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Knightbane

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About Knightbane

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    Knightbane714
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    Knightbane
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    Gambling with Death
  1. Photoshop Art

    Here's something I did a while back. It's nothing that great, since I was only learning to use Photoshop on my schools computers. It's somewhat of a title for my story-in-progress, Nightbane. (I wonder where my name came from. ) I wish I actually owned the program, but it's something like 300 bucks...
  2. New Manufacturing System

    I don't know. I sent Entropy a PM about this idea, and he sent me back a simple PM saying, "unfortunately our server doesn't suport a 'quality' factor, there are only fixed items." I sent him back another PM saying that each bonus item would be its own fixed item, but I never got a reply. I know he is a man of few words, but it would be nice to get some reasoning once and a while. I want to see this implemented, as I said many times before, but a lack of intrest from the big guy himself is a bit discouraging. I'm glad you two were interested enough to post constructively, at least. I thought some formulas might make this more realistic, so thanks for another one Larry. It's good to have some options. ~Exit Light, Enter Night
  3. New Manufacturing System

    Ok, this is how I interpreted your explanation. Here is a picture that may explain it better than words can. What it shows: The probability of making an Iron Sword with a +1-3 Damage Bonus. As you hit lvl 21, you begin in the red region. Here, you have little to no chance of getting the bonus. As your MANU lvl improves, you reach the Beginner Range, which allows room for a bit more error. You then progress through the graph, until your level is so far above the needed (lvl 40 maybe) that you always make the said item. Note that this is, again, for the lowest bonus range. This may or may not be what you wanted to convey, but it is how I interpreted it. Now, a problem with this idea in the way I interpreted it ( ) is that at a substantial levle aways from the needed lvl, the crafter would be able to make the item perfectly every time. Now, although this seems to make sence, it also brings about the problem you stated before: Who wants to buy a +2 sword when they can buy a +4 sword? Even though it is still a ranged bonus, they will still get a couple nice +3's out of it, even if most of them are +1's and +2's. Now, we have one crafter flooding the market with +3 swords, and selling the others off to Trik. Not too great. Another problem with this is the calculations. In order for the graph to progress evenly with your MANU level, and at every level get a tad bigger, we would need to use Integrational Calculus. That would, from my experiences with integration :lol:, require (bluntly put) shit-loads of work to produce the wanted effect. One integration equation is hard enough, but in adding one to every weapon, plus adding them to every comprehendable bonus range...Weeks to months of effort I'd estimate. :x That's not even adding in your idea of durability, which would also require the same amount of integration. I'm not saying the idea is bad (far from it ), but it is definitely complicated. I don't even want to think of how the system will make a unique hidden value for every player, at every MANU lvl. I don't want to bash your idea in favor of my own, but simple probability equations are easier to add than Integral Calculus, I think anyways. Maybe the Dev team has a different opinion, I dunno. ~Exit Light, Enter Night :?
  4. New Manufacturing System

    One step at a time, Shadow, one step at a time. ~Exit Light, Enter Night
  5. New Manufacturing System

    That is an interesting way to do it. So there is a unique "Optimum #' that is hidden from each player at each manu level. The closer they get to this # when punching in the values, the better the chance and the better the weapon, correct? A good formula for this would be |((Chosen Value)-(Optimum#))/(Optimum#)| The vertical lines mean absolute value, by the way, so it will work weather the number is higher or lower than the optimum. Come to think of it, that's the Percent Error equation. :lol: I like the Special Monster Bonus. It's a very unique concept that I don't think I have seen anywhere else. It would be nice to have the legendary Goblin Sword, or maybe the Ogre Hammer. O yea. Not like they would be named that, but I'd call them that anyways. :roll: Now, you mentioned this being related to the user's current manu level, and the level it takes to make the item, but you never said how exactly. It's based on it, but I'm not really sure how I could put it in formula speak. I kinda like having it put in formula, just because it becomes more than just speculation, but nearly possible, ya know? The one downside to that is that it relies more on luck than on your manu level. (Well, as it is now. Maybe there is a way to combine the two formulas we have made, and still have it make sense ) What's durability, by the way? I mean, what would it relate to? Hit, defense? I am going to say again, I don't know what is required to make these items. Kasgoroth, you lead me to believe that values for weapons can be assigned by the player while making the item, but how would that 'jive' with storage? There are many different combinations with both our methods, and too many could very well confuse the hell out of the server. Hey, fighters have their new capes. Why can't crafters have their unique items too? The fighters then sell the capes to the crafters for these weapons, and business will again flourish! :roll: I can dream, can't I? ~Exit Light, Enter Night
  6. New Manufacturing System

    LOL :!: Good one. I've got nothing against pointing out flaws, in fact i should thank you for it. I do see your reasoning, though. It would be far too easy to make these beefed up swords, and everyone would just buy the best one possible anyways. But I don't see what you mean here: No, I wouldn't want a +2 damage sword if I could have a +4 damage sword. But then again, who wouldn't always take the better sword, if given the choice? The factor in this is money. I would take the better sword, but if it was too expensive, I might settle for the +2 Damage. I see what you mean about reasonable prices, but why would he? If there are not many crafters in his level, then he would want to get as much money as possible since he has no competition. Ah well, it's kinda a moot point. Now, you are very correct on the note of a regulated bonus system. It would be far too common to see Master Iron Swords, and we would be back in the same boat of manufacturing hierarchy. Here is what I now propose: Same as with monster drops, there would be a chance of making a better sword. 1/200, 1/500, whatever the probability. Now I may have had a bit of experience with levels and such, but I have no such experience with probabilities. I don't even know where to start with this, but this formula may help. KEY: N...................Level to make item. Nc..................Current Manufacturing Level P................... Probability Quotient; cannot equal 0. (Nc-N)/P So, for example--> N=21 (Iron Sword) Nc=25 P=200 (25-21)/200=1/50 chance, or a 2% chance of making the item. Then a little bit later, after lots of training: (51-21)/200=3/20 chance, or a 15% chance of making the item. The great part about this is you can put in whatever P value you want for the item to make the probability you want. Also notice that at the exact level to make the item, the probability will always be 0, regardless of P value. So instead of having MAX levels, leveling up Manufacturing would, in this way, increase your chances of making a better item, and not allow you to simply make it every time. This, I think, loosens up the system a bit more and allows for bonuses in an unexpected fashion. This may also be good for all those PKers out there. (Or bad) PKer1: How the hell did you kill me!? We were both using the same swords, same armor, same everything! And i was a higher level than you too!! PKer2: Nope. Got your sword and armor right here, and they are pathetic compared to my skillfully crafted items. PKer1: Damn you Knightbane, and your painfully horrible yet undeniably ingenius idea! Damn you! What do you think? ~Exit Light, Enter Night
  7. New Manufacturing System

    I know it would be no small task to put in the game, but I really want to see this game have a unique spin on things. So far, it has as much mindless clicking as, dare I say, Runescape. Already I am beginning to see the monotony setting in again. This would be a lot of work, but I think that it will dramatically increase the popularity of the skill, as well as setting it farther away from similar games. I know that right now, everyone is still getting all the bugs worked out and adding more user-friendly console commands and gods into the game. But please, when that is all said and done, set your sights not on adding more and more items to craft, but on making the current items better to craft. Plus, if something like this were added early on, it would be less daunting a work load (I'm putting that lightly :wink: ) then if it was put off until all the items were added. I will put some more thought into the MAX bonus levels, but what I am trying to achieve is a magnificently crafted iron sword, for example, would surpass a couple of it's superior swords, perhaps just passing the steel long in power before limiting. In that way, the steel long will come close to the titanium short, and the titanium short coming close, but not passing the serpent sword. That's what I'm shooting for, anyways. Thanks for the comments and compliments. I get a bone! Let's grind it up and put it in a potion! :lol: ~Exit Light, Enter Night
  8. New Manufacturing System

    Hmm...I feel like I'm talking to myself here. :lol: Thanks to those who commented, it helped a bit. I figure that there may need to be a MAX bonus level for each item as well, since an iron sword would have about 21 counterparts using my new chart. :shock: Not good. With the new MAX idea I have, it would reduce it down to 10, mainly because of the serpent sword being the absolute MAX. Observe : lvl 21: -2 Damage Penalty lvl 23: -1 Damage Penalty lvl 25: 0 Penalty/Bonus lvl 27: +1 Damage Bonus lvl 32: +2 Damage Bonus lvl 38: +1 'To Hit' Bonus lvl 43: +3 Damage Bonus lvl 48: +2 'To hit' Bonus lvl 52: +4 Damage Bonus lvl 55: +5 Damage Bonus lvl 61: +3 'To Hit' Bonus lvl 68: +4 'To Hit' Bonus -----------Serpent Sword -3 Damage Penalty lvl 73: +6 Damage Bonus---------- SS -1 Damage Penalty lvl 78:---------------------------------0 Penalty/bonus lvl 83:---------------------------------+1 Damage Bonus lvl 88: " "------------------------------+2 Damage Bonus lvl 93: " "------------------------------+1 'to hit' bonus lvl 99: " "------------------------------+2 defense bonus lvl 105: " "-----------------------------+3 damage bonus lvl 111: " "-----------------------------+2 'to hit' bonus lvl 117: " "-----------------------------+4 damage bonus This is only the chart for swords btw. Just take any sword, fit it into the chart, and find it's MAX level, which would be 10 bonuses from the level to make it. I can't make a universal chart atm, because it would take some time to balance everything out to be fair. Please, more comments! ~Exit Light, Enter Night
  9. New Manufacturing System

    Hmm...I hoped that the chance for improvement on a weapon would be limitless(well, nearly). How hard is it, exactly, to change the power of a weapon? Let me pan this out a bit more, to get an estimate: lvl 21: -2 Damage Penalty lvl 23: -1 Damage Penalty lvl 25: 0 Penalty/Bonus lvl 27: +1 Damage Bonus lvl 31: +2 Damage Bonus lvl 36: +1 'To Hit' Bonus lvl 43: +3 Damage Bonus lvl 52: +2 'To hit' Bonus lvl 60: +4 Damage Bonus lvl 69: +5 Damage Bonus lvl 78: +3 'To Hit' Bonus lvl 88: +4 'To Hit' Bonus lvl 99: +6 Damage Bonus There. Gets pretty rough towards the end. :lol: Maybe it should be easier, I dunno. Ok, where was I? :? Ah yes. Using this estimate it would require 13 Iron swords to be recognised as unique items. I was going to suggest different names for them all, such as: lvl 21: -2 Damage Penalty lvl 23: -1 Damage Penalty lvl 25: 0 Penalty/Bonus-Iron Sword lvl 27: +1 Damage Bonus lvl 31: +2 Damage Bonus ................... lvl 99: +6 Damage Bonus But it would be hard to come up with a name for every different kind of weapon, considering they all start at different points. I would really like the game to do this, but I have no idea how, or if it would be possible. It would just be awsome to be rewarded for all the work that manufacturing takes. You have to admit, it sucks to be able to make an item, only to discover that your potential buyers can just go to a sword shop and get the same thing. You then have to lower your prices to unreasonable depths and...ugh! So annoying and degrading. Know what I mean? ~Exit Light, Enter Night EDIT: Oops. I just noticed the max level is higher than 99. Oh, well, you get my point.
  10. Hi. I have a suggestion for all those manufacturers out there. My idea was mainly brought on by Cicero's statement on the game in this topic regarding the state of manufacturing at the moment. I suggest that manufactured goods have a bonus added to them, dependant on the makers current manufacturing skill. Conversely, being inexperienced at making an item, (such as, being the exact lvl it takes to make the item) would detract from the final product. This would add a bit more variety to weapons, without actually having to add new weapons to the game. Too many, though enticing to veterans, may scare off new players because of the sheer number of weapons to choose from. While there are not many now, I can see that people will eventually grow tired of the current choices and crave more and more. Now, this bonus would not be that much at first, perhaps +1 to hit or defense. It would also take a couple lvls to notice any change as well. For example, it currently requires lvl 21 to make an Iron Sword. This is how it might work: lvl 21: -2 Damage Penalty lvl 23: -1 Damage Penalty lvl 25: 0 Penalty/Bonus lvl 27: +1 Damage Bonus lvl 31: +2 Damage Bonus lvl 36: +1 'To Hit' Bonus lvl 43: +3 Damage Bonus lvl 52: +2 'To hit' Bonus Note- A bonus of +3 Damage means +3 from the normal item, not adding onto previous bonuses. Now, I am not an experienced crafter, (Quite the contrary actually. :oops:) so these level's may be a bit off in reasonability. I just wanted to show that it would require much more experience between bonuses as the bonuses got better and better. Using this system, there would be much more variety to weapons, also destroying the hierachy of weapons that gets SO boring after awhile. I am, of course, referring to the oh-so-beloved Rune 2 Handers of Runescape. Everyone has one, not because they necessarily like them, but because they are the best in the game. Please, take RS as an example and stray from this weapons mindset now before it is too late! :lol: So yes, there could possibly be a Iron Sword that is better than a Steel Long Sword, but it would require a very good craftsman to make it. I think that this would be good for that lone crafter who wants to set up a "little sword shop somewhere," as Cicero put it. It would allow more person-to-person trading, because not everyone can make a top-of-the-line staff. And while anyone can buy a sword from a shop, to get a good variation of the weapon, they have to get it from someone. Now, I don't know how hard this would be to implement, and I assume it would be a rather large update (should it get put in, that is. Don't want to get ahead of myself here. :wink: ) This would largely be because every weapon is different, some have defensive characteristics that would have to get a bonus somewhere down the line. While this would be a large undertaking, I think that it would make manufacturing in general a much more enjoyable skill to level. Please post your thoughts and suggestions on this suggestion. I have put some thought into this, and do not want it simply dashed for no reason. If you want to dash it though, post a reason at least. :lol: Thanks for your time. ~Exit Light, Enter Night
  11. The Gods...

    Hey. Me again. I am curious to know about these EL Gods. I hear there are quests that go along with them, but are you only able to choose one god to follow, or all of them? If either, what are the benefits? Thanks again for all help. (Hard to get a clear answer to this in-game. :roll:) ~Exit Light, Enter Night
  12. A Few Simple Questions

    Hey all. I have a few questions for you, and I hope that you can help. -Are you able to store items somewhere other than your inventory? -Is there a general store that will buy most items? -Are there any recommended guides that perhaps explain these questions and more that you could tell me about? The thing is, I have heard that these things do exist, but I have not had one person be generous enough to take the time and point them out to me. I want to improve in-game, but am sorta at a loss on how to do so. :lol: Thanks to all who can help. ~Exit Light, Enter Night
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