Jump to content
Eternal Lands Official Forums

robotbob

Members
  • Content count

    626
  • Joined

  • Last visited

Everything posted by robotbob

  1. Effect of Speedhax

    This is something I need to test. My bot casts teleport to range extremely fast and attacks without fail when it arrives. It suffers none of the clunky interface problems a player would experience (or fps lag) Making a bot use summon stones would be a very easy addition, I planned to do it, but at the time it would have been nothing but a novelty. Plus it would be extremely expensive way to get into a empty map, that has no resources or spawns.(side note: People still try to enter our map, why I have no idea. Its half tempting for me to turn our guard bot off, and make it public, but I enjoy playing with the Killbot AI too much)
  2. Last question I just want to get it straight. Your solution is for the spam failed messages to be sent to the inventory window instead of the client chat? (aka INVENTORY_ITEM_TEXT), instead of avoiding sending a possible 36 fubar messages to begin with?
  3. "click on the rock to enter the cave" That is a server messages, from the maps def file, associated with the object ID. So instead of interaction with an NPC that is an actor, you interact with an object that the server associates its IDs with certain actions. Just like USE_WITH on particular objects to enter guild maps. Just because the client doesn't send a direct message asking for particular action and is dependent on the server to send the state, doesn't change the fact that a particular ID would be identified as a storage. Rock1, Object ID 32, etc that will be a known storage on that map. Unless the IDs are dynamic, and the storage changes daily, how is this any different
  4. (well direct question, mildly off track) Eh? So every object will have a name, colour byte, and actor information? I love the idea of a storage as a chest instead of a NPC, but how would this eliminate being able to search and actor list for a NPC or Bot? "Any object to be a storage" There would have to be some data for the client to know this... Ok I am totally confused. All ingame objects will function like NPCs? I understand the need to thwart any automated cheater, but this sounds incredibly ambiguous. Is this something related to Pawn? and the dynamic interactions and events that was planned (Shelved indef atm?)
  5. Instead, calc'd the distance from the player to the storage npc prior to StoAll. if (dist > max_dist_to_npc) kinda of thing, this information is available to the client and there is no reason to spam 36 fails or parse the inbound failing messages. I know this is possible from creating my killbots, I don't spam attack messages if the enemy is beyond the allowed melee range. Seriously, "don't walk off" isn't a solution, I'll try that with my clients "the app crashes when I click this button" Solution: Don't click that button. Edit: (thought) yes, what npc is targeted, I haven't looked at the npc interaction section of the client but you could just test all the npcs in the actor_list, to see if at least one is within range. Perhaps give storage npcs a different color name than other npcs, to make this easier. (really can't recall if they are\are not)
  6. Daggers

    daggers will have less damage, but this is dependant on: A dagger in each hand (ambidex), with both daggers hitting for damage each attack roll. But this is more dependent on the combat system altered to have varying attack speeds. Currently a halberd strikes as fast as a rapier. This change would allow more heavy damage weapons, with speed penalties and make items like rapiers far more interesting.
  7. Buying Non-Stackable Items

    Like the collection system trollson mentioned. other games used note or voucher type systems for large quantities Note(1000 pickaxes), its not actually those pickaxes but can be traded at a bank? tradesman something for the actual items to be placed in storage. Bank building in WS would have an actual use with this idea. This would be a wonderful change, boring repetitive tasks are not a 'game'. They turn what should be fun into some bizarre virtual part time job. (Hauling fps or vials takes me longer than to clean my garage) I totally agree. Means GC poofs at NPCs at a much faster rate. In all, its a win win, depending on time to implement such a feature.
  8. This whole nexus buy npc, attribute removal stone, nexus removal stone thing, is the result of the destructive reset. It takes month(s)\year(s) to get a chara to good levels here so its not like you can delete it and start over (like the majority of rpgs) I think it would be OK to leave the nexus point selling NPC and remove ehem lol the removal stones, and make resets not destructive or make a NPC 'Refiner'. Remove the loophole, or just sell pps at an npc, and make it part of the game directly. Almost every new player, ends up resetting at some point and starting over, I imagine some of them get bored and leave. I know I accidentally, as a noob, took MM perk & exc perk and was forced to lose my 70-ish oa at the time. It felt sadistic, like "rofl n00b, you did't understand the game 100% and now you get to lose months of work, grats beech" The games combat should be based on skill and team work and not overblown stats. And yes the only way to fix the charas that pumped up from this, is a server wipe. But it cannot ever be considered here, it takes way to long to level. So the only way this game population wouldn't freak the hell out, is if the exp system was altered at the same time. Primary reason I hear the pk server gets fewer people is "no one wants to start over"
  9. Epic Novel Post Quality Magic\Mage Wishlist Intro: I don't want to call these suggestions, just a personal wishlist to increase variety in EL combat. I decided to post this after a thread approach the topic of a debuff spell. I understand everyone will be against ALL of these due to the fact most strong players are fighters. I myself have always been a melee tank. Even if I reset, this will not change. (8 rat atm, it will be worse if I reset most likely) (Disclaimer, all of these additions lend themselve mostly to group PvP but to some extent, a mage could be a solo pvp without being overpowered. But it does make the solo fighter far more vunerable, but not like being gang'd by 4-5 people currently doesn't do that already. It will make a pure mage team guild equally dangerous as the melee tanks I'm certain there is probably a thread buried from 2004 that has some of these, this is my list. Call it a searched recompilation then ) Changes to existing spells: Poison Spell, based on Ration\Magic level, and stackable. (Gives a strong reason to have antidotes on hand) Life Drain altered so that it removes life over time, everytime the caster is damaged for a X seconds. And X close to the caster, like a ward. Becomes a damage over time spell, strong as Harm and different than poison. So its worth using as an Offensive magic spell in pk, and not the magic training spell it currently is. This gives a mage a chance to toe-to-toe a fighter, since during this period,every time you attack the mage, you heal it. All Buff spells (MI, Cold, Fire, Rad, Shield, etc) to be cast-able on other players, like Remote heal. This gives mages another reason to be a group pvp member. This solves worries about a Spellblock spell(See Below) or a Zero mana condition (promotes groups) New Spells: A Bind\Snare\Stun type spell. One that could restrict movement like the side effect of the diss ring does. We already have a snare item, but like wards purely defensive\ambush. Currently, summons are spammed for this purpose, a spell is a better option than 20 bears. Also using a diss ring to trap a person for 5 seconds, is also used. Lets have a spell, directly for this purpose. Same type spell below but the user can still walk\run\horse away. A Tele block\ Ring block spell, when cast user cannot cast tele to portals, tele to range, or any rings for X seconds. Some form of a Offensive Debuff spell, even one that just debuffs potion related boosts. We now have buff icons over the chara, but its just...tick tick tick wait for them to expire. Immunity Block, Since no one will ever agree that MI is overpowered, a spell, if cast prior to MI, can block that spell for X seconds. Or just a Spellblock, for X seconds. A tongue-in-cheek spell, but really to highlight MI is overpowered, and could be implemented to prevent fighter abuse. Physical Immunity in some form, by percentage or the Overpowered version (Immune to all physical attacks for 90s, enjoy ) Make it something a pure mage would want, but a fighter couldn't use. Like NO melee attacking while cast, AND you cannot cast MI with this, PI or MI, not both. BUT a ranger can still kill you. It gives a reason to have a ranger in the group to kill of dangerous mages. Ive seen parts of this spell already in the client, Group Heal, everyone in your guild, ally. Healed for rat\mag points in a 10x10? square. Well just a personal wishlist, I don't expect anyone to agree. But cool IMHO and other acronyms.
  10. Mage\Magic Addition Wishlist

    @bigkav\sabbath Thats pure damage without accounting for magic resistance. Has anyone worked out the formula? How many people have 100 magic, and how many people would level it, so we have a minority of 5-10 people that need a intervention? Well I guess more people would level it if, (you are Totally Immune to ALL spells for 1 minute and 30 seconds enjoy was gone) @end -- side rant -- Its like reaching 150ad, the time it takes to grind to that here, you could get a twin prop pilots license to haul cargo in the same time. Its farking crazy. Unammedplayer1: omfg I spent 1000 hours grindingleveling ad and now a 50 magic nub kills me. --------------end @nathanstenzel great ideas to keep it a combat spell and not a toadie user one. (I also think all these spells should be cast-able on other players, for healer types) I recall self poisoning (not that was a good thing, poisoned myself before on accident was removed due to toadie user abuse, since it does not stack. that problem would be solved by stacking poison spells. Since if they self poison they only make it worse.
  11. Daggers

    Or stilleto for tickling enemy's eyeballs 2x damaged for first attack roll out of invis And ambidexterity, one in each hand (rogues) I vote yes on and variety, not just for new things, but for things that widen the combat palette. We need more variety but not (Ice Dragon Armor of cooldown removal or Orc Slayer of Thermal lol, Ultimate overpowered sword of game unbalance )
  12. Mage\Magic Addition Wishlist

    One side comment on Poison Antis, I can make them. I generally don't because I can get them rather fast one Feros, since they drop them fast. I doubt a spell would change the demand. I bring this topic up, not just for the novelty of variety, but also acutely aware that player cities will need a many types of combat characters to effectively defend them. This is really where the ranger excels alone, on the wall of the city, plinking at would be invaders. I expect player cities to be destructible. Walls, Buildings, Siege Weapons and whatnot will have HitPoints. I doubt ( I could be totally wrong ) they will be non pk afk sit-fests, because that means the first guild to -claim- land to build on never loses it. (Ehem guild maps, I fully expect our guild map to get deleted when this happens, they should not exist. Although killbots could exist as -city guards-) Well anyway: more combat options = more people invovled Anything to undo the current situation of the stand-wait-gang-repeat.
  13. Mage\Magic Addition Wishlist

    Are you serious? Have you any idea how strong some of the mages are? .... 100+ dmg.. some even over 200dmg per harm... It's more then enough damage to take out anyone within 1-3 sec.. What Magic level and Ration level is this possible? Is there anyone that can do this ingame, or is this exaggeration to make a point? Not that Im complaining, I just want to see the stats. I think he means something that would help keep a mage from BOTH Instantly dying AND having no chance to cast anything (ie MI = 100% chance to stop ALL spells) and not giving it 400 harms.
  14. Mage\Magic Addition Wishlist

    I agree staff should have human zero, atm its Staff(1), QrtStaff(2), SoP(5), SoM(5). I agree offensive magic spells need an increase range. Its currently at melee range, you need to practically stand on the target to harm it. You can call this a classless game but its not. Just because my stat window does not say "Orchan Male Barbarian Warrior" does not change the fact that I am. Even though I can change this, without creating a new character, reset recovering from 120+oa will take more than 1 dedicated year. I would call it classless, if RESET was changed to be non-destructive. It currently is, tada your character is nerf'd welcome to months of recovery.
  15. Mage\Magic Addition Wishlist

    Is that enough to stand against a Dragon for a short time ? And what happens if the Dragon hits for 100 ? Well I said "NO melee attacking while cast", but yes its totally overpowered, just like Magic Immunity currently is, underlines the problem, true? Cast MI and stand in front of any magic user, and type "neener neener for 90 secs" The attackers damage is pointless in the overpowered model ,but would matter in a percentage version. A percentage version is the logical choice reduced damage from melee, and can be 'debuffed', same as MI should be. As it stands, there are boosts, shields, immunities without an offense to thwart them. ninja-suggestion \ / qb-sneak (One dragon solution: dragon breathes fire, fire damage, problem solved in killing mages and rangers near it)
  16. Mage\Magic Addition Wishlist

    You dont need a ranger in this case, a mage will be killed by the fighter, with Harm in few seconds, and the mage can't even blink! Thats not a fighter, its a battlemage. Albeit nearly everyone is a battlemage. It was the only option. This is just in hopes of more options for people, more variety. If there are more options for various types of combat and support charas, more people will participate. I have a few more ideas for healers and rangers too spam suggestions with later. (and potion options to free the fighter from the battlemage only option) [moan] (And yes a 130ad+ character that can harm for 100+ overpowered, no way a melee should be able to cast magic like that without one penalty. Fighters need Reasoning now after the cap. It gives rationality too, so instant overkill. ) [/moan] Amen ProHibited, I am adding your list to my own personal one. How a fighter casts magic, swings a sword AND drinks potions for zero penalty is a problem. (I should repeat, since I'm a melee tank. I'm shooting myself in the foot with the notion of variety and balance. However, KF with healers, mages, rangers, summoners,fighters, battlemage\warlock hybrids. is shitloads more fun , Not that standing on the votd side of KF ganging the 1st brave soul that walks in, and then waiting for the next victim isn't fun ) I'm not recommending this for the good of the community, to save EL, or rescue lost kittehs. Purely for my desire to make EL PvP kick even more ass.
  17. Isnt this a bit overpowered?

    How? Removing it addresses the issue beautifully imo. The only reason removing them is an undesirable solution is doing so is an admission that their existence in the first place was a mistake. I'm totally lost why you think this. An item produces a defense bonus that cannot be countered. So instead of recommending a way to counter boosts, you recommend removing one item. Why not create a balanced counter? its a good item and has its place in the tank arsenal. What about any other current or future item that could 'buff' or boost a character, there still is ZERO defense against. Have a headache? Cut off the head, Removing it addresses the issue beautifully imo.
  18. Isnt this a bit overpowered?

    How about it increases the time in which they diminish? -3 per whatever instead of the -1 Other games have a high level spell for it, one example from a group PvP game: Gravechill - "Single Target Dispel All Buffs" requires Necromancy Skill ( 88 ) Why not EL too, if you want all your buffs protected, have someone kill the debuffer fast? I don't mean, everyone and his cousin can cast it, specialty profession thingy. Maybe fights wouldn't take 10 minutes anymore? How in the world is this a solution to untouchable buffs? I think the ubber def boost is just an example of buffs that cannot be thwarted by the enemy, ever. Lowering its chance, or removing it, is skirting the real issue. And perhaps Oh LaWdy dragon armors are too good is another topic.
  19. Isnt this a bit overpowered?

    Ent posted whilst I was writing my epic post novel. I would vote yes, knowing you would implement it well. Everything I opposed or had doubts about in the past, that ended up implemented, turned out to prove me wrong, even if only to myself. We will always have the OH LaWdY NOES people, I know, I was one of them. (NMT poll ehem ) Ok the epic snooze-fest I wrote is below ---- Well I'm just suggesting that it require a specialty combat character. Weak by itself, but sent in to de-buff, bringing more variety in group PvP Its the same for scout type characters, weak, can see far,hard if not impossible to see. mainly for warnings and determining enemy team strengths and so on. MI remove could work as part of the debuff: If every fighter could not cast it, requires pp commitments or weakens melee. and fighters have real alternates to restore, whether its potions, or a new item. I think the main reason for the panic regarding a MI removal spell, is magic is tied to the strength of a fighter. Alternates to healing, being able to cast buffs onto another player. (IE you lose MI, friend mage casts it on you, saving your ass), and perhaps opening the need for healers in combat, and could be a step to make range a part of pk. yadda yadda. yeah overkill atm. But without MI remove, it would be balancing at least to the buffs. Not a spell every fighter(battlemage) could cast, so it would not make armors like Ubber Def, instantly worthless. (I'm 50 manu, so those greaves are cha ching time if you ever make them) Don't get me wrong, EL still kicks ass regardless, probably why we waste so much time suggesting things for it.
  20. Isnt this a bit overpowered?

    This is just why we need a de-buff spell. Removes bonus from pots\spells\armors, and Magic Immunity. Perhaps a perk required to cast it? The Vampire - can cast debuff spells damage over time, etc. (and that nightstalker perk for scouts\assassins ) Either way, however its implemented, its needed.
  21. PK'ing in PK maps is not a crime

    Ambro posted what I would have replied. Pk server primary problem is not a fear of pk, but its recruitment pool is from the main, and no one wants to ~start over~. Pk server has less pk, than the main, since their are repercussions for it, kill everyone all the time? good luck harvesting ever. It needs desperate adverts to appeal to new players the primary game does not appeal to. But anyway, the lack of this on the primary server leads to spawn serping\bag jumping\and pow-wows in IP over combat. Therefore you have 2 games, interconnected in 1 game. So instead of it appearing like a separate game, it is in fact separate? What I am referring to is integrating it into one game, so both groups are interdependent on each others skills. Manus need fighters for defense, Fighters need manus for armor. As it currently stands, those groups are independant of one another. So if you kill the manus harvesters or the manu itself, you could expect to find buying armor and weapons a challenge, unless you befriend a evil aligned manu. Far more RPG-like to me. I forsee when player builts cities are availible there will be an entire player base that will not participate for fear of dying. Why not say goodbye to them now instead of later and perhaps attrach a larger audience? Translate: relaxz and chillz, y0, game u noe?
  22. PK'ing in PK maps is not a crime

    I personally think some part of it, is a misuse of terminology. Getting dressed in full armor and entering a combat map, is not pk. This is PvP, player vs player combat. For EL, and as it appears, only EL has converted this word to mean boxing for hours without the desire to end the contest, a friendly low damage event for experience. Player Kill, on the other hand, is slaughtering "lowbies on mobs", "on hydro runs" and other such activities. [On the 'PK' (should be PvP server) this should be more apparent.] At no point is this combat expected to last more than a few seconds before the victim dies and drops the loot. Part of the problem is most of EL is not PvP(PK), therefore its treated by a rather inexperienced RPG group as nearly another game, but not part of EL proper. Therefore the game is played by total pacifists as well as those who wish to fight with one another. Perhaps if the server was made mostly (PK\PvP) like the PK server, the pacifists would take a new look at befriending fighters for defense alone. The game would lose its pure pacisfist population but you can't have "happy joy joy fun hugz timez" and "war war kill em all" existing perfectly in one game. But you would have paladins and such 'defending the weak' and what not, hell it may bring mak-us-wreck back so many weak people to save. Spawn serping would be solved by this, which is a cowardly response to being unable to defeat your enemy in a combat map. Albeit its the only response to punish a non pk guild, after a dispute, making everything PvP solves this. translated to interwebs-gee-dawg: roflmao n00b joos got pks in a pks map, nao u go cryin bout it? lawlz.
  23. Frying Pan and Battle Hammers

    Why -10 critical to damage on Iron Battle Hammers? Shouldn't this item have a positive chance to bypass armor? Albeit really to poke a hole in a helm, freeing the victims brains from said helm.
  24. Hoarding poll

    I have > 200k. I admit I prefer to have 500k+ just in case I have time to go on a leveling frenzy. ...probably a little under 20 rare stones, was using them for manu etc but now that I think of it, ill probably sell them. I don't keep many enriched ess. No more than one of each great sword, armor set, col, com. I break it I buy a new one then, no backups normally. Id say ive been 'collecting' stuff to level summons, but no time.
  25. Axes

    I am a fan of axes, first off. They are already useful. (Well I mainly use them to one hit PWs) They are critical to damage weapons,with #1 being a Sunbreaker. I do think they would be used more if the damage was increased. However critical to damage means chance to bypass armor, so care would be needed to keep it from being over powered. Imagine a +8\+15 critical to damage OS or Halberd, too powerful, but an item like this could compete with dragon+ armors. (I agree Titanium Axe ings are a bit much, to make its an instant loss with no gain, I'm afraid myself to even try to make one. Instead manu'ing a Halberd is a smarter choice) With might now capped at 48, perhaps a damage boost to the critical to damage is desirable now. Side thought: I always wondered why the drop only weapon, Iron Battle Hammer has negative critical to damage, since a warhammers task is to pierce\crush armor.
×