Jump to content
Eternal Lands Official Forums

Rehdon

Members
  • Content count

    201
  • Joined

  • Last visited

Everything posted by Rehdon

  1. About some formulas

    Well trained pikemen were one of the factors leading to the demise of medieval cavalry, but, as Spleenfeeder noted, that's not the issue here You also have to distinguish from different kind of spears, the basic one we were thinking of is surely not the most powerful one: this way you could have more kind of spears (as you can for swords). Rehdon
  2. About some formulas

    Agreed on all counts, in fact I suggested to leave death essences in the poisoned caltrop formula. Forgot about the fire essences , and of course you should have iron spearheads besides (and before) steel ones. Agreed again. Funny that you mention obsidian, because spears actually go back to the stone age, stone spears and axes were the very first "complex" (= different from rough stone tools/knives) weapons to be made. I'm not so keen on making spears ineffective with armors better than leather, because they actually were a very effective weapon. As concerns "poisoned" spears and other weapons you could possible add a spell to that effect, don't know if it's already been suggested or not. Rehdon
  3. Waquan

    That could be easily corrected: let's say no guild might have more than 1-2 islands. Perhaps not making all of it pk, as well. As a whole, I like the idea of an aquatic continent (a sort of EL Waterworld ). It could be that some of the ideas jotted here would benefit from future improvements: building a storehouse (coast fort) would perfectly fit when it will be possible to create and inhabit buildings, for instance. Rehdon
  4. Music

    I agree on all counts. The perfect setup would be: 1. songs fitting in with the maps' cultural/geographic settings: f.i. you could have oriental-type songs in desertic maps, celtic-like in elven/forest maps, etc.; 2. building-related songs; 3. sound effects for animals and natural sounds (rain, lightning, wind, etc.); 4. battle-songs kicking in when you start fighting: martial but not too loud; 5. a sort of automatic balancing of music and sound effects depending on the nearness of particular sound origins: it would be quite cool, for instance, if music died slowly when approaching to a dragon's lair, with dragon roars increasing in volume at the same time (same for other dangerous creatures, of course); 6. possibly some sort of human-related sounds: at the moment would concern only the bots, I suspect, as there are no NPCs working/talking in the background (think about farmers, etc., currently not implemented in the game); and possibly not everyone would like to listen to bots announcements ("Swords! Selling swords! Excellent swords! Who's gonna buy my swords?" ) There's a good base to start from, I'm confident music/effects will improve nicely with the next client! Rehdon
  5. Astrology test

    I just experimented a little on the test server (starting from date= 29th Zartia 0012, time= 05:32:29) : - can confirm the 13th sign bug, got it as Lexi did; - I also noticed that two of the values reported by the #da command were negative, if I understood the system correctly this shouldn't happen; the values are acc -44 att -22; - all other (positive) values go from 8 to 83 (which would lead to believe that the values go from -90 to +90 instead of 0 to 180 ... but it ain't so ; - I typed #da several times and the situation wasn't always as described above, f.i. date= 29th Zartia 0012, time= 05:50:34 make rare 31, harvest rare 91, degrade 15, magic 70, acc -39, att -17, def 28, to hit 32, to damage 77 as you can see harvest rare is above 90, it was raising from previous values and was 93 a little time after that; - restoration spell didn't cause any problem; That's it for now, hope it helps. Rehdon
  6. Infinate Slots in Storage?

    I would have sworn he did somewhere in these forums. The thread goes quite far back into the EL past, I've been playing for less than a year so I surely missed it (not that I read every thread on the forums, either). Anyway, if that still is his plan for the game, so be it ... Rehdon PS I sincerely hope it isn't so, or that he will reconsider it
  7. Infinate Slots in Storage?

    Yeah, sure, whatever. Time to follow another thread anyway. Rehdon EDIT: I manage my storage pretty fine, thank you. But that's not the point. The point is that it is not fun, it is not what I'd consider part of a role-playing game, unless you set one in Wall Street or something like that. And, as it has been repeated a number of times, things can only get worse because new items are being added to the game all the time. Only limitation to non-all-rounders seems to be their inability to fully grasp the above point. Now, if Ent pops in and says "that indeed was thought of as part of the game and I won't modify it" I will have to accept it, or play another game. But if that's not the case, why do people have a problem accepting the fact that other people find this "feature" quite frustrating? If there are technical reasons that prevent enlarging the store for individual players, perhaps it would be possible to resort to other measures, like guild storage or (in the future) single building storage. I only would like the problem to be acknowledged.
  8. Infinate Slots in Storage?

    We could keep discussing about that forever, I agree with tirun that this is a limitation to an all-rounder type of game: an indirect limitation, if you like, but one that is felt by many players. I think that something should be done to improve the situation because I don't really think this is adding something good to the game: that the game be difficult that's fine by me, that you have to work hard to reach your goals idem, but that you also have to play a game in the game like "The Sims: Bank Accounting and Storage Logistics" it's not fun. Difficult, hard, requiring hard work: good. Boring, inconvenient, frustrating: bad. Rehdon
  9. Infinate Slots in Storage?

    This is a very interesting and original point of view but, as should be evident from the thread, many people respectfully disagree with you. Rehdon
  10. Infinate Slots in Storage?

    The fact that you don't have a need for more space doesn't mean many other players don't. Not everyone plays the game the same way. And what makes you think I am unable to manage my space? I've made do with the limit, I can work around it. This doesn't mean I don't see a need for additional storage space in some way. Ditto. The "I don't need it, so you don't need it either" principle is even more useless than usual in this specific case: as jamincollins noted people don't play the game in the same way, and they sure do manage a 200-slot store in a way or the other, simply because there's no other choice. Some of us feel quite limited, some of us feel this is a problem, so let's be constructive. Rehdon
  11. Infinate Slots in Storage?

    I agree with that. When I started playing I only looked to be a fighter/mage, after a while I started doing some manufacturing and potioning, in the future I'd like doing some crafting ... that's very nice and a strong point of EL, but having only 200 storage slots and a ever growing number of items is a quite serious problem that can only get worse. Rest assured, I gave up really really soon to the idea of collecting every weapon and armor available (although I regret that, what can I do? the graphics are nice and I'm the collector type ) and I manage my storage so to get rid of stuff I'm not using/needing, but as Tirun said that's far from being fun ... Rehdon
  12. NMT breakable poll

    If the NMT cape really were on the trend of being too common, then one would expect prices to go down. But if you have a look backwards, prices tend go up in a dramatic way: I browsed some past announces on the marketpace and once you could buy one for less than 100k, now they're about 350k-400k. So, are they really becoming that commonplace? Rehdon
  13. Removal Stones - where did you find one?

    Found another removal stone (coordination removal), but won't tell you where lest I get the label of dung digger! Oops! Guess I gave it away in any case Rehdon
  14. New client menu mock-up

    Well, that would be a great improvement, I hope you'll do it! Rehdon
  15. New client menu mock-up

    Just a couple of notes on Usl's post: - I fully agree on separating actions from switches, be it by visually separating and/or distinguishing them, or by grouping actions in a switch as I suggested in my previous post; - I also agree about using the Tab key to change circularly the screen state (3d view -> map -> console), this way every screen is at most two tabs away; - I don't agree in creating "simple" and "advanced" UIs, IMHO it's not good usability practice for lots of reasons (if you followed the evolution from Gnome* 1.4 to 2.0 you know what I'm talking about - I like the icon+text menu view, but not the two rows icon-only view, I still think a single row of icons is the better way (unless you have more than 8-10 of them). Rehdon * Gnome is a desktop environment for Linux and other Unix-inspired operating systems.
  16. New client menu mock-up

    As a side note, IMHO a text-only menu is not the best choice for the quickspell bar, so you might leave it as is (but a chance to re-arrange spells would be most welcome!) or use the "second icon row" method for it as well. Rehdon
  17. New client menu mock-up

    Hi Ent, my graphic skills are poor so I'll try to explain by words. As the commands are many, and bound to increase in number I think, the most effective way to get this would be by means of a popup menu as per Nintenduh's suggestion (see his mockup). How to recall the menu? 1. icon in the toolbar 2. shortcut key. One more icon in the toolbar shouldn't take too much space. I'd do that in a different way: add an icon for summoning in the toolbar that makes another row of icons pop up just above it, after you' ve chosen the desired one the second row of icons disappears. Simple and again it only needs one more icon in the toolbar. In case you want/need to save space you could collect the first seven icons under an "action" icon recalling them in the second row of icons (I'm under the impression that they're not used as much as the other ones because of context menus). Hope it helps. Rehdon
  18. harvestor med test

    I mainly harvested flowers, and some silver/coal. I guess it was just bad luck, a pity they're so fragile though. Rehdon
  19. harvestor med test

    Believe it or not, I broke 3-4 harvester medallions without a single blessing or bag of gold. After that I just gave up on the idea. Rehdon
  20. Forum registration

    Could you please approve my friend Boh, of guild OdT? I guarantee he is no spam-bot Rehdon
  21. Removal Stones - where did you find one?

    I guess mine is a special case, as I found a human removal stone while harvesting ... dung!!! Well I guess it was a sort of "human removal" after all Rehdon
  22. Today's Invasion - 6/29

    Hi all, sorry I missed the invasion, sounds like it was fun! I'd like to see more of these, and it would be interesting if there was a story around them, so that perhaps you could know a little in advance when there will be another one. Rehdon
  23. Hi all, I am auctioning off a human nexus removal stone. Initial price 350K gc, min increment 10K gc. Auction closes Friday at 18:00 CET (i.e. 5 pm GMT). Post here your offer, or PM me in-game or in-forum (I will keep the current best bid up to date in this message, bidder will be kept hidden unless explicitly told to reveal it). I reserve the right not to sell if no reasonable offer is made. Bids received: * 100$
  24. Auctioning Human Nexus Removal Stone

    No other bids received, auction closed. Rehdon
  25. What is your opinion about multiplaying?

    Can I take my vote ('twas "yes") back? You guys convinced me Rehdon
×