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Sanga

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Posts posted by Sanga


  1. Knowledge is something you gain and retain, not something you rent per hours. You could think of renting tools such as alembics, vial molds, etc. but knowledge ? Looks weird to me.

     

    Remember, this *is* a fantasy game. So instead of books, have "Crystals of Knowledge" that give you access to the knowledge, but only as long as you have the crystal. Or a "Spell of Knowing" that grants the knowledge until the spell fades. Such gimmicks are hardly unheard of in the fantasy genre...


  2. The idea sounds pretty good as is, but here's another variation on that theme:

     

    You go to a library, and "check out" the desired book. Have both public (no fee) libraries (with a very limited selection, of course) and private (fee based) libraries (which could specialize in a particular skill).

     

    Once you check out the book (no reading time), you have access to the associated knowledge... but with a substantial negative to the associated skill level when using that knowledge. The rational behind this is that you aren't working from your own knowledge, but have to keep consulting the book while working.

     

    The penalty puts some practical limits on how people can use these books - no use checking out that "S2E of Fire" book if your manufacturing skill minus the penalty is too low to have any real chance of making one. The penalty should be variable depending on the book - a percentage of the recommended skill level for using that knowledge (25% ?)

     

    And if you're thinking "that would still be too easy" - while using the knowledge associated with the book, there is a very small chance that the book will be destroyed (After all, if you have the book sitting there open on your workbench, an accident is always possible). In which case you would not be allowed to check out any other books at that library until you provided the library with a replacement. Which could get expensive...

     

    And one other limiter - while you have a book checked out, your normal research freezes until you return the checked-out book to the library (though if the book is destroyed, research would start up again).

     

    This type of implementation would create risks for using the libraries (there are no risks with the original idea, just clearly defined costs), but I think there are still enough benefits that people would still do so.


  3. hmmmm playing devils advocate here ... is having drugs ingame a kind of image that w uld be good for EL :)

     

    It is OK to buy a huge sword and ram it through a panda, or bring long dead animals back to life, yet somehow morally wrong to drink a potion?

     

     

    hmmm well last time I looked the world didnt have an over abundance of " rapier wielding panda killers" :) but does have a major drug problem .

    As I stated I dont have a problem with drugs etc being in the game, I was just asking if it might give the game the wrong image ?, and wether it is right or wrong people do view virtual drugs as BAD and ebul compared to virtual bear killing.

     

    I think you're getting hung up on the word "drugs" - for instance, if Entropy had called them "enhancement potions", would you still be as worried about EL's image?

     

    We ALREADY have drugs in the game. What else would you call potions of evasion, or potions of accuracy? The only difference is that they don't have a potential negative side effect (although maybe they *should*). Or True Sight potions, which are an odd case where the "negative side effect" is the main reason people use them.

     

    And the reason the world doesn't have a problem with "rapier wielding panda killers" is mostly do to:

    A. A genuine shortage of panda's in the real world. :P

    B. The fact that anyone trying to kill one with a rapier would probably wind up as "bear chow". :P


  4. What about just seperated by NPC that the quest started at?

     

    Same problem - unless the server tells the client the name of the NPC who started the quest, the client has no way to tell what name to file it under. It would *still* require more info from the server than is currently provided.


  5. That would require modifying all the quest dialogues.

     

    The question is: how much actual work is involved in changing those dialogs? Depending on exactly how those strings are stored, it could be possible to handle all of the modifications with a few "sed" and/or "awk" commands. Or as bad as having to manually edit a whole slew of quest-related files.

     

    Since this is server-side, it's entirely up to you whether or not it actually constitutes "too much" work.


  6. Any idea how that would be implemented? How does the client know which quest is which? How can we add more quests without a client update?

     

    Just throwing out an idea here:

     

    1. Modify the messages that the server sends for quest-related messages, to preface them with an identifier for the quest (and the name of the NPC). For instance, for messages in involving the "Seridian Journey" quest, the message would something like

    "<marker>Seridian Journey<marker>Wraith<marker>message text"

    where "<marker>" is some arbitrary marker/separator character, like <TAB>, that won't appear in the normal text.

     

    2. Modify the "questlog.c" file to read the entire file, setting up a separate buffer for each quest as it's encountered, and putting the text into the appropriate buffer based on that identifier string (have an "Unknown Quest" buffer to handle any messages in the file that don't have the identifier. Then, combine the various buffers into a single buffer for actually displaying the now-sorted-by-quest info (adding some extra lines to identify the various quests. Here's a rough example of what the final buffer would look like:

    **************************

    ***** Tutorial Quest *****

    **************************

     

    Tutorial NPC: First, I want you to go collect some flowers...

     

    Tutorial NPC:: Now, go to the various inns...

     

    ****************************

    ***** Seridian Journey *****

    ****************************

    Wraith: You should go on a journey of knowledge...

     

    Next NPC: Next, go to....

     

    Next NPC: Ok, now go to ...

     

    This would be far from perfect (you'd still have to scroll around to find a particular quest), but at least it would be organized.

     

    A somewhat more sophisticated expansion on the idea: Convert the text into some sort of XML structure, and then use something like the Encyclopedia's interface - the first page would list all identified quests, and clicking on one would bring up the buffer for that particular quest. Not quite as slick as adding a new tab for each quest, but probably easier to do.

     

    The first idea (just sorting by quest) appears to be pretty easy to implement.

     

    Any comments?


  7. Why are SRs mentioned so much and BRs aren't?

     

    They are very similar ingredients, and EMU total, and BRs give you a little more XP.

     

    Two words: market value.

     

    SR's are a high-demand item. You can easily sell 1K of them on the market channel, and you can usually find half a dozen bots that will buy them in 100-500 qty. So with SR's, you not only get the exp from making them, you get the GC from selling them.

     

    In contrast, BR's are a very low-demand item. Trying to sell 1K of the on market channel is nearly impossible, and I've yet to see a bot that will buy them at all.

     

    So while BR's are slightly better exp, SR's are both good exp and *profitable*. For most players, that's a combination that's hard to beat.


  8. I've looked all over the forums and did not find this suggested, so if it has already been suggested then forgive me.

     

    I'm not sure how the guild ranks are stored, but currently there is no way to find out what rank people are in the guild other than using the #rank command. What I feel should be done, if possible, is to make a command that allows guild members to search for a certain rank and have it show them everyone who is that rank. What would also be nice is if using the #list_guild command would show the rank of each person next to their name.

     

    If there is already something like this then I guess I've been gone too long and missed it.

     

    First, as suggested, have the person's guild rank show in the "#list_guild" command. Then, add a regex to the command, so that "#list_guild 19" will list all lines that have "19" as part of the line (similar to how "#storage ..." commands work). You'd get some false hits (with characters names such as "UberLeetPker199" or such), but for the most part it would meet your requirements without requiring too much effort on the part of the devs (the regex stuff is already there, after all).

     

    If an effort is made to modify the "#list_guild" command, I would like to suggest another addition - have it show an asterisk for those who are currently online. Yes, I'm aware that Gossip can provide this via the "guildies" command, but she sometimes takes a while to realize that a person is now in a guild.


  9. That's a workaround. And not perfect.

    Sometimes I'll agree that existing methods work well enough; but in this case, I think sending the full description for storage and possibly also trade items would be better.

     

    I don't know how difficult it would be to pull this off, but what about having something like a double-right-click open up the encyclopedia page for the item under the cursor?

     

    Just a wild thought...


  10. Well, now I feel stupid :)

    See, she checks what items are when the trade partner clicks accept. But she doesn't add coins until after that. So she doesn't look to see what she just put in, and hence, she's still waiting to find out what it is...

    Sigh. Sorry about all this. Hopefully it's all fixed now (if not, a workaround would be to accept, cancel your accept, and accept again, she'll see her own offerings that way)

     

    I hate to tell you this - not fixed. I got exactly the same results as before (selling 500 FE's this time).

     

    I *was* able to complete the sale, by using the "cancel Accept" and "Accept again" workaround.


  11. But her "accept" remained red - it looks like she never sent the "accept trade" message to the server after putting the gc into the window. If I were confusing her, I wouldn't expect the correct amount of gc to appear in the window.
    Okay, that means that, for some reason or another, she didn't figure out that the cash had been added to the window. Hopefully I'll find out why if this happens again (since I haven't really fixed it, just added more messages, it seems unfortunately likely).
    I'll try selling something to her the next time I get on, and see if I can duplicate the sequence. I hate not being able to sell to Vakana (she's pays very good prices on many items), so I'll gladly help in sorting this out.
    Yay :bow_arrow:

     

    I just did a test. Here's the exact sequence:

     

    1. Initiate trade with Vakana

    2. Place item to be sold in trade window.

    3. Click on Accept. My accept turns yellow.

    4. About a 2 second delay, then appropriate amount of gc appears in Vakana's side of the trade window.

    5. Nothing else happens. Her "accept" never turns yellow.

    6. After about 30 seconds, I abort the trade.

     

    I made 3 attempts. The first time, with a single FE, moving at "normal" speed. The second time, with a single FE, allowing 5 seconds between each of my actions. The third attempt, using a Serpent Stone, allowing 10 seconds between each of my actions.

     

    The gc amount placed on Vakana's side of the window was correct for each of the three attempts.

     

    With the same results for an EME, and FE, and a Serpent Stone, it's a pretty good guess that the item makes no difference. I simply can't sell anything to her.

     

    Hopefully your log file will show something that provides a clue as to the problem.

     

    Let me know if you need me to do another test.


  12. First up, thanks for reporting it, many people don't report problems and hence they don't get fixed.

     

    I'm guessing the problem is that you were going too fast for her.

    I had to add some protection against that recently, because someone putting items in/out of the trade window too quickly tricked vakana into mixing up item names (Yeah, I really do have better things to do that try to protect my code from spamscams, like making EL better, but does that stop people? No...)

     

    However, vakana's logs don't quite match what was reported in the first post: you opened trade several times without any trade happening, which can raise a warning; she did send a PM to you saying she was adding it up; and she either didn't seem to get a message from the server about adding the cash or her list of items was otherwise messed up.

     

    I've added some more messages; both PMs when there's trouble as well as details in logs that I can check through; but I'm not sure that I can do more to fix the problems than telling the users when she gets confused. Perhaps if it happens again the extra logging will help me find the cause.

     

    To clarify - I made a number of attempts to sell to her. The first few (2 or 3, I think), I put the item in the trade window, and waited for her to put up the cash (i.e. the behaviour for most bots, and I believe the way she used to behave). When she didn't put the cash into the trade window, I aborted, which accounts for those "no trade happening" events.

     

    I didn't mention those aborts in the message because they were purely user error - I was expecting Vakana to act like most of the other trade bots, and put up the cash as soon as I put the item in the trade window.

     

    I then went and sold some other essences to SilverLeaf, and then came back to Vakana. For those attempts, I actually read her message about having to click accept after putting the items in the window, and for those attempts the sequence of events was as described in the initial post.

     

    I do *not* believe that it was a case of my going too fast. I would put one EME into the trade window, and click my "accept", which turned yellow. She then totaled it up, and put the appropriate amount of gc into her side of the window. But her "accept" remained red - it looks like she never sent the "accept trade" message to the server after putting the gc into the window. If I were confusing her, I wouldn't expect the correct amount of gc to appear in the window.

     

    I'll try selling something to her the next time I get on, and see if I can duplicate the sequence. I hate not being able to sell to Vakana (she's pays very good prices on many items), so I'll gladly help in sorting this out.


  13. I was trying to sell some enriched essences to vakana today, but I couldn't get the transaction to finalize:

     

    1. Initiated Trade.

    2. Put Essences to sell into window.

    3. Click on Accept

    4. The correct amount of GC appeared on vakana's side of the window.

     

    And that's it. Sat there for a minute, and nothing else happened.

     

    Is there some command required to tell vakana "The gc is acceptable, now finalize the trade"?


  14. I thought of a new positive perk the other day.

     

    Something like "Stone Hands" or "Metal Hands."

    I prefer Stone Hands.

     

    Originally I thought "Pickaxe Hands" but I couldn't

    picture holding anything with pickaxes for hands.

     

    But hands made of Stone or Metal, you could:

    -HARVEST ore, coal, & sulfur WITHOUT A PICKAXE OR GLOVES.

    -Of course, your hands couldn't break...

    -So you would need to spend a few pick points and a load of cash.

    (The price would be up to the makers, of course)

    -You should still be able to hold weapons, shields, & wear gloves (as armor/weapon).

     

    Let me know what you think.

     

    Call it "Ironfist".

     

    In addition to the harvesting aspect, it should also add to your base damage when fighting without weapons. This can be considered either a plus *or* a minus - for training purposes, you want to do as little damage per hit as possible, so having this perk would reduce your attack exp when fighting without weapons.

     

    That said, it's a pretty valuable perk. Just the benefit of not having to carry spare pickaxes would make harvesting most metals/minerals somewhat easier. To balance this a bit, code it so that if a player with this perk hits a "pickaxe break" event, they get a "radon pouch" event instead.

     

    It would have some effect on the economy - those bots that make money by providing pickaxes near mining sites or to antis would lose some business. But since these items aren't actually manufactured by players, it should be a minor effect.

     

    I'd say 5 pickpoints and 50k gc would be about right...


  15. Auctioning: 1 Reason Removal Stone

    Starting bid: 10K

    Prefer GC, will accept metal bars (at the price NPC pays for them).

    Buy now price: 50K

     

    Auction will run until 12:00pm Friday (Mountain Standard Time), unless somebody meets the Buy now price.

     

    Please include your in-game name with all bids. My in-game name *is* "Sanga"

     

     

    *** Auction closed - found a buyer in-game ***


  16. On a related note:

     

    I don't mind the breakage rate so much. What's really annoying is that it's getting hard to find anyone selling Vial Molds. It used to be that there would be 3-4 bots that reliably had 1 or 2 in stock at any given moment. Right now, I've checked every bot I can find, and none of them have a single Vial Mold for sale. And finding them direct from other players is basically a matter of chance - being logged on at the right time.

     

    So if the breakage rate remains the same, could the devs please add an NPC seller for Vial Molds? Price them well above market (6K or so), so at least anyone who really needed one for a project could find one.


  17.  

    And oh..its ofcourse under alchemy, lol..soap is usualy chemical..aint it..?

    Unless yuo make a natural soap..*sighs* but that would go too far I'm afraid ..

     

     

    The ingredients for Lye soap are "lard" (rendered pork fat) and "lye" (extracted from ashes), boiled while frequently stirring.

     

    We don't have "lard" or "pork fat" to work with, but we can substitute meat and not be too far off the mark. So:

    1 Raw Meat + 1 Fire Essence = 1 Lard

    1 Ashes + 1 Water Essence + 1 Fire Essence = 1 Lye

    5 Lard + 1 Lye + 1 Fire Essence = 1 Soap

     

    Though as to whether this should be Alch, Potion, or Eng I haven't a clue.


  18. Suggestion for a new item:

     

    Item Name: Flash Bomb

    Skill: Engineering

    Level to make: ?? (Relatively high)

    Ingredients:

    1 enriched fire essence

    2 quartz

    5 mercury

     

    (Note: The last should *really* be magnesium, but that's not in the game, so I subbed in mercury)

     

    Effect: When used in combat, 70% chance of temporarily "blinding" other characters/creatures.

    "Blinding" effect = 3 turns paralysis + 3 turns -10 defense.

    5% chance of a "backfire", causing the same effects upon the character using the device.

     

    Note: I *do* mean for this to potentially affect your own allies and summonses! A person throwing such a device would know to shield his/her eyes, but wouldn't be able to warn allies for fear of alerting the enemy. And animals/monsters wouldn't understand such a warning anyway.

     

    The "backfire" would be a result of an erratic timer in the device, causing it to active a little sooner than expected. And it would be quite possible for both the user AND the target to get hit by the effect!

     

    The combat effects are reasonable - having a bright light flash in your eyes would render you incapable of attacking, and make defending yourself very difficult.

     

    Such a device would, among other things, provide an effective counter for Pkers who use the "summon lotsa tigers 'n' bears" strategy.

     

    I specified the EFE to keep such devices rare and moderately expensive (5K or so, I'd guess). That way they wouldn't become a standard use item, but rather something to save for the right circumstances.

     

    Implementation would involve a modification of the existing "spider paralysis" effect, with the addition of the temporary defense decrease. Client side would need some sort of eye candy, but some of the harvesting events graphics aren't too far off.

     

    Comments, anyone?


  19. OK so does anyone like the idia? I mean I see what you all are talking about and let me re-frase it.

     

    1) Player buys iron long sword (500gc)

    2) Player buys scroll of lighting. (100gc)

    3) Player mixes ingreds to make iron long sword (Lighting Effects)

    4) Player sells sword for 700-800gc.

    5) Buyer has effetcts on sword until he atacks or ettepmts to put it in his storage.

     

    I see no problem with this. Somne mentioned somthing about "potion of lighting" Um... I said nothing about potions. I said "Vial" Vial of blade poisen. And personaly vote that we do not make a sword that has poisen on it. We could have scrols. Scroll of mana burn. Scroll of life drain. Scroll of fire. etc. There are a few minor problems as there is with everything. If you see a problem other than what I said here post it and let me know. Untill then cya.

     

    P.S. The weapon should have some sign that ii has a magic affect. So players have a chance to see what they are up against. I sugges that the tip of the sword changes color with diffrent effects. E.g. Red tip for LIfe drain.

     

    The dripping sound you hear is from the scammers drooling at the thought of this. Imagine all the newbies they could scam into buying their "Iron Swords of Lighting" without realizing that the effect is temporary... ;)

     

    If you want special effects, attach them to the *character*, not the *weapon*. For instance, you "use" the "Scroll of Lightning", and for x number of minutes you have a lightning effect added to your attack.

     

    Or have a "Medallion of ..." that adds an associated elemental/poision attack to your normal attack.

     

    I *do* like the idea of having "Scroll of ..." for the various spells, but to use directly, rather than attach to a weapon. It would be nice if a player with a relatively low-level magic ability could use a "Scroll of Magic Shield" or some such. Why not - it's just a magical counterpart to the summoning stones. And making the scrolls would make the magic skill useful for generating GC.


  20. Whats this? Are outhouses going to be harvestable resources now?

    :o

    Surely you'll need the "Antisocial" perk to be able to do this job...

    :D

     

    Actually, that sounds like a neat idea. Have one of the harvesting events for dung be "You slipped and fell in", at which point you become temporarily Anti.

     

    Have it last until the start of the next hour, or until the player walks into an area where it's raining...


  21. I've seen a lot of "cool" ideas in this thread, but as stated by Entropy most (if not all) of them would require tons of effort on the part of the devs to actually implement. Personally, I'd rather have them working on more basic gameplay elements than implementing some off-the-wall cool idea.

     

    That said, here's an idea for something that might be possible to implement without an inordinate amount of effort on the part of the devs:

     

    Ring of Random Harvests: When used, for the duration of the current hour, all harvesting (regardless of what you're trying to harvest) produces one of the following:

     

    Hydro ore

    Feasting Potions

    Gold Coins

    Meat

    Bones

    Vegetables

    Wood Branches

     

    Then, to spice things up, some possible *effects* from the ring as well:

     

    No Harvesting

    No Harvest EXP gained

    3X Harvest EXP gained

    No Harvest EXP limit

    All Harvest Events Bad

    All Harvest Events Good

    No Harvest Events

     

    The exact list of items/effects would be something to debate, and of course the probabilities would be set so that the "Very Good" results are fairly rare (1% or so), and the majority of the events are in the "Mildly Bad" to "Mildly Good" range.

     

    I know it's nowhere near as cool at the original "Ring of WTF?", but it *should* be relatively easy to implement (I'm basing this on assumptions regarding the server code, but I think they're reasonable assumptions).

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