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Affliction

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Posts posted by Affliction


  1. It is not working for me. I can log on, and the HUD and chat work fine, but the world looks like this:

     

    elscreen012-1.png

     

    This is the info from my log on:

     

    GL_ARB_multitexture extension found, using it.
    GL_ARB_texture_env_combine extension found, using it.
    GL_EXT_compiled_vertex_array extension found, using it.
    GL_ARB_point_sprite extension found, using it.
    GL_ARB_texture_compression extension found, using it.
    GL_EXT_texture_compression_s3tc extension found, using it.
    GL_SGIS_generate_mipmap extension found, using it.
    GL_ARB_shadow extension found, using it.
    GL_ARB_vertex_buffer_object extension found, using it.
    GL_EXT_framebuffer_object extension found, using it.
    GL_EXT_draw_range_elements extension found, using it.
    GL_ARB_texture_non_power_of_two extension found, using it.
    GL_ARB_fragment_program extension found, using it.
    GL_ARB_vertex_program extension found, using it.
    GL_ARB_fragment_shader extension found, using it.
    GL_ARB_vertex_shader extension found, using it.
    GL_ARB_shader_objects extension found, using it.
    GL_ARB_shading_language_100 extension found, using it.
    Couldn't find the GL_ARB_texture_mirrored_repeat extension, not using it...
    GL_ARB_texture_rectangle extension found, NOT using it...
    GL_EXT_fog_coord extension found, NOT using it...
    Couldn't find the GL_ATI_texture_compression_3dc extension, not using it...
    Couldn't find the GL_EXT_texture_compression_latc extension, not using it...
    GL_EXT_texture_filter_anisotropic extension found, using it.

     

     

    This is what i get when I type #GLInfo:

     

    Video card: Mobile Intel(R) 4 Series Express Chipset Family
    Vendor ID: Intel
    OpenGL Version: 2.1.0 - Build 8.15.10.2302
    Supported extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object 
    

     

    #EDIT

     

    I played with the options in the troubleshooting section. This is the best I could make it look:

     

    elscreen014.png


  2. Would the gear affect mixing?

    i don't agree with that armors should give nexus stats...

     

    @Saxum & Scarr: Unless there is a way to code it so that the pp only affect the usage of spells, then it would indeed affect mixing. But I don't think that the 1-3 nexus that most people would use the gear to bypass is really going to make that big of a difference in the long run. Not many people will have any need to try and bypass up to 5 magic nexus for mixing, because they don't have the level to mix crowns and such. So large majority will only bypass 2 magic nexus for mixing i would think. But it is a necessary side effect of improving the mage. Unless there is a way to program the items to where they only affect spell casting.

     

    The reason for putting the PP on the mage gear is so that Mages will not wear good armor and swords.Mages should wear mage appropriate gear. The changes to spells will be intended to compensate for the lack of armor (Remember that the spell changes in my post are only a proof of concept, not what i think should go in the game). Also, the change in spells would require adaptation of fighting style, as would be expected.

     

    we just need some really useful perks, so people who want to do pure mage, can get the slight advantage over a fighter,...

    The point is not to have a slight advantage, but to make it balanced, so that one does not over power the other, and that whether fighter or mage, you will still have the chance to go toe to toe with anything in game (within levels of reason).

     

    If you're gonna have a chance to bypass MI, then we really need to tone down the damage of harm, and also maybe give a boost to mag protection spell.

    And you know will/reas already give rationality which is what makes one a mage aff?

     

    If your talking about toning down the damage of harm as per my suggestion, then we may need to, that was JUST AN EXAMPLE. But yes, I do agree that they should boost the magic protection spell, so that it is based off of the level of the caster to block a percentage of damage from incoming attack spells. (but at the same time, we cannot give fighters so many defenses against mages, that mages cannot go solo into PK.)

     

    I am well aware that will and reasoning already give rationality, and I still think that some slight tweeking of the attribute system could benefit mages.

     

    The alternative to tweeking the attribute system is to add mage perks. While I think there should be some new perks that are optional for mages, I don't think that a mage should have to spend all their PP on perks to become proficient. (IF we are going by my proposed system.)

     

    Mage perks should give an added bonus for those willing to buy it, but not a requirement in order to be a powerful mage.

     

    Understand that what is currently a "mage" in game now, would change. and change isn't a bad thing. Fighting style needs to be seriously concidered as well. We need to ask ourselves, "How can a mage go toe to toe with a figher and not be OP, yet hold his own?" The answer is fighting style.

     

    We need to have spells that allow the mage to keep some distance between himself and the fighter, to avoid physical contact as much as possible. Mobility and range are the biggest strengths of a mage. A good mage would be able to stay moving and strike swiftly. The downfall for a mage is to get caught in hand to hand combat.(thats why i suggested be able to teleport an enemy to range, but slowing them or freezing them for a few seconds would work too.)

     

    Do not confuse my suggestions as a way to enhance what some "mages" already do in EL. I don't want the mage to be able keep up with a fighter in hand to hand combat. This suggestion will create an entirely new way to play eternal lands. Those who want to be mages will have to pioneer the new playing style and perfect whichever system is implemented.Whether it is a form of what I have suggested, or something someone else suggests.

     

     

    PLEASE NOTE ONE THING: My suggestion is simply what I feel would be the best and easiest way to implement MAJOR changes to the magic system. It is by all means not a perfected or all inclusive plan. There are countless side effects and areas of play that need to be hammered out and I realize that. But I feel like my suggestion is a step in the right direction.


  3. If you want people to explore, no need for a quest, just make rare ores like wolfram and hydro become "roaming" ores.

     

    If it was possible to make the ores spawn for periods of time in random (or not so random) locations, it makes people hunt for the ores, and the spots could be strategically picked so that its not too easy to get to the ore even if all spots are memorized like the joker spawns.

     

    This may could be in a new thread all its own, but it was just a thought for those who want to encourage exploration.


  4. @affliction:

    Nice presentation. I'd like to make a suggestion though, and that is I highly recommend that you bold the important parts that are MUST HAVE accompaniments with your chart, such as the magic gear. It would help those who make decisions, quickly see what your idea is when they skim over it, and not find it too wordy to bother with. Absolutely no offense intended here either, just a piece of advice from past experience. As concise and brief as possible wins the day.

    Thanks, I struggle with conciseness, but I did go back and bold some of the key ideas throughout the post. I appreciate the suggestion.

     

    But what about Magic immunity spells on fighters? they kinda ruin the balance if we would have mages

    should the spell be changed? if so how?

     

    - back to posting Btw!

     

    Magic immunity for fighters does not need to be removed, they need some defense specific to mages so that they are not raped in battle.

     

    The solution would be to have a formula for a % chance for spells to break through Magic Immunity. This % to bypass Magic Immunity could be based on the magic level of the caster, OR if we stayed in line with my suggestion, chance to bypass MI could be increased with each magic nexus(or a combination of nexus/magic level).

     

    Also, minor changes to attributes such as will, reasoning, or instinct could give some sort of bonus to mages, and a chance to bypass MI could be one of those bonuses.


  5. For AoE spell i think EL guild system alliance needs to change, otherwise it would be pwnage.

    Maybe each guild should ally one or two other guild so there wouldnt be any issues with aoe spells at pk

    I dont think the guild system needs to change. I think a party system needs to be implemented. Lets use lord of the rings onlin as an example. You can be in a kinshp (equivalent to EL's guilds) then you can join fellowships to do instances, quests ect. A temporary group. This would help the whole aoe problem and open up many other possibilities not related to magic.


  6. I have tried to think of a way of implementing new magic changes that puts the least amount of work on developers. Sadly, I know nothing in the subject of programming or the likes. So this is my best guess at an easier solution.

     

    This post builds off of my earlier suggestion of having levels for spells, but also includes the suggestions of requiring mage equipment such as cloaks and hats and staves.

     

    As of now, the highest needed magic nexus in game is 5(for CoL). I could be wrong about this, please correct me if I am. So, lets keep that in mind as i develop this idea.

     

    So, as of now, spells require no magic nexus to use. These base spells I will start referring to as "Lvl 1 Spells." No lvl 1 spell needs to be affected, anyone with sufficient magic levels can cast them. The idea for mages comes in implementing the "lvl 2 Spells."

     

    Level 2 spells will require magic nexus. Lower level spells like heal, or remote heal, will only require 1 or 2 magic nexus to become level 2. the effect of each spell and nexus for each spell will be different depending on the spell, and how useful it could be once made more powerful ect. The best way I can explain this is by a chart. Lvl 1 for each spell remains the same.( MN= required Magic Nexus. E= Effect )

     


    • Spells----------------------------------------------Lvl 2-----------------------------------------------------------lvl 3
    • Remote Heal------------------------------------ MN:2 E:HP given X5%------------------------------------ MN:5 E:add AOE to allies plus lvl 2 effect
    • Shield---------------------------------------------- MN:3 E:remote shield------------------------------------MN:6 E: add AOE to allies
    • TTR---------------------------------------------- MN:4 E:increased range------------------------------------ MN:7 E: tele enemy to range
    • Harm---------------------------------------------- MN:6 E:damage +5%------------------------------------ MN: 9 E: Damage X15% plus AOE to non allies.
    • Retore---------------------------------------------- MN:6 E:remote restore------------------------------------MN:9 E: AOE restore to allies
    • TTPR---------------------------------------------- MN:7 E: tele's you +1 ally------------------------------------ MN:12 E:tele's all allies within range
    • Mag Imunity--------------------------------------- MN:7 E remote------------------------------------------ MN:10 E: AOE to allies
    • MD------------------------------------------------ MN:7 E: mana drain X5------------------------------------ MN:10 E: AOE to enemies
    • Invisibility----------------------------------------- MN:7 E: remote-----------------------------------------MN:13 E: AOE to allies.

    No offense but some/most of these spells really aren't balanced (to be polite). Magic nexus 13 so I can save my allies a few invis pots? Make harm do even more damage, or even AoE? rofl.12 Magic nexus to remote tele allies? As someone with a mage build, i personally wouldn't take any magic nexus for PvE or PvP...

    If you would read 1 line lower i said that this was just an example. Not what i thought should be implemented. The chart merely explains the concept.


  7. I have tried to think of a way of implementing new magic changes that puts the least amount of work on developers. Sadly, I know nothing in the subject of programming or the likes. So this is my best guess at an easier solution.

     

    This post builds off of my earlier suggestion of having levels for spells, but also includes the suggestions of requiring mage equipment such as cloaks and hats and staves.

     

    As of now, the highest needed magic nexus in game is 5(for CoL). I could be wrong about this, please correct me if I am. So, lets keep that in mind as i develop this idea.

     

    So, as of now, spells require no magic nexus to use. These base spells I will start referring to as "Lvl 1 Spells." No lvl 1 spell needs to be affected, anyone with sufficient magic levels can cast them. The idea for mages comes in implementing the "lvl 2 Spells."

     

    Level 2 spells will require magic nexus. Lower level spells like heal, or remote heal, will only require 1 or 2 magic nexus to become level 2. the effect of each spell and nexus for each spell will be different depending on the spell, and how useful it could be once made more powerful ect. The best way I can explain this is by a chart. Lvl 1 for each spell remains the same.( MN= required Magic Nexus. E= Effect )

     


    • Spells----------------------------------------------Lvl 2-----------------------------------------------------------lvl 3
    • Remote Heal------------------------------------ MN:2 E:HP given X5%------------------------------------ MN:5 E:add AOE to allies plus lvl 2 effect
    • Shield---------------------------------------------- MN:3 E:remote shield------------------------------------MN:6 E: add AOE to allies
    • TTR---------------------------------------------- MN:4 E:increased range------------------------------------ MN:7 E: tele enemy to range
    • Harm---------------------------------------------- MN:6 E:damage +5%------------------------------------ MN: 9 E: Damage X15% plus AOE to non allies.
    • Retore---------------------------------------------- MN:6 E:remote restore------------------------------------MN:9 E: AOE restore to allies
    • TTPR---------------------------------------------- MN:7 E: tele's you +1 ally------------------------------------ MN:12 E:tele's all allies within range
    • Mag Imunity--------------------------------------- MN:7 E remote------------------------------------------ MN:10 E: AOE to allies
    • MD------------------------------------------------ MN:7 E: mana drain X5------------------------------------ MN:10 E: AOE to enemies
    • Invisibility----------------------------------------- MN:7 E: remote-----------------------------------------MN:13 E: AOE to allies.

     

    This chart is just an example, and not my realistic expectations of what the levels should do. Many of you are asking by now, "How will I get that many Magic Nexus? I don't want to spend that many PP's on something!"

     

    This is where mage equipment comes in. A mage can be expected to devote at least 7 PP to magic nexus, just like fighters devote 7 pp to human nexus to wear best armor. Next, The mage has 8 item slots to be used for "mage equipment." Each item intended for mages would give the wearer 1 Magic Nexus. So, a hard core mage has 2 options to try and become powerful, either devote the PP to Magic nexus. Or (what i think most would do) buy mage gear.

     

    Mage gear would consist of wizard hats, robes, robe skirts, staves, spell books, mage shoes, ect. Each item would ive +1 Magic nexus, thus, if the mage was suited out in all mage gear and had devoted 7 PP to magic Nexus, then the mage could use the highest level of every spell(level requirements could also be given to spells in addition to nexus requirements).

     

    This idea can be (imo) more easy to implement, since mage robes and the images for staves and wizard hats are already in the game. There could be items that boosted att magic, boosted def magic, give more mana, reduce cooldown for potions, and give some minor armor and def bonuses. (VERY MINOR).

     

    If done right, this could make mages more playable and desirable as a character build, without making them too OP, yet able to hold their own against fighters. (another thought is that mage gear give negative effects like increased damage from weapons, decreased chance to block or evade, ect. so they are not too OP against fighters.)

     

    I had more, but i have lost in all the writing and being distracted and being tired and such. Please comment and discuss.

     

    P.S. I'm sorry for grammar and spelling errors. I typed this in a hurry because I wanted to get it off my mind before bed.


  8. To people complaining about classes; you're misinterpreting the idea. It isn't to make a mage a definitive class but rather bring it up on par with ranging or fighting;

    To be fair, you didn't explain it very well first time round. Its still not explained well enough to support your conclusions. That seems a shame given just how much you claim they have to offer everyone. Not everyone has the attention span of goldfish and freaks out at more than two sentences. If an idea is good, be brave enough to detail it in full.

     

    a skill that you can choose to specialise in (via perks/nexus/items/stats) and therefore get a slight advantage over people who don't, much like rangers and to a greater extent fighters can do. Obviously very high levelled/rich people would be able to do everything, as they can do now with ranging and fighting.

    I take issue with your use of the word 'specialise'. The whole point of perks/nexus/attributes/stats system (at least imho) is to allow for the widest range of char builds ? I also take an entirely different view on perks/nexus/items etc. Seeing them merely as a way to gain "a slight advantage over those that don't" rather overlooks the fact that the game is not simply about pk, but also competition with environment, trading, guilding and socialising. If you're proposing to increase mage skills, surely you need to explain how this will balance with other equally important aspects of game-play ?

     

    At the moment it is simply a supplement to fighters and provides a way to move around the world quickly.

    Actually no. Magic nexus is required for crafting, potions and manu, not simply as a way for pk'ers to avoid repeated long walks back from the Underworld.

     

    It could and should be so much more, offering a different style of play and one which would add many new teamwork elements.

     

    Maybe the stats/items could raise/lower the distances at which you can cast spells on others?

    I certainly like the idea of expanding the potential uses of any skill to increase styles of play and teamwork. After all, whats not to like ? However, I fail to see how your particular example illustrates any of this. How exactly does raising/lowering the distance at which you can cast spells on others (relative to stats/items) create any significantly different style of play ? Where do the many new teamwork elements come into this ? How does this make mage skills offer "so much more" (other than in the limited world of pk) ?

     

    When you propose such a fundamental change, it needs to take into account and balance the interests of the widest number of players. I've nothing against simply copying aspects of other games, (as your idea seems to). However, EL is not (thank teh_god) merely a clone of wow. Long may that continue.

     

     

     

    Troll...just because his explanation doesnt meet your standards, doesn't mean its not good and needed. The proposed idea, at a conceptual level, is a very popular, much needed improvement to the game.

     

    You seem smart. If you spent have the time you spend critiquing others presentations of ideas on actually trying to help articulate and expand the concept , then you might actually be a contribution. Otherise your just being a long winded troll...


  9.  

    Perhaps to perform certain spells the player would have to be in Sage/Mage mode. In order to enter this mode you can only be wearing mage related items(robes, wands etc.) and not armor or traditional weapons(roleplaying: the metal in the armors affect the ability to cast the spells). Then you would have to shut it off to re-equip regular weapons etc.

     

     

     

    Gandalf used a sword... <3


  10. Could it be an option for spells to have "levels?"

     

    What I mean is this: The average joe casts remote heal "lvl 1" and heals an ally for 10 health. But say there is a requirement of say 3 magic nexus, then the remote heal restores 5-10% more health because it would be "lvl 2."

     

    The same concept could be applied to harm, restore, ect. also. for things such as shield, magic immunity, ect, If the "mage" has a certain number of magic nexus, then the spell can be cast remotely, or even AOE to all allies in range.

     

    If this was possible, then fewer new spells would have to be implemented, and it would allow those wanting to be "mages" to specialize without affecting the already existing spells.

     

    I have more thoughts on this, and I may not have explained it well, but I hope I got my point across.


  11. Is there any way this can be bound to a hotkey. like ALT+I? I have been enjoying this feature and actually use it for more than just instances. I like to turn it on while training or fighting in general. I like to turn it on in crowded storages while I mix. (very useful if your eating toads and need to watch your health).

     

    I am sure there are other great uses for it that I have not figured out, but it would be nice to have it as a hotkey.


  12. Works Great for me so far. :)

    #EDIT

    One observation. In instance mode. My mana bar is not shown above my head. I was under the impression this was part of instance mode. All other features of instance mode work fine. (monster banners, other player banners. ect.) So, was this intentional, or is it an issue?

     

    #EDIT 2

     

    I have not tried it in an actual instance. This is just my initial tests walking around.

     

    #EDIT 3

    I figured it out. You have to click "Disable health bar menu" or something like that in the HUD features before you can click and add the mana bar.


  13. Wonderful idea! :)

     

    What I like the most is the idea of having an event with people of different levels.

     

    If I can propose something to force/encourage the diversity of levels, I would say the following:

    - there should be different kinds of creature that would attack or ignore (or even flee) you according to your level

    - if you attack a creature that is too weak for you (that doesn't attack you), you have a chance (like 50%) that it duplicates itself

     

    Thus, only the good players with the good level will be the most efficient. And the strong players will have to protect the weaker players from the stronger mobs... ;)

    I like your idea, but what about people who just kill the weaker monsters with ranging or magic?


  14. nice idea to give guilds something to do together. i like how you want to include new lvl players by adding weak mobs in as well. it might be worth it to think about making it so the high lvl fighters can't even attack the lower lvl mobs so that you pretty much have to bring in new players as well as pro players.

    I like the idea, but in reference to the Nova. Not all guilds have active "weak" players.

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