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dejan

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Posts posted by dejan


  1. I carefully read all rules about bots, and this one in particular caught my eye: "The only bots that are allowed to buy and sell now are paid bots."

     

    Does this mean that, if my bot does not buy and sell, I can actually have a bot which is free of charge?

     

    I need to know this because I would like to have a special bot for my guild which would primarily be used for various information (leaving messages, guild-jobs, events, contests, etc). This bot would never buy or sell products, but it would take stuff from guildmates, and give stuff to them (free of charge).

     

    Again, the question is - is this type of bot free or not. Sure I understand perfectly that the bot must be approved by EL crew, according to other rules.

     

    Kind regards.


  2. There are/were so many great players, who, unfortunately, either left Eternal Lands, or are inactive for long time. I would just name few: crus, wexy, nienora (former lamegirl, grearien), Thunderous, Zora (former Suessie), MagPieLee, NitageR, DonPedro, besiktas, sMooMs, banshen, ohmygod, Logiscom, Lorck, and many others. Even though most of them are famous PKers, some of them were amazing all-arounders.

     

    My vote as greatest player of all time goes to crus. Second and third place: DonPedro and sMooMs .


  3. This small bug is in the CVS for days.

     

    Apparently, the fogColor array is not declared in the cloudy_sky() function, in sky.c , line 806. I have added GLfloat fogColor[] = {0.0, 0.0, 0.0, 0.0}; to the list of initial declarations and built successfully the client.

     

    Cheers.


  4. Good news Entropy. However I had to notice that this has been proposed quite a few times. Sure, not exactly this way, but people (including me) asked for invasion reward system quite a few times.

    Anyways, good idea!

     

    Here is what I propose:

    I propose an invasion system where right after invasion ends, the server collects all data (who killed what) and rates all participants keeping in mind their combat levels as well (this is very important, IMHO, and will be explained soon). After processing, the system announces globally The Seridia (or Irilion) Protectors (ie players who contributed the most to the protection from invasion), and those guys immediately get GOLDEN, SILVER and BRONZE medals (items which cannot be manufactured, naturally). These items should have special value, and could be used to purchase a very special items from Seridia/Irilion authorities (read 2 NPC made for this purpose). These special items should be a very special weapons/armor that can be purchased ONLY via medals! A good ideas for names would be: Golden Seridia Protector Helmet, Seridia Protector Shield, Irilion Protector Medalion (...)

     

    The system should also keep in mind different combat levels. IMHO it would be very important that players of different combat levels get medals. There are few possible, fair systems to do this, and I would leave it to EL developers to decide which one to pick.

     

    This would grrreaaaatly improve the overall invasion feeling, and motivate players to participate in huge numbers. I would dare to say that this system could make a very large scale event out of every invasion, much more fun than ever.

     

    Cheers! \o/


  5. #1) Fair enough.

    Still, it could be good to have attribute increase at some point. I think people should have reward if they spend days feeding and training their pets. Reward in a sense that their pet is not "just there", but also can do wondrous things. :) This will definitely motivate players more to work on their pets.

     

    #2) Yes, I did not finalize that idea, so please let me add some more stuff to it. No - I never thought pets should stay in the game after players leave. It should be too much I think, and would significantly increase number of special actors in the game.

     

    To summarize:

    Pet should be equipped in order to be in the game. If owner leaves the game, so does the pet.

     

    #3) Why don't we mix both ideas here? Pet can also train via normal fight, and would naturally do this (i guess main reason for having a pet would be the fight and hunt) - in this case pet would gain a/d (i would like magic as well), when owner "trains it" (as explained in my text) every day, by spending items i simply called "pet-training items" (we need better name here), owner would be able to change attributes of the pet (p/c/w ...). It would be up to you guys to decide how many days of training is required for additional pickpoint for the pet.

     

    However, if you guys focus pets primarily to fighting (which is not a bad point either), than pet's should gain attributes (pickpoints --> attributes) only by gaining a/d points. In this case please ignore everything i said pet-training.

     

    I would definitely like to see at least the elemental idea implemented (so different pet makes different type of damage, depending on it's nature).

     

    #4) I think it just looks like summoning. Fundamentally these two are totally different. I am summoner in game (my primary skill i would say), and i would gladly have both. :)

    Here are some important differences:

    Tamed creatures are long lived, summoned creatures have very short period of life.

    Taming is a long process (visually it should look like player uses a rope bound to the creature, which tries to escape, or something similar, while tame skills are gained); on contrary, summoning is a very short process.

    When player starts taming, and attempt breaks, creature will attack it. In summoning our summoned creatures never attack us.

    And many more... I do not want to stay off-topic by giving more details about taming here. We should start another thread for it if you would like to "hear" more about it.

     

    Kind regards


  6. It is really interesting, this idea... I wanted to post about it nearly THREE years ago (!!). It is good to see that some people think similar. :rolleyes: Please note i had this whole text before this thread started, so I apologize if the scope is wider than required.

     

    Introduction

     

    Well, apart from excellent ideas presented in original Radu's message, here are some additional ones that I think would definitely improve the game. Please note that some of ideas below do not quite fit the EL game, because we still do not have notion of elementals, for an instance (yes, we have some specific types of damages that can be related to elementals). So ideas below might need some "polishing". But please do not discard them just because some additional work needs to be done in order to have them as explained.

     

    A special pet - dragon.

     

    Like all other pets (read text below about pets), the dragon pet starts as a baby. However, since this pet is the most powerful one (supposed to be), it feeds with special, dragon food.

     

    Dragon food varies, and depending which one pet owner buys (should be expensive, where the least expensive food can be bought only from NPC), the dragon can have some special, additional points (attack, defence, accuracy, etc).

     

    This pet is special when it come to other things as well.

     

    It needs/can be fed only once a day, with food mentioned above. Once fed it will not be hungry for the rest of the day.

     

    Dragon can evolve into few different directions (in other words makes different kind of special damage) - earth, water, fire, air (elementals).

     

    Every day pet owner can do training, which requires an item of special kind (lets call it "pet trainer" item). Training can be done ONLY ONCE a day, like feeding. When training is done (basically takes few seconds), pet owner can specify where to put the training point which is earned. Training points can go to: attack, defence, accuracy, speed, various types of damages, etc. (up to develeopers).

    "Pet trainer" item should be expensive, and available for manufacturing.

     

    Other pets

     

    Other pets should follow the same pattern. They start as baby <something> (Example: "Baby Tiger") and evolve into a big something. All of them can follow the same pattern, or similar, as the dragon explained above.

     

    There is, however a big difference. - Each creature has it's primary, and secondary "nature". Or, maybe the better term would be - it belogs to various elementals. Some creatures are "creatures of fire", others of Earth, some of Water, others of Air, and they make "fire damage", "earth damage", "water damage", or "air damage", depending of their "nature".

     

    Giving certain abilities to the owner

     

    This is yet another, IMHO good, idea... What if developed pets can give some attributes back to the owner. Certain pets should have their natural abilities boosted up. Example: Falcon, Hawk and all birds should have better perception (they see better). So, when pet is around, owner has certain percent of it's abilities (in falcon's case - percent of it's perception). Same with other pets.

     

    Other pet abilities

     

    Pet's should be able to perform some magical actions, at certain levels. Heal (owner or itself), stunn (for 2-3 moves) the opponent, poison opponent, harm opponent, and so on.

    It all depends how owner trains it.

     

    Taming skill

    This is yet another idea that is related somehow to the pet idea.

    - What if we have another skill - taming. It would enable skilled players to TAME some creature, and make a pet out of it (it becomes an item!). After creature is "pet-ified", owner of this item would be able to SELL it as a pet to other players. Why is this good? - Because then players would not begin with babies, but with some adult creatures as their pets.

    Potential scenario: Let's say recommended level for Tiger taming would be "taming level 40", and player has, let's say taming level 50. (S)he tames a tiger, and makes a "Tiger Pet" item out of it, which goes into his inventory (non stackable item, naturally). After that, this item is sold on the market (or to NPC), and other player can start immediately using this creature as her/his pet.

     

    Fighting

     

    Pet's should fight in a fashion similar to summoned creatures.

    But having a pet should not IMHO just having an "additional hand" in fighting, but also, as noted above, pet's should give owner certain abilities of theirs. I would say 20% of their natural abilities should be "transferred" to the owner. So, if pet has rationality 20, owner would have an additional 4 rationality points. Similar to other attributes, and attributes only!

     

    Pets should also do different types of attacks, depending on their "natural" type. I would like very much to see pets who fly to be able to drop something on opponents. Dragons could drop some explosive items, birds their eggs. Monsters could throw rocks on opponents, or axes!

     

    Please note that everything i wrote above is in some way related to fighting, both directly, or indirectly.

     

    Evaluation

     

    An important question might be asked - Why is this a good idea?

    IMHO, this would motivate players to come back to the game. This is the base idea for all i have explained in this post. Because pet need to be fed every day (EL day!), players would have to log on every day and feed it. Pet would NOT die if not fed, but it would not be able to train that day as well!

    Secondly, pet without training is not worthy of wasting time - thus, players would spend additional time, and gold coins (buying pet-food), in order to train their pets.

    - So, players who play the game a lot would be rewarded.

    Pet development should definitely become "specialized" - ie to give some special abilities to creatures we already have in the game, especially with regard to the taming skill i explained in the previous section.


  7. Well, i have seen this before - council members are handpicked by Gods themselves - the more "yes master" they say, the better chances they will make it into the council...

    If you wish democracy, make players vote for council members before anything...


  8. It is hard to believe there will ever be democracy in this game. Even when majority won some votes there were ways of twisting everything upside down and at the end we ended with what "Gods" decided. So I asked "why bothering"? To give people false feeling that they can influence the will of the "God"?

    Even blind person can see that now money drives the development of the game. Fortunately for some, unfortunately for someone like me, quite often (actually last 2 years) the development, for reasons mentioned above, went into directions that i have never hoped EL would go to. The game is now boring and not funny as it was when I started to play it. The only thing that has been improved are Roja's models. Developers are focusing on totally irrelevant things while they are forgetting things that make MMORPG game a RPG game... Eternal Lands should be renamed into "Chaos Lands".


  9. I agree with you, Bernie. Draegoni look ugly.

     

    Personally I do not care that much because, since I realized Eternal Lands will _never_ (yes, I can assume that because 3 years has been passed with the same story about quests) have what I wanted most - QUESTS, I am not an active player... I become active from time to time, but I lost the will to play it...

     

    So, I voted I do not care.

     

     

    You looked like naab, and you look like a naab now as well! :icon13:


  10. Try to logon (if you can on that server) and try to connect to your database using mysql client (command-line client). It is obvious either you cannot connect because of bad username/password or because or something else. Re-check hostname too. Some MySQL setups do not allow connections from anything else except localhost - think about that too.


  11. Roja, frankly speaking I do not want to play purely quest-based MMORPG. I like sometimes going to some dangerous place (little roleplaying etc), and kicking some chimeran's ass, just for fun. But hours and hours of doing the same, and hours and hours of making essences/bars/potions is, from my perspective, very boring, and game is supposed to be FUN.

     

    Honestly, many times, when I was an active player, I felt like a slave of my own MMORPG addiction, especially after hours of constant hunt/mixing. Some addicts would not admit, but from my point of view, it is not fun.

     

    Lately what I found very funny and interesting, and that is what I currently do, is exploring+roleplaying.

     

    I have some ideas about this and how EL might be improved, but need to sit down, gather all those thoughts together into some sane text, and post it to suggestions discussion group.


  12. Roja, as You probably know from Your experience, opensource developers, or in general people who would code for free, do that more/less because they are not satisfied with something, or want to contribute to some project by implementing something they are interested in. I hope it is more than obvious what I am interested in. :D

     

    Again, please do not get me wrong, I really appreciate everything Eternal Lands team does. :D


  13. Aislinn, after what I read here I honestly fear I will wait few more years for something this game should have had from the very begining...

     

    I will probably do what my friends did - make a few-years pause - and come when someone says to me there are other ways of playing EL except hunting/PK and constant mixing and harvesting.

     

    Still my offer for help holds. I would much rather do coding than harvesting of flowers here and there. :)

     

    It's not about experience, it's about trust. Giving someone server access requires a LOT of trust.

     

    Acelon, if You read carefully You would notice I wrote that before I was aware of the fact that server-access is required, and that there are only two developers who has it.

     

    The only thing I can think of is obvious suggestion - find some developer whom you trust, or hire some developer who would do this kind of job(s) for you.


  14. The issues with Quests is making sure they are coded and tested properly, which involves a lot of Entropy's time to make sure bugs don't get it (like receiving the rewared multiple times).

     

    Why Entropy's time? I thought there are other, responsible developers who are part of EL team. Secondly, I am offering my help not as a newbie, but as an experienced software engineer / system developer. Probably there are others, serious people out there who would take the responsibility and do this. Do not get me wrong, but Eternal Lands is quite a big project, and if You guys wait for Entropy to give you a "green light" for every thing, than I understand why Elandria's quest are waiting for years to be incorporated into the game...

     

    @Roja: May I then conclude that server-programmers have been constantly busy with other, MORE IMPORTANT things for more than 2 years?


  15. I am quite certain half of EL community is not satisfied with the fact EL is focusing on PK more than anything else. Quests give players nice and more importantly INTERESTING way of developing their characters WITHOUT fighting other players, quite often friends (quite often people should either fight their own friends because their guilds are in war, or watch their friends being killed by allies, doing nothing).

     

    EL has really good stories, EL community will help to develop EL's general story and quests could actually follow main storyline, eventually with some branches, etc.

     

    I saw quite few talented story writers, with their help we could make this game even better, not just neverending fight for spawn, hours of monster-hunting, mixing, and all those boring stuff, that, no offense, have nothing to do with roleplaying.


  16. I was waiting for more quests in the game for years. I have no patience left (because, no offense, i see EL team is focusing on some, from my perspective irrelevant things, instead of more important ones - quests) so I decided to ask how far we are from having more quests and if You do not have enough manpower to accomplish this I am offering my help. I would gladly join the team and work on quests.

     

    Just as a reminder - we have Elandria's Temple waiting for quests since the begining of time... I bet there are numerous other examples.

     

    Do not let my post offend You, because that was not my intention, it was a positive critic and offer to help. After all we all want prosperous and interesting Draia world. :D

     

    Kind regards


  17. I think EL players should be asked first what they like in this game, before saying whether this is a fighting-oriented game or not. Is it just fighting, or something else?

     

    From personal point of view, I love much more other things than fight, but from time to time I go and hunt. I would REALLY, REALLY, REALLY like to see Eternal Lands compete with other MMORPG games with quality of it's (almost nonexistent) QUESTS. IMHO too much energy of developers, and focus is "wasted" on fighting and improving fighting. IMHO other stuff are what make Eternal Lands interesting to us all, and again, QUESTS are definitely something that should get attention it deserves. Even those "stupid" go-there-fetch-that quests are better than NO QUESTS.

     

    Let's go back to the topic... I think everything should be destroyable, even the NMT cape. I must admit I never had one, so I do not care if it is destroyable or not. :D Anyway, I like Radu's policy with democratic voting for any important issue, so I guess we shall vote on this and decide if it is going to be destroyable or not.

     

    As Radu said above, this probably is a fighting-oriented game, there is no doubt about it - if You consider how many players are out there hunting, or PKing, comparing to those who mix, or explore, you'll realize it is probably somewhere near 50% of those who are fighting. It would be nice to get such statistics out of this game, so we can see what people usually do here... :confused:

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