Jump to content
Eternal Lands Official Forums

Usl

Members
  • Content count

    620
  • Joined

  • Last visited

Posts posted by Usl


  1. 3.) a searching-function over all market messages.

    This role is in part served by Rraisa: type /rraisa buy <item> to get a list of bots and market messages about selling the <item>, or /rraisa sell <item> to get a list of bots and market messages about buying the <item>.

    Of course the matching is imperfect, since messages on the market are written by humans, but Rraisa tries to recognize common abbreviations such as "efe", "srs", "PV", "we" etc., and also assign different scores to lines with "sell", "selling", "WTS" or "buy", "buying", "WTB" and the like.

     

    If I remember correctly, it was limited to the last 500 previous market messages, maybe it is time to raise that limit (now with many more bots on the market, 500 messages are no longer 2 hours of real time, which seeemed a good compromise back in 2007 when Rraisa was first deployed).


  2. Definitely an improvement. Maybe we could also remove the health bar (it doesn't make much sense at character creation; plus, not having numbers shown, it really conveys no meaning to the user). And maybe, the default name should be "NewPlayer" or "YourCharacter" instead of just "Player"? The latter does not imply neither the need for customization, not the fact that at this stage, that character is YOU.

     

    Good job so far (as always)! :)


  3. Interesting suggestions; I will just add a few comments:

     

    5. walk (attack/chat/trade by occasion) should be default; use, use with, look should be not permanent - after one use the icon walk is active again.

    Actually, I think you can decide what the default is with the bottom-row icons; these are scarcely used though, since right-click is the most common way to switch cursors among players. Look is indeed used rarely enough, but there are a few cases (e.g., when exploring some new room for clues) in which you eye-click on everything, and having it return to walk automatically after each and every click would be inconvenient.

     

    6. if you click to attack or chat the character should got the animal / npc automatically.

    9. increase distance to see creatures.

    10. trees shouldn't catch mouse-click for walk-destination

    These things have to do with how you interact with your environment. I agree that they would all be pretty convenient, but would also make the game more 'boring' so to say; in my opinion, they serve a useful function. In fact, in EL the combat itself is pretty much automatic - you don't have to drive every hit or defend by doing something. So, the player's ability is directed towards the maneuvering prior to combat. You are a good player if you can outmaneuver your opponent. This is also part of the reason why all players and monsters move at the same speed. It would be pretty boring otherwise: you would catch all animals slower than you, and you would never catch any animal faster than you. Not much space left for the individual player skill.

     

    As for visibility, this has to do with your Perception cross-attribute: as you increase it, you will be able to see creatures farther away. The issue with trees has to do with a way to simulate, in-game, the difficulty you would have for real in moving in a wood or jungle. So, the trees are there not just for look, but also to provide a more difficult terrain to play into.

     

    7. available / running quests should be indicated over health bar of npc - at least for the tutorial npc.

    I agree, the quest system needs to be revamped. It was good for when we had 5 quests in the entire game, but now with dozens of quests and more coming at all times, the whole system (NPCs, quest lists, logs, etc.) could use some more advanced technique. Now, I think just having a big floating quest mark over all quest NPCs would make things a little too obvious, but there is scope for thinking at something more subtle - maybe, an indication for "open" for NPCs with quests you have already started, and of "done" for quests you have completed (so, daily NPCs would be "open" at all times)... or a hierarchical list of quest steps...

    Anyway, actions have been taken in this direction; server-side markers for the tutorial quests are a first step, and filtering etc. has been added to the Quest log. I hear other improvements are in the works, and any good idea is welcome!

     

    8. all bots should say 'type /botname help' by using trade-icon - not only 'use buy command'.

    This doesn't bother me much personally. They COULD do easily (and I think most of them will send you a PM when you trade with them), but this is something that the various bot owners have to do themselves. Bots are not part of the game, their code is written by the various individual hosters/owners. I agree that it makes life easier, so it's a good suggestion for bot developers.

     

    11. sizable font for npc-dialog

    Also good, and I believe there was a patch for that somewhere in the code; maybe it will be added in the next release. However, since each screenfull of text has to stop at some meaningful point in the discourse, the total amount of text that is displayed cannot be altered. You would have: larger font -> larger window, smaller font -> smaller window. Not earth-shaking, but that's how it is...

     

    ... at least some praises:

    maaany items, creatures, maps etc.

    walk by click on map - excellent.

    coordinations - useful.

    ... and last but not least - free.

    ... and I would add: multi-platform! I would not be here if this was a Windows-only game! :icon13:


  4. Hello all,

     

    while preparing stuff for a possible Android client, I wrote a little widget to keep me notified of current EL time and any special day that might happen. It uses information from Trinitybot (at http://trinity.el-bots.zapto.org/), and was inspired by bluap's similar applet for Gnome (https://launchpad.net/el-time-applet).

     

    This is just a first version, I would be grateful if some of you with an Android phone could test it a let me know of any observation/suggestion they might have (by posting in this thread). The plan is to have it in the Android Market in a couple of weeks (that would also be a nice promotional opportunity for EL).

     

    If you are reading the Programming forum, I trust you know how to install applications on your phone; the package is available at http://filebin.ca/ecdtq/ELTime.apk (you can directly go there from your phone's browser and install, or download and transfer via USB or Bluetooth to your phone, then install).

     

    gallery_26967_17_4963.jpg


  5. maybe you can do all us all a favor and come up with a macro that automatically updates any changes in your guild's membership directly into a bot ban list.

    Rule 28, no macroing, automating, scripting. You got to hate people in person. ;)

     

     

    Note: for those of you who might have doubts: yes, it is a joke.


  6. I am looking for a game that doesn't require that I spend 5 hours a night for a week to feel like I accomplished something.

    This game isn't for you.

     

    Let me clarify this quote a little. In WoW, it takes about that long to get to level 70. Basically, there's no interaction between players until level 80. What I am talking about is accomplishing something, anything. Whether it be a level, crafting an item, finishing a quest. In WoW (until the new expansion I suspect), the world is a barren wasteland until you get to where the level 70+ are. You don't feel like you've accomplished anything until you get to that point.

     

    What I am looking for is a game that I can sit down and play for an hour, or 6 hours and say "Hey! At least I got X done.".

    This game is for you. :D


  7. till now i found only alt+x to quit immediately. why isn't there a main menu icon?

    Because all you have to do is close the window with the X

    what means: no logout necessary. (?)

    Correct, there is no need for an explicit logout. You could as well pull the cable from your Internet connection, and it would be essentailly the same. Turning off power entirely is a little bit harsh, but from the point of view of the server, quite acceptable (don't do that!).

    In short, just close the window, nothing else is needed. Alt-X, #exit etc. are exactly the same as closing the window.


  8. thanks but i still cant see the details cuase my screen is small.

    In the Options window, in the Video tab, you will find a Video Mode entry, with a list of possible screen resolutions. Choose one that will fit your screen, and you should be ok. If none of the standard resolutions suits you, you can always set "Userdefined", then in the two gadgets below (Userdefined width and Userdefined height) you can enter your own values.

     

    Alternatively, also in the Video tab, you can set "Fullscreen", although that is known to have problems with certain hardware/drivers combinations.


  9. It seems you can't connect to the game server; usually this is due to an antivirus program or firewall blocking port 2000 on the host game.eternal-lands.com. The problem could be on your own machine, or at your router/ADSL modem/etc., or even at your ISP.

     

    To confirm the nature of the problem, try opening a command line window (it would be just a shell on Linux, or a Command Shell on Windows, or however it is called on Mac) and issue the command

     

    telnet game.eternal-lands.com 2000

     

    If you get a greeting message, it's a different problem. If you don't get anything (beyond "trying to connect to..." or such), then probably the cause is as stated above. In this case, try to identify and disable the piece of software that is blocking the connection, or at least allow reaching that particular port and host.

     

    Let us know what you get!


  10. With all due respect to the forum rules I feel the need to post a reply on this thread because I feel that the information I am going to give is valid to the issue at hand.

     

    If someone like SW went on the way he did fooling people for so long then ripping them off to turn a profit, I feel as if his plea to get back into the game at a later time would result in the same type of issue. If allowed to come back in he might just do what he said to make himself appear as a changed person only to do the same exact thing to some other guild down the road and turn a profit irl at the expense of others. Even though knowing it would result in a perma ban, he would still be building his ego by pulling off another scam.

     

    I feel this information is valid because I would really hate for anyone to have to go through what LNX did because this guy likes to try and charm people with the things he says. If this information isn't considered valid to the moderating team then I apologize now for posting here.

    Honestly I don't see any information in that, although of course I understand your feelings.

    While waiting for a forum admin to wake up and clean this thread, it might be worth restating that:

    1. abusing the trust of the good guys at LNX is not a violation of the game rules, and so no punishment goes with it. Of course, players are free to shun off and obstracize the culprit at will;
    2. scamming a bot into giving incorrect change is not a violation of the game rules, as long as the bug is in the bot, and not in the server. There is still some discussion ongoing at a technical level, but so far no punishment was attribuited for that.

    The reason why Spartan_Warrior is currently banned is a very classic form of illegal multiplaying (Rule 5), not the scamming. Personally, I think all he is proposing above verges on a form of "cruel and inusual punishment", since other cases of illegal multiplaying are normally dealt with by ban period+possible storage wipe. But the detailed judgement on the case lies with the moderator that handled it, namely Aislinn.

     

    If my assessment is incorrect, I apologize for the confusion and trust I will be corrected soon.


  11. I am writing and proofing a reply for aislinn but for now can confirm that afaik you can't spam gm/channel posts/local faster than once a second. With pm there is an exception.

    We did some test yesterday, in various conditions of #ping; you can manually send 2/3 PMs per second (via Ctrl-Up), with some dedication this could be maybe 4/sec. Anything beyond that would lead to a serious suspicion of macroing. In the case at hand, all evidence points to the 'spamming' being done manually (so, no macroing).


  12. If you can get to a command line, try

     

    telnet game.eternal-lands.com 2000

     

    If you can connect to the server and get a welcome message (followed by misc gibberish), then you can reach the main server. If, as I suspect, the command will be stuck with no output, then you have a firewall or antivirus at your machine, or router, or ISP, that is blocking port 2000. In that case, you can try to configure the firewall/antivirus to open port 2000 (at least to that particular machine), or maybe try to use a proxy service (there is a pretty efficient one offered by Learner) so you can access the game at another host/port.

     

    Let us know if it worked!


  13. I would be very happy when you can unbann him.

     

    I will unban Drapter BUT I want you to play strictly by the rules from now on. You know that macroing is illegal. Having multiple characters that help each other is also illegal. You might want to read the entire text of the in-game rules - I know there are many of them, but read carefully at least rules 4, 5, 21, 28. If you have any doubt, please ask before doing anything strange: the #help_me command can be used for this purpose. I am also willing to explain to you what can be done legally in the game and what can't, if I am online.

     

    In consideration of the long period of banning, and of the levels and storage of Drapter, I am not clearing your storage. But rest assured that in case of further violations of the in-game rules, Drapter will be banned forever.

     

    If there is some part of the text above that is not clear to you, please ask once you are in-game and I will try to explain in easier terms.


  14. I just completed the Manufacturing tutorial.

     

    Great quest, lots of planning required, and most importantly caused me to deplete several years' worth (literally) of compulsive hoarding. I consider 9 extra free slots in storage (all for rares) as part of the reward! :-)

     

    Cost is staggering though; ingredients alone are 1.335Mgc, if you add books, saving stones, failures (including my mythical "failure" of mixing and poofing an Eagle Wing of Extra Damage in the school when just an Eagle Wing was required by Bruno), etc. the quest will more probably be around 1.6-2.1Mgc. The experience gained was for me around 1.5 levels of manufacturing, which at the levels required to complete the quest is not bad at all. As for the perk... we will see!

     

    Thanks for keeping me jolted at every "Mix" (and a couple of disastrous "Mix All" out of habits :P)!


  15. I am afraid the "boring" quests are the reason why the reward for the "good" quests can be so good. By forcing you to do the boring ones, the time spent on quests and their rewards average over the long run. If you could skip the "boring" ones, the average would be skewed up (you would only do those with good time/xp ratio); to keep things balanced, the reward for the "good" quests should be seriously reduced.

     

    Paying to Haidir just the quest money would be peanuts - often, a few 100s gc, which are certainly not the reason why people do these quests - a much higher (i.e., 20x) "cancellation fee" would be in order.

     

    Or, if you decide to skip a quest, you could be banned from taking more for a RL week or so (a month in EL), since Haidir will eventually find out that you lied to him! :)

     

    Doing a test on Charme is also a good idea, if Charme were used in-game as a general indication of charisma when interacting with NPCs (i.e., to get discounts at trade NPCs if you have high Charme). Unfortunately, it is used essentially for summoning, so that kind of test would give an unfair advantage to a certain class of players (pr0 summoners) without any particular reason. The social view of Charme would have been nice though! :icon13:

     

     

    P.S.: @Anamir: Your English is pretty good, no worries!


  16. Do we really need the hover-over text? It says the same thing, and the regular text is self explanatory.

    It's probably not that important in a game, but the hover-text is used by screen readers for sight-impaired or blind people to navigate the site, so in general is a good thing to have even if it's just the same text.

    Although I don't think any blind person would be able to navigate the forum in any case; it's too complex a page for any screen reader that I know of...


  17. I was hoping for you to be able to do that and also see what the guild's input.

    I would consider using #GM or a guild forum for that. "Guild's input" might be much more articulated than a single bit of information (e.g., "The guy has a feud with JLenkins32, but has helped Legolass recover a DB once, and in general is fun to have around for a chat, although I recommend not buying Pickaxes of Doom from him as in my experience they break more often." ... :D


  18. (@ Usl: On my Chromium install they show up (albeit not quite in the right places, same as Hussam's Firefox), odd. Why use that naughty Google Chrome when you could have Chromium or SRWare Iron anyway :P )

    Then it could be a different problem, having to do with the format in which that particular graphic is stored. I had to hack a few of the graphics libraries to run on this 64-bits system, and at times images don't show up as they should... :whistle: Will hack a little more and let you know the results.


  19. looks great. apart from one small problem. under firefox 3.6.10, the header links aren't exactly over the correct icons

    gallery link is over 'shop' and shop link is just to the right of 'shop'

    Screenshot.png

    Oh that's an interesting piece of info! On my system (Google Chrome 8.0.552.0 dev) the labels can't be seen at all:

    Newskin.png

     

    Also, in the "View New Content" view, the title "New Content" appears in black over a brown background, which is not well legible, maybe you might want to change the colour a bit.

     

    Apart from those glitches, I greatly like the overall look! Adding a bit of blue (sky and water) after all these years of green and brown (forest), is a welcome change! :icon13:


  20. While the use cases presented above are totally reasonable, I think individual colouring would make guilds (as a in-game concept) even more irrelevant. Having a single 'judgement' for a whole guild, actually makes the decision about which players to accept (from the guild's point of view) and which guild to join (from the player's point of view) an important one, because you know that reputation will be shared among all your guild members. This gives a sense of unity, or purpose, and possibly a policy to the guild.

    If you have only a strictly individual reputation thingie (as embodied by the tag colour), there would be no sharing of a common 'good name' among guildies, which I think would be socially detrimental to the sense of community.

     

    In short, I am in favour of having guild-wide tag colours applied to entire guilds, i.e. exactly the current system.

     

    However, we could have a parallel system whereas each individual player can assign a colour or icon to another individual player. This could be done totally client-side, and it would be relatively easy to implement (i.e., the same mechanism we currently have for #ignores, with a file listing players and icons/colour). Choosing individual colours would have a slight side effect in that we must make sure that no confusion can arise with NPCs, bots, Gods & Demigods, Invasion creatures and PKable characters, so the choice of colours can be limited. If instead we go with icons, we could re-use the buff system (that is, the one used to display the various "shield" spells) and add more icons: heart, fist, bag, etc. It would clutter the display a little, but it has the advantage of being configurable already (i.e., size for such icons can be configured locally).

    As for all local settings, it would not be saved on the server, so it would be up to you to copy the relevant files over to a new machine. Yet, this is not different that what we have now with Quickspells and such, so I think it would be acceptable.

     

    If the idea has support and is approved, it could be implemented rather quickly, I guess.


  21. Cape of No More Experience, just like NMT cape it wouldn't break, after all it's not a great thing to use it. It would not allow for any a/d experience to be added during quest completes, combat, etc. So you can still kill mobs, get magic experience, and stay within your instance/invasion level. I can't see this having any demand outside of attack and defense skills.

    I feel your pain, having recently been thrown out of the 100-120 instance with no prospect of surviving the pr0 one for quite a while... but what when everyone stops levelling this way, having almost-capped the instance or the arena he is most comfortable with? It would be like having only four levels in the game: 60, 80, 100, 120. What is worse, the more people accumulates just below the caps, the less incentive you would have to unwear the cape and "topple over" - only to find yourself the only guy with 101 in a land populated exclusively by 120? Nobody would want to do that, and it would encourage a general standstill of the game (well, as long as fighters are concerned, that is).

     

    Not to mention, how the "right" spawns for those levels would be horribly crowded, with people still needing to farm whatever they train on for gc (otherwise, how do you get all those equipment, essences, potions to burn?), with most others being empty and unused.

     

    So, while I would have liked such a cape for me, I'm afraid it would not be that good for the game as a whole...

     

    Just my opinion though.


  22. Well done! :-)

     

    As for the configuration file, you actually can change the host and port where to connect - just, not from that file. I think the #server_address and #server_port are no longer supported (they used to be, up to client version 1.6 more or less).

     

    The new (and more flexible) system is as follows: you have a file server.lst in your configuration directory; non-comment lines inside it have the form

    ID            Config Dir      Address                 Port    Description (to be used for server selection window)
    

    For example, the main server is configured as

    main            main            game.eternal-lands.com  2000    Main game server
    

    whereas Learner's proxy (a well-known and reliable proxy service explicitly geared towards EL) is configured as

    lrnr-main       main            proxy1.other-life.com   443     Learner's redirection service for the Main game server
    

    You can just add an entry for your home Linux box in there, and then run the EL client with a single argument, being the ID you assigned to your server (e.g., home-proxy).

×