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Lyeowar

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Posts posted by Lyeowar


  1. armorer quest is too expansive for you so wanna any cheap way to get similliar-one?

     

    My understanding is that the armour quest gives you XP for breaking armour items (maybe weapons? I don't know). This is explicitly for tools, i.e. things that must be in your inventory to mix an item, but are not added to the mix window. Additionally, achievements don't (necessarily) convey any benefit other than a demonstrated addiction to the game.

     

    Hopefully that eliminates any confusion.


  2. It is hard to tell if a person going through a pk map will want to worry about the archers who would have more trouble penetrating chainmail or monsters that would have more trouble penetrating platemail.

     

    I'd wager 90% of PKers have a combat level that negates this concern.

     

    Except for the fact that chainmaille is pretty bad against arrows & bolts, particularly when outfitted with a bodkin point. It was light, flexible, and protected against slashes as well as stabs; however, it basically turned a sword into a steel club, so a gambeson or aketon (basically, our padded leather armour top) was worn underneath. Also, properly made chainmaille doesn't really scratch the skin (I know this from personal experience), but given that it was always worn with at least something underneath, it's a bit of a non-issue.

     

    Plate armour was much thicker, giving better defense against missiles as well as slash/cut/blunt trauma, but it was worn at the cost of mobility (penalty to dex?). An arming jacket (like a gambeson, but not intended to be worn without armour, as a gambeson might be) may have been worn under the plate armour for both comfort and as a mounting point for various pieces of the harness. Plate basically dominated the field until the advent of firearms; of course, point blank range from a properly drawn longbow could pierce plate.

     

    Now, there has been research into multilayered textile armour, such as silk armour, as possibly providing better protection against arrows/projectiles. Perhaps, instead of reworking the existing chainmaille into something that just doesn't make sense, a new anti-arrow textile armour would be a good way to go? This could be a mid-to-high-end tailor item that protects against piercing but not slash/cut/blunt damage. Switching to this would allow a pk-er better protection as they rush an archer's position. Alternatively, if it's possible to modify the slots to permit two torso armours (one textile/padded, one metal, of course), one could wear both (again at a penalty to co-ordination/dex/whatever - believe me, your ability to move is substantially reduced when you have two or more layers of armour on).

     

    This armour wouldn't, of course, protect against critical to hit, the analogue of an experienced archer finding a weak spot in the plate/whatever armour is worn.


  3. I used selling stuff to npcs as an example because it brings new gc into the game, while selling to players does not. Adding gc to the economy contributes to inflation. I don't like the mini events because it slows down both those who contribute to inflation and those who do not. I think a solution that only slowed down those who contribute to inflation would be better.

     

    Most of the farmers made money by selling to players, not to NPCs. However, this does cause inflation, because the players are making finished goods with those items and sell them to the NPC.

     

    Sorry if this is a bit off-topic, not intending to hijack the thread: would an alternative to the mini harv events be to reduce the price NPCs pay for the finished goods in question? That way, there'd be less incentive to make those goods (i.e. accept less/no profit or spend time selling to players), so less incentive to buy from the farmers.

     

    I agree that the mini harv events will increase the "cost" for farmers to harvest, but perhaps reducing their profit by putting downward pressure on their possible sale price would be a viable alternative?


  4. This was great fun! A nice amount of medium level creatures so that more people could participate for a bit longer, and even quite a lot of weaker creatures.

     

    I second that! This was the first invasion in which I actually felt useful. The plethora of easier creatures invading Irinveron made it a lot of fun. My only regret is having to flee when the chimerans came out to play.


  5. Another (potentially silly) question/bug: the sky in the teleroom is black (even during the day, I think), not the purply goodness that I've heard tell of. What are the settings that this relies on?

     

    I've got all of the Sky features enabled, all the eye candy except lamp halos and transparency resolution(neither affect it), all the adv. video except shadow map, mip map and vertex array. I've got only fog and special effects running in the details, but none of the others seem to affect it - similarily with the video tab, I've only 'new selection' enabled. (BTW, is the a more concise way of giving this info?)

     

    The machine, as before, is a 15" PB g4 on 10.4.

     

    Leander


  6. seems that tiles/tile0.bmp is the guilty one.

     

    As a temporary fix, I replaced the new tile0.bmp with the one in 1.60b. I think it worked, but I can't confirm until I get to a map with some daylight in it. At the very least, it didn't crash the client.

     

    Edit: Yes, it works just like before now.


  7. Something I just noticed, perhaps it's my settings: the in-game water (such as the river in Palon Vertas) seems to be just a solid blue colour now, instead of the old textured/reflected version. If this has been solved elsewhere, just point me in the direction and accept my apologies: I couldn't find it. When I turn reflections on, the water turns black. The water shader quality is set at '2,' and changing the shadow settings doesn't really affect it (except that shadows appear on the water). What other settings would be useful to figure this out? I don't know what might affect it. My video card is is the ATI one below.


  8. I voted 'Yes' and 'Yes,' but for different reasons that have been posted so far. I like them because it's an awesome feeling when you make one! The 'special' manufactured gear also gives us a chance to recover some of the gc spent in getting to a manu level where we can make them. Personally, I'd love to see the idea taken farther, and have an incredibly small chance of making one-of-a-kind weapons/armour (think Excalibur (s2e), MacLeod's Sword (claymore), Robin's Bow (long bow), etc.)


  9. I used to have a similar problem to the one faced by the users who crash immediately after logging in (or upon entering the character creation screen). I went into the el.ini file and manually set poorman=1, and managed to get in just fine. It seems that the 'default' settings were too much for my video card. After that, everything has worked fine when I use it on my PC (see specs below).

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