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mihaim

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Posts posted by mihaim


  1. Actually, I'm thinking the other way around. Remove failure entirely, and have only the delay. At the moment, there's no player perceived difference anyway. The new delay formula then would need to be based on the player's harvest level and a random factor, to make it act like the failure rate did before.

    I would prefer the higher failure instead of delay. it's about psycology .... Delaying things means the player tends to pay attention to graphics and game details. Or the game at this point have a VERRY limited number of items (weapons, things to harvest, spells , etc etc etc). I remember a site that has like 300 different swords for RPG. We do not have a verry high level of graphic details but we compensate by the game dinamic . The simple fact that ppl can do things fast is a good psychological factor . It distracts ppl from detais and same time creates the feeling of "wow i can do things".

     

    But if the formula needs to change i propose this:

     

    Seconds_to_wait = (Item.Level + player.might) / player.harvesting_level


  2. How to get from level 69 potion to level 99 potion

     

    First the numbers:

     

    Level 99 exp: 38203316

    Level 69 exp: 6482495

     

    Experience to gain to achive the goal:

    31720821

     

    There are 2 potions that are common use in the game Spirit Restoration (SR) and Body Restoration (BR)

    SR is used alot by both fighters and summoners but gives a little less experience points.

    A SR gives 65 exp points.

     

    Well to achive my i need to make 488012 SR and sell them

    To make a SR you will need 2 Blue Star , 1 Blue quart , 1 wine , 1 vial

     

    First i have to harvest 488012 blue quartz. Using a harvester cape i can colect 2 at a time.

    So i will have to wait 244006 * (3 sec) = 732018 seconds = 12200 minutes = 203 hours of harvesting

    Let's asume that teleporting while harvesting and trips to storage are 20% from the time to harvest

    In total will be 243.6 hours to stay in the game and harvest blue crystals .

     

     

    Keep that in mind and let's continue:

     

    Next thing is to harvest 488012 * 2 Blue star flowers. "luckyly" there are some bushes where u can get 2 flowers at 1 pick .

    With harvest cape u can colect 4 at a time. Okidokie .... Calculus: 244006 * 1 sec = 244006 seconds = 68 hours.

    with 20% trips to storage and teleporting .... 82 hours.

     

    Vials .... Best way is to buy Mana pots from mira and drink them . You can carry 30 mana pots ... So for 488012 will be

    ( 30 seconds( to drink 30 potions ) + 3 seconds to do the buying another 30 ) = 33 seconds ( 1.1 second per vial )

    at every 500 vials u will loose 1 minute ( road to storage and back to Mira )

    To put all toghether : 488012*1.1 + 976 = 537789.2 seconds = 8963 minutes = 149 hours

     

    Next will be the actual making of the pots:

     

    For one pot the delay is 5 seconds ... For each pot you will need to eat one vegetable and one vegetable has a delay of 4 seconds.

     

    So for one pot the delay goes up to 10 seconds

     

    488012 * 10 = 4880120 s = 81335 m = 1335 hours

     

    On this on every 200 pots u loose 1 minute to go and buy wine .

    And this will be another 40 Hours.

     

    Let's make the total:

     

    243.6 + 82 + 149 + 1335 = 1809 hours of continous game play

     

    Let's say a 2h / day of making potions ... That means ... 1809 / 2 = 900 days ....

     

    3 years to get from level 69 to level 99 pots with the current system.

     

    And i didn't dare to think about level 119 ......


  3. As stated on the patch page, www.freewebs.com/theironguard/elc/chatwin.zip is needed.

    My fault. I didn't read the patch comments. But when you make a patch try to put in it everything that is necessary. If several files are needed and they are speaded around the net it might get difficult to gather all the necessary data to apply the patch.


  4. Is it possible to also add automated map-marking for certain quests? For example, a marking showing where you're supposed to go for the tutorials would be nice.

     

    -Lyn-

    Without server support can't be done. Also there is another limitation . Map makers are added in different files acording to the map you are. Markers are loaded when map change. I can change the behaviour and write only one file will all the markings but we will need a way for server to inform the client to add the a mark on a map.


  5. Updated the patch on berlios .

    Changes:

    - Now the text is shown on the map on mouse location while u type with yellow. It turnes green

    after mark is done.

    - Replaced strcpy with strncpy and fixed seg fault on long strings .

     

    No need for text widget :) It's simpler this way. Ty wytter for sugestion


  6. Done (in my patch at least)...but it still takes displaying and click handling and accept handling on your end.

    I took Patch 251 from berlios , applyed it and this is the result:

     

    bash-2.05a# make -f Makefile.linux
    cc -march=i686 -Wall -ggdb -pipe -DLINUX -DELC -I/usr/include/SDL -D_REENTRANT -I/usr/include/libxml2 -c 2d_objects.c
    In file included from 2d_objects.c:4:
    global.h:96:21: chatwin.h: No such file or directory
    make: *** [2d_objects.o] Error 1
    

     

    Where chatwin.h should be ?


  7. Entropy requested this patch. So i wrote it.

    With this you can add map markings so you can remember places that you want to go or not to go.

    Each map has his own marks file.

    Usage: On the map screen right click and a yellow mark apears. Then type the marking text. When you have finish press enter and the marking will be on your map.

     

    screenshot here:

    http://el.tfm.ro/shots/markings1.jpg

     

    I'll upload it to berlios in few minutes.


  8. when a new monster is added just fire up the new monster with parameters ...

    like this:

     ./new_hiberian_ghost 20 

     

    And the application will authenticate to the server and the new monsters are up ...

    No change at the real server ....

    Same thing can be done with NPC's etc etc .

     

    More advantages : if the main server is on heavy load you can just move monsters on a new machine and start them .... they will connect to the server and to their job .


  9. Ideeas taken from general chat that belongs here ....

     

    I suggested about taking out graduately the NPC / animals code from server and make them like special clients that connect to the server . This way is achived 2 things :

    1) NPC and animals behhaviour can be coded outside the server by the ppl that can program wihtout the need of having access to the server code.

    2) The number of animals can be incresed / decreased much simpler .. Just :

     killall -9 deer; ./deer 120 

    just an example to start 120 deers :D


  10. No, a computer cannot comprehend the english text (especially not with Ent's typo's :D) and choose the right answer. It can only guess. The chance of getting the right answer is 1/answer.

     

    However - once they know all the questions and answers, we'll be back at where we were before, sadly.

    The question thingie it is a good way get rid of 50 to 80% of macroers in the first stages. The questions can be coded outside server ( i.e. a text file with questions / answer ) and periodically changed. Also this will be the first step for taking outside server the NPC and coded as separate programs that connect to server. If this step will be taken we can have soon moving NPC's , true random animal spawnpoints and more ... And more code can be written by programmers that don't have the server code .

    IMHO it will be a good ideea .

     

    Not quite the place for this post ... maybe i should hgave posted on programming but ... anyway .


  11. This could work like this . To join city militia you should deposit let's say 5k gc. Every time the militia looses the "war" with monsters a 1000 gc is removed from all city militians. If is won 1000 gc should be added to each member who was online at the time of batle.

     

    Question .... If the monsters will attack anyone regarlkess of mm perk what is the meaning of mm perk ?


  12. Game balance at this point is in the favor of fighters especially on the high level figthers.

    And is bad for those who don't like to fight. The teleporting to random map especially to Pk maps is a verry drastic measure. And quite useless.

    Imagine a new player that comes to game start to do the first quest start harvesting and get teleported near a cyclop of near a fluffy rabbit. he dies instantly ... Goes back to harvesting and get teleported after few minutes into another map where is completly lost ...

    IMHO is not good . Isla Prima should be excluded from this harvesting measures.

     

    The macroing as is currently known it will be eradicated ( more or less ). But as is known from virus / antivirus fight the macroing will change as well and more code will be added by macroers. It's just a question of time.

    So in terms of low term effects on the game this new harvesting system is good .

    On long term is bad. It will create more "monsters".

     

    Effects on high level players:

    They will switch from good old specializations and they will start training pvp or monster training.

    Soon the spawn points for high level monsters will become verry crowded and the fights over spawns will begin.

    So by doing this adjustments to harvesting fighting should also be changed by adding more monstes , and more monster types .

     

    Just my 2 cents oppinion.


  13. Lots of spamming with dirty language from this names:

    romanusmax, girlygirl, fuckroguepenis , rogucuntfagwhor , varrus , computer111

    All comming from the the same ip.

    I'm keeping him in the underworld because i tryed booting , i tryed teleporting ... and he keeps comming back. And no high lievel admins are on .

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