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idefix

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Posts posted by idefix


  1. Hi

     

    Thanks for response.

     

    Based on the wiki I realised message length must be two bytes and len = 1 + data_length, so I got it to work with the following code:

    return new Message(new byte[]{ CAST_SPELL, 4, 0, 2, 1, 24 });

  2. Hey

     

    Maybe someone can help me. I'm making small improvements to the Android client, and I got the combat working. Yay.

     

    Next I thought I'd try to make casting spells work. However, I can't really get the restoration spell to work. Nothing simply happens. So I thought I'd ask here in case someone knows what's up with it.

     

    I tried both of these:

    public static final int CAST_SPELL = 39;
    // Cast spell with reagents 1 and 24
    ... new Message(new byte[]{
                    CAST_SPELL, 3, 0, (byte) 1, (byte) 24
            });
    

    and

    // Cast spell with ID 7 (Restoration)
    ... new Message(new byte[]{
                    CAST_SPELL, 2, 0, (byte) 7
            });

    On the other hand, my attackActor (and all the other messages) works just fine, so the problem is that I don't know what kind of message to send to the server to get the spell cast.

     

    Thanks for any tips.


  3. I feel like anyone who hasn't already spent hundreds or thousands on the game would rather quit than pay $100. But indeed, some tweaks would need to be made so that it can be used by both newer and top players. Probably price needs to scale, otherwise it will be either under- or overpriced for the other side.


  4. Thought I'd bring this suggestion up since the search only brought an old topic from 2012 which was really a suggestion for something very different.

     

    So my idea is to add a "Soft reset stone" to the EL Shop. The stone would reset your PPs without losing your OA level. Alternatively you could lose 5-10% OA exp during reset.

     

    Cost of stone could be something like $25-50, perhaps scaling according to OA level.

     

    I see three benefits of this addition:

     

    1. Players can try out different builds and level up all skills they want, without completely destroying their character for fighting.

    2. Newer players might not be forced to quit after they realise they need to do #reset because of bad decisions as a beginner.

    3. New source of income for Radu.

     

    And only one problem (correct me if I am wrong):

     

    Rich players will buy lots of nexuses with hydro bars and then do a soft reset to remove all the nexuses at once (which would be cheaper than buying individual nexus removal stones).

     

    One possible solution to counter this problem would be that the Soft reset stone would NOT keep your bought PPs! So if you are OA level 146, after using Soft reset stone you would have 146 PPs regardless of how many hydro bars you have used before.


  5. Yeah something should be done about the rosto prices. I still thought they were around 20-25k apiece, and thought I'd just need to farm 40-50k after losing two in one invasion. But instead I need to farm 160k to replace them? That's like weeks of farming for one hour in an invasion.

     

    And then they make topics asking why people don't join invasions actively anymore :)


  6. I voted no, One of my reasons is we have much worse problems than attribute cap...

    Lower the prices of items in-game to where they can not be raised by individuals. - I.E. NPC merchants. Fix the game to allow it more feasible for all players.

     

    "Eternal Lands is a FREE 3D fantasy MMORPG (massively multiplayer online role playing game) that can be played on Windows, Linux and OSX.

     

    So why play Eternal Lands, when there are so many free MMORPGs out there? Well, there are many reasons why, but here are a few:

    • Friendly community. Most of the people here are friendly, and they will try to help you if they can.
    • There are 12 skills in the game: Attack, Defense, Harvest, Alchemy, Magic, Potion, Summoning, Manufacturing, Crafting, Engineering, Tailoring and Ranging. (You cannot be strong in everything unless you buy PPs)
    • There are no fixed class restrictions, so you can develop your character in any way you wish. You, as a player, determine exactly how you develop your character. If you make mistakes, or decide to change or adjust your build, you can do so. (Seems your bank acct determines this)
    • Eternal Lands is not just about combat. Many players focus on more peaceful activities such as collecting resources, creating items, summoning monsters and so on. But if you like combat, there is plenty of it as well, both PvP and PvE. (Plenty of both? I have not seen PK in forever)
    • The game client is relatively small, the download being only 50MB. That's under a minute on a cable modem, and a few minutes on a DSL connection.
    • Eternal Lands is a multiplatform game, running on Windows, Linux and OSX (Mac). The client is open source. (TRUE!)

     

    {C}

    Things to do:

    Fighting: You can fight monsters and other players, hunt animals, or join with a group of friends and take them on together! (Make sure you're a strong fighter aswell as being within the level for instances. Chances are unless you find a generous 160-170 tank *Like Caduceus/Brutus* you will not be attending)

     

    Harvest & Manufacture: Mine ores that you turn into bars of iron, steel, titanium and make various armor and weapons. Or pick flowers and herbs that you mix together to create potions or magical essences. (Depends if you want to make yourself a great fighter at your level or weaken yourself and cash your PP in for nexus to harv/manu - OR come up with some hydro bars/ nexus removals and BUY! ***EXPENSIVE***)

     

    Summoning & Magic: Summon an animal or monster to follow and fight for you! Or Become a Mage and cast deadly spells on opponents, or heal your companions. (Magic/alchemy/ranging - Made for everyone, no nexus recommended - perfect skill for a strong fighter)All remaining skills require you to trade in PP, Most people will NEVER be able to afford to get those back.)

     

    Roleplay with friends! There's always someone new to talk to, global or private channels, guilds to join, places to explore, all with an easy to use chat interface.

     

    Eternal Lands has no fixed classes or professions, so you can always do new things and develop new skills without having to create a new character!

     

    About:

    Eternal Lands first went online in February of 2003. At that time all you could do was sit down and walk around exploring maps. It wasn't until about 6 months later that fighting and some more skills were implemented. Since then the project has grown a lot and has been lucky enough to find some great volunteers to help us out in many areas. MMORPG's are never truly complete, so there will always be new things added for as long as the game is online! The game will always be free to play. (Free to an extent)

     

    If you have any questions, please visit the Forums page, and post your questions in the appropriate category.

     

    If you want to start playing, just go to the Download page, and follow the instructions. The download is about 50 MB, which is relatively small, even for the Dial Up people."

     

    Make items/tasks in game more reachable for the people that cannot spend hundreds/thousands on this game. Everyone curses at GC sellers - Make the game playable without USD. Rostogols are outrageous. Inflation has touched every aspect of the game. It starts from updates like these.

     

    Bought PPs should not be that expensive, GC should not be that cheap (USD), and rostogols should not be that untouchable by many.

     

    Like I've stated, fix the problems at hand, then PLAN a big game update such as this. It will effect more than some may know. I've watched this game form over the years, from iron armors to titanium, from c1 to c2. I've lost tons of friends due to updates being implementing completely screwing their ways of playing.

    Have to agree, there's quite a few things that could be changed/fixed, which would benefit especially newer players. Raising the attribute cap would not have any effect on that at all, maybe even the opposite effect.


  7. Hmm a 1 week contest sounds interesting, it would definitely mean that the level gap between players would be smaller which would equal to more balanced tournament in the end. The reason I thought 1 month was that it would take a while to get your other skills up, e.g. it could be possible to gain an equipment advantage by training manu.

     

    I don't agree with giving easy access to rostos and other rare stuff in the game. To be honest, I think it'd be interesting if there were no rostos at all on the Tournament Server. Would make PKing (raiding training spots) profitable, as you would be able to steal other players' items and thus disrupt their training for a longer time if they needed to craft new gear etc.

     

    Yes I suppose the existing PK server could be used. The reason why I suggested a new server was that you would not be able to use existing gear, or help your new character with an old character in any way.


  8. My idea is that there could be an event that would be fun to play, different from the "normal gameplay" and rewarding at the same time. Also, I think everyone should start with an equal chance of winning, i.e. everyone starts on the same line.

     

    The competition would take place on a Tournament Server, which is basically the same as the PK Server. The competition would be played out on this separate server, and everyone starts with a new character. The rewards for the winners would be given to the winners' main accounts, however, instead of these new characters on the Tournament Server.

     

    The format could be as follows:

     

    1. Start with an empty server with PK server rules, and everyone can join ($5 entry fee, just like PK Server).

    2. Competition lasts e.g. for 1 month. During this time, players try to become as strong as possible by training and gearing up.

    3. After this 1 month, there will be a PK tournament. Top X players in the tournament win prizes. Prizes could be shop items (rostos), top level gear and/or PPs. These would be rewarded to the main account instead of PK Server account.

     

    As an additional or alternative idea, there could also be a Team PK Tournament, which would encourage more teamplay. Players could join in teams of 5. This would encourage people to play together instead of the server being completely "every man for himself".

     

    Server should maybe only be limited to C1, especially if the amount of contestants is not that many.

     

    Would anyone else be interested in something like this?


  9.  

    I feel like a problem with both invasions and instances is the a/d cap. Basically a+d/2 is a terrible indicator of the player strength. For example, if I want to train on feros effectively it is generally agreed that 28/44 p/c is the best. At the same time, this means my char is much weaker in instances than if I pushed to 48/48

    I leveled a character recently (Felessan) who is low 90s a/d currently - He is very capable to kill the mobs in a 100-110 capped invasion, and even up to yetis/frost trolls as long as it's one at a time. (though quite expensive - averages at about 4-5 restores per yeti/ft) however with his build he can also train Feros very easily and can reach anywhere between 6500-7000 exp/min depending on which feros spawn i am on (with my build i kill 1 feros as the other spawns on a double spawn), I don't think there is a problem with the current invasions/instances being (a+d)/2 - infact quite a few found inside melinis (101 cap) quite easy and people only died due to mana drain from bears, However many people who don't have pure fighting builds do struggle to stay alive in invasions, and in some cases struggle to kill mobs that "should" be around their a/d level - i have found that Vanyels and Aquilas recent invasions that i have took part in do accommodate both pure fighters as well as all rounders if you stay around the edges where there's less mobs - That said it could be a nice idea to change the way the cap works to be based off combat level instead so the people with more nexus and less combat related attributes(therefore lower CL) can fight in invasions more suited to their real combat abilities

     

     

    That is true: staying at the edges in the invasions is a good way to stay alive. But at the same time, I find that staying out of the invasions is also a good way to stay alive too. The best part of the invasion, in my opinion, is being smack down in the middle of the action with stuff happening everywhere and mobs coming out of nowhere. The fun part is trying to stay alive in the chaos. Any other way of playing it is not worth it for me. But it's an easy way to make a huge loss, especially when underleveled.

     

    I'm not saying that there necessarily needs to be a change, though, since it is my decision for a build and my decision of a playstyle. But in a way, that is also a problem with the level caps.


  10. I feel like a problem with both invasions and instances is the a/d cap. Basically a+d/2 is a terrible indicator of the player strength. For example, if I want to train on feros effectively it is generally agreed that 28/44 p/c is the best. At the same time, this means my char is much weaker in instances than if I pushed to 48/48.

     

    Therefore the problem is that it is essentially impossible to build a character that is good at both training and doing invasions/instances at the same time. As a result, I ended up trying invasions where I was both underleveled and had low attributes. This means that invasions are very unprofitable, as the rewards are not that big while losing rostos is very expensive.

     

    One possible solution would be to make the cap based on attributes as well. One solution: a+d+p+c. For cap >120 this would have essentially no effect, while at the lower levels (80-100 and 100-120) this would mean that players such as 105/110 with lower p/c could still join the 80-100 (because effectively same strength as players at 95/100 48/48).


  11. So much fun reading through this topic :) lots of old names I recognize.

     

    Still remember crus killing me one time (probably 13 years ago) in White Stone arena, and I'm still waiting for my revenge :D Maybe I need to check out Albion Online to get him back :)


  12. Read all 4 pages and almost laughed at lorck :) Calling everyone biased when he is truly the one who doesn't even bother reading other peoples posts. Maybe take an objective p.o.v. when reading other peoples comments on your suggestion?

     

    i asked why the only way to increase shop buying of resources is to completely get rid of it, nobody answered. There is a clear way to increase shop buying: limit the BM, the best option would make it outright illegal, but if there is sacrifices to be made, like 1 char at a time, it would still be worth it.

     

    I don't study economies, though common sense says:

     

    Slowing BM down would merely be temporary. Say everyone started buying from the shop just to get gc (e.g. buying rostos or binding stones and selling in game). That would lower the prices of the shop items considerably. When that happens, you get more stones / gc == more stones / $ from BM, making BM a lot more attractive (considering you'd buy gc from BM, and then buying the cheap stones in game). In the long run I don't think it'd change almost anything, except maybe a few long time players getting banned, which I consider a negative effect for the game.

     

    Might be wrong, though that's what my logic tells me would happen.


  13. I like the enhancing tool idea. Maybe not make charges on it, but rather make it so that it has a chance of breaking every time it otherwise would, instead of 100% break rate. Also, a more expensive enhancement could be that it would have a proc to get 2x the harvestable (stackable with exca), and maybe even a really high level, expensive enhancement that would increase the chance of getting stones while harvesting. Or something along those lines.


  14. Either your A/D is above 125,or your Alts is...

    ...otherwise you wouldnt want this to happen in a PK Area. Once again, here is another prime example of the Power Hungry Republicans wanting to keep the rich-rich,and the poor-poor...and make an even larger gap between the players.

    Why not make the most powerfull Weapons and Strongest Armors "makable by players with Manu 0 to 10 in level ?? Let Them sell it to the Higher level players and get rich at the start of the Game... make the n44biez feel important...not like piss ants with no-hope of EVER getting ANYWHERE in this game.

    I keep tellin' you all...day in and day out: If you keep making the gaps wider and wider between new and advanced players, this Beta game is gonna' fall flat on its face...'cause the ratiio of returning new players,( not Alts ) is gonna' fall off the chart.

     

    Tokie

     

    Not even close. You're way off with everything what you said :(


  15. This idea seems to be a good one if you want to provide uber PKers with loads of expencive stuff, they would just camp in the cave waiting for some poor bastard and his crew to get there and then kill em and collect the goodies and i am pretty sure no one is willing to lose some/all the ingreds they got together to make high lvl items like dragon armors and so on or lose several rostos trying..

     

    Make it No drop you say? Well then this idea has no point since the PKers wants drops and the whole thing loses its meaning.

     

    In the end this idea will only make it so only a few ppl (PKers with high manu lvl or their friends) would be able to use the cave and controll the market so bad idea imo

     

    For the strongest of items there is a special, magical anvil in some dangerous map (perhaps pk?) which is required to create the item.

    .

    .

    Might not have to be this extreme

     

    Sometimes reading before posting helps. "Perhaps pk" with a questionmark doesn't really say that the only way this idea would work would be if it were a pk map. It would just add a little bit more to the danger, but as I also said, it would make it a bit extreme.

     

    I would instantly stop being a mixer when this or anything alike this would ever be implemented..

    For at least 2 reasons:

     

    1 - I dont want to be independent of anyone when i play a game, no matter what game..

    2 - I really dont wanna sit and wait for 2 mins just to make 1 item, some things in this game are as slow as it is already

     

    - - if the fighters (once u bought stuff the mixer made the first time u helped him u dont have to buy it in a while again) arent in need of anything, my role in the game is done??

     

    By the context I assume you mean the absolute opposite: that you don't want to be dependant of anyone else while playing. This is a fair point and obviously this idea, just like any other, has its downsides. I just believe bringing people closer and making them work together more outweighs them.

     

    If I understood correctly, you are worried that fighters won't help you manu anymore after you have mixed their gear? Then you might consider changing guilds, if you feel your guild is only using you as a tool to gain equipment. In my mind, at least, a guild works so that everyone helps eachother in every way they can.

     

    As to your second point, I also addressed that in my OP:

     

    maybe you could manufacture multiple items same time, but the more you do, the stronger the waves or something like that.

     

     

    What i resent is the fact that those places must be dangerous.

     

    Also a good point; didn't think about that at all. However, the whole point of this idea was to make it a bit more "challenging" to manufacture items. Currently, manufacturing even the best gear available in game is somewhat easy, as you merely have to spend the time to get the ingredients. The market is full of the best gear, and no one is wearing mediocre gear anymore. It wasn't always like this, and working hard to get the best gear in the game is something I find good. It might not make the current situation any better, but something like this for the future could be considered, for when they add new items.


  16. To answer "who would buy?" from a mixer perspective, an NPC.

     

    Here is the anti-fighter pker reply you will get:

    "Yeah lets give pking guilds an advantage like they already don't have enough of one.

    AD is already the easiest skill to level now you want to make it so they are the only ones

    that can mix high end items...How am I suppose to level as fast as pk guild can? I can't fight a

    dragon and why should I to make armor???"

     

    But why would anyone make ice dragon sets just to sell it to NPCs? Why would any mixer make COLs for exp? I don't think many great swords have been made in schools, either.

     

    This would also not make any change to game roles / classes. Even now, with the nexus limiting your skills, you can not possibly be the best fighter if you want to also be a mixer (unless you buy your nexuses, ofc). You can still be both a mixer and a fighter though, if you want. Just takes a lot of time to train. Most people do specialize in some skills, even though they don't have to. The difference to other games is that you can CHANGE your specialization (#reset) whenever you want, without making a new char.

     

    This would, however, make it necessary for people to be in guilds, but is this really a bad change? It is a MMORPG after all, a massively MULTIPLAYER online roleplaying game. Maybe it's supposed to be about doing stuff together, rather than playing alone? This could easily have a roleplaying background as well, so it would fit in.

     

    However, as dugur said, such a change would make the mixing part of the game quite drastically different, and it is of course arguable if the change would be for the better or worse.


  17. While I agree, and it sounds like fun. There has been a long

    time division between "fighters" and "mixers" and I doubt a change

    to make mixers dependent on fighters will succeed.

     

    Especially anything that would make mixers dependent on pkers.

     

    Interesting point, however isn't that already the case? If there were no fighters, and especially no pkers, who would buy summoning stones, essences, potions armors, weapons, etc? Also, fighters are dependent on mixers (good luck fighting without armor and weapons...). This idea would bring them more together, rather than separate them, no?


  18. I was just thinking about how - stupid? - the current item manufacturing / crafting etc. system currently is: you gather the ingredients, you have mini events. You also need rare stones from harvesting to get the ingredients. Then you click a button, and instantly you get your item. Yay...

     

    How about making the final process of the creation a bit different? I don't really have a great plan for this, but to give an idea, here's an example:

     

    For the strongest of items there is a special, magical anvil in some dangerous map (perhaps pk?) which is required to create the item. The manufacturing could last a while, maybe a minute or two, while a monster/wave attacks the anvil. As the manufacturer can't fight and create the item simulatenously, s/he needs guards to fend the mobs off. E.g. the dead dragon's spirit could attack when its scale is being used to create armor.

     

    Might not have to be this extreme, but any small changes even would be better than just instantly getting the item created (with the cost of some food points, eek!).

     

    Some of you might wonder what would be the use of this. Seems useless, right? Solo manufacturing en masse at the storage is fun \o/

     

    I'd rather see guilds actually working together, equipping their fighters etc than having it so that it makes no difference if you do something together with 10 people or solo. Also this would improve the market for items; currently, the ingredients cost more than the item itself in some cases.

     

    Maybe I'm crazy or something and this idea seems retarded to others, so constructive criticism is always welcome (flamers should stay away though).

     

    Edit: of course I realise the suggestion ain't perfect as it is, e.g. it'd be a bit annoying to fight the mobs like 20 times in a row to make multiple swords, so maybe you could manufacture multiple items same time, but the more you do, the stronger the waves or something like that.

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