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Usl

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Posts posted by Usl


  1. My biggest concern has always been what it will do to the economy to have people running so many alts and working them together. Think of the effects like people doing more them selves and trading less, and running several chars legally just to make money, hauling stuff to/from storage while they train, etc.

     

    Well, there are only so many characters you can control at once :dry:

    Actually, you don't really need to "control" them, e.g. n-1 could just harvest (potentially slow stuff) without requiring any attention, and the nth would reape the benefits.

    From an economic point of view, the effect of removing rule 5 is to nullify harvest time; whenever I need materials faster, I can add an alt, thus increasing my throughput. The net effect is very similar to removing or greatly reducing harvest time, and allowing immediate teleport to any specific point (e.g., to spy in an arena, or just to move from resource to resource with a single character, instead of keeping multiple alts, one at each resource).

     

    And as for fighting, someone suggested that multiple alts don't help with training a/d. That is of course false, given that you would be able to do PvP at any time you like. Same for mana drain to level magic, etc.

     

    So I am with Learner on this one and my vote is no -- although I understand how difficult working to enforce the rule is.


  2. If there is a desire not to make any change to the server, it is also possible to implement this entirely client-side (it could easily go into your patch)....

    All that could be done. The only thing I don't like is checking all the .elm files at start-up; that could take quite some time. ...

     

    You are right, checking them at startup could be overkill on slow systems, but the same system can be used to do the checking locally with the # command.

     

    Just as a reference, these are the times to check the MD5 for all the maps (including guild maps) on my laptop, 1.73GHz Intel Pentium M processor.

    real	0m1.206s
    user	0m0.572s
    sys	 0m0.132s

    On low-end systems, it could take 3-5 secs, which is indeed very significant at that point.


  3. Very good idea (from a helpdesk / @1 / @2 point of view).

     

    If there is a desire not to make any change to the server, it is also possible to implement this entirely client-side (it could easily go into your patch).

    It would be enough to provide a file "checksums.txt", with the checksums of all the right .elm for the current version, and distribute it to clients with the Automatic Update feature. Then, the client could read this file on startup, and warn the user about modified (illegal) .elm files immediately, or provide a command to check them explicitly. When a modified .elm is distributed through Auto update (if ever), the accompayning checksums.txt can be distributed as well, so we are sure the two of them will be in sync. Adding the checksum.txt should require no change to the code and no recompilation, just a change to a configuration file. Moreover, the versioning system (1_7_0/...) we already have in place would work seamlessly with the checksums.txt system (we only need to put the checksums.txt file for a set of maps in the same directory as the maps themselves).

     

    If a user disables Auto update, we can always instruct them to turn it on and restart in case they report map-related problems.

     

    Of course, a malicious user could alter both the map and the checksum.txt, or the code in the client to check it, but our purpose is just to simplify the helpdesk part, so even a client-only solution seems sufficient.


  4. The only place the bot can trade is where i'ts been approved to be.

    QUOTE (Entropy @ Jul 1 2005, 07:37 PM) *

    All paid bots are allowed to go to the storage 2 times/week.

     

    So why are bots then allowed to go to storage 2 times per week, what should they do there? Say hello to everyone and spam in local chat?

     

    Bots can use their own storage, i.e. talk to the storage NPC. That does not count as trading. They cannot trade with anyone outside of their designated spot (which has to be approved by Ent at bot registration time); when in their designated spot, they can trade with anyone (but still, cannot be used as middlemen between two alts of the same player).


  5. Shapeshifted as a mule, having a little interracial business with a grizzly bear: during the fight, the mule animation cycle includes a frame with the mule lying down (as in "dead animal"). Still, the mule would then get up and continue fighting (notice the 70/100 health bar on the mule):

     

    Mulo6a.png

     

    Needless to say, the fight was won hands-down by that hot ass of Fedora, but the animation definitely looked wrong (maybe just the wrong frame index in the sequence?). We have been unable to reproduce the wrong animation sequence with other opponents, maybe because the fight was just too short, but it happened consistently with bears.


  6. Actually, I'm not sure I want to diminish the risk of using bags for large projects. Any countermeasure would effectively make bags more secure, and the scenario where the bagjumper covers a place with mines (at ~5Kgc each) and then just hopes that someone will get to that place later on, and harvest a big bag of stuff right there before the mine expires, is really not that convincing. There is a significant unbalance between the usage of these mines to protect bags (you just need to use one) and their usage to attack bags (need to use a high number of them, most of which will just be wasted).

     

    Albeit I hate being bagjumped, making such "portable storages" more secure would just encourage people to use them more, increase the global output of the economy, and in turn cause inflation, so that Ent would then need to add more money sinks... and, afk-harvesting will become even less exciting.

     

    And finally, if you just want to make bagjumping due to teleport nexus less frequent, it would be just easier to decrease the chance of teleport nexuses, and that's it (ok, I know your proposal has an element of strategy in it - I'm just looking in terms of GNP here ;)).


  7. Normally, with astrology, you have a basic chance +/- the astrology bonus/malus. The average of all the astrology bonuses or maluses is 0 (the only difference is that certain days will be worse, others will be better). With the Skeptic perk, all days will be the same.

     

    But, on average, you will have the same amount of events / breakages with or without the Skeptic perk, only the distribution will be different (uniform at all times with the perk, variable without the perk) so there is no impact on your... ehm... life expectancy. You will have "standard luck", rather than "good luck" one day, "bad luck" another, but luck is still random.

     

    As the description of the perk says: "The Astrology does not apply to you: no bonuses, no penalties".


  8. From our PM discussion, the following possible causes can be discounted:

    • Disabled chat logging in the options (it was enabled, option "Log server messages")
    • Wrong file (the path was the one printed by the client at startup)
    • Out of disk space (9.2Gb free on that partition)
    • Wrong permissions (the file was writeable)

    Moreover, a search with Find of the text of recent chat (our PMs) didn't turn out any result, so it appears that the chat really isn't logged at all, not just in a different place. As a double-check, you might want to verify that in your el.ini file you have a line with "#log_server = 1".

     

    Edit: I had asked if you could post your most recent error log (it is in your EL DATA directory, in a file named error_log.txt); that might - but just might - provide some further info on the issue.


  9. Excellent idea in general terms, and of course the details will have to be worked out, so take your time for testing - much better to put shapeshifting in game "when it is ready" than having too much fine-tuning later on.

     

    Timing. 2 mins + bonus might be a little shorter for more strategic uses of the skill; I would rather go with the special food idea -- with the catch that the special food should be non-stackable, so carrying around substantial amounts of that food would incur a penalty. Something mixed with beehive maybe (very energetic!), or maybe some other food harvestable with high Inorganic nexus - 7 or more -, to make it valuable.

     

    Nexus requirements. I am not sure about the animal nexus for using the tokens: that would make the skill too much "summoner-centric"; encouraging shapeshifting users to become summoners themselves (once you invest a few PPs in Animal nexus, you can as well develop Summoning), so in the end the best producers and consumers of shapeshifting tokens would coincide, which would not encourage trade and interaction.

    I would rather try to separate the two groups to encourage collaboration: either by not requiring a special nexus (after all, summoning stones can be used by anybody), or by requiring a different nexus: e.g., magic (because there is some magic involved) or human (because you need a strong connection to your human side to maintain your consciousness while in animal form). Yes, I am aware that those new uses would be different from the traditional meaning associated with those nexuses, but I think the economic separation of producers and consumers to be important enough to warrant an extension of their meaning.

     

    Creatures. I am not particularly worried about the exact details of the creatures you will be able to shapeshift into: as long as there is a certain variety, players will learn to use those that are more suited to a specific task. Having some unique creature would be pretty nice; I believe the mule is there already.

     

    Death and risk. The consequences of death in shapeshifted state, and under which conditions you can be attacked by others, are important points though: if I shapeshift into a rabbit, can I be attacked by all those that would be able to attack a rabbit? (I'm tempted to answer "yes", that would mix some element of risk into the idea :) and also blend some PK-server kind action in the main server). And, what if I die? Just returning to your standard form seems too little of a penalty to me.

     

    Levelling. It is not clear to me how one should level the skill. Just by buying or making tokens, and then repeatedly shapeshifting into some creature and back to human/etc. form (exp awarded on token use)? Or by spending much time into shapeshifted form (exp awarded every minute while in shapeshifted form)? Or maybe, a fraction of the exp awarded to the shapeshifted creature, in any of their skill, would go to the shapeshifter's shapeshifting skill (wow, that's a mouthfull)? The latter seems a good compromise, as you will gain shapeshifting exp only if you use effectively the shapeshifted form, not by just "doing it" for the sake of exp itself.

     

    Overall. Can't wait for it to be in game! :icon13:


  10. What if you place multiple marks?

    The idea was to always go to the most recently planted one, so you don't need dynamic data structures in the implementation - just a reference to a single marking device. If you don't want to extend the server-side actor structure with such a reference, you can still browse the list of mines and look for the most recent one planted by a given actor (this strategy is somewhat more computationally-intensive, but the lookup should be done only once per use of the teleport ring, so in practice shouldn't make a difference).

     

    As a side effect, the most-recently planted policy guarantees you can use this trick one-way only - you cannot plant devices on both endpoints of a longish trip, so the potential for abuse is reduced.


  11. Another possiblity to weaken the spell, reduce abuse, and provide some cross-class economy: use a mark device, made by engineers, and put in place as a mine or ward would. Then, the spell (magic) or ring (crafting - better in my opinion because it would be a kind of teleport ring, and could also be traded) would teleport you to the most recently placed device of yours.

     

    Catch: the device would be active for a limited amount of time (12 minutes?), then its batteries would run out. So, you could use a single mark device and then multiple recall rings for one-way trips only, and for a limited amount of time - after which, you will have to plant another device.

    Also, engineers would need to buy rings from crafters, and crafters would need to buy devices from engineers, so there would be some money exchange and more interaction between players.

     

    Option: the "range" of a mark device could be linked to the engineering level of the person who planted it, e.g.: eng 0 to 20: local map only; eng 21 to 60: local continent only; eng 61+: cross-continent. This would be consistent with the way mines work, and should be easy to implement (since we already know who planted a mine-like object).


  12. No it just loads like normal saying connecting to server....

    But i have pm'd a mod and waiting for reply.

    The IP you sent me is not banned on the server. I suspect you might have a firewall (on your PC or upstream) blocking port 4000 2000; more so due to your machine also having a local IP 192.168.*.*, which means you are connected to a router (which also provides NAT) which, typically, include such a firewall.

     

    So, if you have firewall or antivirus software on your machine, review its configuration and make sure port 4000 2000 is open. If you have access to your upstream router, also check that, or otherwise ask the network administrator to do so.

     

    Failing that, I can only say your connection attempts do not reach the server (it's not that the server is blocking them), so there isn't much that can be done serverside.

     

    Edit: had the wrong port number in there, right one is 2000 for main server, 2001 for test server, 2002 for PK server.


  13. The absence of those two graphics extensions is harmless; your problem has to do with the inability to reach the EL server on the network. This can be due to a firewall, antivirus or misconfigured router at your place, or maybe you got caught in a range ban on the server, or there is some genuine network (i.e., neither at the client or at the server, but along the way) problem. I suggest you send a forum PM to a mod (you can send it to me) with your IP address, or an indication that you would be using the same computer from which you posted in the forums to play the game.

     

    Considering that most admins are on vacation right now, it might take a few days, but if it is a server issue we should be able to verify and address the problem. If it is a problem at your end, there is not much we can do -- but you could try opening a command shell (Windows, UNIX, Mac) and typing

    ping game.eternal-lands.com

    and include the output in your forum PM. Another useful command, if you have it, is

    traceroute game.eternal-lands.com

    which will also help identify where a potential network problem is.


  14. alright, you have ad 102 103, sum 100, alch 94, pot 79 etc and you say your playing EL for just 1 freakin year?

    no way

     

    Prolly 23 hours a days.

     

    There goes my LE :icon13:

    Not at all, I can assure you Fedora plays short hours -- and even then, most of the time the player is studying hard for exams at the same time (and with a certain success... :)).

     

    Credit given where credit is due, she just plays smartly! :)


  15. Nice job, my friend, definitely a nice job... and not bad for just one year of playing, considering you also got pretty high stats in other respects, as several guys in PK can testify! :D

     

    Congratulations to you, and thanks for postponing this moment due to my trip to Germany! It feels so good being a >FA<mily! :)


  16. Works really fine on a Sony VAIO VGN series (NVIDIA GeForce Go 6200 w/128Mb), under Debian (kernel 2.6.18 and 2.6.24), X and the proprietary NVIDIA drivers. FPS even went up somewhat from the previous client, with similar settings.

     

    Excellent job guys! :devlish:

     

    Only minor glitch I have found so far: when auto-completing names, e.g. /partial<Ctrl-space>, at times it also add a finishing space, others it doesn't. At first I thought it could be linked to multiple possible completions (e.g., autocomplete to the longest common prefix, then wait for more input), but after further testing, this is not the case.

    It is possible this is a feature and not a bug, and I don't understand its purpose (but it seems more inconveniente for the casual user, since in almost all cases, one would need to add a space manually anyway).


  17. Wonderful patch :P

     

    Can we have a switchable size for the mix window too?

    Rather than reducing the size of items, which are already in the "small" version, I would suggest getting rid of rows of empty slots (dynamically, based on how many mixable items one has in inventory). This would reduce the height of the window and save considerable screen real estate for the common case of mass-production (when one has only needed ingredients in inv to maximize EMU and minimize storage transfers), and still allow good visibility and access to all slots for the rarer case when one has more than 12 reagents in inv. Also, this would require no change to the design of other elements in the window.


  18. I'm with Scorpius - new gods in the game, and a character for each, to be used for special events.

     

    Also, this could be a nice opportunity to differentiate the relationship between Gods and their followers. The new gods should not necessarily provide just an exp bonus and a blessing; they could also provide different forms of bonuses (or maluses). For example, Alchemy is already a skill most people has well developed; there is probably no incentive to have an exp bonus in Alchemy. On the other hand, a follower of the God could get as bonus, say, a decreased failure rate when mixing alchemy item (or, a marginally better chance at making enriched versions - but we already have the arti cloak and perk for that, so I would go for the first). Similarly, the bonus for harvesting could be to lift the number of exp'ed harvests per hour from 120 to 144 (a 20% bonus, but you have to harvest more for it), instead of increasing the exp received for each harvest by 20%.

     

    In short, I would like to see the system asymmetric, so that choosing which god to serve is not just a matter of deciding which skill you want to develop, but also to assess the usefullness of different forms of benefit.

     

    Havin said this, I'm all for implementing the missing gods whatever their reward to the followers will be - if only to fill a hole in EL's role playing background! :pickaxe:


  19. FR - taken at the beginning of the game, loved it since then.

    SD - taken when I was able to do my own rings, and needed PPs to get Human 10 (yes, you know what for). Only regretted a couple of times, when I would have liked to quickly go to IP for mod-related issues, never otherwise.

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