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RallosZek

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Posts posted by RallosZek


  1. I doubt anyone ever became rich from making TS Potions. It used to take me a few hours to gather and mix ingredients in the bag at the toads to get 100 potions.

     

    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).

     

    Based on my logs, there is an overabundance of beaver furs coming in the game every day. I think they will be quite good for the TS potion. Or, something even better, I can change the ingredient every few months, to recycle through some unused items.

     

    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. Same issue: def pot, fur hat. Leopard fur would be my choice, also increases chances of people missclicking Leonard :whistle:

     

    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.


  3. Regardless of whether the quest is for new players or old, I'd like to see some brainstorming here suggesting ways in which a quest can be done which has variations from the normal/standard "collect/kill" format.

     

    • 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.


  4. 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.


  5. 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 :P ) 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.


  6. You would have to block any extra players from the same IP, and the real families would really start complaining, several years ago we did do that, which is how we found out how many legitimate families do play EL, and seperatly (not as alts or any sort of multi).

     

    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).


  7. 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.


  8. 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.


  9. 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.

     

    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.


  10. IMO inflation is caused by lowering rates for certain resources like enriched essies and rostos for example so more ppl are forced to buy them from shop. Unfortunatelly supply of items bought from shop is not enough and relation USD to gc is causing these items to be expensive which in turn increases costs for production (like EFE cost) and training (rosto cost). Maybe little offtopic or maybe not. As for the voting - I abstain.

     

    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 :lipssealed: ), and level my alt.


  11. Definitely a YES!

     

    Even if 2 characters do not interract in any way - whilst you are training one - the other harvests and increases it's store.

    Swap over every few days - lots of gc

     

    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.


  12. [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 B) that you're subject to economy balancing changes before they are implemented on the "dollar server" and highly encouraged to give feedback on those.

     

    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.


  13. 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 B) that you're subject to economy balancing changes before they are implemented on the "dollar server" and highly encouraged to give feedback on those.


  14. 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.


  15. 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.


  16. 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.

    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 :icon13:

     

    Of course, it will equal shorter fights and prolly less overall exp p/h.

    And I already said that too.

     

    No, you are right, he just wasn't ready for it.

    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.


  17. Here's the prob with DCW:

    el93rc3.jpg

     

    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.


  18. 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' :D

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