then, I think they're balanced ok, tweaking them so that it's noticeable would spark a similar thread about the effectiveness of crits.

    Just my 2c.


  15. Potions.....it only has extracts used for refined vegetal mixture and mixture of power.

    + Ref mixture => Creature Food

    + SR => EMP

     

    Problem with extracts is that mixtures are too low level, the end products are sold rock bottom and/or need rares, leaving absolutely no insentive for a high level potter to buy them or for a lower level potter to sell them after days of harvesting. 20.5k does not feel like a whole lot when you just harvested 12k flowers at an average of 1k per hour and that's what the price should be. However, CF price of 65 allows for 191.75.


  16. so why are Health Essence so hard to find while loads are being used?

    and that goes for Spirit restoration pots aswell.

     

    We don't have to make SR anymore, since BRs stack. As it's now a service to the community, start buying at 15-16 and make it worth our while. Also, since matters are used extensively it is harder to find large batches of 1 color quartz. Easier to find "5k of all quartz" then 20k BQ.

    P.S.: rauch has been selling 3k SR for 14.5 for at least a day now, so that's not much motivation for people to mix SR when they get 15gc from NPC for BR at roughly the same cost :icon13:

     

    or see if we can all go all-rounder

     

    All-rounder will not solve your problem, rather aggravate it.

     

    IMO is due to shortage of silver caused by:

     

    ...

     

    - no good "mix hes in place" spots (maybe add some crys out of MM mine?)

    Explore more and think less linear. IotF, bot abuse in Iscalrith, Arius and EVTR both have mums close to storage, so do the math, bring feast+mums and mix at mine, load up on silver after mixing and mix that at storage.

     

    I'm also surprised by how quickly some players can use HE.

    You should check how many of those players also sell HE. I'm sure you'll see what is called a "reseller" pattern.

     

    One annoying thing with HE is the food costs. I would say that is the 2nd biggest reason for there not being enough HE.

    No, that doesn't play a part at all. It hasn't changed and with mules in game there is no shortage of mixing food. Besides, steel bars are abundantly available and cost 5 more food. A harvester's choices have been broadened:

    - iron @ .87gc per emu but close to storage

    - quartzes @ 1gc per emu

    - emeralds @ 1gc per emu

    - diamonds @ 1.16 per emu

    - silver @ 1.25gc per emu

    - extract flowers except toadstools/mullein/tree mushroom @ 1.5gc per emu

     

    Funny thing is, the cheaper per emu, the easier to find, since time is a more valued commodity.


  17. A newbie completes the tutorial quest and upon completion they receive their weapon and armors along with a "lottery ticket" which could then be brought and traded for 1 entry into the EL lottery. This could be done with each quest in the game giving added incentive for people to complete them along with a "forced" introduction to the lottery system.

    If every new player had a chance at the lottery, it would make existing players not want to participate. Lottery tickets are a luxury item, not a necessity for newer players.

    If you look at RL, lottery tickets are more bought by people who lack money. Also, it will probably work more stimulating for other players to participate, since they know the pot is gonna be bigger with newbies turning them in.

    Whether this in fact will increase or decrease the money sink it's supposed to be, would have to be tested, since now some of the pot is entered without loss of gc.

     

    Completion of the "Past Quest" give a excavator cloak as a reward thus saving newer players some gold coin and a mention of the cape seller in White Stone City.

    Unless it's an involved quest, this sounds like it could flood the player base with excavator cloaks. If new players are not hard pressed for a relative ton of gc for other requirements, the immediate need for an excavator cloak would be diminished.

     

    The past quest is too easy and if you really mean the Seridia tour given by the Wraith after past completion, then the excavator reward is not really fitting as this quest already needs an MM. A quest that allows you to make an excavator (no fail) from quest components, non repeatable, starting at IP might be a good idea. Even if the things you need to bring the various NPC's total to 2700gc if sold, it is a nice alternative way of obtaining one.


  18. Agreed with Dilly. There's two downsides to BR's however:

    - They mix irregular, because they have 11 food (5 first, 4 next) and on long sits (2400+), the waiting for feast cool down can get annoying. This is primarily a mental issue.

    - Sunflowers are single picks and used in LE, so of the 2gc more that NPC pays .5-.75 will already go to sunflowers and a little less than .5gc to extra food.

     

    So, another nice trick to consider especially if you have your mule levelled, is to change SRs made 1:1 into feasts at NPC and sell part of the feasts @ 14 - they sell quicker then SR and are always needed. If you power level, selling SRs on market is only interesting @ 16gc+ or when you have a steady customer / pre ordered batches. Otherwise, it's just tied up coin in storage, that can easily be run to NPC. The 3 extra gc means you can buy an extra set of ingredients each 3k product, which allows you to keep mixing even if selling sometimes takes a bit longer.

     

    P.S: for newbies, avoid the bone powders. It is easy to break 4-5 M&P's for just 300 bone power and all your profit is gone already even if you don't crit fail. Especially when new, it's hard to recover from this, as vials and M&P's are a big enough investment. Selling those 900 bones allows you to focus on the better pots: coord, wildness and vitality. Vitality can usually be skipped in favor of SR, but if your a/d is around puma by then anyway, it's a nice one to make.


  19. The ice dragon helm is 2 emu, has heat+cold protection, some extra health/mana and had rad protection. That was the reason I bought one - the "all in one for 2 emu" deal. Steel helm is worse then tit greaves, cause at least tit greaves have cold protection.


  20. I think increase break rate + rapairing chances is something good to remove GC / scales from the ebul players.

     

    The opposite will be true by the way. Scales are guaranteed drop and any char worth buying is able to get him/her one or two for a repair as opposed to the 10-fold in gc to replace it.

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